Daqueen
The Daqueen are an almost mythical race of beings which are distantly related to elves. They resemble gargoyles or demons, with a pair of leathery, bat-like wings, pointed ears, sharp teeth, and red eyes that seem to glow in firelight (actually, the eyes are just very reflective, like a cat's). They are of average human height but weigh considerably more (110 + 4D10 x 10 lbs. for males, 90 + 4D10 x 10 lbs. for females). Though their skin may be a pale tan color, like a human's, more common colors are brown or a light shade of red, blue, green, or gray. If they do have hair, which most do not, it is almost always gray or brown. Daqueen can live to be about 240 years old (200 + 4D20 years).
NOTE: If you've read or plan to read The Karion Chronicles, you should know that there are quite a few discrepancies between the RPG stats for the Daqueen and the character Attakqua. It's mostly due to the fact that I wrote the stories a long time after the only Daqueen PC "mysteriously vanished" (i.e., the guy was too lazy to make it to any more games). These are the statistics given to me by my friend Kalvin for the Daqueen when he made the race up. I might post modified stats as well that match the stories, but that will be a long way off...
PERSONALITY:
Very little is known about the Daqueen. Elves worship them almost like Gods; most other races assume they are a myth. Daqueen always prefer their own company to anyone else, or, if no other daqueen are present, they will accept the company of elves. If neither of these races are present, the daqueen will either move on or stay mostly to his/her self. They will avoid being seen by large groups of people if possible, and will almost never enter a city if they can avoid it. The daqueen love nature and have taken it upon themselves to be the defenders of the natural realm. Magic users will be treated with suspicion, undead or demonic creatures will be attacked on sight. Though the daqueen themselves will use magic, they use it sparingly and only in the defense of nature.
LIFESTYLE:
Daqueen typically do not build permanent settlements, preferring to wander the forests as nomads. Those cities they do build are well hidden and are usually torn down within a few months. They avoid all contact with other races. They prowl the night searching for the unnatural creatures that they despise. They share territory with elves, but there are no records of them being found in the same lands as other demihumans.
TOOLS & TECHNOLOGY:
The daqueen will usually steal from the elves what they cannot make themselves. They prefer piercing weapons above all others, particularly the spear and javelin. They do occasionally use slashing weapons, but most avoid blunt weapons like clubs. They refuse to use bows for an as yet unknown reason.
Daqueen are very selective about their armor. They will never don anything heavier than chain mail, as they see battle as a semi-religious art form which is reduced to mindless battering when the participants are heavily armored. They also refuse to use shields. A daqueen's leathery hide grants them a base AC of 7.
Dermatt: (Damage 1D4/1D4, Speed 2, Type P, Range 1/3/6) The secret of making these bizarre weapons is known only by powerful daqueen priests. They consist of a small, hollow glass sphere, which is covered with thin spines and is filled with a strange gas. When thrown, it shatters (saves vs. crushing blow at 19, but gets +4 if it strikes a soft target) and the gas inside causes it to explode, flinging the spines in all directions and damaging everyone within 10'. Dermatts are extremely rare.
Flanger: (Damage 1D6/1D6, Speed 4, Type P, Range 2/4/6) A flanger functions in most respects exactly like a javelin. It has a rope attatched to the end, however, and a set of hinged hooks near the tip. If the rope is pulled back at the proper instant (Dex check) then the hooks will imbed themselves into the opponent. It can then be used to dismount a rider or pull a footman around. Flangers that are properly set cannot be removed by force and attempting to do so inflicts 1D4 points of damage. A successful dexterity check and a full melee of work will allow a character to remove the hooks and free himself/herself.
GAMING NOTES:
Attribute Adjustments: +2 to Str, +1 to Con and Int, -1 to Wis, -3 to Cha
Min/Max |
|||
Strength: |
20 |
Intelligence: |
19 |
Dexterity: |
18 |
Wisdom: |
17 |
Constitution: |
19 |
Charisma: |
15 |
Special Abilities: 90' infravision, can glide at a speed of 24 (maneuverability class D), +2 to hit undead/demonic enemies (considered magical), claws (see below).
Special Disadvantages: Can never retreat from a fight with an undead/demonic creature, claustrophobic (-2 to strike and AC in tight areas), require 15% more XP to advance to the next level.
Claws: Unlike most creatures, daqueen are not born with the instinctive knowledge of how to use their claws. Thus, they are not able to use them until 3rd level. When they reach this level, they may chose to fight with these 1' long, retractable weapons (2 per hand, retracts into forearm). These powerful claws inflict 1D4 + 2 damage, plus the daqueen's strength bonus (if applicable).
Proficiencies: Agriculture, Animal Lore, Armorer, Blacksmithing, Carpentry, Fishing, Hunting, Leatherworking, Mountaineering, Set Snares, Survival (Forest), Tracking, Weaponsmithing.
Class Options: Fighter (No limit), Ranger (No limit), Cleric (Limit 10)