GURRASH (Red Steel)
"Meat..."
Gurrash are mutants created as slaves by the Herathians like most of the Bayou's Lizard-kin. They resemble 8' tall Lizardfolk with alligator like heads.
GURRASH RACIAL TRAITS
· +6 Str, +4 Con, -4 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10'.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 30 ft.
· Base swim speed 50 ft.
· +5 Natural AC Bonus
· A Gurrash has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 2 Feats.
· Gurrash have a Primary Bite attack doing 2d4 plus Strength Bonus, and a Secondary Claw Attack doing 1d4 plus 1/2 Str Bonus. They get 1 Bite and 2 Claws with a Full Attack.
· A Gurrash has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
· Automatic Languages: Lizardfolk. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Barbarian
STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years
HEIGHT AND WEIGHT
Base Height: 7'3"
Height Modifier: +2d10"
Base Weight: 320 lbs.
Weight Modifier: x (2d6) lbs.
GURRASH CHARACTERS
Most Gurrash are, by far, mostly Barbarians, though they have the occasional Cleric. As usual their Racial HD make casters problematic.
Adventuring Race: Gurrash are on a religious mission to wipe out all life except themselves. They don't have time for much else unless they've fled their own people.
Character Development: Given your races paranoia and intense competitiveness, you'd best be self-sufficient if you intend to survive.
Character Names: Gurrash use Lizardfolk names.
ROLEPLAYING A GURRASH
Gurrash have a well deserved reputation for showing no mercy. They believe other races are food and intend to wipe them from the Earth. Obviously this means you have pretty damn few friends...
Personality: The entire world is your enemy, even other Gurrash. Your people may be Goron's chosen, but you must prove to her you deserve her attention more than your fellows, so even they aren't entirely allies.
Behaviors: Gurrash spend most of their time hunting or fighting. They will even eat one another given the chance.
Language: Gurrash speak Lizardfolk and Common.
GURRASH SOCIETY
The Gurrash are little better than brutes spurred on to constant warfare by their dark God who uses them as cannon fodder in her schemes.
Alignment : The savage Gurrash are almost universally Chaotic Evil.
Lands : All Gurrash live in the swamp known as The Bayou on the Orc's Head Peninsula.
Settlements : The Gurrash are at eternal war with everything they encounter, which prevents their spreading much.
Beliefs : Gurrash worship Goron, the reptilian Queen of Evil and Water. It is she who commanded them to revolt against their Herathian creators.
Relations: Gurrash kill and eat virtually anything they encounter.
GURRASH ADVENTURES
· Goron has given the order to go to war. You have been chosen to scout out the right target to begin things.
· The Herathians have been spotted in your territory, and it's obvious they're looking for something. The chieftain wants to go to war, but you know the tribe isn't prepared for it. You need to find out what's going on and settle things before the tribe does something foolish.
· Famine has hit the swamps, and your food sources are drying up. You need to find out whats going on or your people will have to resort to cannibalism.
Gurrash Racial Feats
Gator Rage
You have anger management issues.
Prerequisites: Gurrash
Benefits: You may Rage 1/day as per the Barbarian ability. If you have Barbarian class Levels, this Feat lets you Rage twice more per day instead.
Gator Frenzy
You have bad anger management issues.
Prerequisites: Gurrash, Gator Rage
Benefits: You may Frenzy 1/day as per the Frenzied Berserker ability (see Complete Warrior). If you have Frenzied Berserker class Levels, this Feat lets you Frenzy twice more per day instead.
Gurrash Racial Substitution Levels
Barbarian
Level 1: Lose Fast Movement for Goron's Rage
Goron's Rage (Ex): When Raging a Gurrash gains a +2 Bonus to attack and damage rolls against anything of Good Alignment.
Cleric
Level 1: Gurrash Clerics revere Goron. Goron is a female avatar of Demogorgon (Alignment CE, Favored Weapon Whip or Tentacle, Domains are Chaos, Charm, Decay, Destruction, Evil, Scalykind). They also spontaneously cast domain spells instead of Cure or Inflict.
Ranger
Level 1: Lose Wild Empathy
Level 4: Replace Animal Companion with Power Bite
Power Bite (Ex): If you succeed with a Bite attack on an opponent your size or smaller, you may immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Gurrash Rangers can choose Tail Fighter or Drowner.
Combat Style: Tail Fighter gets a secondary Tail Attack doing 1d6 plus Str Modifier at 2nd Level, Multiattack at 6th Level, and at 11th Level opponents they successfully damage with their tail are stunned 1 round if they fail a Fortitude Save (Save DC is 10 plus 1/2 HD plus Str modifier). Drowner gets a +2 Bonus to Grapple Checks at 2nd Level, Earth's Embrace (See Complete Warrior) at 6th Level, and Constrict (2d4 plus one and a half times Str Modifier) at 11th Level.