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Monday 10 August 2015

Orynix - Gazelle Humanoids (Horn-Kin)

This is one of my core basic races, one of the Minotaur or Horn-Kin peoples that are found mostly on the cold barren plains. While intelligent and sophisticated, most of them disdain the lifestyle of abundance found in most civilizations. They are naturally high-speed runners whose speed matches that of a horse when they carry little.  Rangers or anyone that can provide food or other necessities in dire times are highly appreciated, they place the Survival skill as key to ensure the safety of the tribe.

Orynix

Personality: Determined and extremely focused, they are like athletes who never waver from their goal. Sometimes they can seem distant, but to allies they are warm, friendly and inviting. The capacity to run is a central motif to them and to perform the best they must always carry little as their speed is determined by how much they carry thus the Orynix put little value in material things. They believe strength lies in flexibility and they never carry something for decoration alone.

Physical Description: Gazelle humanoids, muscular and lean with short white silver fur with long strong legs, standing 6 ½ feet tall not including their foot-high, sharp, silver horns.

Relations: Orynix get along well most druids, nomads, barbarians and others who live off the land. They are comfortable with elves, halflings and centaurs, but they are reserved with humans and dwarves or those who are more lawful based. They have no preset judgement on other Horn-Kin, as they judge them based on how they live and if they are a team player or not.

Alignment: They tend towards neutrality and good. They care about little else other than for the needs of the tribe. Avoiding trouble whenever possible, they use their speed to get away;intervening only when allies are in trouble .

Lands: They are nomads, living off the land harmoniously. They tend to thrive in areas far from civilized lands only coming in to trade or share information.

Religion: They are strongly druidic, following the nature spirits that abound in the land and waters.

Language: They speak Minotaur, Jahlen, Centaur, Faerie, Orynix & the common tongue.

Adventurers: Orynix, quite like their Jahlen cousins, believe that individuals must chart their own course in life. Sometimes that means you run with the tribe and other times, you must run alone. But always, you return to share your experiences with the tribe. And, of course, all Orynix are there when the tribe needs help.

Racial Traits
+1 Natural Armor Bonus
Unencumbered Speed: 60 (see below)
Natural Weapon: Anthril Coloured Horns 1d6 *
+4 Constitution, -1 Intelligence, -1 Charisma
+2 Survival, +2 Knowledge (Geography), +2 Perception
Low-light Vision
Endurance Feat, Skill Focus (Survival)
Racial Hit Dice: 2d8; Attack Bonus and Saving Throws as Cleric;

Base 12 skill points; more if they have exceptional intelligence, to use on their core skills

Core Skills: Climb, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Knowledge (Geography), Move Silently, Perception, Sense Motive, Survival

Encumbrance Level   Max Speed
              Light                  60
              Medium             40
              Heavy                30

Preferred Classes: Bard, Barbarian, Druid, Fighter, Ranger, Rogue or Sorcerer

Anthril Horns:
Anthril is a silver coloured magical metal found on Nyssa. It has the equivalent of silver and +1 magic items found on other worlds. At lower levels, Orynix have silver or Anthril coloured horns. Many elders and high ranking tribe members go through ceremonies to turn their horns into True Anthril. Assume any 6th level or higher non-Barbarian class will have magical horns enabling them to hit magical creatures using their horn attack. These horns are one of the major reasons Orynix tribes are attacked by evil creatures.

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