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  1. - Top - End - #571
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    AMITOK SHAMAN



    "IT IS TABOO!"

    At some point in the dim past your ancestors were turned away from the Goblinoid pantheon to that of Cryonax. Even you, his priesthood do not know the details (which were easily enough lost given that you have no written language).

    BECOMING AN AMITOK SHAMAN
    Just about Amitok with Cleric levels will do.

    ENTRY REQUIREMENTS
    Race: Amitok
    Domain Spells: Cold and Evil
    Patron: Must have Cryonax as a Patron
    Skills: Knowledge (Religion, The Planes) 4 ranks
    Feats: Domain Focus (Cold, Evil)


    Class Skills
    The Amitok Shaman's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int) and Survival (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Eschew Materials
    2. +1    +3     +0     +3    Battle Fury (+1), +1 Level of existing Divine casting class
    3. +2    +3     +1     +3    Improved Strength (+2 Str)
    4. +3    +4     +1     +4    Flash Frost Spell, +1 Level of existing Divine casting class
    5. +3    +4     +1     +4    Battle Fury (+2)
    6. +4    +5     +2     +5    Improved Strength (+4 Str), +1 Level of existing Divine casting class
    7. +5    +5     +2     +5    Piercing Cold
    8. +6    +6     +2     +6    Battle Fury (+3), +1 Level of existing Divine casting class
    9. +6    +6     +3     +6    Large Form
    10.+7    +7     +3     +7   Servitor of Cryonax, +1 Level of existing Divine casting class
    Weapon Proficiencies: An Amitok Shaman gains no new weapon or armor proficiencies.

    Eschew Materials: At 1st Level you gain Eschew Materials as a Bonus Feat (see Magic of Faerun).

    Battle Fury (Ex): At 2nd Level you gain a +1 Morale Bonus to Attack rolls. This improves to +2 at Level 5, and +3 at Level 8.

    Improved Strength: At 3rd Level you gain a +2 Inherent Bonus to Str. This increases to +4 at Level 6.

    Flash Frost Spell: At 4th Level you gain Flash Frost Spell as a Bonus Feat (see PHBII).

    Piercing Cold: At 7th Level you gain Piercing Cold as a Bonus Feat (see Frostburn).

    Large Form (Ex): At 9th Level your Size increases to Large.

    Servitor of Cryonax Ex): At 10th Level your Type changes to Outsider with the Air, Cold and Evil Subtypes. You also gain DR 10/Magic.

    PLAYING AN AMITOK SHAMAN
    You are the man. You rule by divine right, and no one so much as says boo to you. You also grovel before the Archomental and his servants, but that's in private...
    Combat: Unlike most priests you relish combat. You're pretty much built for it.
    Advancement: You do as Cryonax demands, you have no other choice.
    Resources: You can demand anything you want of the tribe, not that it matters much. Cryonax may occasionally loan you aid.

    AMITOK SHAMANS IN THE WORLD
    "There's Grunt again. Staring of into the snow talking to himself."
    You live in an ivory tower (well, more like an icy cave really...) and only descend from on high to make pronouncements from Cryonax.
    Daily Life: Much of your life is spent waiting for your god to tell you what to do next, or doing whatever he ordered last time.
    Notables:
    Organizations: You work for Cryonax, and no distractions are allowed. Not that there's much in the way of distractions for a tribal shaman whose people are just barely at the stone age.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    AMITOK SHAMANS IN THE GAME
    This PrC assumes one of the PC's is a catspaw of an Archomental. This may not bode well for party unity depending on whatver the others play.
    Adaptation: This is meant for an all evil party obviously.
    Encounters: PC's will generally see Amitok Shamans when they encounter their tribes in any numbers.

    Sample Encounter
    EL 12: Th PC's round a corner in the arctic wastes and see a huge group of furry mouth-frothers taking on a White Dragon. The PC's quickly reverse course.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC AMITOK SHAMAN

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Spellcasting Your caster Level continues to increase, but you do not gain additional spells per day.
    Bonus Feats: The Epic Amitok Shaman gains a Bonus Feat every 3 levels higher than 20th
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  2. - Top - End - #572
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    REDEEMER



    “People who claim that they're evil are usually no worse than the rest of us... It's people who claim that they're good, or any way better than the rest of us, that you have to be wary of.”

    Redeemers are Half-Goblins dedicated to fighting Evil, particularly Evil Humanoids. But they fight in less of a "kill em all and let the Gods sort em out" aense, and more from a sincere belief that anyone can be reformed given enough time.

    BECOMING A REDEEMER
    A Half-Goblin Fighter will do.

    ENTRY REQUIREMENTS
    Race: Half-Goblin
    Class Abilities: Armored Versatility
    Feats: Devout, Redeemer, Weapon Focus


    Class Skills
    The Redeemer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Foe of Evil +4
    2. +2    +3     +0     +0    Uncanny Dodge
    3. +3    +3     +1     +1    Harrier
    4. +4    +4     +1     +1    Foe of Evil +6
    5. +5    +4     +1     +1    Improved Uncanny Dodge
    6. +6    +5     +2     +2    Harrier
    7. +7    +5     +2     +2    Foe of Evil +8
    8. +8    +6     +2     +2    Superior Uncanny Dodge
    9. +9    +6     +3     +3    Harrier
    10.+10   +7     +3     +3   Foe of Evil +10
    Weapon Proficiencies: A Redeemer gains no new weapon or armor proficiencies.

    Foe of Evil (Ex): Your Bonuses from the Redeemer, Devout, and Partisan Feats increase to +4 against Evil opponents only. They increase again at 4th Level (+6), 7th Level (+8), and 10th Level (+10).

    Uncanny Dodge (Ex): Identical to the Rogue ability of the same name listed in the PHB.

    Harrier (Ex): Choose one weapon you have the Weapon Focus Feat for. The critical threat range for that weapon improves by 1 against Evil foes (i.e. if it normally criticals on a natural 20, it now does so on a critical 19-20).

    At 6th Level the critical threat range increases by 2 (i.e. now would critical on an 18-20), and by 9th level it increases by 3 (17-20).

    Improved Uncanny Dodge (Ex): Identical to the Rogue ability of the same name listed in the PHB.

    Superior Uncanny Dodge (Ex): You do not lose your Dexterity Bonus to AC, and are immune to being flanked.

    PLAYING A REDEEMER
    You work to save the Goblinoids from themselves, and from their evil gods most of all. You feel certain if you could turn the races from Maglubiyet you could bring them around to a better life.
    Combat: You are dedicated to fighting Evil. It is literally your life's work.
    Advancement: Your advancement is largely left to the winds of chance. You train in whats available, when it's needed.
    Resources: Unless you can find a fairly liberal patron, you're reduced to whatever scraps you can find.

    REDEEMERS IN THE WORLD
    "HEY (beeeeeeeep)!"
    Redeemers are always the focus of controversy. Goblins and other primarily evil humanoids see you as opponents trying to bring down their religion. Other humanoid see you as apologists for those races because you insist not all of them are Evil. And then there's the racists. It's like some days when you just can't win.
    Daily Life: Your days are busy. There's barely even enough time for training.
    Notables:
    Organizations: The Redeemers are a social organization attempting to become something like an Order of Knights. Their focus is on social justice and stopping both bigotry, and the excesses of the Goblinoid religion that presses for war.

    NPC Reaction
    You're the low guy on the totem pole no matter where you go. The Goblins hate you, the non-Goblins hate you. Any day you aren't the target of a mob is a good day.

    REDEEMERS IN THE GAME
    This class assumes the PC is a member of a hated minority, which may be triggery for some.
    Adaptation: This assumes Goblins are evil, and are prolific enough to have mixed race children. Your campaign may not fit thiis.
    Encounters: Redeemers are encountered where ever Goblins or anti-goblinoid prejudice occur.

    Sample Encounter
    EL 12: The PC's encounter a group of Goblins fighting some sort of warrior, and intervene on his half. Turns out he's somewhat Goblin-ish himeslf.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC REDEEMER

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Redeemer gains a Bonus Feat every 2 levels higher than 20th
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  3. - Top - End - #573
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Hoar Fox
    Small Magical Beast (Cold)
    Hit Dice: 2d10+4 (15 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (+1 Size, +3 Dex, +4 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +2/-1
    Attack: Nip +6 melee (1d6+1)
    Full Attack: Nip +6 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath Weapon
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +5, Ref +6, Will +1
    Abilities: Str 13, Dex 17, Con 15, Int 3, Wis 13, Cha 10
    Skills: Hide +7 (+15 in snow), Listen +5, Move Silently +5, Spot +4, Survival +4
    Feats: Alertness, Weapon Finesse
    Environment: Any Cold Land
    Organization: Solitary, Pair of Family (3-6)
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral
    Advancement: 3 HD (Small), 4-6 HD (Medium)
    Level Adjustment: ---

    Hoar Foxes roam the arctic in small familial packs. They appear as large foxes with silver-grey fur that turns white in winter.

    Breath Weapon (Su): Every 1d4 rounds the Hoar Fox can breathe a 30 ft. cone doing 2d6 cold damage. DC 13 Reflex Save for half damage, Save DC is Con based.

    Skills: Arctic Foxes get a +8 Racial Bonus on Hide Checks in snow. They also have a +1 Racial Bonus on Listen, Move Silently and Spot Checks.

    Combat: Fox packs usually open with their breath weapon before retreating, only to run by and spit ice a few rounds later again.
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  4. - Top - End - #574
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Orughi (Dragonlance)
    Medium Giant
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), Swim 60 ft.
    Armor Class: 16 (+3 Natural. +3 Hide), touch 10, flat-footed 16
    Base Attack/Grapple: +3/+7
    Attack: Weapon +7 melee or +3 Ranged
    Full Attack: Weapon +7 melee or +3 Ranged
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Hold Breath
    Saves: Fort +6, Ref +1, Will +1
    Abilities: Str 18, Dex 10, Con 15, Int 6, Wis 10, Cha 7
    Skills: Listen +3, Spot +3, Swim +13
    Feats: Exotic Weapon Proficiency (Tonkk), Weapon Focus (Tonkk)
    Environment: Warm or Temperate Forest, Hills, and Mountains
    Organization: Solitary, pair, gang (3-4), or band (5-8), or Tribe (21-30 +35% noncombatants)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +1

    The Orughi are an offshoot of Ogres dwelling on remote islands north of Ansalon. They are much shorter than most Ogres being as tall as tall humans, with oily grey skin and golden hair. Their webbed hands and feet make them very capable swimmers. They have no official government with the eldest males of each family jointly ruling the tribe. They worship Zeboim, and an easy way to tell if a village of crude wooden shacks belongs to the Orughi are the stone towers they build to honor her.

    Hold Breath (Ex): An Orughi can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning.

    Combat: The Orguhi prefer to lure opponents into the sea or fight from a distance with their Tonkks. They are also fond of daggers and battle axes.
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  5. - Top - End - #575
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    ORUGHI



    "Please tell me that isn't a jellyfish..."

    The Orughi are an offshoot of Ogres dwelling on remote islands north of Ansalon. They are much shorter than most Ogres being as tall as tall humans, with oily grey skin and golden hair. Their webbed hands and feet make them very capable swimmers. They have no official government with the eldest males of each family jointly ruling the tribe. They worship Zeboim, and an easy way to tell if a village of crude wooden shacks belongs to the Orughi are the stone towers they build to honor her.


