Tanturs
They be the best kind of worker. Quiet, friendly, don't complain. Big, strong and capable hands. The best kind of workers to be sure!
Unknown Lead Hand at one of Valerick's many rail yards commenting on the Tantur people
Basic Information
Anatomy
The Tanturs are the large, very large indeed, peoples originally of Kang-Chorath. They tower some 8'6" on average, weighing easily some 550lbs on average. They are strong, heavy set folk, thick built, with a notably tough skin of a very mottled complexion, almost forest like. They are very strong, surprisingly friendly, though admittedly not very smart or exceedingly well read.
Size Large, Tantur characters are large sized
Common Hair Colors: Mossy Green, Leafy Green, Orange, Honey, Amber, White
Common Eye Colors: Leaf Green, Loam, Sand, Stone Grey, Black
Starting Racial Wounds: 10
Stat Adjustments: +2 Power, +2 Persona, -1 Intellect, -1 Sagacity. They are strong and friendly peoples, but not the most well read or wise.
Movement: Tanturs, due to their size and long legs, move at a speed of 40 feet
Basic Training: Tanturs just due to their size, are naturally strong enough and do not struggle to adjust to wearing even the heaviest of armors, they count as able and trained with Medium and Heavy Armor Training.
Starting Skills: Tanturs racially start play with the following skillsets at the noted levels of training beyond Untrained, which is where everyone naturally sits in every skill until they acquire ranks in it.
All skills listed above do count as Profession skills for a tantur, regardless if the profession they are would normally count them.
Racial Traits:
Reach Tanturs have a 5 foot reach
Hardy: Tanturs start play with the Hardy Talent Racial Trait that Tanturs start with in Pathfinder 2nd Edition
Tough Hide: Tantur players have +2 to their Armor Score, as they have naturally tough skin. 1st level Ancestry Feat available to all Tanturs in Pathfinder 2nd Edition
Size Large, Tantur characters are large sized
Common Hair Colors: Mossy Green, Leafy Green, Orange, Honey, Amber, White
Common Eye Colors: Leaf Green, Loam, Sand, Stone Grey, Black
Starting Racial Wounds: 10
Stat Adjustments: +2 Power, +2 Persona, -1 Intellect, -1 Sagacity. They are strong and friendly peoples, but not the most well read or wise.
Movement: Tanturs, due to their size and long legs, move at a speed of 40 feet
Basic Training: Tanturs just due to their size, are naturally strong enough and do not struggle to adjust to wearing even the heaviest of armors, they count as able and trained with Medium and Heavy Armor Training.
Starting Skills: Tanturs racially start play with the following skillsets at the noted levels of training beyond Untrained, which is where everyone naturally sits in every skill until they acquire ranks in it.
Skillset | Training Tier (Name of Tier) |
---|---|
Athletics | Tier I (Trained) |
Craft (Mechanic or Shipwright) | Tier I (Trained) |
Intimidation | Tier II (Well-Trained) |
Language (Tantic) | Tier III (Journeyman Training) |
Language (Valerian) | Tier II (Well-Trained) |
Melee (Any Family) | Tier II (Well-Trained) |
Melee (Any Family) | Tier I (Trained) |
Persuade | Tier II (Well-Trained) |
All skills listed above do count as Profession skills for a tantur, regardless if the profession they are would normally count them.
Racial Traits:
Reach Tanturs have a 5 foot reach
Hardy: Tanturs start play with the Hardy Talent Racial Trait that Tanturs start with in Pathfinder 2nd Edition
Tough Hide: Tantur players have +2 to their Armor Score, as they have naturally tough skin. 1st level Ancestry Feat available to all Tanturs in Pathfinder 2nd Edition
Growth Rate & Stages
The Tantur peoples live on average to be about 300 years old. Their age table can be seen below;
Childhood | Youth | Middle Age | Old Age | Ancient |
---|---|---|---|---|
0-64 years old | 65-145 years old | 146-250 years old | 251-299 years old | 300+ years old |
Additional Information
Geographic Origin and Distribution
The largest concentrations of Tanturs can be found in their home nation of Kang-Chorath, but in a newer, more modern and interconnected age, you will find them all across Valerick in some number, in the right places.
Cultural Perks (Optional)
Kang-Chorath City Born Born and raised in one of the great cities of your homeland, you grew up playing all manner of the various athletic and intense sports of your people, especially unarmed combative sports. Melee (Brawling) is always a Profession Skill for you even if not on your Profession list.
Kang-Chorath Rural Born You were raised admist the marshes and jungles of your nations warm and humid countryside, and learning the hard way often about needing to keep your wits about you and trusting your instincts. Intuition is always a Profession skill for you, even if not on your Profession list.
Kang-Chorath Beggar You grew up homeless, an orphan, or abandoned, but learned the ways of the street well, particularly con artistry. Subterfuge is always a Profession skill for you, even if not on your Profession list.
Foreign Raised You were born and raised in one of the other nations of Valerick, perhaps having never seen your peoples' ancestral homeland. Pick a perk from another race's options.
Cultural Perks (Optional)
Kang-Chorath City Born Born and raised in one of the great cities of your homeland, you grew up playing all manner of the various athletic and intense sports of your people, especially unarmed combative sports. Melee (Brawling) is always a Profession Skill for you even if not on your Profession list.
Kang-Chorath Rural Born You were raised admist the marshes and jungles of your nations warm and humid countryside, and learning the hard way often about needing to keep your wits about you and trusting your instincts. Intuition is always a Profession skill for you, even if not on your Profession list.
Kang-Chorath Beggar You grew up homeless, an orphan, or abandoned, but learned the ways of the street well, particularly con artistry. Subterfuge is always a Profession skill for you, even if not on your Profession list.
Foreign Raised You were born and raised in one of the other nations of Valerick, perhaps having never seen your peoples' ancestral homeland. Pick a perk from another race's options.
Civilization and Culture
Naming Traditions
Tantur naming traditions are quite simple in their structure and form. Short names, easy to pronounce, very simple spellings.
Example Given Names: Tull, Venn, Grun, Bell, Holt, Karn
Example Family Names: Bark, Crow, Gull, Adis, Trent
Example Given Names: Tull, Venn, Grun, Bell, Holt, Karn
Example Family Names: Bark, Crow, Gull, Adis, Trent
Interspecies Relations and Assumptions
The Tantur people are very friendly with everyone as a general principle, and don't seem to have any known racial based opinions beyond obvious observations like 'elves are tall' and 'gnomes are tiny'. Of if they do, they are to polite to vocalize them culturally for concern of coming off offensively.
Lifespan
Starting age randomizer=64+6d10 years
Average Height
Height randomizer=7'6"+3d6 inches, or 2.3 meters+4d10 centimeters if you prefer
Average Weight
Weight randomizer= 500lbs+10d10lbs or 230kgs+4d10kgs if you prefer
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