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MAZARON'S NEW PC RACES
by Tim Martin
Here I present several new PC or NPC
races for use in an AD&D campaign. The races that follow
are patterned after the format presented in The Complete Book
of Humanoids. The following races come from the works of
science fiction, but can easily fit an AD&D fantasy setting;
perhaps they come from a distant part of player's world. Maybe
they exist on a different world entirely, reached by spelljamming
or through gates in a Planescape-style setting.
The Diliban comes from Gordon R. Dickson's
Spacial Delivery and Spacepaw. The Mai and Tsla
come from Allen Dean Foster's Voyage to the City of the Dead..
The Sind is from Creature Catalog I in the September 1984 issue
of Dragon magazine. The Hurgeon and Urisk are from Creature Catalog
II in the February 1985 issue of Dragon Magazine. You can find
the Anuchu in the March 1987 issue of Dragon magazine.
ANUCHU
| Ability
Score Adjustments: |
The
initial ability scores are modified by a +1 bonus to intelligence
and wisdom. |
| Ability
Score Range: |
|
| Strength: |
4-17 |
| Dexterity: |
8-18 |
| Constitution: |
4-18 |
| Intelligence: |
8-18 |
| Wisdom: |
8-18 |
| Charisma: |
4-18 |
| Class
Restrictions: |
Fighter
(10), Ranger (12), Cleric (12), Druid (14), Thief (10) |
| Hit
Dice: |
Hit
dice by class. |
| Alignment: |
Anuchu
tend towards Neutral good in alignment, though a PC anuchu may
be of any alignment. |
| Natural
Armor Class: |
8 |
| Languages: |
Their
own language and are able to speak halfling, elf, gnomish, and
common. They can speak with all canine animals, including domestic
dogs, foxes, and wolves. |
Role-Playing Suggestions and Background: The anuchu are a race of gregarious, forest-dwelling
humanoid canines. Their communities are composed mostly of mound
houses covered with an overgrowth of vegetation. The anuchu deal
with other humanoids in a friendly manner, though they mostly
prefer the company of other anuchu to that of elves, dwarves,
humans, or halflings. Similarly, most humanoid races find the
anuchu talkative and perhaps a bit arrogant as well.
Anuchu have orange fur covering much
of their torso, except for white fur on their chest, hands, muzzle,
and feet. They have reddish-brown eyes, pointed ears with black
tips, brown padded palms and soles, black lips, sharp canine
teeth, and a mane of long red hair. They often wear their manes
in braids or ponytails. Most humans who see them think of them
as the "fox-people."
Popular dress includes tunics, cloaks,
and so forth of green, gray, or blue coloration. The average
lifespan of an anuchu is 140 years.
An anuchu PC will be eminently at home
in the forest or in a woodland setting, and vastly prefer it
to any other terrain. They will feel somewhat exposed in more
open terrain, though are loathe to show their discomfort.
Anuchu are quite proud of the achievements
of their race and the vast lore of plants, animals, ecology,
astronomy, and weather they have built up. They love to pontificate
for hours on any chosen subject, and like nothing better to expound
on this wildflower or that bird species. The fact that good amounts
of their information is wrong or myth at best does not seem to
deter the anuchu in the slightest. In fact, when they see they
have a ready audience they will actually make information up
so as to appear all the more impressive.
The fox-people are excellent woodsman,
and unbeatable companions to have in forests. They make exceptional
rangers and druids, and are highly adept at avoiding making noise
in the forest, finding poorly marked trails, eating the right
mushrooms, and finding sources of water. Anuchu generally know
their local woodlands up to several tens of miles out with extreme
accuracy, down to individual trees, the names of local predators,
and when certain plants bloom.
Anuchu often come across as arrogant.
Knowing as they are in woodland lore and forest survival skills,
they tend to undervalue the input of other races, even elves.
They take affront at being corrected on some woodland lore point,
particularly in front of others, and are aghast when others don't
immediately seek their learned advice on something related to
fighting, traveling, surviving, or adventuring in the forest.
Anuchu are strangely superstitious in
some ways, and are loathe to kill or harm anything that has red,
orange, or orange-red fur. They will never kill a red fox or
a red squirrel, including the sentient kercpa. Humans with red
hair that are encountered are a source of wonder to the fox-people,
and if one makes his or her way to a anuchu village they are
likely to be an instant celebrity.
Special Advantages: The anuchu can speak with most canine animals,
and generally on very friendly terms with local canines, particularly
wolves.
Anuchu have Darkvision up to 70 foot
range, and a keen sense of smell up to 50 foot range. In natural
surroundings, they can move silently, surprising on a 1-4 on
1d6. They are proficient bow men, and are +2 to hit with normal
bows.
Special Disadvantages: None
Monstrous Traits: Appearance.
DILBIAN
| Ability
Score Adjustments: |
The
initial ability scores are modified by a +3 bonus to strength
and a +2 bonus to constitution. A ??1 penalty is made to intelligence
and wisdom. |
| Ability
Score Range: |
|
| Strength: |
12-19 |
| Dexterity: |
4-17 |
| Constitution: |
13-19 |
| Intelligence: |
4-15 |
| Wisdom: |
4-15 |
| Charisma: |
4-16 |
| Comeliness: |
4-16 |
| Perception: |
4-17 |
| Alignment: |
|
| Class
Restrictions: |
Fighter
(14), Cleric (8), Druid (8), and Thief (14) |
| Hit Dice: |
Hit Dice
by class. In addition, they receive 10 bonus hit points at first
level of experience. |
| Alignment: |
Dilbians
tend toward good and neutral alignments. Chaotic good is the
most common, though all alignments are seen. A PC Dilbian can
be of any alignment. |
| Natural
Armor Class: |
5 |
| Languages: |
Dilbian
and Common |
Role-Playing Suggestions and Background:
Native to the planet Dilbia, the Dilbians have spread to other
worlds via Sigil and other conduits. They are often found as
laborers, farmers, and adventurers.
