Ganra-Samal (3.5e Race)

Ganra-Samals

Personality

Though they can be somewhat intimidating, ganra-samal are a peaceful and friendly people. Those who return their courtesies are treated with far more respect than one might expect from a monstrous race. Those who tempt their rage place themselves in a great deal more danger than they tend to realize, as ganra can be incredibly deadly when provoked. While they prefer not to fight, they rarely forget those who slight them, and old ganra have been known to exact revenge on 50-year-old grudges.

Physical Description

From afar, a ganra looks like a minotaur with no horns. On closer inspection, the two monstrous races are not quite so similar. Ganra are tall and powerfully built humanoids with a coat of thick fur. They possess cloven feat like a minotaur, but their head is that of a shaggy dog. Ganra are somewhat hunched, making them all the more bulky for their height. Once up close, many don't take this race seriously because of their somewhat cumbersome and unassuming visage, and it is this that may be their greatest strength.

A ganra's coat most often come in natural colors, most often earthy browns, but sometimes fantastic greens, yellows, and reds. They almost universally have blue or black eyes, with ambers and browns being somewhat rare. They usually stand around 5'9" in height and weigh in at about 260 pounds. Females are slightly shorter and lighter than males.

Despite their fur being so thick, ganra somehow manage to keep their coats immaculately groomed. Some say that the fey creatures they protect assist them in their grooming, but this is as of yet unfounded.

Relations

Ganra-samal are often very far removed from humanoid races. Elves are the most common neighbors to ganra, and they get along well since they share many of the same values. Humans sometimes trade with the ganra, though they each keep each other at arm's reach; ganra can't bring themselves to fully trust the wide-spread and unpredictable humans, whereas humans find it somewhat difficult to accept that something so big and hairy can have such a insightful mind. They rarely have contact with other humanoids, and so often come off as a bit too inquisitive.

Fey creatures and ganra-samal have a deep relationship with one another. The ganra hold nature above all else, and this draws the fey to them. As the personifications of nature's bounty, it becomes the purpose of the ganra to safeguard the fey. Because of this symbiotic relationship, fey creatures treat ganra as they would fellow fey, and welcome them with open arms to their sanctuaries.

Alignment

The peace-loving ganra-samal are almost universally neutral. Despite their affinity for fey creatures, they are loyal companions and devoted protectors, and so lean towards law over chaos. This is not always the case, however; those in the employ of more jovial fairies are more likely to have dangerously chaotic habits and mannerisms.

Lands

Ganra can be found anywhere that their fey charges live, though they prefer deep forests. Many can be found by bodies of water protecting sirines and nymphs, while some few make their homes in mountainous regions where their thick fur coat protects them from the bitter cold.

Religion

Gods tend not to interest the ganra-samal. They live deeply in touch with the natural world, and so rarely follow a deity. Those in close contact with elves or druids sometimes give prayers to nature gods, such as Ehlonna or Obad-Hai.

Language

Sylvan is the native tongue of the ganra-samal. It is often taught to them by the feykind that they will one day come to protect. More intelligent ganra learn Elven to better associate with their neighbors. Some few are taught the secret language of the druids, as their reverence to nature and innate spell power places them in high standing in most druid enclaves.

Names

Ganra-samal choose their own names when they learn to speak. Typically, a ganra's name will reflect their purpose or abilities, though some simply choose one based on their surroundings or the environment they were raised in. Males and females both have similar naming conventions.

Typical Names: Feyshield, Grassrunner, Mountainhammer, Stoneguide, Stormcaller, Treesong, Wintersun

Racial Traits

Ganra-samal possess the following racial traits.

  • +4 Strength, 2 Dexterity, +2 Constitution, +2 Wisdom. Ganra-samal are physically fit and wise, but their large bodies are somewhat clumsy.
  • Monstrous Humanoid. As monstrous humanoids, ganra are proficient with variety of weapons and armor, and are immune to some effects that affect only humanoids.
  • Medium size: As Medium creatures, ganra have no special bonuses or penalties due to their size.
  • Ganra have a base land speed of 30 feet.
  • Stability (Ex): Like dwarves, ganra have a low center of gravity and can stand their ground against powerful forces. They gain a +4 bonus to ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A ganra begins with five levels in monstrous humanoid, which provides 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fortitude +1, Reflex +4, and Will +4.
  • Racial Skills: A ganra's monstrous humanoid levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Concentration, Diplomacy, Knowledge (Nature), Listen, Spot, Spellcraft, and Survival.
  • Racial Feats: A ganra's monstrous humanoid levels give it two feats.
  • Ganra-samal are proficient with all simple weapons, and all light and medium armor. Ganra suffer the same limitations on wearing armor and casting spells as druids.
  • +2 natural armor bonus.
  • Spells: Ganra-samal can cast spells as a 3rd-level druid. Ganra with druid levels add together their racial spellcasting and their druid class levels for the purpose of determining spells per day and the highest level of spells they can cast, but not for other druid class features (such as the druid's animal companion).
  • Automatic Languages: Sylvan. Bonus Languages: Auran, Aquan, Common, Druidic1, Elven, Ignan, Terran.
  • Favored Class: Druid
  • Level Adjustment: +2

1Ganra-samal can learn Druidic as a bonus language, even if they do not possess druid class levels.

