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Groundlings!

Groundlings live throughout Vastonia. They harbor in even the coldest regions. The Groundling race is commonly referred to as the badger race. Groundlings have tremendous appetites and will consume almost anything, but they prefer meat. They can be found just below the surface of the earth waiting in burrows for nightfall before coming forth into the world to reek havoc upon the unexpecting victims. Groundlings are not very smart and are easily tricked. They usually live by themselves and do not easily make companions.

Physical Features

Groundlings are short and very stocky and are commonly mistaken for dwarves at a distance, typically averaging 4' in height and span the same width. Their stubby ears are covered in wild fur. They have long wide snouts that have replaced the typical dwarven nose and long sharp fangs which protrude from their mouth. Groundling hands are very strong and end in claws sharper than daggers. They usually have a very strong stench that follows them everywhere including their entire complex. Groundlings live almost as long as dwarves do, some nearing the ripe old age of 400.

Rolling Method

STR: 3d6 (maximum of 18/00)

DEX: 3d6

CON: 3d6 (maximum of 19)

INT: 3d6 (maximum of 15)

WIS: 3d6

CHA: 3d6 (maximum of 10)

COM: 3d6 (-6 to all other races)

Racial Bonuses/Penalties

+1 to Con

-3 to Int

-8 to Cha

Infravision vision 30'

Can track prey by scent (must have somekind of previous contact or possession) 80%

Burrow at speeds up to 12'' with a normal above ground rate of 6''

+2 to hit / +3 to surprise roll when bursting out from their burrows and/or tunnels.

They suffer a -1 penalty to attack rolls when fighting in bright light (sunlight or brighter)

Groundlings receive 3 attacks/ round (claw, claw, bite) 1d4/ 1d4/ 1d8. If two of these 3 attacks are successful the Groundling can drag any victim of man size or smaller into its burrow at the end of any combat round. This is perviding the attack is made from below. Groundlings also receive a +2 bonus to hit and damage when fighting within their tunnels.

Creatures drug into a Groundlings burrow can only fight with small or natural weapons and suffer a -2 penalty to attack. Creatures can only be freed from a Groundlings grasp using a total combined strength of 23 or greater (including the victims strength.

(Base) Armor Class 4, due to their extreamly tough skin.

+4 to all saving throws vs poisons, wands or spells.

Languages: Tarmarian, Alignment tongue, Cloud dragon

Preferred Classes

  • Fighter
  • Ranger
  • Barbarian
  • Gladiator
  • Shaman Warrior
  • Thief
  • Assassin

For a full list of applicable classes, see Vastonia's race/class limitations chart.

Multi Class: yes

  • Fighter/Assassin
  • Fighter/Thief
  • Ranger/Assassin
  • Ranger/Thief

 
The World of Vastonia Copyright © 1989-2001
Cole E Austin