Gors (3.5e Race)
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“"Might is right"- the Gor equivalent of philosophy.” Also, see the Gors creature page.
Most Gors tend to serve as warriors in their respective "herd" (common term for a group of Gors), although there will always be a few druids- also known as Bray Shamans -around to guide the herd and provide magical support. The role of cleric is alien to them, and very few have the dedication to become monks or wizards. Paladins are completely unheard of.
Gors are generally very simple in their approach to life, and will readily attack anything they cannot simply ignore or scare away. This often leads them to be regarded with mistrust and fear by other races, and on many occasions war has broken out between a herd and it's neighbours simply because it saves them the hassle of negotiations over food or land. Gors live to fight, drink and run free in the wilderness; nothing else can motivate them while all of these things are still available.
Gors are vaguely humanoid in appearance, the main differences being their bovidaen head and lower body- starting from the waist down. They have strong upper bodies, resembling a pale skinned human's covered in bulging muscle and the occasional tribal piercing/tatoo. They have four fingers and one thumb on each hand, with a thick layer of skin over the knuckles and black nails. Their heads commonly resemble those of goats, with thick shaggy pelts that often form a mane down the back, and sporting all manner of trinkets and tokens from the wilderness woven into their facial hair. A Gor stands about a foot taller than a human of it's age and gender, with broader thighs and powerful arms capable of ripping a body in two.
Each Gor spouts a set of curved horns from his head, ranging from a single pair of big horns to several pairs of varying sizes, and the larger- and the more impressive -the horns are, the higher up in rank their owner will be. Sometimes Gors will use these in brutal contests of strength amongst one another, and in battle individual warriors have no hesitation in using similar tricks on the enemy.
To remove the horns from a Gor's head (which are connected directly to the skull and are made up of living bone surrounded by a layer of keratin) is to incur the wrath of an entire race, for all Gors honour this mark of racial pride above all else, and they will fight anyone or anything without fear in order to reclaim their racial heritage. Such an occasion has always resulted in the death of thousands, and only once the prize has been taken and the violater well and truly dead will the herds disperse back into the forests once more.
Gor eyes are a deep red in colour, with jet black pupils and little ability to see in the dark. They get past this by being gifted with a strong sense of smell, allowing them to track their prey even when they are blinded and unbalanced. Gors also have a primitive fascination with fire, and tend to set things alight purely for the thrill of watching it burn. They reach adulthood at age 8 and usually live up to 80 years. The Gor way of life claims many before their time is up, but the Gors accept this as the way it should be.
In general, Gors are more welcome among humanoids designated as uncivilized such as Goblins and Orcs, although wars are frequent for obvious reasons (ie. they both enjoy fighting).
Minotaurs, due to their numerous similarities both physically and mentally, share strong racial ties to the Gors. Lone individuals are often welcomed into Gor tribes who happen to pass by, becoming part of the herd and taking the role of an everwatchful guardian who is regarded with much the same respect as the herd's chosen leader. In battle they defend those in the herd most vunerable to the enemy, such as the young and the elderly, and in turn are given the lion's share of the spoils afterwards as tribute.
Out of all the civilised races, perhaps the most accepting are humans, although this tends to be on the grounds that "they pay for their booze at MY pub"
Gors are always chaotic to some degree. While they occasionally do settle down in one area for the next decade or so, Gors are too wild at heart to consider structure or laws beneficial to them, and most tend towards Chaotic Neutral.
Gors favour a nomadic lifestyle in the wilderness, often setting up camp at a new location each night, and discarding what cannot be carried easily while on the move. Adventuring comes naturally to them, and those that leave the herd do so knowing that it will have moved on the following day to a new area. A Gor will instinctively try to find it's herd once it's adventuring career is over, and it is for this purpose alone that Gors from the same herd produce a unique scent that can be traced from miles around.
Gors have no deity as such, but the majority acknowledge Kord as a mighty warrior who deserves their respect- and often see him as boasting a magnificent crown of horns to prove it, much to the distaste of other worshippers.
Gors speak a crude version of Common, as well as communicating through a system of grunts and hand gestures. They rely on simple scrawlings and pictures to pass for writing, on the rare occasion that anything needs to be written down, and are usually illiterate.
Gor names are simple, genderless and often sound sharp and guttural. A Gor recieves a single name at birth, and also carries the herd's name, which often serves as a title to be used in challenging a worthy foe to battle.
Birth Names: Gharu, Gorthor, Horgrath, Horus, Jaghail, Khan, Khazrak, Lok, Morghur, Vrakhul.
Herd Names: Bloodmane, Blackfen, Crimsonhoof, Darkeye, Redslayer, Skullbearer, Stormhide.
Gor Racial Traits
- +2 Constitution, -4 Intelligence. Gors are hardy warriors but pretty thick mentally too.
- Monstrous humanoid.
- Medium: As Medium creatures, Gors have no special bonuses or penalties due to their size.
- Gor base land speed is 40ft. Gors move fast, despite their bulk, and their entire lifestyle is supported on this simple fact.
- Climb checks: Unless it features footholds larger than a simple knot, Gors must use their arms alone while climbing ropes (or anything similar). They take double the usual time required to travel in this fashion, and must take a full-round action's worth of rest before being able to use their arms afterwards. Allies can assist them as normal.
- Scent: Gors use their powerful sense of smell frequently in day-to-day life, and it has developed considerably into a tool rivalling that of wolves.
- +2 Natural Armor: Gors are tough, resiliant creatures- the combination of thick matted fur, leathery skin and sheer stubborness grants them protection equal to that of simple armour.
- +2 racial bonus on Jump and Balance checks.
- Feat: Improved Bull Rush- this is the Gor way of fighting, and every one of them knows how to tackle a foe head-on.
- Natural Weapons: The powerful horns and mass of a Gor warrior provides them with a slam attack that deals 1d8 + str modifier damage.
- Weapon Proficiency: Gors are proficient with the battleaxe and greataxe.
- Automatic Languages: Common. Bonus Languages: Giant, Goblin, Orc, Draconic, Sylvan.
- Favored Class: Barbarian or Druid
- Level Adjustment: +0.
|Middle Age1||Old2||Venerable3||Maximum Age|
|20 years||34 years||60 years||+2d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||6' 4"||+2d10||150lb.||x (2d4)lb.|
|Female||6' 1"||+2d10||120lb.||x (2d4)lb.|