Base Requirements

  • Races: Human, Half-Human (Half-Elf, Half-Orc, Half-Ogre, Tiefling, Mongrelman)
  • Sub-Classes: Any
  • Ability Requirements: Health 13, Intuition 13
  • Alignments: Non-Chaotic (see below)
  • Starting Cash: By class

Weapon Proficiencies

  • Weapon Slots: By class
  • Bonus Weapon Proficiencies: none
  • Required Weapon Proficiencies: Dagger or Knife, Scimitar or Khopesh
  • Allowed Weapons: One-handed melee weapons, Bows, Crossbows
  • Allowed Armors: Non-metal armor, no shields

Non-Weapon Proficiencies:

  • Non-weapon Slots: By class
  • Available Categories: By class, plus Performance
  • Bonus Non-weapon Proficiencies: Animal Handling, Animal Training, Direction Sense, Land-based Riding, Modern Languages (Gurri)
  • Required Proficiencies: Animal Lore, Dancing
  • Recommended Proficiencies: Ancient History, Animal Noise, Astrology, Begging, Cartwright, Chicanery, Cooking, Craft Instrument, Disguise, Enamor, Fast Talking, Fire-Building, Folklore, Foraging, Fortune Telling, Gaming, Herbalism, Hunting, Juggling, Musical Instrument (tamborine, violin, mandolin), Portal Feel, Singing, Spellcraft, Survival, Tracking, Underclass, Ventriloquism, Weather Sense.
  • Forbidden Proficiencies: none

Overview: Gurri are often called “forest nomads” or the “people of the highway”. They travel the lands in caravans comprising carts, wagons, horses, and the Gur folk. These people are well known for their strange Gur music and dances. Some caravans survive by entertaining the communities they encounter. The Gurri are a uniquely human culture, though half-breeds such as half-elves, tieflings, or even mongrelmen may appear in Gur tribes in the rare cases when they are spawned.

Gur ways are strange to others and poorly understood by most. They do not recognize the existence of private property. The fruits of the land belong to all. If there is not enough to go around, it is easy enough to pack the wagons and move along. Likewise, Gurri use only what they need and do not seek wealth or possessions for their own sake, or for the influence or power that they bring. They do not have a king or queen, although sometimes they will lay claim to these titles to gain advantage in bartering (when outsiders believe this, the Gurri take it as proof of their gullibility and stupidity).

Gurri have an entire collection of unconventional concepts that make up their philosophy of life:

  • Gurri are free thinkers. For example, many do not marry, seeking companionship only for as long as both parties agree to the arrangement.
  • Gurri love nature.
  • Most Gurri don’t worship deities (though the practice is not forbidden in any way).
  • Gurri draw their energies from their free will, their brethren, and from their natural surroundings.
  • A Gur is loyal to and protects his friends, but friendship must be earned, and it is not gained easily.
  • Possession and ownership are the same.
  • Money is useless unless it brings you pleasure; trade is a better form of commerce.
  • You should always dress and act naturally and comfortably.
  • The rigid customs and beliefs of non-Gurri are foolish and should be ignored.

Only a fellow Gur truly understands the Gur way of life. Others wrongly classify Gurri as thieves, beggars, carnival people, nomads, or any number of other erroneous names. If a label must be used, the most accurate is "free-men.

Description: The Gurri are typically a stout, strong, and sturdy people, with thick black hair, dark eyes, and dusky skin. Both male and female Gur-bards love to wear gaudy jewelry. Their garments are typically loose-fitting and comfortable, and often died in shades that more settled folks would find garish. They have dark complexions, ranging from a rich olive to a dusky tan. Their hair is always dark, more often black than brown, as are their eyes.

Role-Playing: Gurri wander the land, experiencing life as they go. They travel until they find something of interest: a beautiful glade, an interesting village, an audience to sing and dance before, or someone who wants to trade with them. Then they establish a temporary camp and remain until their need to see more of the world overpowers their desire to stay.

An adventuring Gur may be on a personal quest to locate some special animal or flower for the “Gur queen,” or he could simply be out to experience the great wonders that appear along the adventuring path. In any event, a Gur always has a purpose and philosophy to his adventuring, even if it is “to wander for the sake of wandering.”

The Gurri are a mysterious people who live by a rigid code of personal honor and laws. Because their values often differ from those of the communities that they visit, however, many people regard Gurri as a wild and lawless breed. In truth, however, all such characters must be either lawful or neutral. No matter how much the villagers of the Realms might like to think so, no chaotic Gurri exist.

Of course, this doesn’t mean that all Gurri are virtuous and kind. In fact, the ranks of Gurri are fairly evenly divided between good, neutral, and evil. Thus, while they may adhere to their own standards of honor, their values and morality differ greatly from tribe to tribe.

Special Abilities:

  • A Gur can freely use any magical items that emulate Divination spells or effects (including any scrolls containing Divination spells), even if the item is intended for another class, and regardless of any limitations their own class may place on might item use.
  • By using any magical item suited for scrying, such as a crystal ball, a Gur can divine the future, gaining the benefits of an augury spell. Each day, the Gur can ask one question per five levels of experience (rounded up).
    Besides items suited for scrying, Gurri are able to perform the same feat with a deck of many things. Additionally, when a deck of many things is used for this purpose, the Gur suffers none of the normal effects of drawing a card from the deck. However, the deck still functions normally when used for purposes other than the augury.
  • The traditional weapon of the Gur is the knife. For that reason, any Gur can specialize and even gain mastery in the use of the knife or dagger just as if he were a fighter. This specialization requires the normal allocation of proficiency slots.
  • Because of their rapport with animals, Gurri gain the ability to cause certain spell-like effects, each once per day. At 5th level, they are able to cause the effects of animal friendship by speaking kindly in their own language. At 10th level, they can concentrate and gain the benefits of a locate animals or plants spell. Finally, at 15th level, they gain the speak with animals ability.
  • An unusually large number of Gurri are psionic. All Gur PCs start with one randomly determined psionic wild talent.

Special Disadvantages:

  • A Gur’s climbing ability works best when climbing trees. They are not skilled at climbing cliffs, building walls, or cave walls; they suffer a -5 penalty when scaling these surfaces.
  • Because the Gurri are generally distrusted by most common folk, they suffer a marked disadvantage in earning their trust. Whenever a Gur is called upon to make an NPC reaction check against a non-Gur, his result is automatically shifted one place toward hostile. Thus, a Gur never receives a result of “friendly” when dealing with a non-Gur.

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