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Thread: Any Orc/Goblinoid Fans??

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    Default Re: Any Orc/Goblinoid Fans??

    TANARRUK DEMONSWORD

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    "One sword keeps another in the sheath."

    With all the conflict between Orcs and Elves it was inevitable that one day some enterprising Orcs would learn the secrets of the Elven Duskblades. The Tannaruk just got there first given their connection to the Abyss. It's a lot easier to learn magic when your Demon parent can simply torture it out of someone.

    BECOMING A TANARRUK DEMONSWORD
    Demonswords all begin as Duskblades, and eventually learn to access new powers due to their demonic ancestry.

    ENTRY REQUIREMENTS
    Race: Tannaruk
    Class Features: Spell Power +2
    Skills: Concentration 6 ranks, Knowledge (Arcana, Religion, The Planes) 6 ranks, Spellcraft 6 ranks
    Feats: Battle Caster, Spell Focus (Any school)


    Class Skills
    The Tanarruk Demonsword's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (any)(Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Enchant Weapon, +1 level of Arcane spellcasting class
    2. +2    +3     +0     +3    Advanced Learning, +1 level of Arcane spellcasting class
    3. +3    +3     +1     +3    Enchant Armor, +1 level of Arcane spellcasting class
    4. +4    +4     +1     +4    Enchant Weapon, +1 level of Arcane spellcasting class
    5. +5    +4     +1     +4    Advanced Learning, +1 level of Arcane spellcasting class
    6. +6    +5     +2     +5    Enchant Armor, +1 level of Arcane spellcasting class
    7. +7    +5     +2     +5    Enchant Weapon, +1 level of Arcane spellcasting class
    8. +8    +6     +2     +6    Arcane Channeling (Full Attack), +1 level of Arcane spellcasting class
    9. +9    +6     +3     +6    Enchant Armor, +1 level of Arcane spellcasting class
    10.+10   +7     +3     +7   Sword of the Abyss, +1 level of Arcane spellcasting class
    Weapon Proficiencies: A Demonsword gains no new weapon or armor proficiencies.

    Enchant Weapon (Su): At 1st level the Demonsword begins to gain the ability to "lose" a spell to temporarily enchant a weapon he wields with a magical ability for 1 round plus 1 round per level of the spell (i.e. 1 round for a 0 level spell, 2 rounds for a 1st level spell, etc). Or he may lose a spell to gain a bonus to attack and damage rolls with the weapon equal to the spells level (duration is same, this stacks with any Enhancement Bonus the weapon may already have from being magic itself, but not from those given by spells/powers/effects). For some of these he may not have a spell of the appropriate descriptor at the time he gains this ability, but he can still use the options requiring them once he gains an appropriate spell. All weapon properties mentioned may be found in either the DMG or the Magic Item Compendium:

    Bane: Lose any 1 spell from the Conjuration school.
    Corrosive: Lose any 1 spell with the Acid descriptor.
    Defending: Lose any 1 spell from the Abjuration school.
    Eager: Lose any 1 spell from the Divination school.
    Flaming: Lose any 1 spell with the Fire descriptor.
    Frost: Lose any 1 spell with the Cold descriptor.
    Ghost Touch: Lose any 1 spell from the Necromancy school.
    Illusion Bane: Lose any 1 spell from the Divination school.
    Keen: Lose any 1 spell from the Transmutation school.
    Magebane: Lose any 1 spell from the Evocation school.
    Maiming: Lose any 1 spell from the Transmutation school.
    Mindfeeder: Lose any 1 spell from the Necromancy school.
    Paralyzing: Lose any 1 spell from the Enchantment school.
    Screaming: Lose any 1 spell with the Sonic descriptor.
    Shattermantle: Lose any 1 spell from the Divination school.
    Shock: Lose any 1 spell with the Electricity descriptor.
    Sundering: Lose any 1 spell from the Transmutation school.
    Throwing: Lose any 1 spell from the Transmutation school.
    Thundering: Lose any 1 spell with the Sonic descriptor.
    Warning: Lose any 1 spell from the Divination school.
    Weakening: Lose any 1 spell from the Necromancy school.


    At 4th level he may lose any spell of 3rd level or higher to gain Weapon properties from the following list:

    Acidic Burst: Lose any 1 spell with the Acid descriptor.
    Anarchic: Lose any 1 spell with the Chaos descriptor.
    Collision: Lose any 1 spell from the Transmutation school.
    Domineering: Lose any 1 spell from the Necromancy school.
    Doom Burst: Lose any 1 spell from the Necromancy school.
    Enervating: Lose any 1 spell from the Necromancy school.
    Fiercebane: Lose any 1 spell from the Conjuration school.
    Flaming Burst: Lose any 1 spell with the Fire descriptor.
    Ghost Strike: Lose any 1 spell from the Necromancy school.
    Icy Burst: Lose any 1 spell with the Cold descriptor.
    Impedance: Lose any 1 spell from the Abjuration school.
    Paralytic Burst: Lose any 1 spell from the Enchantment school.
    Parrying: Lose any 1 spell from the Abjuration school.
    Screaming Burst: Lose any 1 spell with the Sonic descriptor.
    Shocking Burst: Lose any 1 spell with the Electricity descriptor.
    Unholy: Lose any 1 spell with the Evil descriptor.
    Vampiric: Lose any 1 spell from the Necromancy school.
    Wounding: Lose any 1 spell from the Necromancy school.