    ORUGHI RACIAL TRAITS
    · +8 Strength, +4 Constitution, -4 Intelligence, -4 Charisma.
    · Size Class: Medium Size.
    · Giant, giving them Low Light Vision
    · Base land speed 30 ft.
    · Base swim speed 60 ft.
    · +3 Natural Armor Bonus.
    · Hold Breath (Ex): An Orughi can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning.
    · Racial Hit Dice: An Orughi begins with four levels of Giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. An Orughi's Giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Listen, Spot and Swim. Stonecrown Ogres are proficient with all Simple Weapons, and Light and Medium Armor. They are also proficient with Tonkks.
    · Ogres have a Primary Slam attack doing 2d4 plus Strength Bonus. They get 2 Slams with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Common, Orog, Goblin
    · Level Adjustment: +2
    · Favored Class: Fighter

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 32
    Old: 49
    Venerable: 65
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 3'9" Female: 3'7"
    Height Modifier: +2d4"
    Base Weight: Male: 150 lbs. Female: 110 lbs.
    Weight Modifier: x (2d6) lbs.

    ORUGHI CHARACTERS
    Like most Ogre variants, the Orughi are meant for melee. They can be Wisdom based casters, but their Hit Dice and racial LA make this very sub-optimal.
    Adventuring Race: Orughi generally only leave their homes when ordered by the Nzunta or their goddess.
    Character Development: Orughi are meant for underwater combat, so you may as well specialize in that if it's a sea going campaign.
    Character Names:

    ROLEPLAYING AN ORUGHI
    You look down on other races because you make slaves of them, despite being slaves yourselves. The Nzunta can be cruel to you, and you visit their cruelty a thousand fold upon others.
    Personality: You pretty much do your best to live up to every bad stereotype of the Ogre race.
    Behaviors: You much prefer to spend your time hunting and fishing to any other activities.
    Language: Orughi speak their own dialect of the Giant language.

    ORUGHI SOCIETY
    The Orughi are barely outside of the stone age other than metal working. They live in crude wooden shacks and sink any ships that pass close to their homes.
    Alignment : Due to their religion and dire past, the Orughi are almost universally Chaotic Evil.
    Lands : The Orughi live on remote islands to the north of Ansalon.
    Settlements : The Orughi do not settle.
    Beliefs : Zeboim is the deity of choice for the Orughi.
    Relations: Orughi see the other races as slaves or enemies for the most part.

    ORUGHI ADVENTURES
    · Your master wants you to harass some seaside towns in Ansalon. To serve as a distraction for whatever he is doing.
    · An Aboleth has taken residence, and you have been told to move him along.
    ·A ship wrecks on your coastline during a hurricane, and unfortunately it has murderhobos...



    Tonkk (Exotic Weapon)
    Cost: 50 GP
    Damage (M): If you succeed in a ranged attack roll you entangle an opponent. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity. Huge or larger creatures are unaffected by a Tonnk. A flying creature must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A Tonnk does not function underwater. Each round the victim can make a DC 17 Str Check to free itself. Until it does, the Orughi can make an Opposed Str Check eash round. If it succeeds it pulls the entangled opponent 10 ft. closer to itself.
    Critical: n/a
    Range Increment: 20 ft. (max range is 50 ft.)
    Weight: 10 lbs.
    Type: n/a

    Orughi Racial Substitution Levels

    Fighter
    Any even numbered Level: You may take a Racial Feat instead of a Fighter Feat at even numbered Levels.

    Barbarian
    Level 1: Fast Movement can be either your land or swim speed.
    Revised avatar by Trixie, New avvie by Crisis21!
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  6. - Top - End - #576
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    NZUNTA FOOTSOLDIER



    "Is that a tentacle? IS THAT A TENTACLE?"

    You have been a taught to serve and worship the Nzuntas as have all your kind. You are the army of the Nzunta empire, as well as it's only visible face. You keep the outside world from knowing of the Nzunta until they return to rule the world as they claim prophecy has foretold.

    BECOMING A NZUNTA FOOTSOLDIER
    Any Orughi proficient with weapons will do.

    ENTRY REQUIREMENTS
    Race: Orughi
    Feats: Exotic Weapon Proficiency (Tonnk), and any 1 other combat related Feat
    Skills: Climb (4 ranks), Intimidate (4 ranks)


    Class Skills
    The Nzunta Footsoldier's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Aquatic Warrior
    2. +2    +3     +0     +0    Tohkk Warfare
    3. +3    +3     +1     +1    Blessings of Zeboim
    4. +4    +4     +1     +1    Aquatic Warrior
    5. +5    +4     +1     +1    Tohkk Warfare
    6. +6    +5     +2     +2    Blessings of Zeboim
    7. +7    +5     +2     +2    Aquatic Warrior
    8. +8    +6     +2     +2    Tohkk Warfare
    9. +9    +6     +3     +3    Blessings of Zeboim
    10.+10   +7     +3     +3   Veteran
    Weapon Proficiencies: A Nzunta Footsoldier gains no new weapon or armor proficiencies.

    Aquatic Warrior (Ex): At 1st Level you gain the Aquatic Subtype, but remain capable of breathing air. At 4th Level you gain Blindsense with a 30 foot radius when under water. At 7th Level your attacks no longer take the -2 penalty for being used underwater.

    Tonkk Warfare (Ex): At Levels 2, 5 and 8 you may choose one of the following Bonus Feats: Able Sniper, Brutal Throw, Far Shot, Greater Weapon Focus (Tonkk), Point Blank Shot, Precise Shot, Ranged Disarm, Weapon Focus (Tonkk).

    Blessings of Zeboim: At Levels 3, 6 and 9 you gain one of the Blessings of Zeboim from the following list:

    Aboleth's Tentacles (Ex): (Prerequisite: 9th Level) The Footsoldier gains two additional tentacle attacks with a Full Attack that do 1d6 plus half Str damage. Opponent who are successfully struck by these tentacles must make a Fortitude Save (Save DC is Con based) or be unable to breathe for 1d6 rounds (see drowning rules in DMG).

    Amphi-Dragon's Breath (Su): Once every 1d4 rounds the Footsoldier can breathe a 60 foot line of Acid doing 5d6 damage (Reflex save for half damage, Save DC is Con based).

    Dragon's Fear (Ex): When the Footsoldier attacks or charges all living creatures within 30 ft. must wake a Willpower Save (Save DC is Cha based), or become Shaken for 2d4 rounds. If the Save is successful, that opponent is immune to this Footsoldier's Frightful Presence for 24 hours.

    Imp's Cold (Ex): A Footsoldier’s body generates intense cold, causing opponents to take an extra 1d4 points of
    cold damage every time it succeeds with an Unarmed strike, grapple or natural attack. Creatures attacking a Footsoldier unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

    Kalothagh Spines (Ex): Any creatures within 5 feet of a Footsoldier must succeed at a Reflex save each round or take 1d6 piercing damage. The save DC is Dexterity-based. Any creature hurt by a Footsoldier’s spines through this method or its attack must succeed at a Reflex save, or the barbed spines will hook in the creature’s flesh, causing the spine to detach from the Footsoldier. Removing the spines results in another 1d4 points of damage. A Footsoldier is assumed to have 2d8+16 spines at any given time. It takes one week for its spines to grow back.

    Magori's Blood (Ex): Whenever an opponent within 5 feet of the Footsoldier deals damage to it with a slashing or piercing
    weapon, he must make a DC Reflex save or take 2d4 points of acid damage as the Footsoldier’s blood splatters him. Success
    negates all damage. The save DC is Constitution-based.

    Veteran: So long as you are touching the sea you are immune to critical hits.

    PLAYING A NZUNTA FOOTSOLDIER
    The Nzunta are Gods, the true rulers of the world. You were born to serve them, and they will reward you when the world is theirs again.
    Combat: You try to lure opponents into the water where they are more vulnerable. You're also fond of ambushing ships, pulling sailors off the decks.
    Advancement: How you advance depends entirely on your masters.
    Resources: You have what you can steal or what the Nzunta give you.

    NZUNTA FOOTSOLDIERS IN THE WORLD
    "If you see tall stone towers on an island, give it a wide berth."
    As far as the world knows the Orughi are marauding brutes, much like any other. No one suspects your hidden masters.
    Daily Life: Much of your day is spent hunting and fishing unless your masters need you. Or a ship sails too close.
    Notables:
    Organizations: Being servants of the Nzunta, you pretty much aren't allowed to have other ties.

    NPC Reaction
    You're a monster, NPC's treat you much like any other monster.

    NZUNTA FOOTSOLDIERS IN THE GAME
    This assumes the PC is the servant of an evil empire hellbent on world domination (or at least they consider themselves that). Might be best as an NPC class.
    Adaptation: This is meant for Evil Campaigns set in the oceans of the Forgotten Realms.
    Encounters: The Orughi and their masters only exist on remote islands north of Ansalon.

    Sample Encounter
    EL x: The PC's run aground in a horrible storm. The superstitious crew is terrified of the stone towers on the island. Turns out they have reason to be.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC NZUNTA FOOTSOLDIER

    Hit Die: d10
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Nzunta Footsoldier gains a Bonus Feat every 2 levels higher than 20th



    Orughi Racial Feats

    Further Blessings of Zeboim
    You have been especially blessed by the Sea Goddess.
    Prerequisites: Orughi, Blessings of Zeboim
    Benefits: This Feat can be chosen multiple times, and must be chosen for a different blessing each time:

    Aboleth's Tentacles (Ex): (Prerequisite: 9th Level) Opponents who fail a Save vs your tentacle attack now permanently lose the ability to breathe air, becoming able to breathe water instead. Remove Disease, Heal or Mass Heal will cure this.

    Amphi-Dragon's Breath (Su): Your Breath Weapon does 8d6 damage.

    Dragon's Fear (Ex): Opponents who fail their Save vs your Frightful Presence they are Frightened instead of Shaken.

    Imp's Cold (Ex): Your cold damage increases to2d4.

    Kalothagh Spines (Ex): Your spines now regrow instantly, effectively giving you unlimited spines.

    Magori's Blood (Ex): A successful Save now only halves damage instead of negating it.
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    Jagre (Maztica)
    Huge Giant
    Hit Dice: 12d8+36 (90 hp)
    Initiative: -2
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 Size, -1 Dex, +5 Natural, +4 Hide), touch 8, flat-footed 17
    Base Attack/Grapple: +9/+20
    Attack: Slam +15 melee (1d6+7) or Weapon +15 melee
    Full Attack: 2 Slams +15 melee (1d6+7) or Weapon +15 melee
    Space/Reach: 10 ft./10 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Displacer Beast Armor
    Saves: Fort +11, Ref +5, Will +8
    Abilities: Str 24, Dex 8, Con 16, Int 10, Wis 14, Cha 10
    Skills: Climb +7, Hide +7, Listen +7, Move Silently +7, Spot +7, Survival +5
    Feats: Alertness, Dodge, Iron Will, Lightning Reflexes, Stealthy
    Environment: Any
    Organization: Solitary, pair, gang (3-4), or band (5-8), or Tribe (21-30 +35% noncombatants)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Any Evil
    Advancement: By Character Class
    Level Adjustment: +3

    Jagre are high level Jaguar Knights loyal to the God of war Zaltec. As a reward they have been changed into 16' tall Ogre-like monstrosities bearing the mark of the Viperhand on their chests. Normally armed with clubs or macas, they wear the enchanted hides of Displacer Beasts as Armor.

