T'kerrik (3.5e Race)

From D&D Wiki
Jump to navigation Jump to search
Padlock.png
The primary contributor has requested no further edits to this page
The user above has requested no further edits to this page. This page is considered complete and balanced. As such, the page has been locked so that only administrators can edit it. If you wish to make alterations to this page, or you see an error, please discuss it on the talk page. If this page is not fully protected, please either contact an administrator or remove this template.
A "race's compendium" race created by
Golem011


T'kerrik

The T'kerrik have been around for hundreds of years, a strange result of a wizard's mad experimentation. A mutation of scorpion and monkey, their intelligence is not great but their strength is...

Personality

T'kerrik are violent and brooding monsters, and that is an end to it. They respond viciously to insults of all kinds, and will kill those who get in their way. T'kerrik, however, remember their long life of slavery, and so will defend slaves to the last, and would rather take their own life than become one.

Physical Description

A T'kerrik stands from 6-7 ft tall, but has a hunch so that he or she appears about a foot smaller. They have long, prehensile tails, ending in a hooklike barb that is poisoned alike to a scorpion's. Their torso is protected by a hard exoskeleton, but this is actually covered in a light covering of fur, and despite being strong is also easy to carry. Their arms are alike to a monkey's, as are their legs, and their head is a combination of both, with insectile, glittering eyes shining out from a furred, ridged face.

Relations

To most races, T'kerrik are violent and savage. Elves see them as uncivilised and barbarous, they see elves as stuck up and aloof, and they will treat most half-elves the same. Humans are so varied and different that there is probably no way to define how T'kerrik treat them all, but most see the T'kerrik as animals. Halflings and Gnomes are seen to the T'kerrik as 'Small Folk' and so to puny to be of interest, but on the other hand, Dwarves are considered worthy of respect. Last of all, the Half-Orcs are on the same sort of level as the T'kerrik, and so are thought of as equals and even sometimes friends.

Alignment

T'kerrik are wild and feral, and so tend to have chaotic alignments, but are more often neutral than not. Evil and good are both rare, with evil being the more common of the two. T'kerrik Lands: T'kerrik live in the deep forests, where their natural agility suits them well. The occasional tribe may be found on the plains or the outskirts of a forest, but this is usually when the local elves have forced them out of their original home.

Religion

T'kerrik clerics (although admittedly rare) almost always worship gods of nature and/or war. They have their own god, T'naieth, who has not always been theirs... but whatever his origins, he is a worthy deity. His domains are Animal, Earth, Plant, Strength and War, and his favoured weapon is the spear. (More about T'naieth after the main race section.)

Language

T'kerrik speak a chittering language that uses the common script whenever anything is written down (ie. rarely). As well as this, many of them speak Common (although their voices and mandibles make it a slightly garbled version). Names: A T'kerrik has only one name, which he/she chooses when he/she leaves the nest for the first time alone.

Automatic Languages Common and T'kerrik.

Bonus Languages Undercommon, Sylvan, Elven, Dwarven, Orc, Gnoll, Goblin.

Male Names A'korek, Mat'k, Ska'a'k, R't'k'ath.

Female Names An'ored, Ma'k'ed, Sk'k'k'o, R'k'ki.

Adventurers

Ex-slaves, exiles, there are a hundred reasons why a T'kerrik would want (or be forced) to adventure. They can make a valuable addition to any adventuring group, if they can be persuaded to come out of their lonely shell.

T'kerrik Racial Traits

  • +4 Strength, +2 Constitution, -4 Charisma, -4 Intelligence: Whilst strong and tough, T'kerrik are gruff, insensitive and have a natural aversion to logical thought, much prefering action.
  • T'kerrik base land speed is 30 feet.
  • T'kerrik have a climb speed of 25 feet.
  • Medium: As Medium creatures, T'kerrik gain no bonuses or penalties because of their size. +4 Natural AC bonus.
  • Natural Weapon: Slam (1d4).
  • +6 racial bonus to Climb checks. A T'kerrik's hooked, prehensile tail capable of supporting its whole weight and its strong arms make it a powerful climber.
  • +4 Racial Bonus to Jump and Balance checks. Powerful legs and and arms as well as natural balance make the T'kerrik extremely good at jumping and balancing.
  • Favored Class: Fighter. A Multiclass T'kerrik's fighter class does not count when working out whether he/she takes an XP penalty for Multiclassing.



Back to Main Page3.5e HomebrewRacesLA 0