Zang
Considered to be the fiercest warriors on the Cyan Shelf,
the semi-nomadic zang roam the seas in large clans. Though many fear the zang due to their ferocity in defending their hunting grounds from any perceived trespassers, none would deny their dedication to fighting the sahuagin. On more than one occasion, a zang has boastfully claimed that the sahuagin would have overrun the Cyan Shelf centuries ago if not for the clans. Many scholars from elsewhere on the shelf agree.
Physical Description:
What few surfacers that have heard of the zang imagine them as big, hulking
creatures that look like a mix of shark and orc. Though the largest clan does
look like that, most are much smaller, about the size of human men with a swimmer’s
build. Resembling humanoid sharks, they possess a maw filled with serrated,
triangular teeth, a dorsal fin rising from their backs, and similar fins on
their upper arms used to steer when swimming. Their heads have a backward, almost
triangular slope that, when swimming, their necks smoothly transition to their
backs.
Society: Organized
into large clans, the zang are first and foremost a warrior people. They view mental
magics with respectful distain, respecting its capabilities while viewing it
inferior to martial might, divine with bafflement, why ask an apex predator to
do something for you, and arcane as silly surfacer tricks. Highly territorial,
zang will ruthlessly hunt down any trespassers into their clan’s hunting
grounds. The cornerstone of their society however is a rigid code of honor that
upholds the warrior and the hunter as the ideals to embody. Seen as the perfect
hunters are sharks, and the zang are their embodiment among the intelligent
races.
Like some sharks, zang are born live. Typically born in
litters of 3-15, the smaller the litter the bigger the pups due to them eating
the other fetuses in the womb. On rare occasions only a single child is born,
and is believed to have absorbed the potential of their former siblings.
Relations: The
zang hold little respect for the dohrnii, their focus on the esoteric over
physical is not something that they hold in high regard. Koup’ira, merfolk, and
tabemisu are respected as warriors, but privately the zang are baffled by not
all of them choosing a warrior’s path. The squoros are seen as pests that
resemble tasty prey. But above all else the zang hate sahuagin. A zang will
almost never accept anything less than the death of any sahuagin.
Alignment and
Religion: In general, zang care for little outside of their clans and while
they have a strict honor code, it doesn’t mesh well with the standard morality
of other races. This leads to the zang being True Neutral overall but many
individuals are of wildly differing alignments. Though they respect and revere the
god Aruk, most zang do not pray to him. Viewing the dark god akin to a
respected parent, they thank him for teaching them what they needed to know
when they were young.
Adventurers: Every
zang adventures, when they are exiled from their birth clan. Upon reaching the
age of ten, they are cast out from their clan to prove themselves. Their birth
clan will not accept them as a member, but once they have the scars proving themselves
to be a warrior they may be accepted into a new clan. Most achieve this by
hiring themselves as mercenaries to other races, on rare occasions even aiding
surfacers.
Names: Zang do
not receive a name until their fifth birthday, when they have begun their martial
training. Typically given two names in addition to their clan name, their clan
name is stripped from them when they are exiled at the age of ten. Until they
find a new clan to take them in, all that they have are their two names.
Male Names: Aulani,
Dunzula, Fisima, Ipana, Kandu, Tartum, Turant, Zduni, Zilnurraz, Zinar
Female Names: Ashlat,
Atshar, Awitar, Belale, Iolana, Kilale, Lahunzi, Mthungile, Nilenit, Ubelat
Clan Names: Ancient
Echoes, Bloody Wave, Cross Current, Crushing Tide, Reef Hunter, Sahuagin’s
Bane, Silt Shadow, Surfacer Stalker
Zang
Racial Features
+2 Strength, +2 Intelligence, -2 Charisma: Zang are fast and smart,
but their love of fighting and reputation make others nervous.
Racial Buoyancy1 -20, Depth Tolerance2 500 feet
Zang Zang are humanoids with the zang subtype.
Normal Speed Zang have a swim speed of 30 feet. In addition, they
have a land speed of 20 feet.
Carrion Sense: Zang have a keen sense of smell that is tuned for blood, though not to the degree of sharks. This functions like the scent ability, but only for corpses and badly
wounded creatures (creatures with 25% or fewer hit points).
Clamp Gills Zang have gills instead of lungs, but can clamp them
shut to function out of water.
Electrolocation: You may spend ten minutes out of water per
Strength modifier before you begin to suffocate.You have blindsight to a
range of 30 ft. underwater (10 ft. in air). You lose this ability for
1d4 rounds whenever you take lightning damage. You may not detect undead
creatures or constructs with this ability. Exceptions may be made by
your GM for constructs powered by electricity.
Mighty Blows:You receive Power Attack as a bonus feat.
Weapon Familiarity:You are automatically proficient with long tridents and surface hooks, in addition any weapon with the word zang in the name is considered a martial weapon.
Languages Zang adventurers begin play speaking Aquan and Zang.
Zang with high intelligence scores can choose from the following: Akkardain, Dohrnira,
Koup’irola, Skkrak (the language of sahuagin), and Squoran.
Length and Weight
Gender Base Length Modifier Base Weight Modifier
Female 4’10” 2d12 155 lbs. ×5
Male 5’ 2d12 170 lbs. ×5
Age Stats
Adulthood -- 10
Barbarian, Kineticist, Rogue, Spiritualist 1d4
Fighter, Occultist, Psychic, Ranger 1d6
Medium, Mesmerist, Monk 2d4
Middle Age -- 30
Old -- 55
Venerable -- 75
Maximum -- +2d10
Sample Zang
Character
Ashtar Mthungile
Zang Barbarian 1
Humanoid (zang) CN
Init +1; Senses Perception +5, electrolocation, carrion sense
Defense
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 19 (1d12+7)
Fortitude +5, Reflex +1, Will +1
Offense
Speed 20 ft., 30
ft. swim
Melee long trident +5 (1d12+10/*3) or surface hook +5 (1d4+5)
Tactics
Ashtar's chosen weapon depends on whether the opponent is underwater or on a floating structure. For the former he darts in with his long trident while for the latter he hovers just under the water level before using his hook to grapple and pull them down below the surface.
Statistics
Str 20, Dex 13, Con 16, Int 12, Wis 12, Cha 6
Base Attack +1; CMB +6 (+7 grapple); CMD 17
Feats Toughness, Power Attack3
Skills Acrobatics +1, Climb +5, Intimidate +2, Perception +5, Survival +5, Swim +13
Languages Aquan, Koup’irola, Zang
Traits Killer, Apex Birth4
SQ Carrion Sense, Clam Gills, Electrolocation, Fast Movement
Gear long trident, surface hook5, scaly armor, backpack, kelp rope (50 ft.)
- Buoyancy is a mechanic developed by Alluria Publishing for their Cerulean Seas setting. It is used in place of weight and can be positive or negative, representing a tendency towards sinking or floating.
- Another mechanic from Cerulean Seas, depth tolerance is how deep a race can typically go before suffering ill effects from the water pressure. A similar mechanic called Pressure Sensitivity is also used for races that are native to the deep ocean like angler fish or goblin sharks which determines how shallow they can go before suffering ill effects.
- The mechanical effects of this feat have already been calculated into Ashar's stats.
- A zang-specific race trait that grants a +1 bonus to grapple checks.
- A custom reach weapon that, upon a successful hit, allows the wielder to initiate a grapple.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you like my work and want to support me, check out my homebrew race book here.
No comments:
Post a Comment