    Displacer Beast Armor:
    All Jagre are given a set of +1 Hide armor. Some go so far as to endure rituals bonding this armor to their skin making it impossible to remove. A Jagre wearing it may change into a Displacer Beast at will (this ability only works for the Jagre). This works exactly like Alternate Form with the following exceptions: It gains all the Special Qualities of it's Displacer Beast Form, and it still gains the Armor Bonus from it's armor.

    Combat: Jagre are equally divided between those who enjoy attacking as beasts, and those who like beating opponents to death with weapons. They generally aren't subtle.
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    JAGRE



    "You will bow to Zaltec."

    Jagre are high level Jaguar Knights loyal to the God of war Zaltec. As a reward they have been changed into 16' tall Ogre-like monstrosities bearing the mark of the Viperhand on their chests. Normally armed with clubs or macas, they wear the enchanted hides of Displacer Beasts as Armor. In Displacer Beast form their fur is colored similar to that of a jaguar.

    JAGRE RACIAL TRAITS
    � +14 Strength, +6 Constitution, +4 Wisdom, -2 Dexterity
    � Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    � Giant, giving them Low Light Vision
    � Base land speed 30 ft.
    � +5 Natural Armor Bonus.
    � Displacer Beast Armor (Ex): All Jagre are given a set of +1 Hide armor. Some go so far as to endure rituals bonding this armor to their skin making it impossible to remove, though the armor will not work for non-Jagre's. A Jagre wearing it may change into a Displacer Beast at will (this ability only works for the Jagre). This works exactly like Alternate Form with the following exceptions: It gains all the Special Qualities of it's Displacer Beast Form, and it still gains the Armor Bonus from it's armor.
    � Racial Hit Dice: A Jagre begins with twelve levels of Giant, which provide 12d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +8, Ref +4, and Will +4. A Stonecrown Ogres Giant levels give it skill points equal to 15 � (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Hide, Listen, Move Silently, Spot and Survival. Jagres are proficient with all Simple Weapons, and Light and Medium Armor. They are also proficient with the Macas.
    � Jagres have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slams with a Full Attack.
    � Automatic Languages: Giant. Bonus Languages: Common.
    � Level Adjustment: +3
    � Favored Class: Fighter

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d20 years

    HEIGHT AND WEIGHT
    Base Height: Male: 16 ft. Female: 15 ft.
    Height Modifier: +3d6"
    Base Weight: Male: 4000 lbs. Female: 3500 lbs.
    Weight Modifier: x 100 lbs.

    JAGRE CHARACTERS
    Your Racial Hit Dice and LA rule out spellcaster, so like most Giant types your option is melee.
    Adventuring Race: Jagre go on adventures because they are ordered to.
    Character Development: You'll be fighting a lot as a Displacer Beast, so it may help to specialize in fighting in doing so.
    Character Names:

    ROLEPLAYING A JAGRE
    You're in charge, and it shows. Especially when someone is foolish enough to tell you no. Being refused tends to send you into homicidal rages.
    Personality: You are basically an anthropophagous fascist with a strong streak of religious zealotry. No cruelty is too small for you.
    Behaviors: Jagre's are obsessed with both hunting and control. Particularly control. They are also pushing the expansion of their kind.
    Language: Jagre speak Giant, and most speak Common as well.

    JAGRE SOCIETY
    Jagre are the leaders of Nexal, and all must obey them other than Hoxitl and the Beast Leaders.
    Alignment : All Jagre are Evil, and most are Chaotic as well.
    Lands : All known Jagre live in the Valley of Nexal.
    Settlements : See above.
    Beliefs : All Jagres worship Zaltec.
    Relations: Jagre are carnivores who prefer Humanoid meat, so they aren't well liked. Except by Ogres and the Viperhand (Ogres and Jagres breed Jagres, so there is some alliance there).

    JAGRE ADVENTURES
    • [li]Someone is killing the agents of the Viperhand, and you have been tasked with stopping it.[/li]
      [li]Someone is deliberately targeting Jagre children, and you have been chosen to stop it.[/li]
      [li]Things have been odd since a comet passed recently. The human slaves have been acting oddly, and in concert. You'd swear they were possessed.[/li]



    Jagre Racial Substitution Levels

    Fighter
    Any even numbered Level: Instead of a Fighter Feat you may choose a Racial Feat.
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    Okay I've has some 70 hour weeks delaying posting, gimme a nit and I'll have stuff up.
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    TLATOANI



    "Obedience leads to true freedom."

    The Tlatoani are the leaders of the Jagre, and often lead gangs of Orcs, Ogres and Trolls on raids for slaves.

    BECOMING A TLATOANI
    Any Jagre that has undergone the Ritual of Merging will do.

    ENTRY REQUIREMENTS
    Race: Jagre
    Skills: Climb 4 ranks, Intimidate 4 ranks
    Feats: Ritual of Merging, Improved Bond


    Class Skills
    The Tlatoani's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    The Ritual of Merging
    2. +1    +3     +0     +3    Hishna Magic
    3. +2    +3     +1     +3    Leadership
    4. +3    +4     +1     +4    The Ritual of Merging
    5. +3    +4     +1     +4    Hishna Magic
    6. +4    +5     +2     +5    Leadership
    7. +5    +5     +2     +5    The Ritual of Merging
    8. +6    +6     +2     +6    Hishna Magic
    9. +6    +6     +3     +6    Leadership
    10.+7    +7     +3     +7    Beast Lord
    Weapon Proficiencies: A Tlatoani gains no new weapon or armor proficiencies

    The Ritual of Merging (Su): At 1st Level you gain a +2 Deflection Bonus to AC in Displacer Beast Form.

    At 4th Level you also now gain your Resistance to Ranged Attacks Bonus when not in Displacer Beast Form.

    At 7th Level may instead turn into a Displacer Beast Pack Lord once you also have at least 18 HD.

    Hishna Magic (Sp): At Levels 2, 5 and 8 you can choose one spell from the Hishna Magic spell list. You may cast that spell 1/day as a Spell-Like Ability. At 2nd Level you can choose any spell of 3rd Level or less. At 5th Level you can choose any spell of 4th Level or less, and at 8th Level you can choose any spell of 5th Level or less.

    Leadership: At third Level your Leadership Score is your ECL plus your Charisma modifier. All your Cohorts/followers must be Orcs. At 6th Level your Cohort can be an Ogre if your leadership Score is 9 or higher. At 9th Level your Cohort can be a Troll if your leadership Score is 14 or higher.

    Beast Lord: At 10th Level you get a +10 Bonus on your leadership Score.

    PLAYING A TLATOANI
    You are a born leader of monsters. Cruelty is like a drug to you.
    Combat: You prefer mixing it up in melee combat despite your ranged defenses. You like the feel of blood on your hands.
    Advancement: Your advancement is determined solely by the Viperhand.
    Resources: You have whatever gifts Zaltec bestows on you, and whatever you can take as plunder.

    TLATOANI IN THE WORLD
    "Any excuse will serve a tyrant."
    The world lives in horror of you cult and it's anthropophagus tendencies.
    Daily Life: You manage much of the Viperhand's daily affairs, especially raids and warfare.
    Notables:
    Organizations: All Tlatoani belong to Zaltec's cult.

    NPC Reaction
    You are regarded with the fear usually shown to monsters.

    TLATOANI IN THE GAME
    This assumes the PC is a leader of sorts in an evil cult, and might be best left for npc's.
    Adaptation: This is meant for an all Evil campaign set in Maztica, but shouldn't be hard to adapt.
    Encounters: The Tlatoani are rarely found outside the Valley on Nexal.

    Sample Encounter
    EL 15: The PC's are hired by a sketchy looking Orc to guard his Lords property, which turns out to be human. Can they rescue the slaves without being found out?


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC TLATOANI

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Tlatoani gains a Bonus Feat every 2 levels higher than 20th



    Jagre Racial Feats

    Ritual of Merging
    You have undergone an unholy ceremony to bond your magical armor to you.
    Prerequisites: Jagre, Con 20+
    Benefits: Your +1 Hide Armor bonds with your skin making it impossible to remove. Additionally you no longer take a Movement Penalty and an Arcane Spell Failure Chance.


    Improved Bond
    Your armors bond is strengthened through further rituals.
    Prerequisites: Jagre, Ritual of Merging
    Benefits: You no longer have a maximum Dex Bonus to AC or an Armor Check Penalty.


    Greater Bond
    You are remarkably well disciplined, even in the throes of intense anger.
    Prerequisites: Jagre, Improved Bond
    Benefits: You may now use the Displacer Beasts Displacement ability in Jagre form as well.


    Improved Hishna Magic
    You have received further magical training.
    Prerequisites: Jagre, Hishna Magic
    Benefits: You may choose an additional spell from the Hishna Magic spell list to cast 1/day as a Spell-like Ability. This must be a spell of a Level you would have access to via your Hishna Magic Class Ability.


    Maca
    12 GP, 1d8 Slashing Damage, Critical 19-20/x2, 6 lbs.


    [size=14pt]HISHNA MAGIC[/size]

    1st: Animate Fire, Charm Animal, Deathwatch, Detect Animals or Plants, Disguise Self, Hypnotism, Mage Armor, Magic Weapon, Summon Natures Ally I

    2nd: Alter Self, Combust, Darkness, Dessicate, Hunter's Eye, Invisibility, Produce Flame, Summon Natures Ally II, Tojanida Sight

    3rd: Invisibility Sphere, Know Opponent, Lesser Shadow Tentacle, Serpent Arrow, Summon Natures Ally III

    4th: Bestow Curse, Evard's Black Tentacles, Know Vulnerabilities, Polymorph, Summon Natures Ally IV

    5th: Dispel Water, Fleshshiver, Insect Plague, Shroud of Flame, Summon Natures Ally V
    Last edited by Bhu; 2020-06-03 at 04:24 PM.
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    I may need to retool the Runecaster, it's playtesting a little off.
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    Whilst i finish up hishna magic:

    Zakharan Ogre (Al-Qadim)
    Large Giant
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (-1 Size, +4 Natural), touch 9, flat-footed 13
    Base Attack/Grapple: +3/+11
    Attack: Claw +6 melee (1d6+4) or Weapon +6 melee
    Full Attack: 2 Claws +6 melee (1d6+4) or Weapon +6 melee
    Space/Reach: 10 ft./10 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision
    Saves: Fort +4, Ref +1, Will +1
    Abilities: Str 18, Dex 10, Con 15, Int 8, Wis 10, Cha 8
    Skills: Intimidate +2, Listen +2, Spot +2
    Feats: Power Attack, Cleave
    Environment: Any
    Organization: Solitary, pair, gang (3-4), or band (5-8)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Any
    Advancement: By Character Class
    Level Adjustment: +2

    Zakharan Ogres are 10' tall slender humanoids with yellow skin, purple eyes, and orange claws and teeth. Hair ranges from blue-black to dark green. Some have violet skin, and are shunned as it is assumed this means they have Ogre-Magi blood.

    Combat: Zakharan Ogres are more intelligent than their brutish kin, whom they consider animals. They actually use tactics as opposed to simply running up and wailing.
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    ZAKHARAN OGRE



    "A patient man is a wise man."

    Zakharan Ogres are 10' tall slender humanoids with yellow skin, purple eyes, and orange claws and teeth. Hair ranges from blue-black to dark green. Some have violet skin, and are shunned as it is assumed this means they have Ogre-Magi blood.

