Looks: Ugly and hunched with a lanky build and dark leathery skin, long razor sharp claws, and huge yellow cat-like eyes.
Dark trolls are nocturnal and wilder than war trolls. They are often deadly mages.
Abilities:
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Attribute improvement: This ability sets your INT score to a minimum of 3.
You gain Offensive Martial Arts and Defensive Martial Arts.
Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
If proficient: The BV is now +2. If fluent: The BV is now +3.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
You gain Offensive Martial Arts and become fluent in it. Additionally, your hands are AV0. If you have Hind Claws, you become fluent in it as well and your feet are AV0.
Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
Can wield two-handed weapons in one hand.
Note: Armor piercing weapons must still be wielded in two hands to be AV0.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Attribute improvement: This ability sets your INT score to a minimum of 3.
You gain Offensive Martial Arts and Defensive Martial Arts.
Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.
If proficient: The BV is now +2. If fluent: The BV is now +3.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
You gain Offensive Martial Arts and become fluent in it. Additionally, your hands are AV0. If you have Hind Claws, you become fluent in it as well and your feet are AV0.
Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.