Tuesday, 14 August 2012

New OSRIC Races: Goliaths and Gnolls

I'm hitting up the wilderness for these two races: the deep forests and sandy deserts for the Gnolls, and the mountains for Goliaths. These Humanoids have been known as enemies (and allies) of the demi-human races in the past, but more and more of them have been entering the fringes of civilisation, looking to further their destinies as great heroes and vile villains.

Gnoll
Gnolls are fast, powerfully-muscled ambush predators, but lack the ability to communicate well outside their species. They tend to group together in loose "packs", which act as both extended family units and their own sub-cultures. While many Gnoll packs fall to chaos, evil, and the worship of Demons, some tread a more neutral line, trying to live in harmony with the forests and nature. Others abandon their packs, or are exiled or abandoned. Such Gnolls either live as bandits, chipping in their lot with criminals, or take up the mantle of adventuring to give their life some purpose.

Summary of Gnoll Racial Abilities
+1 Dexterity, +1 Strength, -2 Charisma

Gnolls have a very acute sense of smell - this lets a Gnoll character track as a Ranger, regardless of class, with a base 70% chance in natural and wooded areas, and a 50% chance in urban areas. Certain factors (such as a target's particularly distinctive smell, or a countermeasure such as peppermint oil) can raise or lower these values as the GM sees fit. Should the Gnoll advance as a Ranger, the chances are increased to 90% and 65% (as the Ranger Class Ability).

Languages: Gnoll, Common, Orcish, Troll, Hobgoblin.

Alignment Restrictions: Gnolls cannot be Lawful, but may be Good. NG, NE, CG, CN, and CE are all possible Alignments for a Gnoll Player Character.

Multi-Class Restrictions: For armour, the more restrictive of any two class requirements apply to a multi-classed Gnoll.

Class Options: Cleric (Evil Deity only), Fighter, Ranger (see below), Thief, Cleric/Thief, Fighter/Thief, Ranger/Thief

Gnolls may advance as Rangers, with the following rules:
  • Gnolls may ignore the Good Alignment restriction, and be Rangers of Good or Neutral Alignment (but not Evil).
  • A Gnoll Ranger's Damage Bonus vs Humanoids also includes Demi-Humans.
  • Gnoll Rangers do not get access to M-U/Druid spells at 8th Level.
  • A Gnoll Ranger's followers may not include Good creatures (such as Unicorns), regardless of the Gnoll Ranger's Alignment. They may, however, attract non-Evil Gnolls with class levels.
Low-Light Vision: 60ft

Starting age:
• Cleric 20+1d4
• Fighter 15+1d4
• Ranger 20+1d4
• Thief 13+2d4

Racial Limitations:
Minimum/Maximum ability scores (after adjustment for race); if the ability scores rolled do not fall within these limits, then the race of Gnoll is not a valid choice for the character:
• Strength 6/19
• Dexterity 6/19
• Constitution 3/18
• Intelligence 3/15
• Wisdom 3/17
• Charisma 3/12

Level Limitations:
• Assassin N/A
• Cleric 8
• Druid N/A
• Fighter 10
• Illusionist N/A
• Magic User N/A
• Paladin N/A
• Ranger 8
• Thief 7 (Dex 17), 6 (Dex 16 and below)

Thief Skill Adjustments:
Move Silently +10%
Hide in Shadows +5%
Climb Walls -5%
Hear Noise +5%

Goliath
Goliaths are known for their prodigious strength and hardiness, born as they are from the bloodlines of Stone Giants, but they suffer some of the slowness of mind that their Giantish ancestors also face, and their large frames make them somewhat clumsy. A largely nomadic race they tend to make their camps on or near mountains where Dwarves or Gnomes dwell, leading to lots of interactions with them as they use their superior muscle to help out their smaller neighbours. Competitive to the end, a Goliath will stop at very little to gain the upper hand in even the slightest conflict.
Summary of Goliath Racial Abilities:
+2 Strength, +1 Con, -2 Dex, -1 Int

Languages: Goliath, Common, Dwarven, Orc, Gnomish, Hobgoblin. A Goliath may learn a maximum of three languages, regardless of intelligence.

Multi-Class Restrictions: For armour, the less restrictive of any two class requirements apply to multi-classed Goliaths for the use of class abilities, except that thieving abilities can only be used when wearing armour useable by Thieves.

Class Options: Assassin, Cleric, Fighter, Thief, Assassin/Fighter, Cleric/Fighter, Fighter/Thief

Starting age:
• Assassin 20+1d6
• Cleric 18+1d4
• Fighter 12+2d6
• Thief 11+1d4

Racial Limitations:
Minimum/Maximum ability scores (after adjustment for race); if the ability scores rolled do not fall within these limits, then the race of Goliath is not a valid choice for the character:
• Strength 8/20
• Dexterity 3/16
• Constitution 8/19
• Intelligence 3/16
• Wisdom 3/18
• Charisma 3/18

Level Limitations:
• Assassin 10
• Cleric 8
• Druid N/A
• Fighter 10
• Illusionist N/A
• Magic User N/A
• Paladin N/A
• Ranger N/A
• Thief Unlimited

Thief Skill Adjustments:
Climb Walls +10%
Move Silently -5%
Hide in Shadows -10%

No comments:

Post a Comment