Egru (4e Race)
Egru[edit]
By Lev Hakobyan |
“ | They were hurt badly through their history... But they're survivors to the core. | ” |
Racial Traits |
Average Height: 7' 0-8' 0 |
Average Weight: 380-540 lbs |
Ability Scores: +2 Constitution, +2 Intelligence or +2 Charisma |
Size: Medium |
Speed: 6 squares |
Vision: Normal |
Languages: Common |
Skill Bonuses: +2 Athletics, +2 Endurance |
Handyman Expertise: You gain proficiency with any one weapon of your choice that is not Exotic. |
Mod-able Bodies: You can use attached components and embedded components made for warforged. You may add warforged components to yourself and are treated as if you were a living construct for these purposes. For the purposes of meeting prerequisites, you have the "living construct" racial trait. This means you can attach and embed components as if you were a warforged (see "Warforged Components," page 113 of the Eberron's Player Guide). |
Pain Adaptation: You have a +2 racial bonus to saving throws against ongoing damage. |
Surge Absorber: You gain surge absorption as an encounter power. |
Surge Absorption | Egru Racial Power |
Taking a hit, your logistics and gear adapt easily to deal back the same punishment you took. | |
Encounter | |
Free Action | Personal |
Trigger: You take lightning damage. | |
Effect: Your weapon attacks deal additional lightning damage equal to your Intelligence modifier until the end of your next turn. | |
Level 11: Double your Intelligence modifier lightning damage
Level 21: Triple your Intelligence modifier lightning damage |
The egru were a slave race created of abnormally intelligent ape-beings. It is said they were once normal apes in the lands of Eberron, used as lab material for developments of new magical technologies. The experiments on their species led to their increased intelligence. This allowed their captors to switch gears and market them as slaves instead. After years of abuse, the egru evolved sufficiently to arise together as one to cast off their shackles. It was in a bloody battle that their freedom was won, but with many many sacrifices. As a result of the weaponry and cruel toxic methods used to try and subjugate them, the egru population developed many health issues as they tried to rebuild after their freedom was attained. Many egru were born with deformities and physical defects, as though the scars of their ancestors were theirs to bear. Luckily, with their developed minds, the egru were able to utilize many kinds of vestiges left by their former masters that contained blueprints for mechanisms that they could use to augment their body. Thus, they rebuilt themselves and came to create a community with a history and know-how notable in Eberron.
Play an Egru if you want...
- To be a smart gorilla.
- To have mechanical prosthetics.
- To be a member of a race that favors the battlemind, artificer and warlock.
Physical Qualities[edit]
The egru resemble large, tall, ape-like humanoids. Fur covers most of their body save for their palms and face. This fur can range in color from orange to black, and even a pale gold. Their eyes are typically brown. Unlike a typical ape, their feet have evolved to be specialized for walking and thus are no longer prehensile. They still have proportionally long arms which they can use to get around on all fours. What separates egru is primarily the various mechanisms their bodies possess. To make up for years of abuse and biological impairment, many egru sport mechanical prosthetics as replacements for their limbs and even organs. These substitutes are compatible with other technological components, like that of warforged. Their bodies are notably sturdy after all the experiments conducted on them, and egru may often bear scars of their wounds from battle or implants.
Prosthetics and bodily augments are commonplace in egru culture. They like to dress in ways which show these off. So, an egru with a mechanical arm will not wear sleeves to cover their replacement arm. Flashiness is something egru tend to dislike. They prefer simple clothing that can be dirtied without much fuss. This is because egru like to work with their hands. As such, they will often keep tools handy if they have any, and may wear gear like work goggles.
Egru typically live to that of 80 at most. They mature at around 15 years of age.
Attitudes and Beliefs[edit]
Having endured a history of abuse, the egru are staunchly opposed to authoritarian ways of rule. They tend to share a collective consciousness of memory regarding the suffering of their ancestors, and many know of the atrocities which resulted in their conversion to modified bodies. This consciousness comes with a suspicion against outsiders, as well as an overall distrust for those who seem too hungry for knowledge. This leads many of them to be hesitant to interfere with outsider affairs unless there is a personal stake, though some egru have very big hearts. Egru are intelligent indeed, but they are heavily reluctant to endorse progress if it means someone else may be used as a sacrifice, as they were. This sometimes comes with a bit of xenophobia, leading them to believe that they are the only ones who can wield technology responsibly in the world, and everyone else is a viable oppressor. The kinder egru see themselves as possible weapons against oppression for others, and will often stand against the strong who do wrong. These are the non-cynics who venture out more often to start adventures.
