I genuinely loved Furbolgs, and the questing zones which featured them in World of Warcraft, so I thought I would write one up. I was fairly upset that [Dartol’s Rod of Transformation] was Alliance only, too. I waffled over the Fighter and Healer, but finally opted for the preferred class of the race. There’s a pun hidden in here. I’m not sorry.
Game: White Wolf Publishing’s Warcraft RPG
Books Needed: Warcraft RPG Core Book First Edition, Manual of Monsters (pages 45-47), Dungeons and Dragons Player’s Handbook 3.5.
Recommended Setting: Any climate, though they prefer forested areas and temperate regions. Northrend is home to many Furbolgs as well, and would be suitable. Most suited to a neutral campaign, perhaps which features her preferred races heavily.
Name: Sanmune “Gripbark” Barkskin (pronounced Sahn-moon)
Level (+Adjustment): One (+2)
Alignment: Chaotic Good
Languages: Ursine, Common, Darnassian
Attributes (bonuses included in final score)
STR (MOD): 24 (+8 racial) (7)
DEX (MOD): 20 (+2 racial) (5)
CON (MOD): 17 (+4 racial) (3)
INT (MOD): 12 (1)
WIS (MOD): 11 (0)
CHA (MOD): 16 (+2 racial) (3)
Health Points: 24 (+1D10/lvl)
Initiative: Not applicable.
Armor Class (10 + Armour Bonus + Shield Bonus + DEX MOD + Size Mod + Special Bonuses): 19
Base Attack/Grapple: +6/+4
Special Attacks: Improved Grab (see Feats.)
Special Qualties: Darkvision 60ft, can lift and carry double that of Medium size.
Penalties: -1 attack rolls, -4 hide checks
Age: 48 (Lifespan 270)
Height: 7′ 3″ (appears 6′ hunched)
Religion: Earth spirits and the twin bear Gods, Ursoc and Ursol.
Description: Reddish-brown fur, tan muzzle/stomach/paws, amber eyes. Usually wearing a dark green hooded cloak over armour that has clearly been pieced together out of varying hides and other materials, multicoloured feathers tied onto armour and around armbands/simple leather headband. She is large, generally quiet, and a real bear of a fighter (typically preferring to fight unarmed.) Will not easily back down from a challenge or a fight, very strong willed and stubborn.
Fortitude: +1 (racial), +2 (class), +CON MOD
Reflex: +4 (racial), +DEX MOD
Willpower: +4 (racial), +WIS MOD
Class Skills (Skill Ranks [Modifier +Bonuses not included in rank]) (+ 2+INT MOD skill points/lvl)
Knowledge: Nature 2 (INT, +4 racial)
Knowledge: Military Tactics 2 (INT)
Listen 4 (WIS)
Spot 4 (WIS)
Survival 2 (WIS, +4 racial)
Climb 2 (STR)
Handle Animal (CHA)
Intimidate 4 (CHA)
Swim 2 (STR)
Other Skills (Skill Ranks [Modifier +Bonuses])
Endurance +4 bonus on the following checks/saves; Swim checks to resist non lethal damage, Constitution checks made to continue running, Constitution checks made to avoid non lethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid non lethal damage from starvation/thirst, Fortitude saves made to avoid non lethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, may sleep in light or medium armour without becoming fatigued.
Diehard (Requires Endurance feat.) Can remain conscious after attacks that would fell others. When reduced to between -1 and -9 HP, they remain stable and do not have to roll a D% to determine if they lose 1HP per round. When reduced to negative HP, they may be disabled instead of dying, the decision must be made immediately after falling into negative HP (if not disabled, they fall unconscious immediately.) In using this feat, they may take either a single move or standard action per turn (not both and not a full round action.) The move or standard action is not detrimental unless considered strenuous, in which case they take 1 damage after completing the single act. Once reaching -10 HP, they immediately die.
Improved Unarmed Strike Considered to be armed while unarmed, they do not provoke attacks of opportunity when striking an armed opponent while unarmed. Using this feat, they can still get an attack of opportunity on an unarmed opponent even if they are unarmed themselves. In addition, their blows deal lethal or non lethal damage at their choice.
Power Strike (Requires STR 13.) Before making attack rolls for the round, they may choose to subtract a number from their melee rolls and add that number to all melee damage (this number cannot exceed their base attack bonus.) The penalty of attack rolls and bonus to damage apply until their next turn. If attacking with a two-handed weapon or a one-handed weapon wielded with two hands, instead add twice the number subtracted to their melee damage. This feat cannot be utilized with light weapons (except unarmed strikes or natural weapons) but the attack roll penalty still applies.
Improved Grab (Racial bonus.) If they hit with a claw or a slam attack, it can immediately grapple without provoking an attack of opportunity.
Flint and Steel
Trail Rations (dried elk jerky) ×15 days
Vial; Empty x4; Full x6 (Spider Venom x3, Antitoxin x3)
Goblin Army Knife
Spidersilk Rope x50ft (+2 to Use Rope checks)
Sling Ammo x25
Quarter Staff 1D8/1D8, bludgeon damage, x2 critical, two-handed, primarily used for walking.
Warhammer Large size, 2D6, bludgeon damage, x3 critical, one-handed.
Sling 1D6, bludgeon damage, x2 critical.
Hide Armour +3AC, max DEX +4, armour check penalty -3.
Background Hailing from the Barkskin tribe of Furbolgs taking refuge in the Barrow Deeps, Sanmune became well acquainted with the Night Elves, learning the basics of Darnassian and Common through her tribe’s frequent contact with them as they fought off the corruption. Her tribe under the watch of the Night Elves, Sanmune (who became known as “Gripbark” due to her prowess of grappling and wrestling) took up traveling to find other uncorrupted tribes, searching for a more permanent cure for the creeping illness that was slowly changing her bretheren. She also works diligently for the Cenarion Circle, in exchange for resources to help find a cure, seeking to protect nature where she can and fight the very same corruptions plaguing it. Her travels have aquainted her with many of Azeroth’s races, even the many races of Northrend, though she prefers the company of the Night Elves, Tauren, Furbolgs, Taunka, and Tuskarr, for these races share a common appreciation for the Earth spirits, nature, and tribal lifestyle which Gripbark observes.