Kel Dor
Kel Dor
Dex: 1D+1/4D
Kno: 1D+1/4D
Mec: 1D+1/4D
Per: 1D+2/4D+1
Str: 1D/3D+2
Tec: 1D+1/4D
Move: 10/12
Special Abilities:
Low-light Vision: Kel Dor can see twice as far as a normal human in poor lighting conditions.
Story Factors:
Atmospheric Dependence: Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.
Source: Judges Handbook, Revised 7/10
page revision: 1, last edited: 24 Aug 2010 06:45





