Wafko (wəf-ko)
The dead of night was worrisome for the merchants, bandits were one thing but their guards had not the stomach for a real fight.
Massive tribal monkey-humanoids, well known for their 4 massive arms and acidic spittle. They act like bullies and hate being put in place.
Physical Description: Wafko are large and hefty builds, giving them a wide silhouette that is only enhanced by their multiple pairs of arms. They are partially furred over multiple parts of their body akin more to a neanderthal then a monkey or ape that varies in colour, ranging from brown to black. They possess tail that is useful for picking up smaller items their large hands have trouble lifting up and they possess tiny tusks coming out of their mouth which are used to keep denser foods in place.
| Adulthood | Intuitive | Self-Taught | Trained |
|---|---|---|---|
| 30 years | +1d8 years (31 - 38 years) | +1d10 years (31 - 40 years) | +2d10 years (32 - 50 years) |
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Male | 5 ft. 11 in. | + 2d12 in. (6 ft. 1 in - 7 ft. 11 in.) | 200 lbs. | +(2d12x7 lbs.) (214 lbs. - 368 lbs.) |
| Female | 5 ft. 8 in. | +2d12 in. (5 ft. 10 in. - 7 ft. 8 in.) | 140 lbs. | +(2d12x7 lbs.) (154 lbs. - 308 lbs.) |
Society: Wafko society is mostly tribal and territorial, sticking to the jungles they reside in. Though they often trade or steal with civilizations around them which can heavily influence individual tribes. They mostly follow whoever within the tribe is successful in all pursuits, obeying competence more then anything else. Due to the heat of where they normally live, clothing is usually light due to avid overheating from a combination of it and their fur.
Relations: Wafko are known for being aggressive and trying to get their way, and commonly enjoy bullying small races such as kobolds and iminat. They are commonly hired by as enforcers or bodyguards and get along quite well with other mercenary races and minotaurus. They commonly fight with orcs and ogres in contests of strength and their overall demeanor makes them considered a tribal and unintelligent race regardless of the truth of the matter.
Beliefs and Religion: Wafko aren't known to be overly religious but commonly put strength on a pedestal and as such do send thanks and gifts to Bruff Hruff to gain favour.
Adventurers: Wafko are known to head out into the world on quests of strength and glory. These Wafko end up being powerful allies for parties that manage to convince them to join their troupe.
Standard Racial Traits
- Ability Score Racial Traits: Wafko have immense muscle and can intimidate others into doing what they want quite easily due to their physique, but are dull of mind compared to others. They gain +2 Strength, +2 Charisma, and -2 Intelligence.
- Type: Wafko are creaturals.
- Size: Wafko are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Wafko have a base speed of 30 feet, and a climb speed of 30 feet.
- Languages: Wafko begin play speaking Crakini. Wafko with high Intelligence scores can choose from the following: Brigandine, Da'brigandine, Gi'brigandine, Orcish, and Quaren.
Feat And Skill Racial Traits
- Large Physique: Wafko have a +2 racial bonus on Climb and Intimidate checks.
Offense Racial Traits
- Acid Spit: Wafko have acidic spit they can spit up to 10 feet as a ranged touch attack that deals 1d3 points of acid damage. Wafko that gain a bite natural attack also deal an extra 1d3 points of acid damage on their bite.
Senses Racial Traits
- Darkvision: Wafko have darkvision and so can see perfectly in the dark up to 60 feet.
- Low-Light Vision: Wafko can see twice as far as humans in conditions of dim light.
Other Racial Traits
- Four-Armed: A wafko has four arms. One hand is considered their primary hand; all others are considered off hands. They can use any of their hands for other purposes that require free hands.
- Prehensile Tail: A wafko has a long, flexible tail that she can use to carry objects. They cannot wield weapons with their tail, but the tail allows them to retrieve a small, stowed object carried on their person as a swift action.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- Simaximus: The simaximus Wafko have more in common with apes than the jungle-dwelling monkeys. Their stooping build grants them a +4 racial bonus to CMD. These wafko are white and lack a tail. This racial trait replaces prehensile tail.
