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Sand Folkby Jamie Baty
Hit Dice: 6d8+12 (39 hp)
Speed: 30 ft. (6 squares)
Armour Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+7
Attack: Greatsword +7 melee (2d6 +4)
Full Attack: 1 Greatsword +3 melee (2d6 +4) and 1 Greatsword +3 melee (2d6 +4) or 4 slam +7 melee (1d4 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 16, Dex 11, Con 15, Int 11, Wis 14, Cha 10
Skills: Bluff +5, Diplomacy +1, Hide +1*, Intimidate +1, Knowledge (local) +3, Listen +4, Move Silently +1, Ride +2, Spot +5*, Survival +5
Feats: Cleave, Multiweapon Fighting, Power Attack
Environment: Temperate, Warm deserts
Organisation: Solitary, Pair, Squad (5-20 + 1 3rd level warchief), or Tribe (60+ and 4 3rd level warchiefs, 1 5th level warlord, 50% non-combatants)
Challenge Rating: 3
Alignment: Often neutral
Advancement: by character class
Level Adjustment: +2
The sand folk are a silicon-based, humanoid species. In youth, their thick, leathery skin is smooth and green, but it darkens to slate grey or black with age. As they age, the sand folk have glandular secretions which cause their hides to gradually become encrusted with hard silicon crystals. This gives a young sand folk a natural AC of +2. This increases to +3 or +4 for middle aged sand folk. Elders may have a bonus of +5, and the oldest sand folk have a +6 natural AC bonus. At full size, a sand folk stands about seven feet tall and weighs about 225 lbs. All sand folk have four arms, but otherwise conform to a generally humanoid appearance.
The sand folk tend to be desert-dwelling nomads who live by plunder or by acting as caravan guards. They are organised into tribes based on blood ties. All sand folk are alternately male and female- each summer the sand folk's sex changes unless it is a pregnant female. All sandfolk are trained warriors and they are governed by a very strict code of honour that places a premium on martial prowess.
Sand folk pride themselves on being good liars, though they are scrupulously honest when dealing with their own tribal members. Outsiders are considered fit prey unless they are under the protection of an elder. Sand folk consider manual labour and commerce demeaning and believe that fighting is the only decent activity for a warrior. They are practical though, and will trade for what they cannot take by force or cunning.
Sand folk are governed by a council of elders that administer justice and select their military leaders. Their laws are draconian, and the only recognised punishment is decapitation. Any activity that would not warrant a decapitation is usually not considered a criminal activity. Disputes are often settled by trial by combat, and that is always to the death. Sand folk speak their own language, and a broken form of common.
Most sand folk carry two greatswords, one for each pair of hands. They prefer to use these to all other weapons even though they are proficient with all simple and martial weapons. Ranged weapons are beneath the dignity of a sand folk warrior, as are shields and armour. War chiefs will also carry a highly decorated glaive. There is a 50% chance that any encountered sand folk will be riding a camarilla.
Sand folk are excellent ambushers and will use this tactic frequently. They are also very good at sniffing out ambushes set by others.
Skills: A sand folk has a +4 racial bonus to all Bluff checks. *Sand folk also have a +8 racial bonus to all Hide and Spot checks made while in desert terrain.
Sand Folk as Characters
Most sand folk are fighters, rangers, or barbarians. A sand folk cleric has access to two of the following domains: Fire, Glory, Sand and War.