Darkaralome
- +2 Constitution, -2 Dexterity.
- Medium-size.
- Darkaralome base speed is 30 feet.
- Low-Light Vision: Darkaralome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Weapon Familiarity: Darkaralome treat 'Lomepicks (see below) as martial rather than exotic weapons.
- Slow Regeneration: A severed hand regrows in 1d10 + 15 months. An arm regrows in 1d6 + 4 years. A leg regrows in 1d6 + 10 years. Piercings migrate out of the body in 1d3 months. Non-psionic tattoos, normal scars, and magical scars that aren't the result of a persistent effect fade away in 1d6 months. Severed limbs, if uncauterized and bound to the stump within ten minutes of the injury, will reattach themselves in 1d4 + 4 days.
- +2 racial bonus on saves vs. disease and gaseous attacks.
- +2 dodge bonus vs. spells, spell-like abilities and supernatural abilities with the fire descriptor.
- Darkaralome with Charisma scores of 10 or higher may cast the 0-level spells (cantrips) Ray of Heat, Dark Light, and Shower of Sparks once per day. These are arcane spells. Treat the darkaralome as a 1st-level caster for all spell effects dependent on level (duration for Dark Light and range for Ray of Heat).
- Automatic languages: Common and Darkaralome.
- Bonus languages: Dwarven, Goblin, Ignan, Orc, Sylvan, and Undercommon.
- Favored class: Sorcerer.
'Lomepick: An exotic weapon, the 'lomepick (or darkaralome pick) is a one-handed weapon and has two different uses. The head can be used like a pick to inflict 1d6 points of piercing damage (crit x4), or the wielder may slash with the sharpened counterweight for 1d6 damage (crit x2). The wielder must choose which method to use for each attack, before the roll is made. A 'lomepick costs 15gp, has no range increment, and weighs 8 pounds.
The material above is Open Game Content.