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  1. - Top - End - #361
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    capstone is up for executioner

    MAGGOTS OF YURTRUS

    [IMG]Picture URL[/IMG]

    "The diseases which destroy a man are no less natural than the instincts which preserve him."

    The Maggots of Yurtrus are easily recognizable as they wear animal skins painted white and are ravaged by disease. Known far and wide, they are infamous for spreading corruption destroying communities and forests with disease and crumbling them before their brethren ravage the place.

    BECOMING A MAGGOT
    Any Orc worshiper of Yurtrus will do.

    ENTRY REQUIREMENTS
    Race: Any Orc
    Patron: Yurtrus
    Spellcasting: Must be able to cast 3rd Level spells from the Cleric list and have access to the Suffering Domain.
    Feats: Any 2 of the following: Charnel Miasma, Domain Focus, Domain Spontaneity
    Skills: Heal 6 ranks, Knowledge (Religion) 6 ranks


    Class Skills
    The Maggot's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Religion)(Int), Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Rotting Decay, Disease, +1 Level of existing Divine Casting Class
    2. +1    +3     +0     +3    Plague of Fear, +1 Level of existing Divine Casting Class
    3. +2    +3     +1     +3    Slow Death, +1 Level of existing Divine Casting Class
    4. +3    +4     +1     +4    Rotting Decay, +1 Level of existing Divine Casting Class
    5. +3    +4     +1     +4    Plague of Fear, +1 Level of existing Divine Casting Class
    6. +4    +5     +2     +5    Slow Death, +1 Level of existing Divine Casting Class
    7. +5    +5     +2     +5    Rotting Decay, +1 Level of existing Divine Casting Class
    8. +6    +6     +2     +6    Plague of Fear, +1 Level of existing Divine Casting Class
    9. +6    +6     +3     +6    Slow Death, +1 Level of existing Divine Casting Class
    10.+7    +7     +3     +7    Pale Master
    Weapon Proficiencies: Maggots gain no new armor or weapon proficiencies.

    Rotting Decay (Ex): At 1st Level you become a carrier of disease, choosing any from the DMG whose infection type is Injury to be infected with. Your opponent must make a Saving Throw to avoid Injury diseases if you damage him with a natural weapon or successfully grapple him (cause you can bite him in the grapple). Save DC's for these diseases are 10 plus 1/2 your HD plus your Constitution Modifier as opposed to the usual.

    At 4th Level you become a carrier of any Inhaled disease. Your opponent must make a Saving Throw to avoid Inhaled diseases if you damage him with if you grapple one another or he spends more than 1 round in melee with you.

    At 7th Level you become a carrier of any Contact disease. Your opponent must make a Saving Throw to avoid Contact diseases if he touches you.

    Disease: At 1st Level you may switch one of your two Domains (including Suffering) to the Disease Domain instead.

    Plague of Fear (Su): At 2nd Level you can 'lose' any prepared spell (except Domain spells) to cast any spell you know with the Fear descriptor as long as one of the targets of the spell is currently diseased.

    At 5th Level the Save DC of spells you cast with the Fear descriptor are +2 against opponents who are Diseased.

    At 8th Level spells you cast with the Fear descriptor are cast at +1 Caster Level against opponents who are diseased.

    Slow Death (Ex): At third Level your life force begins to fade away. You can no longer heal damage on your own, and you take damage from positive energy/heal via negative energy in the same way undead do. You no longer need to eat, drink, or sleep and are immune to sleep or exhaustion effects.

    At 6th Level you cannot be Raised or Reincarnated, and are immune to Ability Drain/Damage, Energy Drain, death effects, and paralysis.

    At 9th Level you become immune to Poison, Stunning, and Critical hits.

    Pale Master (Ex): You leave the world of the living behind and your Type changes to Undead with the Incorporeal Subtype. Effectively you are now a Ghost and gain the Manifestation ability listed under the Ghost Template in the MM.

