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Thread: Orc/Goblinoid Resources

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    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    I added some skill bonuses, lowered the int penalty to -4, and redid the substitution levels. I'll look at it again later, I'm exhausted.


    VARANID



    "Do not mistake my kindness for weakness."

    Varanids looks like humanoid Komodo Dragons or Monitor Lizards.

    VARANID RACIAL TRAITS
    · +2 Str, +2 Dex, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 40 ft.
    · +3 Natural Armor Bonus to AC
    · A Varanid has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Move Silently, and Survival. It also gets 2 Feats.
    · Varanids gain Two Weapon Fighting as a Bonus Feat
    · Varanids have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Strength Bonus, and a Secondary Tail Slam doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Bite and a Tail Slap with a Full Attack.
    · Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Fighter

    STARTING AGE
    Adulthood: 30
    Barbarian, Rogue, Sorcerer: +2d6
    Bard, Fighter, Paladin, Ranger: +4d6
    Cleric, Druid, Monk, Wizard: +6d6

    AGING EFFECTS
    Middle Age: 70
    Old: 105
    Venerable: 140
    Maximum Age: +4d20 years

    HEIGHT AND WEIGHT
    Base Height: 5'
    Height Modifier: +2d10"
    Base Weight: 130 lbs.
    Weight Modifier: x2d6 lbs.

    VARANID CHARACTERS
    Varanids love combat, virtually ensuring they'll be one of the melee classes. Some of you become warpriests as well.
    Adventuring Race: Varanids go on advenutres for a variety of reasons, much like most other humanoids.
    Character Development: Your species has a badass reputation that will get you challenged a lot. Make sure you're up to it, or you'll be in trouble.
    Character Names: Varanids use Lizardfolk names.

    ROLEPLAYING A VARANID
    Those who approach you with caution find you friendly and loyal, if a little remote. Everyone else doesn't live long.
    Personality: You tend to be flat and emotionless, only speaking when you have something important to say.
    Behaviors: Typical activities include spearfishing, sunning on rocks, or crafts. You are a surprisingly industrious people.
    Language: Varanid speak a variant of Lizardfolk.

    VARANID SOCIETY
    Varanids are a bit more advanced than the average Lizardfolk. They have a rep as warriors, more than being industrious. While they don't go seeking combat, they love to prove themselves once it arrives..
    Alignment : Most Varanids are purely Neutral.
    Lands : Varanids prefer warm forests or marshes.
    Settlements : Varanids can be found sometimes in warm plains.
    Beliefs : Varanids worship a minor pantheon of ancestral Demigods.
    Relations: Varanids are fairly peaceful for lizardfolk, so as long as you treat them well, and are self sufficient, you'll do just fine. But they are harsh and emotionless in war. Cross them and they won't stop until you're dead.

    VARANID ADVENTURES
    · Something is turning normal jungle critters gigantic, and you need to find out what before things go sideways for the tribe.
    · One of the Ancestors appears and tells you the time to lead your tribe to war is now. Funny thing is, you aren't the tribe leader. Or it's priest. Time to quietly start finding out whats going on.
    · Your best friend Shistak bets you that you can't go in to town without getting your ass kicked by paranoid humans. So you set down your beer and head into town, only to find it being assaulted by some sort of creature that appears to be above your pay grade.



    Varanid Racial Feats

    Scent
    You have an atavism that grants you better smell and taste.
    Prerequisites: Varanid or Iguanid, Wis 13+
    Benefits: You gain the Scent ability listed in the Monster Manual.


    Vestigial Venom
    You have retained very mild poison from your ancestors.
    Prerequisites: Varanid, Con 13+
    Benefits: Your bite is poisonous. Injury, Fortitude Save (Save DC is Con based), Initial damage is 1 Str. Secondary damage is profuse bleeding for 1 Minute (you do an extra +1d6 damage with each successful attack during that time).


    Stoicism
    Your BS radar is strong.
    Prerequisites: Varanid, Wis 15+
    Benefits: You can always Take 10 on Sense Motive Checks or Willpower Saves.


    Lasher
    You're in charge of giving the warriors a pep talk for war.
    Prerequisites: Varanid, Cha 13+
    Benefits: Allies within 30 feet of you gain a +1 Bonus on attack rolls and initiative checks.


    Varanid Racial Substitution Levels

    Fighter
    Level 1: Instead of Martial Weapon Proficiency you are proficient with the various racial weapons listed below, as well as the Falchion, Gythka and Two-Bladed Sword.

    Ranger
    Level 1: Replace Wild Empathy with any Fighter Feat.
    Level 4: Replace Animal Companion with Born Killer.
    Born Killer (Ex): When rolling to confirm a critical hit against an opponent who qualifies for your Favored Enemy Bonus, roll twice and take the better result.

    Scout
    Level 4+: Remove the following from the list of Bonus Feats you can take: Far Shot, Point Blank Shot, Precise Shot, Rapid Reload, and Shot on the Run. Replace them with the following: Two-weapon Fighting, Two-weapon Defense, Improved Two-weapon Fighting, Greater Two-weapon Fighting, Improved Two-weapon Defense.


    Varanid Curved Axe: 30 GP, 1d6 Small, 1d8 damage Medium, x3 damage on a successful critical, slashing damage, grants a +4 Bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

    Varanid Barbed Net: This is identical to the normal Net except as follows: it can be used as a melee weapon doing 1d6 piercing damage (1d4 if Small), and opponents who are entangled in one take 1d6 plus their own Str Modifier on failed Escape Artist or Str Checks meant to escape it.

    Varanid Punch Dagger: 8 GP, 1d4 Small, 1d6 Medium, x2 damage on a successful critical (threatens critical on an 18-20), slashing or piercing damage, if used in pairs and one is not used to attack it grants a +1 Shield Bonus to AC (this stacks with the AC Bonus from Two Weapon Defense and similar Feats).
    Last edited by Bhu; 2023-01-12 at 11:46 PM.
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