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Storlings

Storlings are small, sneaky scouts.

Physical Description
Storlings are bipedal lizardlings with a dark green scaly skin that molts once per year. Smallest of the lizardlings, they stand at a height of only (24"+2d6") and wigh only (30#+2d6#). They are Size S. They have a long, alligator-like head with protruding lower teeth. They have four ears, two on each side of their head, towards the back. These ears are indentations and have no external skin. They have a talk which is half as long as they are tall, that seems to serve no purpose beyond cosmetic and some small balance effect. Perhaps it is what aids them in their scouting abilities. They tend to be stocky. They are carnivorous.

Position
Storlings are incredible scouts. They are craft, sneaky, and most definitely do not relate well with others. They work alone most of the time, or in extreme cases in groups of 2 or at most 3. They are not amphibious, but swim decently for long periods of time. Their special ability is that of a chameleon - in 1d3 rounds, they can blend in to any background, making them 90% invisible. They can move at one quarter rate and maintain this camoflauge. They cannot use any weapon save the blowgun and a small set of claws that all Storlings carry for emergency combat use.

Roleplaying
Storlings are definitely slimy rogues. Although not very interested in material possessions, they love challenges and use that as their reason for completing any mission asked of them by the dragonlings. They act sneaky and clever. They have poor charisma at best. For Storlings, melee combat is a last resort. They love to obtain new substances to coat their blowguns with, especially sleep-inducing ones. They prefer their victims get to wake up and see what the Storlings have done while they were sleeping than to outright kill them, though they realize it is sometimes a necessity and will not hesitate when it is.

The Numbers
Storlings have a +1 DEX, +1 INT, +1 WIS, -3 CHA, and a +1 CON/HEA.
Their starting age is 11+1d4, middle age is 25, old is 36, and max is 36+2d4.
Their Hit Die is by class.
Natural Attacks: 1 - Bite - 2d4
Movement: MV 12, SW 6

The following tables describe stats, class maximum levels, and thieving abilities.

Strength 8/18   Rogue/Thief Unlimited
Dexterity 12/19   Priest/Orange 7
Constitution 8/19   Wizard/Mage 7
Intelligence 8/19      
Wisdom 8/19      
Charisma 1/10      
  Pick Pockets -20%  
  Open Locks -15%  
  Find/Remove Traps -10%  
  Move Silently +15%  
  Hide in Shadows +15%  
  Detect Noise +20%  
  Climb Walls +5%  
  Read Languages +5%  
  Tunnelling ---  
  Bribe -20%  
  Escape Bonds +5%