The good folk of Paizo have demonstrated a great facility for transforming neglected or discarded bits of D&D into something genuinely interesting and useful. A great example of this is the skum, a rather humdrum monster that had one significant virtue: being open gaming content.
The skum originated in 2nd Edition, back in Polyhedron 67, where they were servants of the aboleth, specially bred for manual labor from humanoid stock. They were reprinted in the Monstrous Compendium Annual, Vol I. and, somewhat inexplicably, in the 3rd Edition Monster Manual.
Paizo, though, in their Into the Darklands supplement, reconnects the humble skum to the Deep Ones of Lovecraft's "The Shadow Over Innsmouth" and simultaneously creates a substitute for the closed content Kuo-Toa. Here, then, is a 3.5e expansion of skum, reenvisioned through a Pathfinder lens. The following text is Open Game Content:
Skum
This hunchbacked, green-skinned humanoid has a wide, frog-like head with toothy, fish-like mouth.
Created by Aboleth. Skum, also known as Ulat-Kini, are the most successful of the servitor races created by the aboleths as slaves. Originally created from human stock, skum can impregnate humans, and the children issued from such unions are invariably deformed.
Dwellers in the Dark. Most skum dwell deep underground in slowly crumbling ruins.
Unnatural Products. Skum do not age, and barring death by violence or disease, they can live forever. Unfortunately, skum are incapable of reproducing among themselves, for all skum are male. Those who are not born skum undergo gradual transformations throughout their lives, and when they would normally die of old age, such hybrids instead go through “the change,” shedding their wrinkled flesh and transforming into one of the ulat-kini.
Skum CR 2
Usually LE Medium aberration (aquatic)
Init +1; Senses darkvision 60 ft.; Listen +5 (+9 underwater), Spot +5 (+9 underwater)
Languages Aquan
AC 13, touch 11, flat-footed 12
(+1 Dex, +2 natural)
hp 11 (2d8+1 HD)
Fort +1, Ref +1, Will +3
Spd 20 ft., swim 40 ft.
Melee bite +5 (2d6+4), 2 claws +0 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks rake (+0, 1d6+2)
During Combat In the water, skum are dangerous enemies who attack by biting, clawing, and raking with their rear legs. Skum serving an aboleth are sometimes trained to fight with weapons, usually tridents, two-handed melee weapons with reach (such as longspears) and simple ranged weapons such as javelins or slings.
Morale Skum serving an aboleth will fight until slain or ordered to withdraw. Otherwise they disengage when faced with superior opponents.
Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Base Atk +1; Grp +5
Feats Alertness
Skills Hide +3 (+7 underwater), Listen +5 (+9 underwater), Move Silently +3, Spot +5 (+9 underwater), Swim +12
SQ amphibious
Environment underground
Organization brood (2–5), pack (6–15), or cabal (13–95 plus 50% noncombatants, 1 subchief of 3rd level per 20 adults, 1 sorcerer of 4th–6th level per 40 adults, 1 chieftain of 7th–9th level, and 2–6 oozes)
Treasure none
Advancement 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment +3
Rake (Ex) Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.
Skills Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater.
A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Skum as Characters
Although skum typically advance by adding Hit Dice, they occasionally take levels in character classes. Skum characters possess the following racial traits.
- +8 Strength, +2 Dexterity, +2 Constitution, -4 Charisma.
- A skum’s base land speed is 20 feet. It also has a swim speed of 40 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: A skum begins with two levels of aberration, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3.
- Racial Skills: A skum’s aberration levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Hide, Listen, Move Silently, Spot, Swim. Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
- Racial Feats: A skum’s aberration levels give it one feat.
- Weapon Proficiency: A skum is proficient with the trident and all simple weapons.
- +2 natural armor bonus.
- Natural Weapons: Bite (2d6) and 2 claws (1d4).
- Special Attacks (see above): Rake.
- Special Qualities (see above): Amphibious.
- Automatic Languages: Aquan. Bonus Languages: Aboleth, Undercommon.
- Favored Class: Fighter.
- Level adjustment +3.
Skum Equipment
Barbed Net: Typically, creatures use these nets to catch fish and other prey along the coast. Skum have put them to more nefarious use, favoring them as weapons. Barbed nets incorporate dozens of hooks of various sizes that entangle and damage enemies. Unlike normal nets, barbed nets deal damage to entangled opponents at the rate of 2 piercing damage/round.
