They...

Ferret

Explorer
Have no name, but I'm calling them they for now.
Medium-sized Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: 0
Speed: 40 ft.
AC: 13 (+3 Hide armour)
Attacks: Tellra
Damage: Tellra
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: They're traits
Special Qualities: They're traits
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills: Hide +5, Move Silently +3 intimidate +6
Feats: Weapon
Climate/Terrain: Any hill or plain
Organization:??
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
They have a strong teamwork, and firm sense of ethics. This is where the phrase “They Graveyard” Referring to a place where Many members of a team have died together instead of fleeing and living to fight another day.

At first glance, they seem to be strongly built, this is because of stance and technique, and this is very useful when attacking large groups of monsters, that one-by-one are not that powerful. They fight best with a Tellra, an alternative axe, with a sharp pointed “Beard”, and is often nick named “Dwarf face“. While they may seem primitive, they are not unintelligent, uncharismatic or impulsive, strangle though they are not especially strong or robust.

They are skin is thick and calloused although not enough to warrant bonuses in combat, it also has a very deep green look to it. After maturing, they adorn their bodies with red tattoos, these tattoos have no magical effect, and are in all respect mundane.
Combat
If provoked, they will flank and chase the enemy into a wall of spears/Tellra, if they do not follow/won't be chased they will surround and attack
Their Traits (Ex): They benefit from a number of racial traits.
  • +4 racial bonus to intimidate.
  • +2 morale bonus to saving throws against fear.
  • May gain Scent as a feat
  • Intimidate is always a class skill
 
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Old black/white sci-fi/horror movie: 'They came from the Desert'. Giving them scent would probably increase the ECL to +2 instead of +1 as it is now. The CR on the other hand would remain unchanged. And as for a name, how about Thalok?
 


Hmm.. I see,

Change the Abilities to the following: Str 13, Dex 11, Con 13, Int 8, Wis 10, Cha 12.

Remove natural cunning from their traits, and add the following: Scent, Always has Wilderness Lore as a class skill.

Reduce their speed to 30'

change the feat to Weapon Focus (Tellra)

That should drop the ECL to +1.
 


I would hardly call it 'toning down', just more of adapting them to their description. In they're description they're strongly built and have broad shoulders (increases Con and Str.). They're intimidating (bonus to cha.) and barbaric (warrants a small Int penalty.)
Their speed should be average for a medium-sized humanoid (30'). Natural Cunning means they can't get lost in a maze (As minotaurs) and aren't really needed, scent is more in line with their wild natures anyway. AS for the feat. Weapon Focus (Tellra) makes more sense than alertness for a barbarian race, as does wilderness lore as a class skill no matter what class. Also by dropping natural cunning, you reduce the ECL and make the race more playable.
 


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