Skarn Pathfinder

Description


''Nothing's perfect. But a skarn is close.''

- Ogava Baska, Skarn Incarnate

Skarn are strong, sophisticated warriors of intellect. Like the rilkans, they are creations of the dragons, long ago infused with incarnum in an attempt to achieve “perfection of form.” Skarn appear human except for the five or six vertically aligned reptilian spines that project from the anterior of each forearm, posterior of each calf, and the upper back. Skarn society is insular and demands both mental and physical achievement. They are a proud race—some would say arrogant—and they boast soulborns, paladins, rangers, and fighters of other “hybrid” classes that exemplify perfection of both mind and body.

Racial Traits

 * Ability Score Racial Traits: +2 Strength, +2 Constitution, -2 Dexterity
 * Size: Skarn are Medium creatures and have no bonuses or penalties due to their size.
 * Type: Skarn are humanoids with the reptilian and incarnum subtypes.
 * Base Speed: Skarn have a base speed of 30 feet.
 * Languages: Skarns begin play speaking Common and Draconic. Skarn with high Intelligence scores can choose from any other languages.
 * Natural Weapon (Spines): A skarn can make one attack with his arm spines each round, either with his primary hand or with his off-hand (taking the normal penalties for fighting with an off-hand weapon). This attack deals 1d6 points of piercing damage; if it is used as an off-hand weapon, the skarn may add only one-half his Strength bonus to the damage roll. A skarn can’t attack with his spines and a weapon wielded by the same arm in the same round. If a skarn makes a spine attack with an arm carrying a shield, he loses the shield’s bonus to AC until the start of his next turn.
 * If the skarn has a soulmeld bound to his arms chakra, his spine attacks are treated as lawful-aligned for the purpose of overcoming damage reduction.
 * Skill Bonus: Skarn gain a +2 racial bonus to intimidate and climb checks. They always count intimidate as a trained skill.