A barbed net is a ranged exotic weapon. Cost 25 gp, Damage (S) 2/1d4, Damage (M) 2/1d4, Critical x2, Range Increment 10 ft., Weight 7 lb., Type P.
Due to the cruel barbs, these nets are difficult to break or escape, requiring a full-round action (DC 25 Escape Artist check; 6 hp, break DC 25); such attempts deal an additional 1d4 piercing damage, whether successful or not. A Heal check (DC 15) successfully removes the hooks without further damage, requiring 10 minutes.
Barbed nets are useful only against creatures within 1 size category of the user and follow all rules for normal nets.
Essence of Ulat-kini: This black, tar-like, and potentially lethal substance is stored in wax-sealed, clay jars. A pregnant woman who imbibes the contents and survives the poison ensures her unborn child will inherit the characteristics of a skum. This essence is highly prized by aboleth worshippers and deranged descendants of fallen sea kings; both groups use it to grant their children the heritage they believe they deserve. Essence of Ulat-Kini costs 1,500 gp per application, weighs 1 lb.
Advanced Skum
As many skum get older they get larger and even more dangerous.
Ancient Skum CR 4
LE Large aberration (aquatic)
Init +0; Senses darkvision 60 ft.; Listen +4 (+8 underwater), Spot +4 (+8 underwater)
Languages Aquan
AC 13, touch 9, flat-footed 13
(+4 natural, -1 size)
hp 42 (6d8+15 HD)
Fort +4, Ref +2, Will +5
Spd 20 ft., swim 40 ft.
Melee bite +12 (3d6+9), 2 claws +10 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rake (+10, 1d8+4)
Str 28, Dex 11, Con 15, Int 10, Wis 10, Cha 6
Base Atk +4; Grp +17
Feats Improved Natural Attack (claws), Multiattack, Toughness
Skills Hide +0 (+4 underwater), Listen +4 (+8 underwater), Move Silently +4, Spot +4 (+8 underwater), Swim +19
SQ amphibious
Skum trained as fighters typically rise to positions of power within their cabals. The subchief depicted below had the following ability scores before level and racial adjustments: Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12.
Skum Subchief CR 5
Skum fighter 3
LE Medium aberration (aquatic)
Init +2; Senses darkvision 60 ft.; Listen +3 (+7 underwater), Spot +3 (+7 underwater)
Languages Aquan
AC 19, touch 12, flat-footed 15
(+3 armor, +2 Dex, +2 natural, +2 shield)
hp 44 (2d8+6 plus 3d10+9 HD)
Fort +6, Ref +5, Will +3
Spd 20 ft., swim 40 ft.
Melee mwk trident +13 (1d8+7), claw +8 (1d4+3), bite +8 (2d6+3)
Ranged javelin +6 (1d6+7)
Special Atk rake (+8, 1d6+3)
Str 24, Dex 15, Con 16, Int 10, Wis 8, Cha 8
Base Atk +4; Grp +11
Feats Alertness, Lightning Reflexes, Power Attack, Stealthy, Weapon Focus (trident)
Skills Hide +7 (+11 underwater), Listen +3 (+7 underwater), Move Silently +7, Spot +3 (+7 underwater), Swim +17
SQ amphibious
Combat Gear javelin of lightning, potion of cure serious wounds; Other Gear +1 leather armor, +1 small wooden shield, masterwork trident, 2 javelins
Large groups of skum will occasionally produce individuals able to use spells, even though low Charisma scores generally limit their advancement. The skum sorcerer depicted below had the following ability scores before level and racial adjustments: Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 15.
Skum Sorcerer CR 6
Skum sorcerer 5
LE Medium aberration (aquatic)
Init +7; Senses darkvision 60 ft.; Listen +3 (+7 underwater), Spot +3 (+7 underwater)
Languages Aquan
AC 16, touch 13, flat-footed 13
(+3 Dex, +3 natural)
hp 42 (2d8+4 plus 5d4+10 HD)
Fort +3, Ref +4, Will +8
Spd 20 ft., swim 40 ft.