    ZAKHARAN OGRE RACIAL TRAITS
    · +8 Strength, +4 Constitution, -2 Intelligence, -2 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant, giving them Low Light Vision
    · Base land speed 30 ft.
    · +4 Natural Armor Bonus.
    · Racial Hit Dice: A Zakharan Ogre begins with four levels of Giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. A Zakharan Ogres Giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Intimidate, Listen, and Spot.
    · Ogres have a Primary Claw attack doing 1d6 plus Strength Bonus. They get 2 Claws with a Full Attack.
    · Automatic Languages: Midani, Giant. Bonus Languages: Common.
    · Level Adjustment: +2
    · Favored Class: Fighter, Rogue, Cleric, or Sha'ir (Barbarian for wild Ogres)

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d20 years

    HEIGHT AND WEIGHT
    Base Height: Male: 9' Female: 8'4"
    Height Modifier: +2d6"
    Base Weight: Male: 250 lbs. Female: 200 lbs.
    Weight Modifier: x (2d6) lbs.

    ZAKHARAN OGRE CHARACTERS
    Ogres are mostly warriors, though many become rogues or priests as well. They're perfect as beat sticks tho.
    Adventuring Race: Ogre reasoning for adventures vary as much as humans do.
    Character Development: Many Ogres become Sha'ir or priests. Try to make up for your obvious deficiencies in caster level if you do.
    Character Names: Ogres generally adopt the naming conventions of the local culture.

    ROLEPLAYING A ZAKHARAN OGRE
    Always be the first to volunteer, it shows how useful you are. Always keep your word. trust is everything.
    Personality: Ogres tend to be honorable and relatable people. Wild Ogres are brutes though.
    Behaviors: Given the old prejudices against your species, you are very conscious about fitting in. You do your best to be amiable and not rock the boat in any way.
    Language: Most Ogres know Midani and Giant.

    ZAKHARAN OGRE SOCIETY
    Ogres are eager to fit in given that there is some slight prejudice against them due to the actions of their distant relatives. They do their best to fit in whatever society they live among.
    Alignment : Zakharan Ogres vary as widely as humans do in Alignment..
    Lands : Zakharan Ogres are generally city dwellers.
    Settlements : Ogres who don't live in cities are generally barbaric nomads.
    Beliefs : Ogres who live in cities tend to conform to the local religions.
    Relations: Zakharan Ogres are surprisingly civilized and even tempered for the most part. They don't get along with Ogrima or Ogre Mages or evil Giants though.

    ZAKHARAN OGRE ADVENTURES
    • [li]Someone is stealing babies, and as usual Ogres are being blamed. You need to find out who is setting your people up for a fall.[/li]
      [li]A violet skinned Ogre has come to the city telling tales of evil Djinn plotting to destroy you all. You know him to be honorable, but no one else will listen due to the color of his skin.[/li]
      [li]A strange mental illness has befallen your people, driving them too madness and cannibalism. You have been asked to find the cure.[/li]



    Zakharan Ogre Racial Substitution Levels

    Fighter
    Any even numbered Level: You may take a Racial Feat instead of a Fighter Feat at even numbered Levels.

    Barbarian
    Level 1: Replace Fast Movement with any Racial Feat.
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    ASKAR



    "I will not hear you speak about my home in this manner!"

    Askars are the default civilized warrior in Al-Qadim. They serve as city and caravan guards and the personal guard of the nobility. They are urbane, literate and in a good position to become rulers themselves someday. Their one flaw is a tendency towards chauvinism and nationalism. Even in their country of origin they tend to believe their particular city is the best the country has to offer.

    BECOMING AN ASKAR
    Just about any Fighter qualifies easily.

    ENTRY REQUIREMENTS
    Special: Cannot be illiterate
    Feats: Weapon Focus (Scimitar or Spear), Weapon Specialization (Scimitar or Spear), any other Fighter Feat
    Skills: Craft (armor, weapons) 4 ranks


    Class Skills
    The Askar's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex) and Spot (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Local Celebrity
    2. +2    +3     +0     +0    Guardsman
    3. +3    +3     +1     +1    Military Training
    4. +4    +4     +1     +1    Local Celebrity
    5. +5    +4     +1     +1    Guardsman
    6. +6    +5     +2     +2    Military Training
    7. +7    +5     +2     +2    Local Celebrity
    8. +8    +6     +2     +2    Guardsman
    9. +9    +6     +3     +3    Military Training
    10.+10   +7     +3     +3    Veteran
    Weapon Proficiencies: An Askar gains no new weapon or armor proficiencies.

    Local Celebrity (Ex): At 1st Level you gain a +2 Circumstance Bonus on Diplomacy and Gather Information Checks made against members of your home city. At 4th Level you gain a +2 Circumstance Bonus on Intimidation and Sense Motive Checks made against targets who are not natives of your city. At 7th Level you gain a +2 Circumstance Bonus on Knowledge (Local, Nobility) Checks.

    Guardsman (Ex): At 2nd Level you gain a +1 Bonus on Listen and Spot Checks, as well as Saving Throws meant to avoid Fatigue or Exhaustion. This Bonus increases to +2 at Level 5 and +3 at Level 8.

    Military Training (Ex): At 3rd Level you gain a +1 Bonus to Attack and Initiative rolls while defending your city, it's inhabitants, or an Ally. This increases to +2 at Level 6, and +3 at Level 9.

    Veteran (Ex): At 10th Level you are immune to Mind-Affecting Effects.

    PLAYING AN ASKAR
    Your town is the best town. You know it's the best town because it's yours. And everyone else is nothing by way of comparison. Sure, your town might be a dirt farm, but it's a very moral, upstanding dirt farm.
    Combat: You tend to be a bog standard guardsman. Combat tends to be infrequent, but quite desperate when it does. Staying alert is your friend.
    Advancement: Your advancement depends on the needs of your city.
    Resources: Most Askars enjoy the patronage of the city, so depending on how stingy the locals are you can usually enjoy things like discounts from the local merchants.

    ASKAR IN THE WORLD
    "Do not discuss politics with the guards..."
    Askars can sometimes be local celebrities, and even the ones who aren't are still 'local boys'. At least to the locals. The worst Askar can be violent bigots who bring shame to the profession.
    Daily Life: Generally you spend your days guarding something or someone. With luck there are no raids on your shift.
    Notables:
    Organizations: All Askar belong to their local army or militia, and many belong to Merchants Guilds or other civic associations.

    NPC Reaction
    Locals love you. Outsiders...not so much.

    ASKAR IN THE GAME
    This assumes you're a local guard, which may be difficult to craft adventures in which you aren't traveling on behalf of the town or it's inhabitants.
    Adaptation: This is meant for Al-Qadim, but can be used as a generic local militia PrC.
    Encounters: PC's will generally see Askar when entering their city or any important location within it. They might also be guarding merchants or nobles who are traveling.

    Sample Encounter
    EL 12: The PC's are entering a town for supplies, and are halted by the local guards

    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC ASKAR

    Hit Die: d10
    Skills Points at Each Level : 2 + int
    Guardsman At Level 22 and every 4 Levels thereafter your Guardsman Bonus increases +1.
    Military Training At Level 23 and every 4 Levels thereafter your Military Training Bonus increases +1.
    Bonus Feats: The Epic Askar gains a Bonus Feat every 3 levels higher than 20th




    Zakharan Ogre Racial Feats

    Social Butterfly
    You adopt well to new societies due to your need to fit in.
    Prerequisites: Zakharan Ogre
    Benefits: This is effectively the same as Wanderer's Diplomacy (see PHB 2), but you need to be an Ogre instead of a halfling.


    Ogrima Heritage
    You have Ogrima blood, which causes you considerable societal prejudice.
    Prerequisites: Zakharan Ogre, Cha 13+
    Benefits: You may cast one of the following at will as a Sorcerer whose Caster Level is equal to half your Hit Dice: Alter Self, Blur. Attitudes of Zakharan Ogres towards you can never be better than Unfriendly.


    Oni-Killer
    You are well used to combating Ogre Magi.
    Prerequisites: Zakharan Ogre, Wis 13+
    Benefits: You gain a +1 Resistance Bonus on Willpower Saves.


    Improved Oni-Killer
    You have received further combat training.
    Prerequisites: Oni-Killer
    Benefits: You gain a +1 Resistance Bonus on Reflex Saves.
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  15. - Top - End - #585
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    Fachan (Red Steel)
    Large Giant
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +6/+16
    Attack: Kick +11 melee (1d8+6) or Club +11 melee (1d8+6) or Rock +11 ranged (2d6+6)
    Full Attack: Kick +11 melee (1d8+6) or Club +11 melee (1d8+6) or Rock +11 ranged (2d6+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Low Light Vision, Uncanny Dodge, Darkvision 60 ft.
    Saves: Fort +9, Ref +4, Will +3
    Abilities: Str 23, Dex 14, Con 16, Int 6, Wis 12, Cha 6
    Skills: Climb +7, Jump +7, Listen +14, Spot +5
    Feats: Brutal Throw, Power Attack, Power Throw
    Environment: Any Mountain
    Organization: Solitary, pair, gang (3-4), or band (5-8)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +2

    1 in 400 Ogre births results in a mutant known as the Fachan: a giant with one arm, one leg, and one eye. They have gray skin, black hair, and purple eyes, and unfortunately for the other Ogres they breed true. They kill and eat anything other than Ogres, and maybe the Orcs who sometimes hire them as guards because of their advanced hearing.

    Rock Throwing (Ex): The range increment is 120 feet for a Fachan’s thrown rocks. Some 10% of Fachan will be armed with a Legacy Leech.

    Uncanny Dodge (Ex): This is identical to the Rogue Ability listed in the PHB.

    Skills: Fachan have a +8 Racial Bonus to Listen Checks

    Combat: With only one arm the Fachan have to decide between using a club or morningstar for melee, or throwing rocks at range.
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  16. - Top - End - #586
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    Default Re: Orc/Goblinoid Resources

    FACHAN



    "My ears are better than the average dogs you know."

    1 in 400 Ogre births results in a mutant known as the Fachan: a giant with one arm, one leg, and one eye. They have gray skin, black hair, and purple eyes, and unfortunately for the other Ogres they breed true. They kill and eat anything other than Ogres, and maybe the Orcs who sometimes hire them as guards because of their advanced hearing.

    FACHAN RACIAL TRAITS
    · +12 Strength, +4 Dexterity, +6 Constitution, +2 Wisdom, -4 Intelligence (minimum 3), -4 Cha.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space is 10', Reach is 10'.
    · Giant, giving them Low Light Vision
    · Base land speed 30 ft.
    · +5 Natural Armor Bonus.
    · Rock Throwing (Ex): The range increment is 120 feet for a Fachan's thrown rocks.
    · Uncanny Dodge (Ex): Identical to the Rogue Ability of the same name on page 50 of the PHB.
    · Darkvision 60 ft.
    · Racial Hit Dice: A Fachan begins with eight levels of Giant, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +2, and Will +2. A Fachan's Giant levels give it skill points equal to 11 × (2 + Int modifier, minimum 1) and 3 Feats. Its class skills are Climb, Jump, Listen, and Spot. Fachan have a +8 Racial Bonus to Listen Checks.
    · Fachan have a Primary Kick attack doing 1d8 plus Strength Bonus.
    · Automatic Languages: Giant. Bonus Languages: Common, Orc.
    · Level Adjustment: +2
    · Favored Class: Barbarian

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 32
    Old: 49
    Venerable: 65
    Maximum Age: +2d20 years

    HEIGHT AND WEIGHT
    Base Height: Male: 9'6" Female: 8'10"
    Height Modifier: +2d6"
    Base Weight: Male: 500 lbs. Female: 430 lbs.
    Weight Modifier: x (2d6) lbs.


