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Garl

by Jamie Baty

CM6, DA3 36, DMR2 46
Large Humanoid (Garl)
Hit Dice: 6d8+12 (39 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armour Class: 12 (-1 size, +1 Dex, +2 untanned hides), touch 10, flat-footed 11
Base Attack/Grapple: +4/+12
Attack: Club +7 melee (1d6 +4)
Full Attack: Club +7 melee (1d6 +4) or by weapon +7 melee (by weapon +4) or rock +1 ranged (1d4 +4) (includes improvised weapon penalty)
Space/Reach: 10 ft. /10 ft.
Special Attacks: -
Special Qualities: Human blood
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 19, Dex 12, Con 14, Int 6, Wis 8, Cha 10
Skills: Climb +4, Hide -3, Intimidate +1, Jump +4, Listen +4, Spot +4, Survival +1, Swim +4
Feats: Alertness, Endurance, Power Attack
Environment: Any land
Organisation: Solitary, Pair, Gang (2-5), Patrol (5-20), Band (20-40), or Clan (40-60)
Challenge Rating: 2
Treasure: 30% 2d6 precious metal nuggets; 20% 1d4 uncut gems
Alignment: Often neutral
Advancement: by character class
Level Adjustment: +1

Garls are very primitive humans, more primitive even than the Neanderthals. They are 10 feet tall, stupid, and aggressive. They have only a crude language. In their natural state, garls do not know how to use fire or how to make tools or weapons. They wear untanned hides that give some basic armour protection. Under instruction from more advanced creatures, however, garls can learn to use fire and to make and use other weapons and tools.
Garls are notoriously dangerous and violent, even to other nearby humanoids. They must rely on hunting and scavenging for food, and as a result often come into conflict with neighbouring humanoids. Often the result of these conflicts is heavy garl losses (to the more technically advanced foes), a garl withdrawal to more remote locations, and increased garl hostility to anything not garl in their lands. The long history of this pattern has led to the garls being virtually extinct- they are limited to a few isolated, lost-world areas, far from anything remotely constituting a civilisation.
Garl treasure will usually be in its natural state (for example, nuggets of precious metals and uncut gems).

Combat
Garls use thrown rocks, as well as bones or branches which come to hand (treat as clubs) as weapons in their natural state. Untanned hides compromise their only armour. Garls with character levels are still restricted to these weapons and armour. Should the garl receive outside training, it may use any weapons and armour its class may normally use. Even then, garls will prefer tend to prefer simpler weapons (spears, bows) and non-metallic armours.

Human Blood (Ex): Garls are treated as humans with respect to any spell or effect that specifically targets or requires a human. Garls, however, do not gain the bonus skill points or feat that normal humans do.

Garls as Characters
A garl's favoured class is barbarian. In their natural state, rogues and fighters may be found as well as barbarians, but spellcasting classes are non-existent. A garl trained by a more advanced culture may become a spellcaster. In the case of a garl being instructed as a cleric, they may choose two of the following domains: Nature, Strength, and War.