Urisk

Urisk (CR 1/2)
Male urisk slayer 1
Medium humanoid (feyborn)
Init 11; Senses low-light vision; Notice 15
Defense
AC 15, flat-footed 14
(+4 armor, +1 Dex, +2 shield)
HP 15 (1d10+5)
Fort +5, Ref +3, Will +1
DR 1/cold iron; Resist fire 5
Offense
Speed 30 ft.
Melee horns +3 (1d6+3)
Ranged chakram +2 (1d8+2)
Special Attacks studied target (move)
Spell-Like Abilities (CL 1st; caster check -2)
1/day—faerie fire
Statistics
Str 15, Dex 12, Con 16, Int 13, Wis 12, Cha 4
Base Atk +1; CMB +3; CMD 14
Feats Toughness
Skills Athletics +6, Intimidate +6, Perception +5, Sense Motive +5, Survival +5
SQ immortal, tracker
Ecology
Environment hills, mountains
Organization solitary, pair, tumble (3-8)
Treasure Value NPC Gear (chain shirt, 3 chakram, heacy steel shield; other treasure)

Urisks are normally solitary, and do not like one another’s company. This is perhaps a natural urge to spread out over an area, so as to not dominate or overhunt the sparsely-resourced lands they live in, or some of their faerie blood, no one can say, especially the urisks.

This being said, they do not avoid each other, and meet briefly if they see another urisk to exchange news or happenings, and move on. There are no urisk communities. Females of the species will sometimes cohabit the same cave system, but only if there is a section where one uriska (the feminine term) can live without constantly seeing the other. Urisks congregate at the same sylvan gatherings as other fey do, and vicariously enjoy the frivolity of pixies, grigs, and leprechauns, and will even aid fauns and satyrs occasionally, but will leave angrily if confused with either species.

Urisks, like most fey, are not accustomed to following rules for the sake of law and order. They are wild and free beings, behaving in an orderly fashion only when necessary, or perhaps to gain the acceptance they crave. As such, chaos is the usual mindset of urisks, though those that spend a lot of time around humans tend to be more civilized. Morals are more varied, with urisks being basically good hearted and needy, but many examples of unpredictable or destructive urisks being etched in local memory. Urisks owe what little piety they have to the local Faerie Courts, which, when they declare any religious allegiance, venerate Ul’Ul, the Vortex or Saren the Untamed, whichever offers the most revelry.


Urisk Racial Characteristics
Urisk player characters are defined by class levels—they do not possess racial hit dice. As a urisk, you possess the following racial characteristics.

  • Dexterity +2, Constitution +2, Charisma -4: You are nimble and hearty from life in their mountainside homes, but are lonely, odd, and often reclusive.
  • Medium: You are a Medium creature and suffer no penalties or benefits due to size.
  • Fey Creatures: You are a humanoid creature with the feyborn subtype.
  • Normal Speed: You have a base land speed of 30 feet.
  • Low-light Vision: You can see in areas of low-light without penalty.
  • Urisk Horns: You have a pair of horns that are arranged differently for each individual, and hooves instead of feet. They can gore with the horns as a primary attack dealing 1d6 damage. The ‘hands’ of a urisk are not as well-formed as a human’s, more suited to climbing and occasional quadrupedal motion; urisks suffer a -1 racial penalty to attacks with manufactured weapons. You, naturally, cannot wear shoes, hats, or helms, nor benefit from magical footwear or headgear, though they can wear magic horsehoes.
  • Fey Resistance: Due to your fey connections, you have DR/cold iron, equal to half of your character level, rounded down (minimum 1; maximum 5)
  • Firefriend: You are unafraid of fire, and can occasionally be seen basking in the center of a campfire. Your fey nature gives them fire resistance 5.
  • Ghostfire Dancer (Sp; Cha): As well as their fondness for incendiary fire, a favorite pastime, and one of the few communal activities, is to channel their fey gift for fire into ghostly colored shapes and colors, with which they light up the nights of the high country. You can use the spell faerie fire once a day as a spell-like ability, using their character level as a caster level.
  • Spirit of the Mountains: Adept at hiding from travelers in the mountains, and also adept at appearing out of nowhere in that setting, you gain +4 on Stealth checks when in a mountains or hills.
  • Languages: You start playing speaking Common and Sylvan. Urisk characters with high intelligence can choose from the following list: Draconic, Dwarven, Giant, Gnoll, Gnomish, and Terran.

See Also

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.