The Taranuhl makes a comeback!
This taranuhl, originally from AEG's one-word series book "Mercenaries", was very popular in my gaming group. With the release of 4th edition Dungeons and Dragons, me and a friend of mine took the liberty of recreating the taranuhl in the new rules.
Enjoy!
January 9th, 2009 - Typographical changes made.
The Taranuhl makes a comeback!
This taranuhl, originally from AEG's one-word series book "Mercenaries", was very popular in my gaming group. With the release of 4th edition Dungeons and Dragons, me and a friend of mine took the liberty of recreating the taranuhl in the new rules.
Enjoy!
January 9th, 2009 - Typographical changes made.
The Taranuhl makes a comeback!
This taranuhl, originally from AEG's one-word series book "Mercenaries", was very popular in my gaming group. With the release of 4th edition Dungeons and Dragons, me and a friend of mine took the liberty of recreating the taranuhl in the new rules.
Enjoy!
January 9th, 2009 - Typographical changes made.
Mutant offshoots of the human race,
striving to keep their new home.
RACIAL TRAITS,
Constitution
ry Scores: +2 Dexterity,
Medium
squares
Vision: Low-light
Languages: Common, choice of one other
Bonuses: +2 Intimidate, +2 Stealth
Bloodlust: You gain a +1 racial bonus to attack
rolls against bloodied foes.
Spellsinged: Once per encounter as an immediate
interrupt, you may choose to resist 5 + one-
half your level spell damage from a power
with the Arcane keyword.
Natural Claws: You have claws that extend from
your hand, giving you a basic unarmed attack
of 1d6 + STR modifier with a +2 proficiency.
Thornsk
You can use thomskin as an encounter
power.
Thornskin Taranuhl Racial Power
Spikes emerge from your bare skin, piercing your foes
grasp.
Encounter
Minor Action Personal
Effect: Make a Constitution vs. Fortitude attack against a
foe that has grabbed you. If you hit, you escape from the
grab and cause 1d6 + Constitution damage to that enemy
This increases to 246 at 11th level and 346 at 21st level
Taranuhls are a deviation of human created by arcane
means with the goal to create a better breed of killer, so
the race has been stereotyped as ruthless, bloodthirsty
murderers, but in these times, that is not always the case.
Most Taranuhls have learned to control their killing urges
to some extent in order to live a more peaceful life, but
they must still endure the racism of others.
Play a taranuhl if you want.
4 To be a hero with a taste for blood.
¢ To be good at scaring people to get what you want or
by sneaking past to get it yourself
¢ To be a member of a race that favors the rogue,
ranger, and warlock classes.Taranuhils are almost identical to their human forebears
in appearance, being of the same height, weight, and eye,
hair, and skin colors. The only difference is that Taranuhls
have a preponderance of markings along their hands,
arms, knees, and sometimes even foreheads and mouths.
‘These markings closely resemble scars, but a thorough
search reveals tiny openings for the black, bone-like spurs
the Taranuhls use to kill. These retractable spurs are rarely
longer than two inches from the “sheath” of skin, but
clearly mark their owner as inhuman, The number of these
thoms vary between Taranuhls, even within the same
family: some may have tiny projections on their knuckles,
while others may have so many that their fists resemble
spiked gauntlets. More immediately noticable is the allow-
ance for these weapons with the Taranuhl’s clothing and
armor, which usually have holes to allow easy cutting with
the spurs.
Taranuhls favor dark colors to better help them in the
arts of stealth, Their trade mark colors are black and blue,
since the two help concealment at night.
Paying oLeccol
Taranuhls are met with caution and fear almost
everywhere they travel outside their homeland. It is one
thing to have a dwarf or even a half-ore nearby—it is
another entirely to tolerate a creature bred purely to hunt
and murder others. Some traveling Taranuhls might go to
great lengths to conceal their identity, while others deal
with the reactions in the hopes that they might change
opinions on the race.
‘Taranuhls cannot breed on their own and must mate with
humans to create others of their race. Approximately one
in three children born to a Taranuhl-human couple is
Taranuhl themselves; the other two are likely to be just
humans with an urge to hunt.
Due to their bloodthirsty drives, Taranuhls easily slip to
the side of evil, but over the years most Taranuhls have
earned to control their addiction, Commonly Taranuhls
are now unaligned, maybe even good, and have a strong,
loyalty to their homeland, Renon. This isn’t to say that
there aren’t still evil Taranuhls; they are easily tempted by
their bloodlust and must walk a razor’s edge if they wish
not to commit evil. Evil Taranuhls are exiled and tend to
stalk prey without regard, hidden in the underbelly of the
world, Taranuhls that can control their urges have long
been established in the nation of Renon, and it is said that
the royal family was the first to gain control of their blood
lust. Still, this nation must struggle to keep itself alive,
Taranuhl Characteristics: Secretive, stealthy, cold,
distant, spiteful, self-reliant, frightening,