There is a fun story behind the gangurru
race. My wife, Carolyn, and I met Chris and his wife, Ann, at the PaizoCon
2013 Meet and Eat. While talking, Chris mentioned that he wanted to try and
sneak a race of sentient, aboriginal kangaroos into a Pathfinder
Tales novel. That idea lodged itself
into my brain, and I eventually contacted him on Facebook to see if he would
mind if I designed the race. He said yes, and after several Facebook messages,
the Gangurru are finally ready to be presented to the world! (P.S. A big thanks to Chris for writing the intro paragraphs.)
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Gangurru are social
aboriginal herbivores of the southern subcontinent. They live in the semi-arid regions of
savanna, in close nomadic mobs of 20 to 80 individuals. They subsist as gatherers of the various
plant life of the region, occasionally adding cooked grubs and insects to their
diet. Though technologically primitive, Gangurru
are a highly spiritual and introspective people. They harbor a firm belief that they are
stewards of nature. They do not
believe in ownership of land, but rather that all living things are part of the
whole planet’s interactive web of life.
While peaceful by nature, their beliefs often lead them to acts of
violence against those whom they feel have harmed or defiled the planet. Unfortunately, this includes the cutting of
living trees, destructive mining for minerals, and the clearing of land for
agriculture.
Gangurru carry their
young in frontal pouches to an age of five or six years, and rarely give birth
to additional offspring until the previous is fully weaned. Gangurru are of marsupial stock, and their
young are very small when born. The
young joeys reside their entire first year in the pouch, at which time they are
approximately the size of a newborn human.
Bonded couples generally sire one child at a time, but twins are not
unheard of. Parental care is shared
equally between the sexes, as are duties of gathering, cooking, and
combat. They are skilled artisans in
stone and wood, and have a deep love of music.
Gangurru often enjoy competing in feats of speed and marksmanship.
Gangurru rarely top six
and a half feet in height standing fully upright, and can weigh up to about two
hundred pounds. Females are slightly
smaller. They rarely live to greater
than sixty years of age.
Gangurru
Racial Traits (13 RP)
+2 Strength, +2 Dexterity, –2 Intelligence (1 RP): Gangurru are strong
and fast, but not very mentally acute.
Gangurru: Gangurru are
humanoids with the gangurru subtype.
Medium: Gangurru are Medium
creatures and thus receive no bonuses or penalties due to their size.
Fast Speed (1 RP): Gangurru have a base
speed of 40 feet.
Bounder (1 RP): Gangurru gain a +2
racial bonus on Acrobatics checks made to jump and to move through a threatened
square.
Leaper (2 RP): Gangurru are always
considered to have a running start when making Acrobatics checks to jump.
Mobbing (1 RP): If two gangurru
occupy any two squares that threaten the same foe, they are considered to be
flanking that foe as if they were in two opposite squares.
Sociable (1 RP): When gangurru
attempt to change a creature's attitude with a Diplomacy check and fail by 5 or
more, they can try to influence the creature a second time even if 24 hours
have not passed.
Sprinter (1 RP): Gangurru gain a
10-foot racial bonus to their speed when using the charge, run, or withdraw
actions.
Slapping Tail (3 RP): Gangurru have a tail
they can use to make attacks of opportunity with a reach of 5 feet. The tail is
a natural attack that deals 1d6 points of damage plus their Strength modifier.
Weapon Familiarity (2
RP):
Gangurru are proficient with boomerangs, spears (including shortspears and
longspears), and woomera.
Languages: Gangurru begin play
speaking Gangurru. Gangurru with high Intelligence scores can choose from the
following: Common, Aquan, Auran, Ignan, Sylvan, and Terran.
The
following racial traits may be selected instead of existing gangurru racial
traits.
Dreamspeaker: Gangurru with this
racial trait add +1 to saving throw DCs for spells of the divination school and
sleep effects they cast. In addition, gangurru with a Charisma of 15 or higher
may use dream once per day as
a spell-like ability (caster level is equal to the gangurru's character level).
This trait replaces the bounder and sprinter racial traits.
Powerful Charge: When a gangurru
charges with a spear, it deals twice the number of damage dice plus 1-1/2 times
its Strength bonus. This trait replaces the leaper racial trait.
Tripping Tail: When a gangurru hits
with its slapping tail, it can make a trip attack as a free action that does
not provoke attacks of opportunity. This trait replaces the mobbing and sociable
racial traits.
Favored
Class Options
The following options are available to all
gangurru who have the listed favored class, and unless otherwise stated, the
bonus applies each time you select the favored class reward.
Ranger: Add +1/3 bonus
on wild empathy checks to
influence animals and magical beasts that live in the
ranger’s favored terrains.
Rogue: Add a +1/2 bonus on
Bluff checks to feint and Diplomacy checks to gather information.
Witch: Add one spell from
the witch spell list to the witch’s familiar. This spell must be at least one
level below the highest spell level she can cast. If the witch ever replaces
her familiar, the new familiar knows these bonus spells.
Class
Options
The following class options are available to
gangurru.
New Cleric
Subdomain
A cleric who chooses a subdomain must have
access to both the domain and its subdomain from her deity. If a cleric selects
a subdomain, she cannot select its associated domain as her other domain choice
(in effect, the subdomain replaces its associated domain). Subdomains are
treated as equivalent to their associated domain for any effect or prerequisite
based on domains. If a subdomain has two associated domains, the cleric can
only select the subdomain for one of her domains. Subdomains can be selected by
Druids (except the metal subdomain) and inquisitors (if their deity allows it).
Dream Subdomain
Associated Domain: Darkenss
Replacement Power: The
following granted power replaces the touch of darkness power of the
Darkness domain.