    FACHAN CHARACTERS
    Fachan are beatsticks. They're LA and Racial HD preclude them being just about anything else.
    Adventuring Race: Fachan are often mercenaries, but plenty go on journeys of revenge as well.
    Character Development: Given your relatively high Dexterity for a Giant, you may wish to take advantage of Feats and possibilities that would not normally be open to you.
    Character Names:

    ROLEPLAYING A FACHAN
    If it's weaker than you, it's a toy or food. If it's stronger than you, bide your time until you sea a weakness you can exploit.
    Personality: Fachan are renowned for their pointless cruelty, to the point even most Evil warlords consider them not worthy of employing due to the drama.
    Behaviors: Torture, anthropophagy, and murder are common Fachan past times.
    Language: Fachan speak Giant, thought most don't read or write.

    FACHAN SOCIETY
    Fachan are tribal brutes who model their society on that of Ogres, but with even worse depravity.
    Alignment : Fachan are almost universally Chaotic Evil.
    Lands : Fachan prefer to live alone on barren mountains.
    Settlements : Fachan prefer to live where they can hide. Their tendency to eat humanoids makes them outcasts.
    Beliefs : Fachan aren't generally religious.
    Relations: Only Orcs and Ogres make any effort to relate to the Fachan, everyone else calls them monsters.

    FACHAN ADVENTURES
    · A Crimson Dragon has taken up residence on your tribes mountain, and you need to find a way to convince it there are better places to live.
    · The Orc tribe you scout for was wiped out while you were out, and you are pissed.
    ·You have suffered some odd mutations recently, and you thought they were part of the Red Curse. Now you aren't so sure, and you have set off on a trek to find a local Shaman. All of which appear to be missing...


    Fachan Racial Substitution Levels

    Ranger
    Level 1: Lose Wild Empathy.
    Level 2: You have different options with Combat Mastery
    Combat Mastery: Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th).
    Level 4: Replace Animal Companion with Cruelty.
    Cruelty: Your Critical threat range increases by +1, and you receive a +4 Bonus on Critical Confirmation rolls.


    Barbarian
    Level 1: Replace Rage with Whirling Frenzy (see here http://www.d20srd.org/srd/variant/cl...reVariants.htm )
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  17. - Top - End - #587
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    Default Re: Orc/Goblinoid Resources

    If you want it, I've got these folks Bhu:
    Orc Warboss
    Orc Shaman
    Goblin Shaman

  18. - Top - End - #588
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Stratovarius View Post
    If you want it, I've got these folks Bhu:
    Orc Warboss
    Orc Shaman
    Goblin Shaman
    Hi Strat! I'll add em to the front page today.

    WRECKER



    "Nothing makes me happier than the screams of the drowning."

    Island Giants are well known for wrecking ships that sail near their islands. In fact some of them specialize in it.

    BECOMING A WRECKER
    Most Island Giants will probably qualify for this.

    ENTRY REQUIREMENTS
    Race: Island Giant
    Class Abilities: Rage
    Feats: Point Blank Shot, Power Attack


    Class Skills
    The Wrecker's class skills (and the key ability for each skill) are are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Clubmaker
    2. +2    +3     +0     +0    Stonethrower
    3. +3    +3     +1     +1    Shipwrecker
    4. +4    +4     +1     +1    Clubmaker
    5. +5    +4     +1     +1    Stonethrower
    6. +6    +5     +2     +2    Shipwrecker
    7. +7    +5     +2     +2    Clubmaker
    8. +8    +6     +2     +2    Stonethrower
    9. +9    +6     +3     +3    Shipwrecker
    10.+10   +7     +3     +3    Master of Violence
    Weapon Proficiencies: A Wrecker gains no new weapon or armor proficiencies.

    Clubmaker (Ex): Your ability to uproot trees from the ground means you are rarely without a weapon on your island home. If necessary the Wrecker can uproot a tree as a Full Round Action. It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge. They may wield these trees as clubs, with damage varying based on size: Medium is 2d6 plus Str (one handed), Large is 3d6 plus Str (one handed), Huge is 4d6 plus one and a half times Str (two handed). They may also throw theses trees, with a Range Increment of 30'.

    At 4th Level they do one additional die of damage with these improvised clubs.

    At 7th Level they do another additional die of damage with their clubs.

    Stonethrower (Ex): You have excelled in your rock throwing abilities, especially distance. At 2nd Level you do one additional die of damage, and the range of your thrown rocks increases by +20 ft.

    At 5th Level your thrown rocks do one more additional die of damage, and their range increases an additional +20 ft.

    At 8th Level your thrown rocks do one more additional die of damage, and their range increases an additional +30 ft.

    Shipwrecker (Ex): At 3rd Level your thrown rocks ignore the Hardness rating of target vehicles.

    At 6th Level a submerged Wrecker that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

    At 9th Level the chances of capsizing a vessel increase to 100% if it's 20 ft. or less, 60% for a vessel from 20 to 60 ft. long, and 30% for vessels over 60 ft. long.

    Master of Violence (Ex): At 10th Level you may reroll any damage dice that roll a 2 or less.

    PLAYING A WRECKER
    You love wrecking ships. Just love it. You actually get super depressed if you go any length of time without killing people. Yeah technically you're the islands main defense, but you're a very...proactive defense.
    Combat: Combat for you generally consists of shrinking ships with boulders, waiting for the crew to swim to shore, and then beating them to death.
    Advancement: Most Wreckers are staggeringly similar. They are creatures with simple passions.
    Resources: You only have the resources you can steal pretty much.

    WRECKERS IN THE WORLD
    "There's a reason no one visits the archipelago..."
    You live on a deserted island in the middle of nowhere. You don't interact much with anything.
    Daily Life: You're pretty much a sadistic whacko who scans the horizon for the opportunity to torture and kill people.
    Notables:
    Organizations: Island Giants aren't the organizing type.

    NPC Reaction
    No one likes Wreckers. Even their own kind.

    WRECKERS IN THE GAME
    This class is probably best for all Evil campaigns, considering as it's predicated on those taking it being a sadistic monster.
    Adaptation: This is meant for Al-Qadim, but could easily be adopted to other settings.
    Encounters: Wreckers occasionally hire out as mercs, but mostly they're only found on their island homes.

    Sample Encounter
    EL x:The PC's are on the lookout, guarding the merchant vessel they're on from pirates, when a huge boulder crashes through the hull. Gonna be one of them days.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC WRECKER

    Hit Die: d12
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Wrecker gains a Bonus Feat every 3 levels higher than 20th



    Island Giant Racial Feats

    Cyclopean Anger
    You have but one eye and some rage issues.
    Prerequisites: Island Giant
    Benefits: Once per day you can do maximum damage with an attack.

    Crabskin
    Your skin is covered in small spines.
    Prerequisites: Island Giant, Con 25+
    Benefits: Opponents who attack you with natural attacks, unarmed strikes or grapples takes it's own Str modifier in piercing damage.

    Body of Stone
    Your wounds do not bleed.
    Prerequisites: Island Giant, Con 25+
    Benefits: You don't take bleeding damage.

    Hooves
    Your hooves allow you to stomp smaller opponents.
    Prerequisites: Island Giant
    Benefits: You gain a Trample attack doing 2d6 plus one and a half times Str modifier damage.
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  19. - Top - End - #589
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    WATCHER



    "My hearing is better than the average dogs you know."

    A Watcher is a Fachan employed as a watchman for a local Lord or tribe. Their job is to warn the tribe of danger, stall or sabotage interlopers, and scout for raiding parties.

    BECOMING A WATCHER
    Any Fachan with the appropriate skills will do.

    ENTRY REQUIREMENTS
    Race: Fachan
    Skills: Hide 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Spot 4 ranks
    Feats: Greater Hearing, Improved Hearing


    Class Skills
    The Watcher's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Ambush +1d6
    2. +2    +3     +0     +0    Stealthy
    3. +3    +3     +1     +1    Track
    4. +4    +4     +1     +1    Ambush +2d6
    5. +5    +4     +1     +1    Camouflage
    6. +6    +5     +2     +2    Woodland Stride
    7. +7    +5     +2     +2    Ambush +3d6
    8. +8    +6     +2     +2    Hide in Plain Sight
    9. +9    +6     +3     +3    Swift Tracker
    10.+10   +7     +3     +3   Veteran Watcher
    Weapon Proficiencies: A Watcher gains no new weapon or armor proficiencies.

    Ambush (Ex): In any round in which the Watcher makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 at Levels 4 and 7.

    The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Watcher must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Watchers can apply this extra damage to ranged attacks made while ambushing, but only if the target is within 30 feet.

    At 3rd level, the applicable range for your Ambush attack increases by +20', and it increases by another +20 ft. at Level 7.

    A Watcher loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the Ambush ability from another class, the bonuses stack.

    Stealthy: At 2nd Level you gain Stealthy as a Bonus Feat.

    Track: At 3rd Level you gain Track as a Bonus Feat.

    Camouflage (Ex): Identical to the Ranger Ability of the same name listed in the PHB.

    Woodland Stride (Ex): Identical to the Ranger Ability of the same name listed in the PHB.

    Hide in Plain Sight (Ex): Identical to the Ranger Ability of the same name listed in the PHB.

    Swift Tracker (Ex):
    Identical to the Ranger Ability of the same name listed in the PHB.

    Veteran Watcher: At 10th Level the range of your Greater Hearing Feat increases 20 ft., and you no longer take Size Penalties to Hide Checks. Any Penalties you gain to Listen or Spot Checks due to range are lowered by 2.

    PLAYING A WATCHER
    People (well monsters usually) hire you as guards. Your entire purpose is to make sure outsiders don't get close to your charge.
    Combat: You're the watchman who acts as an early warning system to the tribe/person who hired you. Speed and perception are at least as important as martial skill for you, as you prefer to attack from ambush.
    Advancement: Most Watchers progress similarly. They have a pretty limited skillset.
    Resources: You usually have a patron Orc or Ogre tribe. The lucky among you get jobs with less discriminating would be tyrants with money.

    WATCHERS IN THE WORLD

    'Keep yer eyes open, the local Giants are surprisingly good at hiding."

    On duty you don't interact with the world at all, unless there are intruders or war is declared. Even off duty your personality drives others off.
    Daily Life: Much of your day is spent on some lonely mountain in the middle of nowhere listening intently for trouble. In less boring times you scout for some rich guys army.
    Notables:
    Organizations: Most of you are hired by Orc or Ogre tribes. Some of the luckier Watchers become mercs for armies.

    NPC Reaction
    NPC's treat you like any other bloodthirsty monster. Which is what you are.

    WATCHERS IN THE GAME
    This assumes the PC is both a member of an Evil anthropophagous race, and hired to guard someone or something. Might get the PC's in a bit of a situation when they enter town...
    Adaptation: This is a probably best for all Evil campaigns, but could be adapted to races of similar build and abilities.
    Encounters: Watchers are generally found guarding Orc, Ogre or Fachan encampments, though on rare occasion other Evil beings will hire them.

    Sample Encounter
    EL x: The PC's have been hired to help destroy a local Orc Warren. Something is killing of the Lords men en route to it, and he wants you to eliminate that something.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC WATCHER

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Ambush You gain an additional die of Ambush at Level 21 and every 4 Levels thereafter.
    Bonus Feats: The Epic Watcher gains a Bonus Feat every 3 levels higher than 20th



    Fachan Racial Feats

    Improved Hearing
    You can hear better than the average bat.
    Prerequisites: Fachan
    Benefits: The Check DC of your Listen Checks extends from +1 per 10 feet to +1 per 100 feet.