    At 7th level he may lose any spell of 4th level or higher to gain Weapon properties from the following list:

    Cursespewing: Lose any 1 spell from the Necromancy school.
    Ethereal Reaver: Lose any 1 spell from the Necromancy school.
    Implacable: Lose any 1 spell from the Necromancy school.
    Soulbreaker: Lose any 1 spell from the Necromancy school.
    Souldrinking: Lose any 1 spell from the Necromancy school.
    Speed: Lose any 1 spell from the Transmutation school.
    Unholy Surge: Lose any 1 spell with the Evil descriptor.

    Advanced Learning (Ex): At 2nd level the Demonsword learns 1 spell per point of Intelligence Score above 10 from the Sorcerer/Wizard spell list of any level he can currently cast (ie. if he can cast up to 3rd level Duskblade spells, he can learn any Sorcerer/Wizard spell of up to third level). He cannot actually cast these spells, but he can use a spell slot to sacrifice them to use his Enchant Weapon or Enchant Armor abilities.

    At 5th level he adds additional spells equal to (Int Score-10).


    Enchant Armor (Su: At 3rd level the Demonsword begins to gain the ability to "lose" a spell to temporarily enchant any armor he wears (or shield he wields) with a magical ability for 1 round plus 1 round per level of the spell (i.e. 1 round for a 0 level spell, 2 rounds for a 1st level spell, etc). Or he may lose a spell to gain a bonus to AC equal to the spells level (duration is same, this stacks with any Enhancement Bonus the armor may already have from being magic itself, but not from those given by spells/powers/effects). For some of these he may not have a spell of the appropriate descriptor at the time he gains this ability, but he can still use the options requiring them once he gains an appropriate spell. All armor properties mentioned may be found in either the DMG or the Magic Item Compendium:

    Acidic: Lose any 1 spell with the Acid descriptor.
    Bashing: Lose any 1 spell from the Transmutation school.
    Blinding: Lose any 1 spell from the Evocation school.
    Ghost Ward: Lose any 1 spell from the Necromancy school.
    Light Fortification: Lose any 1 spell from the Abjuration school.
    Styptic: Lose any 1 spell from the Necromancy school.


    At 6th level he may lose any spell of 3rd level or higher to gain Armor properties from the following list:

    Animated: Lose any 1 spell from the Transmutation school.
    Arrow Deflection: Lose any 1 spell from the Abjuration school.
    Axeblock: Lose any 1 spell from the Abjuration school.
    Energy Immunity: Lose any 1 spell with the appropriate Energy descriptor.
    Hammerblock: Lose any 1 spell from the Abjuration school.
    Retaliation: Lose any 1 spell from the Necromancy school.
    Shadow: Lose any 1 spell from the Illusion school.
    Silent Moves: Lose any 1 spell from the Illusion school.
    Spearblock: Lose any 1 spell from the Abjuration school.

    At 9th level he may lose any spell of 4th level or higher to gain Weapon properties from the following list:

    Ghost Touch: Lose any 1 spell from the Necromancy school.
    Invulnerability: Lose any 1 spell from the Abjuration school.
    Moderate Fortification: Lose any 1 spell from the Abjuration school.


    Arcane Channeling (Su): Identical to the ability 13th level Duskblades gain on page 20 of PHB II.

    Sword of the Abyss (Su): Once per day at 10th level you may lose any 1 spell of fifth level to transform your weapon into an Abyssal Blade for the duration of the encounter. An Abyssal Blade is a +5 Anarchic Unholy Surge Weapon. It cannot be Sundered or Disarmed.

    PLAYING A TANARRUK DEMONSWORD
    As a professional killer, you earn a much better living than most mercenaries, and definitely a much better living than the other members of your tribe. Your connections in the merc world also allow you to travel freely, acting as a spy for the Abyss as well as performing your duties for paying clients.
    Combat: Demonswords prefer melee combat where they gain the full use of their powers, but they do save a few spells back for the occasional ranged opponent. And unlike many melee fighters they don't have as much need to acquire a magic weapon.
    Advancement: Most concentrate on their combat skills as that's what gets them hired and allows them to carry out acts of subterfuge for their demonic ancestors.
    Resources: The Demonswords are killers for hire, and as a mercenary group they almost always enjoy a patron of some kind. Usually one with lots of money, and little in the way of scruples.

