Garl (3.5e Race)
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Very distant cousins of humans, these wild and ignorant people known as the garl live very simple lives. When compared to humanity, they are below what would be considered normal in everything from intelligence to strength. This however does not necessarily mean they are easily tamed or controlled. Many slavers have learned the hard way when facing a tribe of enraged garl.
The garl tend to have the capabilities and manner of a very slightly intelligent animal. They rely mostly on instinct and scavenging for survival. Weary and untrusting of all other people, they loosely form small tribes in the most remote parts of a wilderness. These groups are created more for safety and an increased chance of survival than any sense of community or order. Each one's view of the world is limited to what they've seen in their small tribe as well as what is passed on through their tribe's oral tradition. They have a superstitious view of magic and even any technology that might resemble it. Foreign ideas, from an alphabet to the wheel, are regarded with great trepidation and seen as a threat to their simple and proven ways. Crude, dim-witted and gullible are understatements when describing a garl. They are backwards in all things and are almost incapable of learning new ideas after adolescence. Much of their inability to advance in any way beyond what is needed for basic survival is due to the mixture of their weak, slow bodies and their stubborn outdated ways. When a garl finally realizes he or his tribe is being threatened (and this is a rare occasion), he can become frightfully violent and stubbornly protective enough to give the most over-zealous barbarian pause. Very rarely, a garl of some more than average ability might venture out into the world and seek anything better than what he or she has only ever known.
 Physical Description
A garl's body is humanoid in shape and is similar to humans, except for some distinct characteristics. Their fingers and toes are double the length of humans, their jaws are larger with canine teeth and a square, prominent chin, and they appear bent forward, their hands nearly dragging on the floor. They often seem to stumble forward instead of walk. Rarely do they wear any form of clothing, shamelessly preferring their own hairy skin. Male garl are very hairy, more so than females who have smaller body frames. They always seem sickly, their bodies bordering on emaciated and their skin having a grayish, green tinge. Their height varies but is never more than 6 feet.
The garl avoid all other intelligent races. They stay within their own small tribe, even avoiding other tribes of their own race. They often are mistreated by humanity and seen as easy and profitable prey by slavers. They are extremely superstitious of elves and dwarves because of their magical natures. Their first reactions are always to flee rather than fight, becoming enraged only when cornered or to protect their fellow tribesmen. Strangers are always regarded with suspicion, if not outright ignored. Rarely would any get involved in matter that do not concern their group and more rare can anyone convince them certain actions would be for their community's betterment. The opinions of the oldest garl of a tribe is more respected than any others which instills in every garl a great sense of reverence to anyone who appears elderly.
Always Neutral. The garl, like animals, are not governed by a sense of morality.
The garl do not have a culture advanced enough to even comprehend a god let alone form an organized set of beliefs. Basic survival is more important than anything else.
The garl can survive in a wide range of climates and wild habitats including warm forests, deserts and swamps. They prefer areas where food, shelter and water are abundant, but would quickly trade it to avoid intelligent races.
They speak a broken form of Common, bordering on incomprehensible gibberish.
Names are unimportant to them and if they ever see a need (such as for an important member of a tribe), their names resemble grunts or obscene noises.
 Racial Traits
- Type: Humanoid (garl)
- Size: Medium
- Base Land Speed: 20 ft
- Racial Hit Dice : A garl starts with one level of humanoid which provide 1d8 Hit Dice, a base attack bonus of +0 and base saving throw bonuses of Fort +2, Ref +0 and Will +0. This Hit Dice does not affect his effective character level.
- Racial Skills: A garl's humanoid level gives it skill points equal to 4 x (2 + Int modifier, minimum 1). Its class skills are Listen, Spot and Search.
- Racial Feats: A garl's humanoid level grants him an additional feat.
- Natural Attacks: A garl has one bite attack with a damage value of 1d6.
- Attitude Change: The garl can become very disciplined and avid once they finally break out of their backward beliefs.When gaining any class level, a garl adds one points to any of his ability scores for each level attained. This is in addition to the points incured every third level.
- Illiterate: A garl cannot read or write and must expend two skill points to learn.
- Focus of The Garl (ex): For a number of times per day equal to his HD, a garl has the uncanny ability to become incredibly focused, transforming all his weaknesses into strengths. His mind becomes clearer, his body faster and stronger, and even his manner can become more cultured. His negative ability modifiers become positive, for instance, a -4 becomes a +4. If any of his ability modifiers are positive, they remain unaffected. This lasts for a number of rounds equal to 3 + his Wisdom score. Afterwards, he is dazed for an equal number of rounds. This ability cannot be used while he is staggered or fatigued. A garl can only use this ability on his turn and not as a reaction to another's turn. It is a swift action, that does not provoke an attack of opportunity. It is believed by sages that this ability is due to potent hormones only seen in the garl.
- Incompetence: A garl with a -5 modifier in an ability or less cannot use any skill associated with it unless it is a Tribal Skill (see below).
- Feeble Body: The garl cannot wear medium or heavy armor due to their weak frames and stiff limbs.
- Tribal Skills: The survival of a garl tribe relies on the abilities of it's members. To make up for their general ineptitude, the garl raise each of their young to be better at specific skills than their peers. This alleviates their individual inability to excel in many areas by having each share a burden for the survival of their tribe. A garl has a +10 racial bonus to any one skill and a +5 racial bonus to each of any two skills not the one already receiving the bonus. Also, these skills do not receive an ability modifier unless it is positive. He does not receive any bonus if he is not raised by his people.
- Bastard Sword Devotion: A garl learning the art of combat finds himself attracted and innately proficient with the bastard sword. He has the Weapon Focus (bastard sword) feat automatically and always uses it above and before all other weapons. Even a garl that can somehow manage to become a spellcaster carries one around, if just to assuage his deep feelings for the weapon.
- Severe Ineptitude (ex): A garl can use his body chemistry and hormones to become more inept than usual. Once per day as a free action, a garl can have one of his ability modifiers becomes twice less an amount equal to its number. For instance, a -2 becomes a -6, a +4 becomes a -4, etc. A modifier of 0 is treated as a -1, thus, it becomes a -2. It leaves the garl exhausted. All effects last until the garl sleeps restfully (about 8 hours) and cannot be altered by any other means.
- Divine Pity (su): Sages believe a minor deity has shown sympathy to the pitiful garl, lending those of the race who show their worth his or her favor. Those higher-achieving garl, however, just see any advancement as the product of their hard work even when they suddenly, for instance, are able to ride a horse without ever before seeing one. These advancements are directly affected by a garl's ability score and only affected by Strength and Intelligence. Loosing the required points in an ability score, looses the advancement. The following are the advancements with their required ability scores:
- Str 10 - Gains the Quick Draw feat. It only affects his use of a bastard sword.
- Str 15 - Gains the Two-Weapon Fighting feat without needing to meet its prerequisites. One weapon must be a bastard sword.
- Str 20 - Gains the Improved Two-Weapon Fighting feat without needing to meet its prerequisites. One weapon must be a bastard sword.
- Int 10 - Gains speak with animals, once per day at caster level 5
- Int 15 - Gains a +10 insight bonus on Ride checks
- Int 20 - Gains deep slumber as a free action, once per day at caster level 10
- Automatic Languages: Common
- Favored Class: None, a garl cannot multi-class.
- Level Adjustment: +0
 Vital Statistics
|Middle Age1||Old2||Venerable3||Maximum Age|
|35 years||53 years||70 years||+2d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4' 10"||+2d10||120 lb.||× (2d4) lb.|
|Female||4' 5"||+2d10||85 lb.||× (2d4) lb.|