    Greater Hearing
    You even do well against invisible opponents.
    Prerequisites: Fachan, Improved Hearing
    Benefits: You can sense all foes within 40 feet as a sighted creature would. Beyond that range, you treat all targets as having total concealment.

    You are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating your sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, you are effectively blinded.


    Hard Hitting
    You are good with melee weapons.
    Prerequisites: Fachan, Power Attack
    Benefits: When using your Power Attack Feat you do +2 damage, and have a +2 Bonus on Critical Confirmation rolls.


    Harder Hitting
    You have received further combat training.
    Prerequisites: Fachan, Hard Hitting
    Benefits: Your bonus to damage and Critical Confirmation rolls increases to +4.
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  20. - Top - End - #590
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    Default Re: Orc/Goblinoid Resources

    Fachan
    Large Giant
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
    Base Attack/Grapple: +4/+12
    Attack: Kick +8 melee (2d6+4) or Mace +7 melee (2d6+4) or Rock +5 ranged (2d8+4)
    Full Attack: Kick +8 melee (2d6+4) or Mace +7 melee (2d6+4) or Rock +5 ranged (2d8+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Low-Light Vision, Regain Footing
    Saves: Fort +8, Ref +4, Will +2
    Abilities: Str 18, Dex 14, Con 16, Int 6, Wis 10, Cha 8
    Skills: Jump +14, Listen +10, Spot +5
    Feats: Improved Initiative, Power Attack, Weapon Focus (Kick)
    Environment: Any Hills
    Organization: Single, Pair or Group (3-6)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +3

    Fachan look like Ogres with one eye, arm and leg. Indeed they are a genetic offshoot of the Ogre species, and about 1 in 400 births result in a Fachan. They are overly muscled with dark gray brown skin, and their eye is purple with a white pupil. Note this Fachan is the version from the old Creature Catalogue insert.

    Rock Throwing (Ex): The range increment is 60 feet for a Fachan’s thrown rocks.

    Regain Footing (Ex): Fachan may stand up from a Prone position as a Swift Action.

    Skills: Fachan gain a +8 Racial Bonus on Jump and Listen Checks.

    Combat: Fachan prefer to soften opponents with rocks before moving in to melee.
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  21. - Top - End - #591
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    Default Re: Orc/Goblinoid Resources

    FACHAN



    "HALT!"

    Fachan look like Ogres with one eye, arm and leg. Indeed they are a genetic offshoot of the Ogre species, and about 1 in 400 births result in a Fachan. They are overly muscled with dark gray brown skin, and their eye is purple with a white pupil.

    FACHAN RACIAL TRAITS
    · +8 Strength, +4 Dexterity, +6 Constitution, -4 Intelligence, -2 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant, giving them Low Light Vision
    · Base land speed 30 ft.
    · +6 Natural Armor Bonus.
    · Rock Throwing (Ex): The range increment is 60 feet for a Fachan’s thrown rocks.
    · Regain Footing (Ex): Fachan may stand up from a Prone position as a Swift Action.
    · Racial Hit Dice: A Fachan begins with six levels of Giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. A Fachans Giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Jump, Listen, and Spot. Fachan gain a +8 Racial Bonus on Jump and Listen Checks.
    · Fachans have a Primary Kick attack doing 2d6 plus Strength Bonus.
    · Automatic Languages: Giant. Bonus Languages: Common, any nearby race
    · Level Adjustment: +3
    · Favored Class: Barbarian


    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 32
    Old: 49
    Venerable: 65
    Maximum Age: +2d20 years

    HEIGHT AND WEIGHT
    Base Height: Male: 9'6" Female: 8'10"
    Height Modifier: +2d6"
    Base Weight: Male: 500 lbs. Female: 430 lbs.
    Weight Modifier: x (2d6) lbs.

    FACHAN CHARACTERS
    Much like other Ogres you're predisposed to being a beatstick.
    Adventuring Race: Fachan adventure under orders or because they're cast out.
    Character Development: Given your single arm you'll probably want too specialize in some form of fighting (probably not ranged).
    Character Names:

    ROLEPLAYING A FACHAN
    You delight in slaughter and pain. Yours or someone else's makes little difference..
    Personality: You have been raised as the tribes pet murderer. There is nothing of humanity left in you. No mercy or empathy. Even the other Orcs fear you.
    Behaviors: When not on watch you generally torture and eat any captives (or some times just anything within reach).
    Language: Fachan speak the Giant language.

    FACHAN SOCIETY
    Fachan are basically variant Ogres. They don't really have a society of their own.
    Alignment : Virtually all Fachan are Chaotic Evil.
    Lands : Fachan generally live with the Ogre tribe that spawned them.
    Settlements : Fachan generally don't leave their tribal home, other than as mercs..
    Beliefs : Fachan usually worship Vaprak.
    Relations: Fachan generally eat other races.

    FACHAN ADVENTURES
    · The Orc leader wants you to kill the local Gnome King. The Kings thousands of subjects disagree.
    · You have woken up in the middle of dozens of dead bodies. You haven't been drinking or killing that you remember, nor do you know why you were unconscious. And the bodies are Orcs. Even you generally don't slaughter the hand that feeds you.
    · The Ogre tribe has a new religion, and suddenly you are only allowed to squish 'the wrong' people. You're also not allowed to eat them. What the hell?

    Fachan Racial Substitution Levels

    Ranger
    Level 1: Lose Wild Empathy.
    Level 2: You have different options with Combat Mastery
    Combat Mastery: Smasher gains you the following Feats: Power Attack (1st), Improved Sunder (6th), and Combat Brute (11th).
    Level 4: Replace Animal Companion with Cruelty.
    Cruelty: Your Critical threat range increases by +1, and you receive a +4 Bonus on Critical Confirmation rolls.


    Barbarian
    Level 1: Replace Rage with Whirling Frenzy (see here http://www.d20srd.org/srd/variant/cl...reVariants.htm )
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  22. - Top - End - #592
    Pixie in the Playground
     
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    These are awesome! Thank you for sharing :)

  23. - Top - End - #593
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    Quote Originally Posted by Nielspeterdejon View Post
    These are awesome! Thank you for sharing :)

    Thanks for reading!

    SENTRY



    "Friggin' Gnomes..."

    A Sentry is a Fachan employed as a watchman/exterminator for a local Lord or tribe. Their job is to warn the tribe of danger, kill interlopers, and wipe out traditional tribal enemies.

    BECOMING A SENTRY
    Any Fachan with the appropriate skills will do.

    ENTRY REQUIREMENTS
    Race: Fachan
    Skills: Jump 4 ranks, Listen 4 ranks, Spot 4 ranks, Tumble 4 ranks
    Feats: Greater Hearing, Improved Hearing


    Class Skills
    The Sentry's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Good Ole Fashioned Racism
    2. +2    +3     +0     +0    Evasion
    3. +3    +3     +1     +1    YAR!
    4. +4    +4     +1     +1    Good Ole Fashioned Racism
    5. +5    +4     +1     +1    Uncanny Dodge
    6. +6    +5     +2     +2    YAR!
    7. +7    +5     +2     +2    Good Ole Fashioned Racism
    8. +8    +6     +2     +2    Improved Uncanny Dodge
    9. +9    +6     +3     +3    YAR!
    10.+10   +7     +3     +3    Exterminator
    Weapon Proficiencies: A Sentry gains proficiency with all one handed Martial melee weapons.

    Good Ole Fashioned Racism (Ex): This is identical to the Favored Enemy ability listed under the Ranger Class in the PHB, with the exception that the Sentry can only choose Humanoids. Preferably Gnomes or Dwarves.

    Evasion (Ex): Identical to the Rogue Ability of the same name listed in the PHB.

    Uncanny Dodge (Ex): Identical to the Rogue Ability of the same name listed in the PHB.

    Improved Uncanny Dodge (Ex):
    Identical to the Rogue Ability of the same name listed in the PHB.

    YAR! (Ex): Every 1d4 rounds you can spring into the air and attack your foe from an unexpected direction. As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The Jump check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 2d6 points of damage. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit. If your check fails, you can still attack, but you do not deal extra damage or gain a bonus on a roll to confirm a critical hit.

    At 6th Level the extra damage increases to +4d6.

    At 8th Level the extra damage increases to +6d6.

    Exterminator (Ex): At 10th Level you may use Yar every other round.

    PLAYING A SENTRY
    People (well monsters usually) hire you as guards. Your entire purpose is to make sure outsiders don't find, or assault, you patron.
    Combat: You're the watchman who acts as an early warning system to the tribe/person who hired you. Hit and Run is the style you prefer, taking advantage of your agility.
    Advancement: Most Sentries progress similarly. You're all about the fighting.
    Resources: You usually have a patron Orc or Ogre tribe. The lucky among you get jobs with less discriminating would be tyrants with money.


    SENTRIES IN THE WORLD
    'Freaks..."
    On duty you don't interact with the world at all, unless there are intruders or war is declared. Even off duty your personality drives others off.
    Daily Life: Much of your day is spent on some lonely mountain in the middle of nowhere listening intently for trouble. In less boring times you kill Dwarves and Gnomes for paying customers.
    Notables:
    Organizations: Most of you are hired by Orc or Ogre tribes. Some of the luckier Watchers become mercs for armies.

    NPC Reaction
    NPC's treat you like any other bloodthirsty monster. Which is what you are.

    SENTRIES IN THE GAME
    This assumes the PC is both a member of an Evil anthropophagous race, and hired to guard someone or something. Might get the PC's in a bit of a situation when they enter town...
    Adaptation: This is a probably best for all Evil campaigns, but could be adapted to races of similar build and abilities.
    Encounters: Sentries are generally found guarding Orc, Ogre or Fachan encampments, though on rare occasion other Evil beings will hire them.


    Sample Encounter
    EL x: The PC's are visiting friends in a Gnome village, when a bunch of weird Giants jump the wall and start kicking ass.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC SENTRY

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Good Ole Fashioned Racism Beginning at Level 21 and every 3 Levels thereafter you receive an additional +2 against one specific Humanoid Subtype.
    Bonus Feats: The Epic Sentry gains a Bonus Feat every 3 levels higher than 20th.



    Fachan Racial Feats

    Improved Hearing
    You can hear better than the average bat.
    Prerequisites: Fachan
    Benefits: The Check DC of your Listen Checks extends from +1 per 10 feet to +1 per 100 feet.


    Greater Hearing
    You even do well against invisible opponents.
    Prerequisites: Fachan, Improved Hearing
    Benefits: You can sense all foes within 40 feet as a sighted creature would. Beyond that range, you treat all targets as having total concealment.

    You are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating your sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, you are effectively blinded.


    Oddly Bodied
    You are good with melee weapons.
    Prerequisites: Fachan, Dex 15+
    Benefits: Your opponents do not gain the use of AC Bonuses that specifically target Giants (such as the Dwarf and Gnomes Racial abilities) against you.