    TANARRUK DEMONSWORDS IN THE WORLD
    "Watch that Orc over there, if he is an Orc. There have been reports he has a blade made of lightning and fire."
    Despite usually being Chaotic Evil, most Demonswords have more self control than the average CE mercenary, and refrain from pointless acts of violence in order to continue their charade of professionalism. In reality they're just as crazy as their brethren, they just find ways to channel that for their own purposes.
    Daily Life: Usually you're either guarding someone important (or at least rich), ir killing someone else on their behalf. Unless the Demons want you to do something in which case you have to achieve their goals without it looking like you're doing a job on the side.
    Notables: Kiba (CE Female Tanarruk Duskblade 6/Tanarruk Demonsword 1) is a local celebrity, hired to guard the richest (and most depraved) nobles from the peasants who would see them meet their all too deserving end. Ironically the local Demonic cults would also like to see the nobles deposed, and she works for their cause in secret.
    Organizations: The Demonswords are a professional mercenary organization with a large (and rich) clientele, although they will work for less if they believe the client is deserving of their help (i.e. their Demonic masters tell them to). Many struggle with the need to seem less evil than they really are, and are eager for the day they can cast off their charade of civility for endless days of slaughter.

    NPC Reaction
    NPC's aren't sure what to think of you. You act a lot different than other mercenaries, and even seem helpful sometimes. On the other hand you're still an Orc. A decidedly odd looking one at that. And your employers are...well some of them make the Orc tribes look respectable.

    TANARRUK DEMONSWORDS IN THE GAME
    Being as the Demonswords work for Demons, the PC will either have to be Evil, or an unknowing pawn (which is unlikely). Make sure the group doesn't have a problem with this before allowing the class.
    Adaptation: This is possibly adaptable to various styles of campaigns, but it's probably suited for darker ones better.
    Encounters: As a mercenary group, the Demonswords can be found just about anywhere there is the potential for conflict. They also frequently hire out as bodyguards or enforcers, and can be found in urban environments as well.

    Sample Encounter
    EL 15: The PC's have been told a local Duke has blackmailed a group of foreign Orcish mercenaries into serving him, and been tasked with the job of finding out what it is he has on them so the locals can get them on their side. Boy are they in for a surprise.


    Kiba
    (CE Female Tanarruk Duskblade 6/Tanarruk Demonsword 1)
    Init +6, Senses: Listen +7, Spot +7, Dark Vision 60'
    Languages Abyssal Orc, Common, Undercommon
    ------------------------------------------------
    AC 40, touch 23, flat-footed 38 (+2 Dex, +4 Natural, +13 Armor, +6 Shield, +5 Deflection)
    hp 66 (12 HD)
    Fort +12, Ref +8, Will +10
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee Bite +16 melee (1d6+4) or +5 Longsword +21/+16/+11 (1d8+9/19-20)
    Base Atk +12, Grp +16
    Atk Options Arcane Channeling, Enchant Weapon
    Combat Gear 6 Potions of Cure Serious Wounds
    Spells Per Day 0: 6 (DC 12)
    1st: 7 (DC 13)
    2nd: 6 (DC 14)
    -----------------------------------------------
    Abilities Str 18, Dex 14, Con 13, Int 15, Wis 8, Cha 8
    SQ Fire Resistance 10, SR 21, Control Flame, Orc Blood, Arcane Attunement, Armored Mage (Medium), Quick Cast 1/day, Spell Power +2
    Feats Battle Caster, Greater Spell Focus (Necromancy), Improved Initiative, Power Attack, Spell Focus (Necromancy), Combat Casting (B)
    Skills Concentration +13, Hide +10, Intimidate +7, Knowledge (Arcana, Religion, The Planes) +8, Listen +7, Search +10, Spellcraft +8, Spot +7
    Possessions +5 Light Steel Shield, +5 Full Plate, +5 Longsword, +5 Ring of Protection, Boots of Temporal Acceleration, 6 Potions of Cure Serious Wounds, 376 GP



    EPIC TANARRUK DEMONSWORD

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Spells: The Tanarruk Demonswords caster level continues to improve with Epic levels, but he does not gain extra spells per day or learn new spells.
    Enchant Weapon: Beginning at level 21 the Tanarruk Demonsword may lose any spell of 5th level or higher to gain Weapon properties from the following list:

    Brilliant Energy: Lose any 1 spell from the Evocation school.

    Enchant Armor: Beginning at level 21 the Tanarruk Demonsword may lose any spell of 5th level or higher to gain Armor properties from the following list:

    Improved Shadow: Lose any 1 spell from the Illusion school.
    Improved Silent Moves: Lose any 1 spell from the Illusion school.
    Radiant: Lose any 1 spell from the Abjuration school.

    Bonus Feats: The Epic Tanarruk Demonsword gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2009-11-21 at 07:12 AM.
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