Sandy petersens cthulhu mythos (1) 43

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Sandy petersens cthulhu mythos (1) 43

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culture, but this is only of limited use For example, not only such gnorri abandon their homes to telling one air breather apart from another is a constant travel with surface dwellers, but also lack the focus to struggle A group of gnorri whose first contact with air become properly specialized in a chosen field Such breathing creatures happens to be with centaurs is likely gnorri are often not welcomed back into their homes, to assume all air breathers are centaurs, even though and in the unfortunate circumstance that sees such humanity is typically much more diverse Comments an unfocused gnorri’s return, the gnorri’s outsider about humans being “half-centaurs” or an inability accomplices ironically find themselves more welcome to understand that a human and his horse are not than the gnorri the same creature that suffered a cataclysmic magical curse or wound that separated their bodies might be a common misunderstanding on the part of the gnorri The concept of legs is endlessly fascinating to the gnorri and somewhat disturbing It is as strange and unsettling for a gnorri to see a humanoid walk by putting one foot in front of the other as for a human to watch a gnorri’s tail slither out in front of their upper body like a snake Gnorri are baffled and at times disgusted by the rhythmic “sawing” of legs moving back and forth, bending only at the knee and ankle but otherwise rigid—a trait that many gnorri can’t help but associate with the infirmities of age Adventurers The gnorri are an aquatic race of vaguely humanoid creatures Their size and additional arms make them a rather powerful option for a player character race, despite the fact that they (like centaurs) are limited to smaller weapons than their size would normally suggest GMs should consider carefully the implications of allowing a Large creature with multiple arms into their campaigns as player characters Gnorri are monstrous humanoids, have deepsight 120 ft (darkvision only underwater) and low-light vision, and must breathe, eat, and sleep +2 Wisdom, –2 Charisma: Gnorri are slow to grasp concepts outside of their society and have a hard To the gnorri, the single greatest drive for adventure time interacting with and understanding air-breathers, is curiosity Particularly, they long to learn about the but have minds as deep as the oceans in which they nature of those who dwell above the waves However dwell A gnorri’s Strength and Constitution scores can wondrous it might seem to humans, the underwater shift, depending on their number of arms (see Limb world seems mundane to gnorri who have lived all their Allocation, page 37) lives there While a gnorri character can be a significant Large: While the gnorri’s upper torso, head, and boon to a group needing to travel underwater, to a arms are approximately the same size and girth as a gnorri such excursions are often dull As a result, the particularly robust human, their longer lower bodies vast majority of gnorri adventurers seek out surface push them into the next size category—gnorri are parties in order that they might accompany them on Large creatures A gnorri has a space of 10 feet, but their escapades and quests above the waves only has a reach of feet They take a –1 penalty to The gnorri’s focus on specialization means that it’s AC, take a –4 penalty on Stealth checks, and gain a +1 unusual for many to multiclass Those who pursue size bonus on combat maneuver checks and to combat such paths tend to so out of a sense of wanderlust maneuver defense To many gnorri, this lack of focus is doubly troubling: 36 Gnorri Traits

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