Dreamer’s Fortune (Su): When
you activate this ability, you can touch any creature as a standard action to
give it an insight bonus on all of its attack rolls, skill checks, ability
checks, and saving throws equal to 1/2 your cleric level (minimum +1)
for 1 round. You can use this ability a number of times per day equal to 3 +
your Wisdom modifier.
Replacement
Domain Spells: 1st—restful
sleep, 3rd—minor dream, 5th—dream,
6th—nightmare.
New Ranger
Combat Style
At 2nd level, a ranger must select one of the
two core combat styles or the
following new combat style: hurler style. The ranger can choose feats from his
selected combat style even if he does not have the normal prerequisites.
Hurler: If the ranger
selects hurler style, he can choose from the following list whenever he gains a
combat style feat: Charging Hurler, Precise Shot, Quick
Draw, and Rapid Reload. At 6th level, he adds Improved Charging Hurler and Improved
Precise Shot to the list. At 10th level, he adds Pinpoint
Targeting and Shot on the Run to the list.
Gangurru
Equipment
Gangurru have access to the following
equipment.
Didgeridoo: This wind instrument
appears to be made from a hollowed branch between 3 and 4 feet in length. It
emits a deep resonating sound when played. A masterwork didgeridoo grants a +2
circumstance bonus on Perform (wind instrument) checks.
Woomera: A woomera is a
simple yet versatile weapon. It is about 3 feet in length. One end is 3 inches
wide, while the other is more pointed and has a hook. A woomera gives much
greater range to a spear, but must be loaded like a projectile weapon. Your
Strength modifier applies to damage rolls when you use a woomera, just as it
does for thrown weapons. You can fire—but not load—a woomera with one hand.
Loading a woomera is a move action that requires two hands and provokes attacks
of opportunity. The Rapid Reload feat can be taken for woomeras,
allowing you to load a spear as a free action. If caught in melee combat, you
may treat it in all ways as if it was a light wooden shield. You may not use it
as a launcher and a shield in the same round.
Woomera Spear: Is the equivalent of
a shortspear. If wielded without a woomera, treat it in all ways as if it was a
shortspear.
Gangurru Equipment
Item
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Cost
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Weight1
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Craft DC
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Didgeridoo, common
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5 gp
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3 lbs.
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12
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Didgeridoo, masterwork
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100 gp
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3 lbs.
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20
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1 These items weigh one-quarter this amount when made for Small
characters.
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Gangurru Weapons
Martial Weapons
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Cost
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Dmg (S)
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Dmg (M)
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Critical
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Range
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Weight1
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Type
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Special
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Ranged Weapons
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||||||||
Woomera
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2 gp
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1d4
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1d6
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×2
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60 ft.
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3 lbs.
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P
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—
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Woomera spear
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1 gp
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—
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—
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—
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—
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3 lbs.
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—
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—
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1 Weight figures are for Medium weapons. A Small weapon weighs
half as much.
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Gangurru Armor
Armor
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Cost
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Shield Bonus
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Maximum Dex Bonus
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Armor Check Penalty
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Arcane Spell Failure Chance
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Speed
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||
30 ft.
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20 ft.
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Weight1
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||||||
Shields
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||||||||
Woomera
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2 gp
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+1
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—
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–1
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5%
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—
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—
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3 lbs.
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1 Weight figures are for armor sized to fit Medium characters.
Armor fitted for Small characters weighs half as much.
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Gangurru
Feats
Gangurru have access to the following feats.
Dreamspeaker
Your ties to
Dreamtime make your sleep spells more powerful.
Prerequisties: Cha 15, gangurru.
Benefit: You add +1 to saving
throw DCs for spells of the divination school and sleep effects you cast. In
addition, you may use dream once per day as a
spell-like ability (caster level is equal to your character level).
Tripping Tail
(Combat)
You use your tail to
great effect in combat.
Prerequisites: Base attack bonus
+1, slapping tail racial trait.
Benefit: When you hit with
your slapping tail, you can make a trip attack as a free action that does not
provoke attacks of opportunity.
Woomera Mastery
(Combat)
You are most
versatile with spear launchers.
Prerequisites: Dex 15, Point-Blank
Shot, Rapid Reload (woomera), Rapid Shot.
Benefit: Reloading a woomera
no longer provokes attacks of opportunity. In addition, you may unload a
woomera (and therefore be effectively wielding a shortspear and a light wooden
shield) as an immediate action that does not provoke attacks of opportunity.
Age,
Height, & Weight
Random Starting Age
Race
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Adulthood
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Intuitive1
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Self-Taught2
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Trained3
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Gangurru
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12 years
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+1d4
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+1d6
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+2d6
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1 This category includes barbarians, oracles, rogues, and
sorcerers.
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2 This category includes bards, cavaliers, fighters,
gunslingers, paladins, rangers, summoners, and witches.
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3 This category includes alchemists, clerics, druids,
inquisitors, magi, monks, and wizards.
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Aging Effects
Race
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Middle Age1
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Old2
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Venerable3
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Maximum Age
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Gangurru
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20 years
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30 years
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40 years
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40 + 1d20 years
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1 At middle age, –1 to Str,
Dex, and Con and +1 to Int, Wis, and Cha.
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2 At old age, –2 to Str,
Dex, and Con and +1 to Int, Wis, and Cha.
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3 At venerable age, –3 to
Str, Dex, and Con and +1 to Int, Wis, and Cha.
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Random Height &
Weight
Race
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Base Height
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Base Weight
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Modifier
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Weight Modifier
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Gangurru, male
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4 ft. 7 in.
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105 lbs.
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2d12
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×4 lbs.
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Gangurru, female
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4 ft. 2 in.
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70 lbs.
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2d12
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×4 lbs.
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