Garks
A hostile species of four armed warrior that stands a head shorter than a human but is considerably wider. Their fore ams and torsos are covered in thick hair to help them survive in the cold regions they call home. Garks do not remain in their cold homelands their entire lives however as they are drawn to serve as mercenaries, and bodyguards or ravage the countryside as raiders.
Garks are capable of wielding a weapon in each has as are their larger cousins (the Wharks) but due to stature and strength can’t manage as large or wide a range of weapons; a Gark with a two handed sword would may be able to wield other weapons in hand but would be unable to coordinate them well enough to make additional attacks but if armed with 4 short sword sized blades or daggers they would not be hindered. If a bark decides to split it’s attacks against multiple foes those it would suffer a penalty equal to the number of foes engaged.
Garks are excellent climbers being able to scale many a sheer surface with 95% safety (a failed roll will generally mean lack of progress not a fall).
Garks can sense physical and psychic vibrations so well they are only surprised about half as often as other folk would be and after the 1st round of noting their presence only suffers half the penalties associated with fighting invisible opponents.
Garks are resistant to sleep, charm person, and hold person but do not have any other widespread mental resistance.
Gark anatomy doesn’t allow the centaur-like posture their larger cousins the Wharks can assume. By a peculiar trait of their anatomy a Gark will not bleed to death if one of their arms is severed and they will grow it back in but a week (this trait is not shared by Wharks or Grinks)
An unarmored Gark is AC 9[10]. the state below are for a typical Gark Warrior in light armor and carrying a shield.
Gark HD 2+2 (or better); AC 6[13]; Atk: 3 typically 2 shortswords and 1 dagger; Move: 9 (climb 6); Save: 16; AL: Neutral and Chaotic; CL:2; ML:9; WIL: 11; Special: sense vibrations (only half penalty vs invisible foes).
Gark Sports (1 in 6 Garks will be a more experienced and better equipped).
HD
|
Armor
|
Attacks
|
|
1
|
3+3
|
AC 6[13], light armor & shield
|
2 shortswords , handaxe & Dagger
|
2
|
3+3
|
AC 4[15], medium armor
|
2 swords and battle axe
|
3
|
3+3
|
AC 4[15], medium armor & shield
|
2 shortswords and dagger
|
4
|
4+4
|
AC 5[14], light armor & two shields
|
2 swords
|
5
|
4+4
|
AC 4[15], medium armor & shield
|
3 hand axes
|
6
|
4+4
|
AC 3[16], heavy armor
|
Two handed sword or 2 daggers (not both)
|
Gark Captain (any group of 20 or more Garks will have a Captain)
HD
|
Armor
|
Attacks
|
|
1
|
4+4
|
AC 4[15], medium armor
|
2 Swords , handaxe & Dagger
|
2
|
5+5
|
AC 4[15], medium armor
|
2 swords and battle axe
|
3
|
5+5
|
AC 4[15], medium armor & shield
|
Halberd and dagger
|
4
|
5+5
|
AC 2[17], heavy armor @ 2 shields
|
2 swords
|
5
|
5+5
|
AC 4[15], medium armor & shield
|
Battle axe & Dagger
|
6
|
6+6
|
AC 3[16], heavy armor
|
Halberd and Battleaxe (able to use both)
|
Grinks
The Grink is an annoying subspecies of 4 armed vermin that sometimes infests areas occupied by Garks and Wharks. Wharks treat them as an amusing pest and mobile snack supply that they tolerate and dine upon as desired. Garks will sometimes take the effort to train them and use them as a screen force/early warning system.
Grinks stand just slightly higher than a adult human’s knee, they can climb virtually anywhere and are totally fearless.
Grinks have no special resistance to Sleep but are immune to charm and hold spells.
Grinks are difficult to surprise but lack the keen intellect to benefit against invisible foes that Garks and Wharks enjoy.
One popular tactic with grinks is to pepper a man-sized (or smaller) foe from a distance with throwing spikes and then to rush forward and swarm that foe climbing up scampering upon them, if the number of grinks swarming someone tops their strength score they are pulled down by the grinks. Grinks can use a free hand with a needle, spike or knife to attack while swarming upon a foe.
Grinks seem to understand the speech of intelligent folks but besides imitation , grunts, squeeks, and howls they have no language of their own.
Grink HD 1/2+1; AC 7[14]; Atk: variable Move: 9 (climb 9); Save: 18; AL: Chaotic; CL:1; ML:11; WIL: 7; Special: sense vibrations (half surprise chance).
Grink weapons
1
|
2 spikes (1d2 each) and 2 needles 1pt each
|
2
|
4 spikes
|
3
|
2 knives (1d3) and 2 needles
|
4
|
2 knives and 2 spikes
|
5
|
Dagger (1d4) and 2 spikes
|
6
|
2 daggers (two hands needed for each dagger)
|
Grink spikes are fashioned from bone, fire-hardened wood and metal scrap. A grink with spikes has a 50% chance of having 1d6 more on hand. A grink may throw a spike accurately up to 30’.
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