Aggressor (3.5e Race)
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Aggressors (Half Orc/Half Gargoyle)
In an attempt to create a better warrior, an exiled wizard conducted magical experiments. He combined gargoyles with orc volunteers who are were seeking strength, as orcs often do. Thus, the Aggressor was born, a creature of great physical power. The wizard tried to use these creatures to take revenge on the council of mages that spurned his genius and exiled him. The Aggressors did not take kindly to being used as tools. Unfortunately for him, he was a magical genius and had succeeded in making a better warrior. They overwhelmed and killed him. The method of creating these creatures was not lost, but is very rarely and reluctantly used. Most of the subjects end up dead or quite insane. The ones that do not are gifted with immense physical prowess.
Aggressors are introverted and self conscious. They have few friends and few that they truly trust, but those they do have a powerful ally and friend. They are loyal only to those who they consider worthy of respect and they play by their own rules. Most people really don't have the spine to tell them otherwise. The Aggressor is surprisingly civilized considering the two races used in it's creation. That being said, they have no problem with confrontation when they believe it is warranted (or even fun)
They are usually a bit over six feet tall and weight about 225 pounds which is a little more than an Orc. They have piercing red eyes and brownish grey skin. They have unkempt wild hair and horns protruding from their head. It is good to be wary of their very sharp claws.
Aggressors don't outwardly despise other races, but in order to be friends with one a person has to earn it's respect. Whether that is defeating it in battle, saving it's life, or just displaying exceptional skill or guts.
Given their nature, Aggressors are usually chaotic, lawful ones are almost non existent. While not inherently evil, they have a major tendency to lean that way. They are complex creatures, so defining them as one thing is foolish.
Not surprisingly, they enjoy dark and high places. It is up to debate whether this is a result of self consciousness or just racial tendency.
As many religions see them as horrible sins against nature, they tend not to embrace religion very much. They have been known to worship Bahamut because of their reverence for the dragon's ferocity and strength, which is what they respect most.
Common, Orc, Draconic, Giant, Gnoll, Goblin, Dwarven, Auran, Elven, Abyssal, Gnome, Halfling, Giant, Terran
Usually, they are given names by their creators or choose their own names.
- +4 Strength, +2 Dexterity/ or +2 Constitution, -4 Charisma, -2 Intelligence : The creatures were granted great strength, but also cursed with a lower intelligence and charisma. Being made for killing doesn't breed good social skills or study habits
- Monstrous Humanoid:
- Aggressors base land speed is 30 feet: Fly 40 feet (Average)
- Dark Vision 60 feet : game rule information about special ability
- 2 Claws (2d4 each), Gore (1d10), +8 Natural AC Bonus :
- Automatic Languages: Orc, Common . Bonus Languages: Draconic, Giant, Goblin, Gnoll, Dwarven, Gnome, Terran.
- Favored Class: Fighter .
- Racial Skills: Hide, Spot, Listen
- +2 Racial Bonus on Hide, Spot, and Listen
- +4 to Hide against a stone background
- Special Qualities Freeze: An aggressor can hold so still that they look like a statue. A creature must succeed a DC 18 Spot check to notice it is alive
- Monstrous Humanoid: The Aggressor starts with 2 levels of Monstrous Humanoid that grants them 2d8 of HP; a Base Attack Bonus of +2; and base saving throw bonuses of +1 Fort, +2 Ref, and +0 Will; 1 feat; 4 x (2 + Int Modifier) skill points.
- Level Adjustment: +2