Melee bite +6 (2d6+3), 2 claws +1 (1d4+1)
Special Atk rake (+1, 1d6+1)
Sorcerer Spells Known (CL 5th)
2nd (4/day)—hideous laughter (DC 13), mirror image
1st (7/day)—mage armor, magic missile, ray of enfeeblement (+6 ranged touch), shield
0 (6/day)—acid splash (+6 ranged touch), dancing lights, detect magic, read magic, resistance, virtue
Str 16, Dex 16, Con 15, Int 10, Wis 12, Cha 12
Base Atk +3; Grp +6
Feats Combat Casting, Improved Initiative, Toughness
Skills Concentration +7 (+11 casting defensively), Hide +5 (+9 underwater), Listen +3 (+7 underwater), Move Silently +5, Spellcraft +5, Spot +3 (+7 underwater), Swim +13
SQ amphibious
Combat Gear scroll of sleet storm, wand of acid arrow (30 charges); Other Gear amulet of natural armor +1
Scouts serve the skum communities of the deep underground as spies and infiltrators. The skum scout depicted below had the following ability scores before level and racial adjustments: Str 13, Dex 14, Con 12, Int 10, Wis 15, Cha 8.
Skum Scout CR 8
Skum monk 7
LE Medium aberration (aquatic)
Init +7; Senses darkvision 60 ft.; Listen +12 (+16 underwater), Spot +12 (+16 underwater)
Languages Aquan
AC 22, touch 18, flat-footed 19
(+1 armor, +1 deflection, +3 Dex, +1 monk, +3 natural, +3 Wis)
hp 62 (2d8+8 plus 7d8+14 HD)
Fort +7, Ref +8, Will +11 (+13 against enchantment spells and effects)
Defensive Abilities evasion; Immune natural disease
Spd 40 ft., swim 40 ft.
Melee unarmed strike +13/+8 (1d8+7), bite +13 (2d6+3), 2 claws +13 (1d4+3)
Special Atk flurry of blows, ki strike (magic), rake (+13, 1d6+3)
Str 24, Dex 16, Con 14, Int 10, Wis 16, Cha 4
Base Atk +6; Grp +17
Feats Blind-Fight, Combat Reflexes, Improved Grapple, Improved Initiative, Improved Multiattack, Improved Trip, Improved Unarmed Strike, Multiattack
Skills Hide +12 (+16 underwater), Listen +12 (+16 underwater), Move Silently +12, Spot +12 (+16 underwater), Swim +15
SQ amphibious, fast movement, purity of body, slow fall 30 ft., wholeness of body (14 hp)
Gear necklace of fireballs type I; Other Gear amulet of natural armor +1, bracers of armor +1, gauntlets of ogre power, ring of protection +1
Evasion (Ex) If the scout makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the scout instead takes no damage.
Slow Fall (Ex) A scout within arm’s reach of a wall can use it to slow a descent, and takes damage as if the fall were 30 feet shorter than it actually is.
Purity of Body (Ex) The scout is immune to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su) The scout can heal itself up to 14 hp each day, and can spread this healing out among several uses.
Chieftains are generally drawn from the ranks of the most promising and experienced skum fighters. The chieftain depicted below had the following ability scores before level and racial adjustments: Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 12.
Skum Chieftain CR 10
Skum fighter 8
LE Medium aberration (aquatic)
Init +8; Senses darkvision 60 ft.; Listen +2 (+6 underwater), Spot +2 (+6 underwater)
Languages Aquan
AC 18, touch 14, flat-footed 14
(+2 armor, +4 natural, +2 natural)
hp 96 (2d8+8 plus 8d10+32)
Fort +10, Ref +6, Will +6
Spd 30 ft., swim 40 ft.
Melee +1 trident +17/+12 (1d8+12), bite +10 (2d6+3)
Ranged barbed net +13 ranged touch (1d4+6 plus entangle) or
+1 trident +15 (1d8+9)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Atk rake (+10, 1d6+3)
Str 22, Dex 18, Con 18, Int 10, Wis 8, Cha 8
Base Atk +9; Grp +15
Feats Dodge, Exotic Weapon Proficiency (barbed net), Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (trident), Weapon Specialization (trident)
Skills Climb +14, Hide +6 (+10 underwater), Jump +20, Listen +2 (+6 underwater), Move Silently +6, Spot +2 (+6 underwater), Swim +14
SQ amphibious
Combat Gear potion of heroism; Other Gear +2 studded leather armor, +1 trident, amulet of health +2, boots of striding and springing, barbed net
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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