Grugach
Ver 4.0
Ability Score Adjustments
Strength +2
Dexterity +2
Intelligence -4
Charisma -2
Size: Medium Size (same height as average wood elves)
Alignment: Grugach tend toward chaotic like most elves.
Base Speed: 30.
Languages: Elvish, common, and their
home region.
Bonus Languages: Trent, Sylvan, Draconic, Gnoll, Orc. It is very
common for them to be illiterate.
·
Weapon Proficiencies: Bow (half or short), dagger, knife, half
or short spear.
Racial Abilities
·
Grugach possess
most of the standard special abilities for elves.
·
Resistance to
sleep spells and their effects
·
1 to hit with
any kind of half or short bow and with any half or short spears
·
Move silently
through natural terrain, receiving a +2 circumstance bonus on Hide and move
silently checks.
·
+2 bonus to
their Wilderness lore and Handle Animal checks.
·
Animal
Empathy as a racial skill
·
The Grugach
have much experience in building simple traps, such as deadfalls, rope snares,
spiked pits, allowing them to have a +4 bonus in CRAFT skills of Simple Trap
building.
(This bonus doesn’t include any traps that include complex design, or
mechanical hardware. The key word is “simple”.)
Special Racial Disadvantages.
Ø
-2 TO CHARM
SPELLS.
Ø
Grugach have no special ability to detect secret doors.
Ø
-4 TO ALL
DIPLOMACY, BLUFF, AND GATHER INFORMATION CHECKS.
Grugach have a misinterpreted reputation of being hostile toward other races
that sometimes having trouble (depending on the DM’s preference) in dealing
with others, and having appalling social skills. When interacting with an NPC
of any race other than grugach, a grugach PC will appear to be one category
less friendly than he is or she attempts to be.
For example, even if a grugach is trying to be friendly, the DM should
roll the NPC’s reaction taking a -4 to all diplomacy, Bluff, and Gather
information checks.
Wild elves have a
tendency to think in a pack mentality, similar to wolves. This is important for
hunting and survival within in Grugach society to find where one belongs and
who is the leader of a group.
This
behavior can be strange and bewildering to those unaware of grugach’s behavior
or intentions, which involves intimidating behaviors such as staring people
down, bushing into them, or other threating behaviors. The grugach will find who is the leader of the
group or consider itself the leader by proving dominance.
Many adventuring groups who have grugach learn to accept this
behavior, when a new member joins the group, and find it useful a form of
“hazing”. Using the wild elf’s want to where this new party member will exist in his “pack”, the group sees if the new party member has what it takes to be
adventurer.
Region:
Wild elves favor warm southern jungles, or densely forested area.
Appearance:
Grugach, or wild elves, are a reclusive variety of wood elf native to the deep
forests on the world. They are same height as the wood elves of area, but are
slightly stronger than other wood elves. The common wild elf are hardier than
other elves, but favor physical action and feats of athleticism, instead of
more cerebral pursuits.
Their skin color ranges form Lt.tan to darker coppertone tan with greenish
undertones as they decorate bodies with tattoos or mud.
Their hair is shades of browns and blacks, with a few having a silver tone as a
throwback to beginning of their elven ancestry.
The most striking difference between the wood elves and their wild offshoot are
these tattoos that they wear proudly, representing times that they prove
themselves honorable. They can be compared to badges of honor.
Social Structure:
While many sylvan elves are highly reclusive and territorial, but approaching
Wild elf encampments is a dangerous task, grugach communities are ruthless in
driving away those that they consider intruders into their territory. Their
traps are deadly, featuring spiked pits, snares, and deadfalls.
While Grugach culture is primitive, they are hardworking, and protective of the
forest and it’s animals, living in balance with nature.
Beyond their savagery, They are very
protective of their kind, and if you have one become your friend, he/she will
be protect you as if a mother wolf would protect her cubs.
1. Xenophobia: Wild elves suspicious nature towards other
races in well documented, having them appears as mild distrust to absolute
abhorrence. Grugach are not fond the company of any other humanoids that is not
naturally of the forest, and consider the word "civilized" an insult.
They value strength, speed and how one can survive in the world at large.
2. Superstitions: Grugach believe that woodland animals
carry messages from the gods. Unusual animals, such as albinos, always signify
important events.
3. Strange customs: Each tribe has is our rituals and customs having
customs have can be repulsive to more modern view points, such keeping a part
of the enemy or foe, as a souvenir of the battle.
4. Caste system
It has been
recently learned that the Grugach have a simple and crude form of a caste
system within their tribes. A young male or female learns by time they can
walking what caste they will be for the rest of the life. When a young male or
female is old enough, they are expected to spend time in company of the caste
member, learning as an apprentice for the talents that they have shown in past.
As they older, they perceive any member of their tribe as either a warrior, a
shaman, or a magic user.
A) Warrior caste
This consist of Barbarians, fighters, and rangers, even though they refer to
themselves as
“Warriors”, leaded by a head warrior.
B) Religious caste
This consists of mainly druids, and a few clerics, that refer themselves as
“Shamans”.
Their role is healing the sick and wounded religious rites, and wisdom
involving Gods and sprit world. They are leaded by a head medicine man.
C) Sorcerer caste
This consists of only sorcerers, which are blessed with abilities to, uses the
arcane magics to help the tribe. They refer to themselves as “Mages”. They
leaded by the head mage.
The Leaders
The people are leaded by a Chieftain or Chieftess that is descended from the
last chieftain’s bloodline. The Chieftain/Chieftess is advised by a council of
elders, which consist of the Heads of each caste, and older members of the
tribe.
Favored class: Depending on what caste you are from:
Warrior Caste: Barbarian
Religious Caste: Druid
Sorcerer Caste: Sorcerer
Suggested Knowledges and Perform ideas:
Animal handling, Animal lore, Animal noise, Animal training, Armorer(bone and
leather armor only)
Artistic ability, Bowyer/Fletcher, Carpentry, Cooking, Dancing, Camouflage,
Fishing, Healing, Herbalism,
Hunting, Juggling,
Leatherworking, Local history, Looting, Observation, Pottery, and
Seamstress/tailor,
Set snares, Singing, Survival, Swimming, Tightrope walking, Voice mimicry, Spearcrafting, Weather sense.