Vital Statistics

Table: Ganra-Samal Random Starting Ages
AdulthoodSimpleModerateComplex
20 years+2d6+4d6+6d6
Table: Ganra-Samal Aging Effects
Middle Age1Old2Venerable3Maximum Age
65 years97 years130 years+3d20 years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Ganra-Samal Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male5' 4"+3d4220 lb.× (2d6) lb.
Female5'+3d4200 lb.× (2d6) lb.

Ganra-Samal Monster Class

Monstrous Humanoid

If you want to play a ganra at 1st level, you can use the ganra-samal monster class. To use the monster class, generate your character with the racial traits given below (rather than the normal ganra-samal racial traits presented above), and then take levels in the ganra-samal monster class as you would levels in other classes. For more information on monster classes, see the Monster Classes section of the Savage Species sourcebook.

Ganra sacrifice a few Hit Dice (and therefore base attack bonus, feats, amd skill points) in exchange for bonuses to Strength, Constitution, and Wisdom, natural armor, and minor spellcasting.

Dungeon Masters can also use the ganra-samal monster class to create less powerful ganra to use as low-level antagonists or young NPCs for their campaigns.

Table: The Ganra-Samal
Hit Die: d8
Level Hit Dice Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Skill
Points
Special
1st1d8+1+0+2+2(2 + Int mode) × 4Feat, Stability +2
2nd2d8+2+0+3+3(2 + Int mode)+2 Constitution, Spells (druid 1st)
3rd3d8+3+1+3+3(2 + Int mode)Feat, +1 Natural Armor
4th3d8+3+1+3+3+2 Wisdom, Spells (druid 2nd)
5th4d8+4+1+4+4(2 + Int mode)Stability +4
6th5d8+5+1+4+4(2 + Int mode)+2 Strength, Spells (druid 3rd)
7th5d8+5+1+4+4+2 Natural Armor
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gollark: Are you `concat . tails`ing?
gollark: Brilliant.
gollark: Indeed.

Racial Traits

  • Starting Ability Score Adjustments: +2 Strength, 2 Dexterity. Ganra-Samal are powerfully built, but lack the finesse of smaller races.
  • Monstrous Humanoid. As monstrous humanoids, ganra are proficient with variety of weapons and armor, and are immune to some effects that affect only humanoids.
  • Medium size: As Medium creatures, ganra have no special bonuses or penalties due to their size.
  • Ganra have a base land speed of 30 feet.
  • Darkvision out to 60 feet.
  • Automatic Languages: Sylvan. Bonus Languages: Auran, Aquan, Common, Druidic1, Elven, Ignan, Terran.

1Ganra-samal can learn Druidic as a bonus language, even if they do not possess druid class levels.

Class Skills

The ganra-samal's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Knowledge (Nature) (Int), Listen (Wis), Spot (Wis), Spellcraft (Int), and Survival (Wis).

Class Features

Weapon and Armor Proficiencies: Ganra are proficient with all simple weapons. Ganra are also proficient with light and medium armor but, like druids, are penalized while wearing metal armor; thus, they may wear only padded, leather, or hide armor if they wish to cast their spells. (A ganra may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description)

A ganra who wears prohibited armor or carries a prohibited shield is unable to cast their druid spells while doing so and for 24 hours thereafter.

Stability (Ex): Ganra are strong and sturdy enough to resist forced movement. They gain a +2 bonus to ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). At 5th level, this bonus increases to +4.

Spells: At 2nd level, a ganra gains the ability to cast divine spells as a druid of the listed level, which are drawn from the druid spell list. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. See Table: The Druid to determine the highest level of spells the ganra can cast, as well as spells per day.

A ganra prepares and casts spells the way a druid does, though he cannot lose a prepared spell to cast a summon nature's ally spell in its place. A ganra may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during her daily meditation.

Ganra with druid levels add together their racial spellcasting and their druid class levels for the purpose of determining spells per day and the highest level of spells they can cast, but not for other druid class features (such as the druid's animal companion). For example, if a ganra finished his monster class levels and then gained a level in druid, he would cast spells as a 4th-level druid, but would only have the class features of a 1st-level druid.


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