    PLAYING A MAGGOT
    People fear you, and that's a good thing. Fear is honest. Fear is predictable. Fear keeps you in business, because without it you'd probably be burning for real instead of just in effigy right now.
    Combat: Honestly you kind of rely on the fact that no one wants to touch you. That and your reputation often see you through some sticky moments.
    Advancement: You advance strictly as your God decrees. No fooling about or individual thoughts for you if you know what's good for you.
    Resources: You can always count on the Church if you need help on their business. Otherwise you can probably intimidate the local Orcs into helping you.

    MAGGOTS IN THE WORLD
    "Seriously, don't let him cough on you."
    you provide many useful services for the Orc community, and without you they would fall to parasites, disease, or polluted food and water. Many advancements have come from your advice. On the downside you are the bane of any other living thing nearby because the crap you shield the Orcs from has to go somewhere...
    Daily Life: Much of your time is spent (perversely) healing the sick (assuming they're Orcs), and ensuring food and water is fit to drink. Much time is also spent in religious ritual.
    Notables:
    Organizations: Maggots belong to no organization other than the Church.
    NPC Reaction
    You're as popular as a turd in a punch bowl, sometimes even among your own kind.

    MAGGOTS IN THE GAME
    This PrC kind of assumes you're pretty darn evil. Might make for some uncomfortable situations in mixed parties.
    Adaptation: This one is meant for fairly dark campaigns.
    Encounters: Maggots are occasionally encountered on holy days, when they seek to spread disease far and wide among the non-Orcish races. Other than that they usually stay pretty close to home.

    Sample Encounter
    EL 12: The PC's have been asked to discover what is polluting the local water supply. Formerly clean aquifers are turning foul and diseased.


    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 MAGGOT

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Pale Master Beginning at Level 30 and every 10 levels thereafter you may choose one of the following abilities listed under the Ghost Template: Horrific Appearance, Rejuvenation, Turn Resistance.
    Bonus Feats: The Epic Maggot gains a Bonus Feat every 3 levels higher than 20th



    Disease Domain

    Granted Power: You become immune to disease, magical or otherwise.

    Level 1: Slow Consumption

    Level 2: Decomposition

    Level 3: Contagion

    Level 4: Plague Carrier

    Level 5: Mass Contagion

    Level 6: Contagious Touch

    Level 7: Plague

    Level 8: Pestilence

    Level 9: Epidemic
    Last edited by Bhu; 2013-01-29 at 05:10 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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    Backup threads available here

  2. - Top - End - #362
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    My apologies for the delays but as I'm sure some of you know the Minmaxboards got attacked, and so I find myself in the position of trying to find ways to back up my stuff. I'll be updating soon I have lots to slog through.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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    Backup threads available here

  3. - Top - End - #363
    Titan in the Playground
     
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    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  4. - Top - End - #364
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Okay as will be obvious by the thread i linked to, since I'm running low on orc/gobbo content I'll be mixing in some long awaited Giant stuffs
    Revised avatar by Trixie, New avvie by Crisis21!
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  5. - Top - End - #365
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Desperately trying to get some bills paid this week, will return to work here when that's done.
    Revised avatar by Trixie, New avvie by Crisis21!
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  6. - Top - End - #366
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Crunch for the maggots is up. Any thoughts on caster levels?
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  7. - Top - End - #367
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Seeing as the Maggots aren't popular let's try a new race:

    BATIRI

    [IMG]Picture URL if you have one[/IMG]

    ”It looks tasty my precious…”

    Batiri are Goblins on the Isle of Chult in the Forgotten Realms. They look like most Goblins but are green skinned. They are savage matriarchal tribes of hunter/trackers who use short bows and spears to bring down the beasts they make Hide armor from.