    Powerful Blow
    You have received further combat training.
    Prerequisites: Fachan, Power Attack
    Benefits: You gain one and a half times your Str Modifier as a Bonus to melee damage rolls.
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  24. - Top - End - #594
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    Fachan (Forgotten Realms)
    Small Giant
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Swim 40 ft.
    Armor Class: 19 (+1 Size, +3 Dex, +5 Natural), touch 14, flat-footed 16
    Base Attack/Grapple: +3/+1
    Attack: Bite +7 melee (1d4+2 plus Poison) or Flail +6 melee (1d6+2)
    Full Attack: Bite +7 melee (1d4+2 plus Poison) or Flail +6 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Headbutt, Poison
    Special Qualities: Low Light Vision, Darkvision 30 ft.
    Saves: Fort +6, Ref +4, Will +2
    Abilities: Str 14, Dex 16, Con 14, Int 6, Wis 12, Cha 8
    Skills: Hide +7, Jump +11, Listen +12, Spot +4, Swim +10
    Feats: Improved Initiative, Weapon Focus (Bite)
    Environment: Any Swamp
    Organization: Solitary, pair, gang (3-4), or band (5-8)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: By Character Class
    Level Adjustment: +2

    Fachan superficially resemble Orcs and Ogres, but with one arm, one leg and one eye. Skin varies from gray-brown to mottled green, and hair is blue-black. It's lone foot has 3 toes on both sides. They are shunned by most races due to their savage cruelty, though they do figure in some Orc religions as blessed by Gruumsh.

    Headbutt (Ex): As a Full Round Action, the Fachan may substitute the results of a Jump Check for an Attack roll. If successful, it headbutts it's opponent for 1d6+3 damage and the opponent must make a DC 14 Fortitude Save or be Stunned 1 Round (Save DC is Str based).

    Poison (Ex): Injury, DC 14 Fortitude Save (Save DC is Con based), Initial and Secondary damage Paralyzed for 1d4 rounds.

    Skills: Fachan gain a +8 Racial Bonus on Jump, Listen and Swim Checks. They may always take 10 on a Swim Check.

    Combat: Fachan prefer to lay in ambush for their foes.
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  25. - Top - End - #595
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    FACHAN



    "The swamp belongs to us."

    Fachan superficially resemble Orcs and Ogres, but with one arm, one leg and one eye. Skin varies from gray-brown to mottled green, and hair is blue-black. It's lone foot has 3 toes on both sides. They are shunned by most races due to their savage cruelty, though they do figure in some Orc religions as blessed by Gruumsh. Despite being Ogrish in nature they are usually turned over to Orc tribes as the Ogres have no interest in them.

    FACHAN RACIAL TRAITS
    · +4 Strength, +6 Dexterity, +4 Constitution, -+2 Wisdom, -4 Intelligence, -2 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant, giving them Low Light Vision
    · Base land speed 30 ft.
    · Base swim speed 40 ft.
    · +5 Natural Armor Bonus.
    · Headbutt (Ex): As a Full Round Action, the Fachan may substitute the results of a Jump Check for an Attack roll. If successful, it headbutts it's opponent for 1d6+3 damage and the opponent must make a DC 14 Fortitude Save or be Stunned 1 Round (Save DC is Str based).
    · Poison (Ex): Victims bitten by the Fachan can be poisoned. Injury, Fortitude Save (Save DC is Con based), Initial and Secondary damage Paralyzed for 1d4 rounds.
    · Racial Hit Dice: A Fachan begins with four levels of Giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. A Fachans Giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Hide, Jump, Listen, Spot and Swim. Fachan gain a +8 Racial Bonus on Jump, Listen and Swim Checks. They may always take 10 on a Swim Check.
    · Fachans have a Primary Bite attack doing 1d4 plus Strength Bonus.
    · Automatic Languages: Orc. Bonus Languages: Common, any nearby race
    · Level Adjustment: +2
    · Favored Class: Barbarian

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 32
    Old: 49
    Venerable: 65
    Maximum Age: +2d20 years

    HEIGHT AND WEIGHT
    Base Height: Male: 3'10" Female: 2'10"
    Height Modifier: +2d4"
    Base Weight: Male: 50 lbs. Female: 40 lbs.
    Weight Modifier: x1 lb.

    FACHAN CHARACTERS
    Given your eaces average mental stats, you're better off going with being some sort of melee class.
    Adventuring Race: Fachan usually adventure due to their religion, or because they have been exiled.
    Character Development: Building your combat style around your poison attack is a good option, but you'll want a backup for immune foes if your DM likes to toss them at you.
    Character Names: Most Fachan use Orc names.

    ROLEPLAYING A FACHAN
    You were chosen by Gruumsh. You know this because everyone tells you so. Granted, sometimes you wonder if you're doing Gruumsh's bidding or theirs...
    Personality: Fachan are pretty much the boogey men of most civilized races. Even other Giant races and Orcs sometimes find the Fachan disturbing.
    Behaviors: You spend a lot of time stalking, torturing and eating victims.
    Language: Fachan speak Orc.

    FACHAN SOCIETY
    Fachan are swamp dwelling primitives that live in what look like over-sized beaver lodges.
    Alignment : The Fachan are horribly cruel, and are almost universally Neutral Evil.
    Lands : Fachan normally live in swamps, marshes and wetlands.
    Settlements : Some Fachan have spread to the jungles of Chult.
    Beliefs : Most Fachan worship Gruumsh or Vaprak.
    Relations: With the exception of Orcs and Ogres, other races are considered food..

    FACHAN ADVENTURES
    · You are chosen to escort a caravan of Orcs trading goods with Ogres for Fachan children. As the travel continues your disquiet grows. Why do the Ogres have children of your kind? And the Orcs are hardly charitable so why trade goods for your people?
    · You see Vaprak in a dream and he tells you that you are not the chosen of Gruumsh. He insists you are now his chosen. You aren't exactly eager to have this known and are skipping town.
    · You wake up to discover you are now well over seven feet tall. And no one local can tell you why, so it's off to the swamp witch.

    Fachan Racial Substitution Levels

    Ranger
    Level 1: Lose Wild Empathy.
    Level 2: You have different options with Combat Mastery
    Combat Mastery: Smasher gains you the following Feats: Power Attack (1st), Improved Sunder (6th), and Combat Brute (11th).
    Level 4: Replace Animal Companion with Cruelty.
    Cruelty: Your Critical threat range increases by +1 with a specific weapon, and you receive a +4 Bonus on Critical Confirmation rolls.


    Barbarian
    Level 1: Replace Rage with Whirling Frenzy (see here http://www.d20srd.org/srd/variant/cl...reVariants.htm )
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  26. - Top - End - #596
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    GRUUMSH-KIN



    "If I'm so blessed by the God, why are you giving me orders?"

    A Gruumsh-Kin is a Fachan raised by fanatical Orc cultists as a living weapon. Something they excel at so long as they don't realize they're being duped into participating in the religion of another species when by rights they should have Vaprak as a God.

    BECOMING A GRUUMSH-KIN
    Any Fachan accepted by the Cult of Gruumsh will do.

    ENTRY REQUIREMENTS
    Race: Fachan
    Class Ability: Favored Enemy (Humanoid), Improved Combat Style.
    Skills: Hide (4 ranks), Move Silently (4 ranks)
    Feats: Coiled Spring, Improved Hearing


    Class Skills
    The Gruumsh-Kin's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).

    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +2     +0    Favored Enemy, +1 Level of existing Divine casting class
    2. +2    +3     +3     +0    Eye of Gruumsh, +1 Level of existing Divine casting class
    3. +3    +3     +3     +1    Gruumsh's Favor
    4. +4    +4     +4     +1    Favored Enemy, +1 Level of existing Divine casting class
    5. +5    +4     +4     +1    Eye of Gruumsh, +1 Level of existing Divine casting class
    6. +6    +5     +5     +2    Gruumsh's Favor
    7. +7    +5     +5     +2    Favored Enemy, +1 Level of existing Divine casting class
    8. +8    +6     +6     +2    Eye of Gruumsh, +1 Level of existing Divine casting class
    9. +9    +6     +6     +3    Gruumsh's Favor
    10.+10   +7     +7     +3   A Giant's Strength, +1 Level of existing Divine casting class
    Weapon Proficiencies: A Gruumsh-Kin gains no new weapon or armor proficiencies.

    Favored Enemy (Ex): This is identical to the Ranger Ability of the same name and stacks with it.

    Eye of Gruumsh: At Levels 2, 5 and 8 you gain one spell to add to your spell list. At Level 2 you add True Strike. At Level 5 you add Locate Object, and at Level 8 you gain Clairvoyance/Clairaudience. You may only cast these spells if your Ranger Caster Level is sufficient to cast a spell of that Level. For example if you wish to cast True Strike you must be capable of casting 1st Level Ranger spells.

    Gruumsh's Favor: At Level 3 you may choose one Domain of Gruumsh, and add it's spells yo your Ranger spell list. You may choose an additional Domain at Levels 6 and 9.

    A Giant's Strength (Su): Your physical stature lets you function in many ways as if you were two size categories larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as two sizes larger if doing so is advantageous to you. However, your space and reach remain those of a creature of your actual size. You also gain a +2 Inherent Bonus to Strength and Constitution.

    PLAYING A GRUUMSH-KIN
    Your existence depends on not leaving any witnesses. So long as the world thinks of you as some semi-mythical orc assassin they won't come looking for the real thing. It helps that no one believes Orcs have the level of sophistication to pull off the things you do.
    Combat: Gruumsh-Kin are ambush artists and assassins who rely on stealth. You have a few magical talents to back that up, but mostly you leap from the darkness and whack people upside the head.
    Advancement: You develop whichever skills your masters direct you to.
    Resources: You have whichever resources the Church chooses to give you.

    GRUUMSH-KIN IN THE WORLD
    "Lets hope he never realizes the truth."
    Gruumsh-Kin are kept hidden from the world. Their handlers don't want them to have contact with the outside. If they realize they're cast 0ffs unwanted by their actual people and tricked into being the pet killers of zealots there may be hell to pay.
    Daily Life: You are kept in a constant state of religious indoctrination and fear until you are set to murder people for the glory of Gruumsh.
    Notables:
    Organizations: With the exception of exiles or Gruumsh-Kin who flee after realizing the truth, only the Church of Gruumsh employs you.

    NPC Reaction
    You're an assassin, a violent religious zealot and a monster. Three things people want kept far from them.

    GRUUMSH-KIN IN THE GAME
    This assumes you are the catspaw of violent religious fanatics. Might not be comfortable for some players.
    Adaptation: This is meant for all Evil Campaigns, but could be adapted for other God/Race combos.
    Encounters: Gruumsh-Kin will be found wherever their Church sends them, usually as assassins.

    Sample Encounter
    EL 12: The PC's are stuck in a swamp when a 3 foot tall whatsit jumps out of the bushes and demands they surrender. They are in no mood for these shenanigans.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC GRUUMSH-KIN

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Class Ability
    Class Ability
    Bonus Feats: The Epic Gruumsh-Kin gains a Bonus Feat every x levels higher than 20th



    Fachan Racial Feats

    Improved Hearing
    You can hear better than the average bat.
    Prerequisites: Fachan
    Benefits: The Check DC of your Listen Checks extends from +1 per 10 feet to +1 per 100 feet.


    Greater Hearing
    You even do well against invisible opponents.
    Prerequisites: Fachan, Improved Hearing
    Benefits: You can sense all foes within 40 feet as a sighted creature would. Beyond that range, you treat all targets as having total concealment.

    You are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating your sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, you are effectively blinded.


    Coiled Spring
    You are very agile.
    Prerequisites: Fachan, Jump (4 ranks)
    Benefits: You do not take Penalties for Jump Checks for not having a moving start. You may stand up from a Prone position as a Swift Action.


