Morkar (3.5e Race)

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Morkar[edit]

Personality[edit]

Morkar love one thing in life. This is not to say they cannot like other things but as a general rule this is there foremost passion. They love warfare. Morkar have a special passion for warfare. They love the strategy, the cunning, the styles, but most of all the brute test of strength and skill.

Physical Description[edit]

Morkar look much like minotaurs. They stand more than 9 feet tall, some of the tallest even reaching 11 feet. They weigh in at around 900 - 1000 pounds. They are sheathed in nicely kept brown hair and have horns at the top of there heads. In every way the Morkar looks basically like a minotaur but there are small differences that can tell them apart.

Relations[edit]

Morkar hate most races of the world, thinking of there existence as fragile and non deserving. Most races regard them with the same hate but for different reasons including there aggressive and brutish behavior and there lack of care for most smaller races. Although there are a small number of Morkar who tolerate (even that one in a million who likes) other weaker races.

Alignment[edit]

Morkar are usually chaotic evil or chaotic neutral. Evil is the most common among Morkar and any good alignment is quite rare. Although good aligned Morkar do some times come around. Morkar are almost exclusively non lawful. There is that rare Morkar that becomes lawful evil, neutral, or even sometimes lawful good.

Lands[edit]

Morkar's strong bodies alow them to adapt to almost any climate. They use this to there advantage and usually reside in deserts to give them an upper hand over their enemies. Morkar also will sometimes be found on the grasslands or maybe rolling hills. Although less common a Morkar can sometimes be found roaming a forest or two although no Morkar civilizations are built in or neer the forests. To many Fey I guess.

Religion[edit]

Religion can very as does everything else about morkar due to there varying ethical choices. One deity that remains common throughout is the god of strength Kord. Evil Morkar usually worship Erythnul and some times Gruumsh. Neutral Morkar tend to worship Pelor or Fharlanghn while good Morkar may want to worship Pelor or Ehlonna.

Language[edit]

Morkar speak rough common though it has grown crude from misuse. Some Morkar that have lived in human society may speak common perfectly fine. Those who don't live in some kind of comunity other than there own speak with a strong accent, poorly, or even loose the ability all together (only rare cases). Morkar speak giant. They generally know only giant and are quite content with knowing only that. They lack the ability to read and write.

Names[edit]

Morkar have a single name that they choose for themselves upon reaching an age when society recognizes them (around 40). Their names are usually meant to be special and have some special meaning behind them. Morkar just like any other race enjoy their uniqueness. The meaning behind there names is usually derived from some ancient family or past incident.

Racial Traits[edit]

  • +10 Strength, +8 Constitution, -4 charisma: Morkar are brutal warriors but are not very skilled with there words, although there beautiful brown fur coat looks stunning enough that they don't get a minus on Comeliness.
  • Monstrous Humanoid: A Morkar begins play with 8 levels of monstrous humanoid, which provides 8d8 Hit Dice, a base attack bonus of +8, and saving throw bonuses of Fort +6, Ref +2, Will +6. A Morkar's monstrous humanoid levels give it skill points equal to 11x (2+ Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Morkar have a +4 racial bonus on Search, Spot, and Listen checks. A Morkar's monstrous humanoid levels give it 3 feats.
  • Large size: -1 penalty to Armor Class,-1 penalty on attack rolls,-4 penalty on Hide checks,+4 bonus on grapple checks, lifting and carrying limits double those of medium characters.
  • Morkar base land speed is 40 feet.
  • Natural Weapons: Gore 1d10
  • Special Attacks: Powerful charge~ In addition to the normal charge bonuses a Morkar may make a single gore attack with a +12 attack bonus that deals 4d8+8 points of damage.
  • Space/Reach: A Morkar has a Space/Reach of 10 feet/10 feet.
  • Darkvision: A Morkar gains darkvision 60 feet.
  • Scent
  • Natural Armour bonus +7
  • Crush: A Morkar may make a grapple check against his opponent. If this grapple check is successful then the Morkar can put the subject into a crushing embrace dealing 5d6 damage a round and stopping the oponent from breathing as well as rendering them helpless unti lthey can escape the grapple with a successful grapple or escape artist check.
  • Automatic Languages: Common (If Int is higher than 4), giant. Bonus Languages: Orc, Goblin, Terran.
  • Favored Class: Barbarian.
  • Level Adjustment: +3

Vital Statistics[edit]

Table: Morkar Random Starting Ages
Adulthood Simple Moderate Complex
40 years +3d6 +5d6 +7d6
Table: Morkar Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
200 years 300 years 500 years +10d% 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: Morkar Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 8' 7" +5d6 900 lb. × (1d4) lb.
Female 8' 6" +5d6 700 lb. × (1d4-1[minimum 1]) lb.



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