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Whats better than a quadrapedal reindeer? (PEACH)

Game design for the d20 system

Whats better than a quadrapedal reindeer? (PEACH)

Postby LOTRfan » Wed Dec 15, 2010 4:44 pm

So, yeah, more holiday stuff. Marrku is actually the name of an area in Finland (which has its own subspecies of reindeer). PEACH away!

Marrku (Anthropomorphic Reindeer)
Medium Monstrous Humanoid
Hit Dice:
2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 14 (+3 natural, +1 Dex), touch 11, flatfooted 13
Base Attack/Grapple: +2/+3
Attack: Dire Flail +3 melee (1d8+1 damage), or Gore +3 melee (1d4+1 damage)
Full Attack: Dire Flail -1/-5 melee (1d8 damage), or Gore +3 melee (1d4+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: Scent, darkvision 60 ft., lowlight vision,
Saves: Fort +0, Ref +4, Will +4
Abilities: Str 13, Dex 13, Con 12, Int 11, Wis 13, Cha 8
Skills: Listen +4, Spot +4
Feats: Winter’s Child*
Environment: Cold Plains
Organization: Solitary, family (3-4), or Herd (8-15 plus 2-4 Caribou)
Challenge Rating: ½
Treasure: Standard
Alignment: Often Neutral Good
Advancement: By Character class
Level Adjustment: +1

A humanoid creature with the head of a caribou walks forward, out from the raging blizzard. Covered in hide armor to help it stay warm, this furred creature looks more animal than man. It wields a dire flail.

Few creatures can live in the freezing wastes at the poles of the world. This makes an environment perfect for those who can. For thousands of years, creatures such as Neanderthal, Glacier Dwarves, and Tundra Halflings have survived in the rigid wastes. Among the newer races slowly developing in the northern pole is the Marrku, a race of anthropomorphic reindeer.

Marrku weigh about as much as humans, and are about six feet tall. They speak Dwarven and Common.

Combat
Marrku fight using their dire flails, a weapon they love to use specifically for hunting.

*Found in Savage Species

Society
Marrku live in small clans that wander from tundra to icy tundra. They don’t stay in areas very often, often only staying to follow whatever herd of creatures they prefer to hunt. As the herd moves, so does the clan. Marrku live in tents made from tanned hides of polar bears and other large predators. Marrku have a distrust of Neanderthal, as long ago they hunted the Marrku, not realizing they were intelligent. This distrust lasts even today, and although not outright hostile, they rarely get along. They do, on the other hand, like Glacier Dwarves. This race taught them their language, which they have heartily adopted as their own. Marrku trade food with the dwarves in exchange for weapons and allies. This way, dwarves can make a civilization without worrying about the nomadic prey, and the Marrku can to defend themselves against less savory characters of the wastes. Marrku worship Muammon Duathal, dwarf god of wanderers, and have access to the Good, Protection, and Travel domains.


Marrku as Characters
Being a nomadic people, the Marrku are natural born adventurers. Many go out looking for permanent lands for the Marrku to settle, while others travel to gather riches to trade with the dwarves.

Marrku Racial Traits
• +2 Dexterity, +2 Wisdom
Medium Monstrous Humanoid: As monstrous humanoids, Marrku are not affected by spells such as hold person and charm person.
• Base Speed 30 ft.
• Darkvision 60 ft.
• Gore Attack (1d4 damage)
Racial Levels: A Marrku starts with two levels of Monstrous Humanoid, which gives them a base attack bonus of +2, and base save bonuses of +0 Fort, +3 Ref, and +3 Will.
Racial Feats: Their racial levels give Marrku one feat.
Racial Skills: Their racial levels give Marrku a number of skill points equaling 5x (2+INT modifier).
Weapon Familiarity: Marrku treat Dire Flails as martial weapons, as it is their favored hunting weapon.
Scent: A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
Automatic Languages: Common, Dwarven. Bonus Languages: Halfling, Giant, and Goblin.
Favored Class: Ranger
Level Adjustment: +1
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