Vurcar (3.5e Race)
From D&D Wiki
- 1 Vurcar
- 1.1 Personality
- 1.2 Physical Description
- 1.3 Growth
- 1.4 Relations
- 1.5 Alignment
- 1.6 Lands
- 1.7 Religion
- 1.8 Language
- 1.9 Names
- 1.10 Rituals
- 1.11 Racial Traits
- 1.12 Vital Statistics
Vurcar are survivors, they spend time in the wild; alone and with only their wits to protect them. They are used to being abandoned and work well alone to survive. A Vurcar is not afraid to use his strength and bulk to get what he wants and is well aware of his own physical capabilities; including flight length and strength.
Vurcar are regarded as excellent strategists, a naturally inborn talent. Their intelligence and experience allow them to devise cunning and insightful tactics. Many hunters have been defeated, even with superior numbers, by a single Vurcar using superior tactics and stragegy.
Compared to the average human, the Vurcar are huge. They have more in common, stature-wise, with the mighty Goliaths. But, they still appear as humans, never mind their large and muscular natural framework. The major difference is their wings, mighty feathered wings that are generally white. Vurcar usually have a wingspan of equal length, or slightly greater, than their body.
A Vurcar also has different eyes than a normal human. While humans have colour within the iris and white eyes, a Vurcar's eyes are inverted; their irises are white and the eyeball itself is coloured different.
The last difference is the unnaturally cool touch that the Vurcar have, as though touched by a chilling breeze.
A Vurcar's body differs in growth from that of a humans. They grow much quicker, becoming as though a child at the age of one year old and capable of fending for themselves in the wild, by scavenging berries and plants. It takes them only to the age of 10 to become a fully grown adult, capable of wrestling animals and beasts in the forests.
As a rare race, many other races view the Vurcar with a slight of suspicion; nothing much is known about them or their past. As they're normally found in the wild without a proper civilization, they're also regarded as savages; hearsay and rumour spread this stereotype across many persons. But, yet, these ideas are often misplaced; a Vurcar is fine within a community, although he may have difficulty with his large size and certain door ways (or his wingspan). Vurcar get along exceedingly well with Goliaths, due to their large nature and their nomadic lifestyle.
Any. A Vurcar is of any alignment he chooses, but they often stray towards the chaotic side, due to their nature of living in the wild.
The few Vurcar that appear make their lives and nests in the wild, living on nature and its bountiful harvest. The even fewer Vurcar that live in civilization will go to any that can accommodate their large form.
The Vurcar pay their respects to the elements, rather than gods (or, alternatively, the Elemental Gods). They especially pay their respects to the elemental air, due to their flying nature.
Vurcar, even if they are from the wilds, all know common. They may pick it up from hunters or people camping, but they learn it at especially quick rates. They also have the ability to speak any of the elemental languages and often learn them, somehow, to pay respect to the Elementals.
Vurcar name themselves, as they are left to fend for themselves but a few months after they are born. Their names are often based upon the elements, or they may steal names from adventurers. A Vurcar names himself as a ritual to the elements on his 10th birthday.
The Vurcar are lead by rituals. Every Vurcar that is born knows these rituals as a type of genetic memory and they try their best to adhere to them.
The Ritual of the Lonely Wind
To properly see that a Vurcar child grows into one with nature, they are abandoned in a forest on their first birthday. They are not given a name and no emotional bonds are forged between parents and child. This may, to outsiders, appear to be a very cruel practice, but it is one that all Vurcar honour, especially due to the rapid aging and maturing that Vurcar children go through.
The Ritual of the Tempered Fire
While a Vurcar grows, they live on natural foods, like berries and the like. They, as a ritual rule, are not allowed to kill anything in nature. When they have fully grown, at around their 10th year, they hunt for a single beast and slay it, dining on it's flesh in a ritualistic manner. This is their rite of manhood (or womanhood) and also their naming ceremony, as they offer themselves to be recognized by the elements.
The Ritual of the Crashing Waves
Before a Vurcar reaches old age, he must begin the Ritual of Crashing Waves. The Vurcar must seek out a life-partner to whom he will complete the Ritual with. The ritual unites the two in the eyes of the elements and they become as though one. The ritual is something akin to marriage. Only when the ritual is complete, may a Vurcar give birth to a child. If a Vurcar reaches old age before this ritual has been completed, they may not initiate it and any union with another Vurcar will not be endorsed by the spirits.
The Ritual of the Unified Earth
When a Vurcar reaches Venerable Age, he begins this ritual. The Vurcar must fly to the west, wherein they shall settle within a mountain and live the rest of their lives therein. When they die, the ritual will cause them to become one with the earth and one with nature itself. If the Vurcar is paired with another, they both live together and they both die at the same time; as though clockwork.
- +4 Strength, +2 Intelligence: The Vurcar are large beings with great strength, but they combine it with their keen military intellect and strategic mind in order to bring their full power to the battlefield.
- Monstrous Humanoid: While they have a humanoid form, their wings and their extraordinary size separates them from normal humanoids.
- Vurcar base land speed is 30ft.
- Powerful Build (Ex): The physical stature of Vurcar lets them function in many ways as if they were one size category larger. Whenever a Vurcar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Vurcar is treated as one size larger if doing so is advantageous to him. A Vurcar is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Vurcar can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
- Winged (Ex): Even if they are incapable of flying yet, a Vurcar gains a +10 racial bonus on their jump checks due to the lift gained from their wings. Furthermore, a Vurcar can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of travel for every 5 feet of descent. Vurcar glide at a speed of 40ft. (Average maneuverability). Even if a Vurcar's maneuverability improves, he can't hover while gliding. A vurcar can't glide while carrying a heavy load.
If a Vurcar becomes unconscious or helpless while in midair, his wings unfurl and powerful ligaments stiffen the wings. The Vurcar descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
- Flight (Ex): When a Vurcar reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Vurcar can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Vurcars can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Vurcars are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Vurcars can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
When they reach 10 Hit Dice, Vurcars have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Vurcar with flight can make a dive attack. A dive attack works like a charge, but the Vurcar must move a minimum of 30 feet and descend at least 10 feet. A Vurcar can make a dive attack only when wielding a piercing or slashing weapon; if the attack hits, it deals double damage. A Vurcar with flight can use the run action while flying, provided she flies in a straight line.
- Superb Strategist (Ex): Whenever a Vurcar flanks, he gains a +1 untyped bonus to his flanking bonus.
- Automatic Languages: Common. Bonus Languages: Auran, Terran, Ignan, Aquan
- Favored Class: Fighter or Druid
- Level Adjustment: +1
|Middle Age1||Old2||Venerable3||Maximum Age|
|75 years||150 years||225 years||+4d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||6' 4"||+2d6"||50 lb.||× (2d4) lb.|
|Female||6' 1"||+1d12"||50 lb.||× (2d4) lb.|