Insect Darkers
Krahda
Dagan Egg Dagan El Dagan Dagan Nero
Aquatic Darkers
Micda OI Micda Mi Micda
Winged Darkers
Doublune Bal Doublune Doublunda
Toy Darkers
Pitta Wadda Parata Picoda
A darker has a bizarre anatomy, strange abilities, and is hostile to all other lifeforms.
Currently they come in various subgroups including Insect, Toy, Aquatic and Winged, as a secondary Supertype there are Phantoms and within that ESC-A Darkers.
An Darker has the following features.
d10 Hit Die. d8 Chakra Die
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for darkers: Acrobatics, Climb, Chakra Control, Escape Artist, Fly, Intimidate, Knowledge (pick one), Ninjutsu, Perception, Stealth, Survival, and Swim.
Traits: A darker possesses the following traits (unless otherwise noted in a creature's entry).
Darkvision 60 feet.
Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Darkers not indicated as wearing armor are not proficient with armor. Darkers are proficient with shields if they are proficient with any form of armor.
Darkers breathe, eat, and sleep.
Darker Defense Bypass: All darkers ignore all defenses unless they are from a Phonon Unit, this complicated shield generator is the pinnacle of Palman shield technology and was specifically designed to defend against darkers.