Ungor (4e Race)
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Most were once human, also some not, But still a ungors is transformed into beast or man by the warping power of Chaos.
|Average Height: 5'6"-6'2"|
|Average Weight: 135-220 lb|
|Ability Scores: +2 Constitution or Strength, +2 Dexterity|
|Speed: 7 squares|
|Vision: low light vision|
|Languages: Common, Bestial|
|Skill Bonuses: +2 Acrobatics, +2 Athletics, +2 Nature|
|Half-Bestial: You get a +1 bonus on Handle Animal checks based upon natural or magical beasts.|
|Strong senses: Ungors are now constantly living in the wild and so have higher senses than humans. +3 to tracking, and +4 to perception.|
|Primal Fury: you know the Primal fury Encounter power.|
Ungors (meaning no-horns in beastmen tongue) are not as strong or robust of frame as the Gors, but they more make it up for it in sheer mavolence. The Ungors occupy the lowest station in the warherd. In the rough pits that serves as home for the beastmen they gather furthest for the fire and must constantly fight one another for what scraps of food they can scavenge, often resorting to steal from the tribe's Warhounds, Eating wrikeling grubs of insects, sucking the marrow from bones or cannibalising those who fall to the constant internecine fighting of their race.
Play an Ungor if you want...
- To be vicious, creul and sadistic
- To be underestimated by your bethren races.
- To be part of a race that's quick, agile and good in repairing things.
- To be a member of a race that favors the Fighter, Ranger, Rogue, Druid, Warden, Monk, Runepriest and Assasin classes.
Ungors are physically smaller than other Beastmen and their horns, if they have any at all, are less impressive and less numerious. While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skull, not recognisable as those of a goat or any other type acknowledged by the Gors. Because of this they are not considered to be 'Proper' Beastmen by the Gors. The race of Mankind on the other hand does not draw such distinctions. To them Ungors are just as horrible, horns or no, for they are all twisted abberations of nature that live to murder and despoil all thast is good and wholesome.
Ungors are consideribly more dextrous than their fellows, their sinewy hands able to carve runes, build wooden structures, and fix and bind the weaponry of their clumsier Gor bethren. So it is that the ungor fulfil a vital niche in the society of the Tribe, for without them, the Gor would soon be bereft of weaponry.
Playing an Ungor
As a consequence of their lowely status in their tribe, Ungors are extremly creul and spitefull creatures, taking out bitterness on foes, captives or wild animals that fall into their clutches. They are possesed of a tireless drive to take their vengeance upon the world that spawned them, and though not as powerfull as the Gors, they have a wiry strenght that means they are still more than a match for the humans for whom they have such an vitriolic hatred.
Most Ungors take to the battlefield in large herds, arming themselves with stout spears, with wich to impale their prey, and carrying crude shields to protect their grotesque potbellied bodies. In batlle, Ungors are bullied into a semblance of order by the largest of their number, known as half-horns, who seek a position in the battleline from which they can enact the most pain and suffering upon the foe.
For Ungors counts the same as for Gors, there are only male.
Ungors Characteristics: sneaky, wrathfull, creul, hatred, dextrous, swift, angered, sadistic
Names: Ugrol, Maruth, Ungorgash, And mixtures of Human names and Gor names (the only difference is that if there is a Gor in it's name, then put an 'Un' for it)
Three sample Ungor adventurers are described below. Ungrash-- Ungrash is an archer of fearsome reputation. Lagenda speak of his ability to shoot targets from well over two hundred feet. Maruth-- Maruth is a druid. One of the very few Ungors to be able to wield magic. He uses this magic to call upon the powers of the wild to destroy his foes.