Dilbians are extremely good humored,
friendly beings, given to celebration and fellowship, boasting,
boisterous games, and practical jokes. They are essentially peaceful,
despite their bear-like physique and eight to nine feet in height,
and will take pains to avoid unnecessary conflict. However, because
their avoid fights with such care, perhaps conscious of their
huge power, when they do get into a fight they don't hold back.
Dilbians are famous for their duels and their blood feuds, which
can last generations.
Fiercely individualist, they nonetheless
have a rigidly defined set of laws and codes governing their
lives, even off world. At home, these laws and codes are administered
by clan elders. Paradoxically, while Dilbians are devoted to
the letter of the law, they feel it their "duty" to
twist the spirit to the extreme. Many a Dilbian tavern tale is
filled with heroes who got away from seemingly breaking the law
by just such twists.
This unspoken flexibility of the code
is responsible for the stability of Dilbian society. It also
causes problems when Dilbians fall under another race's laws
or enter into contracts with them.
Special Advantages: Dilbian fists are huge, and can inflict 1-8
hit points of damage each. Dilbians are fast movers, and once
a day for 1-4 rounds can move four times their normal movement
rate of 12. They do not however get extra attacks.
Special Disadvantages: Take damage as large creatures. Roll Dexterity
when handling a fragile or small object. If the Dexterity Check
fails, roll a normal blow on the item save table to keep from
smashing it (if fragile) or dropping the object (if small), possibly
then causing a falling damage save roll as well.
Those shaking a Dilibans hand might
have their hand crushed; for 1-4 rounds afterward if their strength
is below 17 they suffer a ??1 penalty to dexterity checks.
Monstrous Traits: Appearance; they resemble bear-like men, covered in fur.
Their faces are more drawn though than that of a typical bear.
Huge strength can result in clumsiness at times.
HURGEON
| Ability
Score Adjustments: |
The
initial ability scores are modified by a +2 bonus to Wisdom and
Dexterity and a ?? 2 penalty to Strength and Constitution. |
| Ability
Score Range: |
|
| Strength: |
4-14 |
| Dexterity: |
8-19 |
| Constitution: |
4-16 |
| Intelligence: |
4-16 |
| Wisdom: |
4-18 |
| Charisma: |
4-16 |
| Comeliness: |
4-16 |
| Perception: |
6-18 |
| Alignment: |
Hurgeon
tend towards Neutral Good, though a PC hurgeon may be of any
alignment. |
| Class
Restrictions: |
Fighter
(4), Druid (8), Shaman (5), Thief (8) |
| Hit Dice: |
Hit dice
by class. |
| Natural
Armor Class: |
5 |
| Languages: |
Their
own language and can speak with any animal naturally. About 20%
of them know the elven or Common languages, and 5% know the secret
language of druids. |
Role-Playing Suggestions and Background:
Hurgeons are small creatures that resemble hedgehogs, though
they walk erect on hind feet and have hands for forepaws. They
are dark brown in color and have bright brown eyes.
Hurgeons live deep in woodland areas
far from civilized places, and they make their burrows in the
soil beneath the largest trees. The burrow entrances are so skillfully
camouflaged with flowers and leaves that only spells or devices
that detect invisible objects will locate them. Hurgeons gather
local nuts, fruits, and berries, and several types of edible
roots for their meals. Their vegetarian and inoffensive natures
allow them to make friends with local woodland creatures and
make arrangements for mutual assistance with them in times of
need.
Hurgeons are tool-users and construct
elaborate underground dwellings with numerous rooms branching
off from the main tunnel. Work aprons and belts made from leaves
or softened bark are often worn.
The only contact the hurgeons have with
other humans or demihumans is nearly always through sylvan elves
and druids (who love and respect the "hedgehog folk")
or humans lost in the woods. Some wanderers in deep forests claim
to have witnessed hurgeons performing a springtime dancing ritual
in woodland clearings, forming circular paths that are called
"faerie rings."
A hurgeon PC will likely be a gentle
soul, and not overly aggressive. They will however fight vigorously
to defend their homes, their kind, forests, woodland creatures,
faerie, and their friends. They are shy and retiring, and quite
conscious of their small size (1 foot in height).
Special Advantages: Hurgeon are proficient
with slingshots, which they can use twice a round and has an
80 yard range with no range penalties (doing however 1 point
of damage per hit).
They may use animal friendship, invisibility
to animals, faerie fire, locate animals and plants, and pass
without trace as often as they desire, one spell per melee round,
at the 6?? th?? level of ability.
They may cast an entangle spell once
per day at the 6??th?? level of effect.
Special Disadvantages: Hurgeon are tiny,
and weapons must be specially made for them, and generally inflict
only one-third normal damage.
Monstrous Traits: Appearance; size (1
foot tall).
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