Egru Communities[edit]
Egru rumoredly originated from the forests of Karrnath, and have since traveled south to escape the dictatorship en masse. Their primary tribe is located in Zilargo, where they maintain relations with the gnomes. This tribe is comprised of five clans, each which hold equal power in ruling the tribe. Each clan specializes in an aspect of their society. The Red Hand clan is full of masters of weapons and combat. They are adept enough to even figure out how to create their own weapons. The Golden Mane clan specializes in non-combat technology, including new prosthetics and lifestyle products. These two clans cooperate often with gnomish interests to trade designs, ideas, and materials, creating a rather harmonious relationship. The other three clans focus a bit away from technology. The Blue Eye clan forms the diplomatic muscle of the egru, and they handle all relations with the tribe. The Orange Fang is tasked with miscellaneous work around the tribe, from child-rearing to agriculture. Lastly is the Green Skull clan, which is one of experimental and secretive operations.
Egru Adventurers[edit]
If egru choose to leave their tribe, they often do so with a grand scheme and a heavy heart, unless they were dishonorably exiled. Many do so at the behest of their rulers in the tribes, while others are simply filled with wanderlust or a desire to accomplish something.
Battlemind: Egru battleminds are typically results of mental experiments that strained their minds so hard they developed psionic powers. This is then inherited by their offspring, forming a line of powerful psionic users. These egru are prized in the community and often take up leadership positions in many clans. They are not only intelligent; they are often influential leaders.
Artificer: This is a common occupation of many egru, as they love to work with their hands and exercise the old noodle a bit. Even egru not in the clans of technology are born with a predisposed knack for fixing contraptions or creating some new knickknack. They commonly seek out new and better improvements to their prosthetics, not only for themselves, but often others too.
Warlock: Religion is not a very common thing in egru society, as most of them are quick to say deities are selfish and no better than earthly rulers. However, some who remain curious yet hesitant use their intellect to study up on these mysterious beings of power, including how to access their powers. Warlock egru are few and far in between due to their meddling in powers often beyond their control, but the payout is sometimes enormous.
Three sample egru adventurers are described below.
Sallah is an egru artificer who left her gnomish partnership in search of a legendary contraption known as Melleh's Grid. She hopes the device will bring about fame for herself. To avoid death traveling alone, she has enlisted the help of some of an adventurers to aid her quest. Slowly, as they traveled, she grudgingly admits she is willing to share her fame with the party she now calls family.
T'soah is an egru warlock that grew up with an inferiority complex due to the past of his race. As such, he sees the world as largely his enemy. These dark feelings allowed him to form a gloom pact as a binder, and he steals away at the first chance he gets with some passing travelers. He seeks to make a name for himself in the world, no matter what. It will be a name so grand that all who utter it will be awed. Then his past will no longer be such a dark cloud in his heart maybe...
Galan is an egru battlemind who trained young egrus in combat in the Red Hand clan. After the loss of his only son to mercenaries in Breland, he has only vengeance in his heart. He picked up what little belongings he had and left the tribe to pursue revenge. Upon hearing his tale, the Silver Flame welcomed him to help them topple the Daughters of Sora Kell. He has agreed to their terms, though he sees them as little more than a nuisance really.
Roleplaying an Egru[edit]
Keep in mind that the egru are a race of tormented people. Their vast intelligence hides centuries of scars from abuse, and they are therefore very slow to trust and quick to take offense. With outsiders, one chance might be all they get to be friends. Once betrayed, an egru may never trust again. This distrust is mitigated by throwing themselves deep into their work of tinkering and artifice. They are commonly distant, almost afraid to get close to someone due to the chance of rejection and betrayal. Even allies are always being scrutinized by an egru.
However, egru remain steadfast to their principles and morals. They stand against oppression and do have hearts for those who suffer as their ancestors did. However, they are not always the best at handling their emotions. A gesture of goodwill may come off as brusque or terse when it was in fact meant to be friendly. It takes a patient and understanding person too truly know and befriend and egru. There are social egru, like those from the Blue Eye. But they commonly hide their true intentions flawlessly and never fully trust anyone. Radical egru are also prone to manipulate others. Either that or they become misanthropic hermits. When angered, an egru is a fearsome being to behold.
Egru Characteristics: Pragmatic, intelligent, distrustful, quiet, pondering, suspicious, quick-tempered, steadfast
Egru Male Names: Chalo, Vel, I'thrik, Bane
Egru Female Names: Tetra, Yalla'h, Kyrie, Jolluie
Egru Utility Powers[edit]
When your egru character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a egru utility power of the same level or lower.
Overdrive | Egru Racial Power |
Your inner rage is unleashed. You refuse to be helpless ever again. You ignore all your pain, channeling it into your attacks in a frenzy. | |
Encounter | |
Free Action | Personal |
Trigger: You become bloodied or an ally within line of sight becomes bloodied. | |
Effect: You gain +2 to speed, +2 to damage rolls until the end of your next turn. | |
Level 11: +3 speed, +3 to damage rolls
Level 21: +5 speed, +5 to damage rolls |
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