Skulk
Skulk is a D&D 3.5 player race from RD. Medium Humanoid (good reflex), Level adjustment +1.
- Size
- Medium
- Type
- Humanoid (good reflex)
- Level Adjustment
- +1
- Racial Hit Dice: A skulk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
- Racial Skills: A skulk’s humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Hide (Dex) and Move Silently (Dex).
- Racial Feats: A skulk’s humanoid levels give it one feat.
- +8 racial bonus on Move Silently checks and a +15 racial bonus on Hide checks: Skulks excel at keeping to the shadows. These bonuses apply only when a skulk is wearing light armor or no armor.
- Innate Nondetection (Su): Skulks are difficult to detect by divination spells such as clairaudience/clairvoyance, locate creature, detect spells, and items such as a crystal ball. If a divination is attempted upon a skulk, the caster of the divination must succeed on a DC 20 caster level check.
- Peerless Camouflage (Ex): Skulks can move at full speed (and can even run) while hiding, taking no penalties on Hide checks due to movement.
- Trackless Path (Ex): The DC of any Survival check to follow the trail of a skulk is increased by 10.
- Automatic Language: Common. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
- Favored Class: Rogue. A multiclass skulk’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing.
- Level adjustment +1.