    Swamp Native
    You are adept at moving in your home terrain.
    Prerequisites: Fachan, Knowledge (Nature) 4 ranks
    Benefits: You do not take Movement or Tumble Penalties from Marsh Terrain.
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  27. - Top - End - #597
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    Ogrima (Al-Qadim)
    Large Giant
    Hit Dice: 4d8+12 (30 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 24
    Base Attack/Grapple: +3/+12
    Attack: Weapon +7 melee or Weapon +3 ranged
    Full Attack: Weapon +7 melee or Weapon +3 ranged
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: Low Light Vision, Regenerate 1
    Saves: Fort +7, Ref +1, Will +1
    Abilities: Str 21, Dex 10, Con 16, Int 10, Wis 10, Cha 13
    Skills: Concentration +7, Listen +5, Spot +5
    Feats: Improved Initiative, Weapon Focus
    Environment: Any
    Organization: Solitary, pair, gang (3-4), or band (5-8), or Tribe (21-30 +35% noncombatants)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic or Lawful Evil
    Advancement: By Character Class
    Level Adjustment: +3

    Ogrima are cross-breeds between Ogres and Ogre Magi. They appear as blue-green or yellow Ogres with a rudimentary horn in their forehead. Hunted by Ogres who consider them competition, and by the Ogre Magi who prefer them as slaves, they are the ultimate outcasts. More social than most Ogres they have established their own communities since they breed true. Most wield two handed swords or clubs and a longbow. Alignment depends on which parental race they tend to most mentally resemble.

    Spell-Like Abilities (Sp):
    3/day: Blur, Chill Touch, Levitate. 1/day: Disguise Self.

    Regeneration (Ex): Fire and acid deal normal damage to Ogrima. If an Ogrima loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Combat: Ogrima don't rely much on their Spell-Like Abilities, instead using their bows until opponents get within range before switching to their melee weapons.
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  28. - Top - End - #598
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    OGRIMA



    "We're hated by everyone. Why shouldn't we be hateful in return."

    Ogrima are cross-breeds between Ogres and Ogre Magi. They appear as blue-green or yellow Ogres with a rudimentary horn in their forehead. Hunted by Ogres who consider them competition, and by the Ogre Magi who prefer them as slaves, they are the ultimate outcasts. More social than most Ogres they have established their own communities since they breed true. Most wield two handed swords or clubs and a longbow. Alignment depends on which parental race they tend to most mentally resemble.

    OGRIMA RACIAL TRAITS
    · +10 Strength, +6 Constitution, +2 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant, giving them Low Light Vision
    · Base land speed 30 ft.
    · +5 Natural Armor Bonus.
    · Spell-Like Abilities (Sp): 3/day: Blur, Chill Touch, Levitate. 1/day: Disguise Self.
    · Regeneration (Ex): Fire and acid deal normal damage to Ogrima. If an Ogrima loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
    · Racial Hit Dice: An Ogrima begins with four levels of Giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. An Ogrima's Giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Concentration, Listen, and Spot.
    · Automatic Languages: Giant. Bonus Languages: Common.
    · Level Adjustment: +3
    · Favored Class: Fighter

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d20 years

    HEIGHT AND WEIGHT
    Base Height: Male: 8' Female: 7'4"
    Height Modifier: +2d6"
    Base Weight: Male: 250 lbs. Female: 200 lbs.
    Weight Modifier: x (2d6) lbs.

    OGRIMA CHARACTERS
    Ogrima are generally warriors. They can't afford not to be.
    Adventuring Race: Ogrima adventure because they are told to by their masters. Or to save their family. Basically out of naked self-interest.
    Character Development: Try upgrading your Spell-Like Abilities, you may have need of them. They'll at least be a good back-up for your clubs.
    Character Names:

    ROLEPLAYING AN OGRIMA
    You are suspicious, foul-tempered and xenophobic. No one likes you, and you don't particularly care for them. You don't intend to be anyone's pawn.
    Personality: Ogrima are generally like Ogres with some PTSD. In other words, best kept away from.
    Behaviors: Ogrima live their entire lives on the defensive. This pretty much colors their entire perception of anything they encounter.
    Language: Ogrima speak Giant. A very few speak Common or another language.

    OGRIMA SOCIETY
    Ogrima are hunters and scavengers barely out of the stone age. They have to be to survive. They can't afford to be ambitious enough to rise above their station.
    Alignment : All Ogrima are Evil. They can be Lawful or Chaotic depending on where they were raised.
    Lands : Ogrima are found only in lands with both Ogres and Ogre Magi.
    Settlements : Ogrima do not settle, they are barely accepted in their homeland.
    Beliefs : Religious beliefs vary on how the Ogrima was raised. Those who were saves since birth worship different Gods than their free cousins in the tribes.
    Relations: Ogrima are despised by virtually everyone, and have learned to hate them in return. They are quick to anger, quick to judge and loathe to change their minds.

    OGRIMA ADVENTURES
    • [li]The Chieftain is acting odd. Some part of you believes he has sold out to the Ogre Magi, or been replaced by them.[/li]
      [li]You return from hunting yo find your tribe dead, and a Druid in the ruins of your village. He says it wasn't hi that did it, but he'll help you find who did.[/li]
      [li]A young female Djinn has gotten attached to you. Needless to say this will make your life interesting.[/li]


    Ogrima Racial Substitution Levels

    Fighter
    Any even numbered Level: You may take a Racial Feat instead of a Fighter Feat at even numbered Levels.

    Barbarian
    Level 1: Replace Fast Movement with any Racial Feat.
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  29. - Top - End - #599
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    MAGE KILLER



    "You aren't welcome here."

    You help defend your tribe from the Ogre Magi. And just about everything else.

    BECOMING A MAGE KILLER
    A lot of Ogrima become Mage Killers. They need to if they want to remain free.

    ENTRY REQUIREMENTS
    Race: Ogrima
    BAB: +9
    Skills: 4 ranks in any 2 of the following: Climb, Intimidate or Jump
    Feats: Any 2 Racial Feats


    Class Skills
    The Mage Killer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Combat Style
    2. +2    +3     +0     +0    Resistance
    3. +3    +3     +1     +1    Improved Spell-Like Ability
    4. +4    +4     +1     +1    Combat Style
    5. +5    +4     +1     +1    Mettle
    6. +6    +5     +2     +2    Improved Spell-Like Ability
    7. +7    +5     +2     +2    Combat Style
    8. +8    +6     +2     +2    Displacement
    9. +9    +6     +3     +3    Improved Spell-Like Ability
    10.+10   +7     +3     +3    Veteran
    Weapon Proficiencies: A Mage Killer gains no new weapon or armor proficiencies.

    Combat Style (Ex): At Levels 1, 4 and 7 the Mage Killer gains a Bonus Feat. The exact Feat depends on which Combat Style the Mage Killer chooses: Greatsword: 1st (Power Attack). 4th (Combat Reflexes), 7th (Large and in Charge). Longbow: 1st (Point Blank Shot). 4th (Far Shot), 7th (Penetrating Shot). Magus: 1st (Spectral Warrior), 4th (Spectral Skirmisher), 7th (Sky Warrior).

    Resistance (Su): At 2nd level, a Mage Killer gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

    Improved Spell-Like Ability (Sp): At Levels 2, 5 and 8 you may choose one Bonus Feat from the following list: Boost Spell-Like Ability, Heighten Spell-Like Ability, or Quicken Spell-Like Ability.

    Mettle (Ex): At 5th level and higher, a Mage Killer can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Mage Killer does not gain the benefit of mettle.

    Displacement (Sp): You may now use your Racial Blur Ability 3/day, and it has an enhanced effect. The miss chance is 50% instead of 20%. While using this ability the Mage Killer gains a +8 Circumstance Bonus to Hide Checks.

    Veteran: At 10th Level, you learn to cast one of the following 1/day as a Spell-Like Ability: Veil, Otiluke's Freezing Sphere, Stone Body.

    PLAYING A MAGE KILLER
    Without you the tribe dies, or worse. You need to be ever vigilant. Especially of outsiders.
    Combat: Combat is your entire life. Your specialty may vary, but you always try to be the best you are at what you do.
    Advancement: You focus purely on combat, and sniffing out danger. There's no time for anything else.
    Resources: You have the entire tribe to back you up.

    MAGE KILLERS IN THE WORLD
    "Give him some space. He pays a price for defending us."
    You keep the world at sword point. If you don't, then your family ends up in chains.
    Daily Life: Your time is spent on guard, or in practice.
    Notables:
    Organizations: Unless exiled or captured you focus solely on the tribe..

    NPC Reaction
    NPC's think of you as a dangerous monster. You're generally too busy killing them to tell them they're the real monsters.

    MAGE KILLERS IN THE GAME
    This class limits the player geographically, unless he can serve his tribe by traveling, or he is no longer with them.
    Adaptation: This is mean for Al-Qadim, but can be adapted to other worlds or races.
    Encounters: Mage Killers are generally found as slaves, tribal defenders or outlaws.

    Sample Encounter
    EL x: The PC's have been caught by a press gang, but a battle scarred Ogrima tells them an escape is planned for that night. The group would feel more relieved if he weren't drunk and insane.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC MAGE KILLER

    Hit Die: d10
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Mage Killer gains a Bonus Feat every 2 levels higher than 20th



    Ogrima Racial Feats

    Spectral Warrior
    You have learned to fight invisibly.
    Prerequisites: Ogrima
    Benefits: You can now cast Invisibility 3/day. If taken a second time, you may cast Improved Invisibility instead.


    Polar Warrior
    You have learned to fight with cold magic.
    Prerequisites: Ogrima
    Benefits: You may now cast Corona of Cold 1/day as a Spell-Like Ability.


    Sky Warrior
    You can Fly.
    Prerequisites: Ogrima
    Benefits: You lose your Levitate Spell-Like Ability, and instead gain a Fly speed of 40 ft. (Good)


    Magi Killer
    You are trained in fighting the Ogre Magi.
    Prerequisites: Ogrima
    Benefits: You may cast Flame Blade 3/day as a Spell-Like Ability.
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  30. - Top - End - #600
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    Desert Troll
    Large Giant
    Hit Dice: 7d8+42 (73 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +5/+15
    Attack: Claw +10 melee (1d6+6)
    Full Attack: 2 Claws +10 melee (1d6+6) and 1 Bite +5 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend 2d6+9
    Special Qualities: Darkvision 90’, Low Light Vision, Regeneration 5, Scent, Water Weakness, Natural Camouflage, Immune to Non-Magical Fire and Cold
    Saves: Fort +11, Ref +4, Will +4
    Abilities: Str 23, Dex 14, Con 23, Int 9, Wis 10, Cha 6
    Skills: Hide +9, Listen +7, Move Silently +9, Spot +7
    Feats: Alertness, Stealthy, Track
    Environment: Any Desert
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +5

    Desert trolls are fairly hairless and usually a tan color, though they can modify this depending on their whim to blend in with their natural surroundings.

    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

    Regeneration (Ex): Acid, water, and magical fire deal normal damage to a desert troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Water Weakness (Ex): Water eats away Desert Trolls in a manner similar to acid. 1 pint of water does 1d6 damage.

    Natural Camouflage (Ex): Desert trolls can slightly alter their skin to blend in with their desert surroundings giving them a +4 Racial Bonus to Hide Checks in the desert. In addition they can make Hide checks in the desert even while being observed, and do not take a Size Penalty to their Hide Checks.

    Combat: Desert trolls like to haunt oases despite their vulnerability to water as they know the oasis will mean guaranteed prey. If possible they will pick off stragglers or vulnerable members of parties first.
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