Urisk
Elfland borders the Mortal Realms in more places than sylvan glens and wild moorlands. You are a tall creature of faerie-kind, with goatish features, clefthoofed feet, and horns sprouting from your head. Although you have manipulative hands, they are hornier and less agile than human hands, making it difficult for you to wield mortal weapons. Like an elf, you have some magical ability, and you shrink from the touch of iron, but you are an earthier sort with less magic, but a far weaker reaction to iron. Your people are not “modern”, by whatever sense those who live near you use that word. You keep to the Old Ways, for the Old Ways have served your people well.
Urisk are fey creatures found in mountainous lands. They have the appearance of tall, goatish humanoids, but their hands sprout sharp talons and their teeth show that they are flesh-eaters. Looking at those prominent sharp teeth, few would guess that an urisk has an equally powerful set of molars for vegetables and fruit. Indeed, urisk can eat anything organic; even the toughest of grasses and old leather are not proof against their digestive systems.
Most urisk (singular and plural) live in mountain caves. Sometimes these are small single-family dwellings, or even the home of a lone urisk. Other times, an entire clan may inhabit a system of interlinked caverns. Some few urisk will build modest homes of wood or stone, but they are often shunned by their kin for abandoning the Old Ways. Many urisk herd goats or mountain sheep, sharing their cave homes with their animals, and some urisk farm small patches of root vegetables in areas where it doesn’t seem too modern to do so.
Hit Points: An urisk gains 1d8 hit points at each level.
Weapon Training: Urisk prefer to enter combat with their bare hands, horns or hooves. They can use the following weapons without penalty: blackjack, blowgun, club, sling, spear, shortbow and staff. When using other weapons, they suffer a -2 penalty to attack rolls. This is in addition to the standard -1d penalty on the dice chain for using untrained weapons. However, urisk are adept at using hooves, horns, and claws as natural weapons (see Natural Weapons, below), and these attacks are not penalized. Urisk typically cannot abide wearing armor. When using any armor greater than a simple wooden shield, a urisk has a +1d increase in the Fumble Die and a +2 increase to the armor’s check penalty. Finding armor that fits an urisk’s unusual frame may be both difficult and expensive.
Alignment: Although strongly connected to the chaotic Elflands, urisk devotion to the Old Ways and their resistance to change makes them predominantly neutral.
Natural Weapons: Urisk can fight with their horns (1d6 dmg), clawed fists (1d5 dmg), and hooves (1d4 dmg).
An urisk can use a single Action Die to make multiple attacks with these natural weapons. If making two attacks, the urisk may use both horns, both fists, both hooves, or any combination of the two. Each attack is made at -1d on the dice chain. If making three attacks, the urisk must use one of each, but each attack is at -2 on the dice chain to hit.
Savage Attack: When an urisk makes a successful attack with a natural weapon he may add his Savage Die to his damage roll. If the attack was a critical hit, the Savage Die roll can be applied to the critical hit table roll instead of the damage roll. The urisk must choose prior to rolling damage or critical effect.
Magic: Urisk know a few spells that they access through the Old Ways. They cast these as do wizards, but use their Personality modifier (rather than Intelligence) to determine spell check modifiers and bonus spells. The spell list for urisk is very limited, and spells are acquired slowly compared to those of humans or elves. Where a spell is normally a cleric spell, an urisk casts the spell with a -2 penalty to the spell check; on a roll of “1” the urisk has a 50% chance of misfire or major corruption. On any spell check result of 11 or less, the spell is lost.
Urisk have access to the following spells:
- Level 1: (1) animal summoning, (2) blessing, (3) charm person, (4) detect magic, (5) mending, (6) second sight, (7) sleep, and (8) ward portal.
- Level 2: (1) detect invisible, (2) fire resistance, (3) forget, (4) locate object, (5) neutralize poison or disease, (6) scare, or (7) scorching ray.
Career
Career Progression
Level | Attack | Damage Die (Savage Attack) | Crit Die/ Table | Action Die | Ref | Fort | Will | Spells Known | Max Spell Level | Climb |
---|---|---|---|---|---|---|---|---|---|---|
1 | +0 | +1d3 | 1d7/III | 1d20 | +1 | +1 | +1 | 1 | 1 | +4 |
2 | +0 | +1d3 | 1d8/III | 1d20 | +1 | +1 | +1 | 2 | 1 | +6 |
3 | +1 | +1d4 | 1d10/III | 1d20 | +2 | +1 | +2 | 3 | 1 | +8 |
4 | +1 | +1d4 | 1d12/III | 1d20 | +2 | +2 | +2 | 4 | 1 | +9 |
5 | +1 | +1d5 | 1d14/III | 1d20+1d12 | +3 | +2 | +3 | 5 | 1 | +10 |
6 | +2 | +1d5 | 1d16/IV | 1d20+1d14 | +3 | +2 | +3 | 6 | 1 | +12 |
7 | +2 | +1d6 | 1d20/IV | 1d20+1d16 | +4 | +3 | +4 | 7 | 2 | +13 |
8 | +3 | +1d6 | 1d24/IV | 1d20+1d16 | +4 | +3 | +4 | 8 | 2 | +14 |
9 | +3 | +1d7 | 1d30/IV | 1d20+1d20 | +5 | +3 | +5 | 9 | 2 | +14 |
10 | +4 | +1d8 | 1d30/IV | 1d20+1d20 | +5 | +4 | +5 | 10 | 2 | +14 |
Urisk Titles
Level | Lawful | Neutral | Chaotic |
---|---|---|---|
1 | Goatherder | Mountainborn | Feyborn |
2 | Wayfinder | Pathwalker | Wild Walker |
3 | Honored One | Rockclimber | Feral One |
4 | Walker in the Old Ways | Cliffwalker | Trickster |
5 | Old One | Mountain Lord | Walker Beyond the Old Ways |
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Comments
Author's Notes
Originally from Fire in the Mountain Adventure by Daniel J. Bishop