    BATIRI RACIAL TRAITS
    · Ability Score adjustments
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
    · Humanoid with the Goblinoid Subtype
    · Base land speed 30 ft.
    · Darkvision 60’
    · +4 Racial Bonus to Move Silently and Survival Checks
    · Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
    · Automatic Languages: Goblin. Bonus Languages: Common, Dwarven, Tabaxi, Draconic, Sylvan
    · Level Adjustment: +0
    · Favored Class: Scout

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 3’ Female: 2’10”
    Height Modifier: +2d4”
    Base Weight: Male: 40 lbs. Female: 35 lbs.
    Weight Modifier: x1 lb.

    BATIRI CHARACTERS
    If you’ve ever wanted to play a dinosaur worshiping psychopath, boy do we have a race for you. Batiri are pretty well adapted for jungles so they’d be optimal for campaigns set in one, but otherwise the weird goblin prostrating himself before the Deinonychus is gonna look mighty weird…
    Adventuring Race: Batiri have the usual reasons for adventuring for evil races: power, glory, and wealth.
    Character Development: Batiri tend towards wilderness based ambushes, so since you’ll likely be playing some sort of melee role try to offset the problems brought about by your size. Like having a lovable dino companion!
    Character Names: Batiri use common Goblin names.

    ROLEPLAYING A BATIRI
    Unlike most Goblinoids you have a distinct lack of cowardness, and instead feel the need to prove yourself in combat. Granted you’re still a cheating bastard in fights. Just because you aren’t a coward doesn’t mean you suddenly turned good.
    Personality: Batiri are vicious little monsters who think of you as food, but if you can prove yourself to them they’ll deal remarkably straight with you. Provided of course that you can overlook the fact that most of them are sociopathic killers obsessed with hunting humanoids for sport (and food).
    Behaviors: Batiri are pretty much your average primitive tribesman who follow their leader without question provided she shows no signs of weakness. Tribesmen who don’t are outcast pretty fast.
    Language: Batiri speak a heavily accented form of Goblin and have no written language.

    BATIRI SOCIETY
    Batiri live in semi-nomadic matriarchal merchant clans. They scour an area for what it can give up and move on to trade for what they need before repeating the process. They are also well-known hunters and trackers, and are for hire assuming you can convince them not to eat you. Their Queen holds her title so long as she can defend it against challengers in the arena.
    Alignment : As with common Goblins, Batiri tend towards Neutral Evil. It’s hard to be flesh–eating anthropophagi if you’re capable of mercy.
    Lands : Most Batiri live in the jungles on the Island of Chult, usually near abandoned Dwarven mines or other easily protected areas.
    Settlements : The Batiri rarely venture forth from the jungle. They are surrounded by monsters, and if they were to move in great numbers they would end up as something else’s food.
    Beliefs : The Batiri venerate Khurgorbaeyeg most, whom they refer to as Kuro. They also personify the various Goblinoid Gods as various species of dinosaur and worship them as well, with each tribe choosing a dinosaur species/deity as their personal totem.
    Relations: Other races exist as food and enemies. That’s all. The Batiri are even more xenophobic than most Goblinoids if such is possible, and they do not take prisoners for long periods of time. Captives are for eating regardless of species (except other Batiri, they usually refuse to be cannibals). Exceptions are made for trading for goods the Goblins need. They realize some things cannot be made or found in the jungle and merchants who make contact with them and survive can expect a decent exchange of goods.

    BATIRI ADVENTURES
    · Kuro the great Gorgosaurus (aka Khurgorbaeyeg) demands your tribe wipe out an intruder to his jungle. This intruder turns out to be some sort of magical beast that’s devouring dinosaur eggs that’s somehow wandered into Chult or been brought here.
    · A fire has fallen from the sky, and since then the undead have become worse and more numerous. You have been tasked with journeying to it’s landing place to see if it is responsible and how things may be remedied.
    · Times are tough and the tribe needs food lest it break it’s own laws on cannibalism. The hunt is on.


    Plague Survivor
    You have survived many epidemics in Chult.
    Prerequisites: Batiri, Jungle Stamina (see Races of Faerun)
    Benefits: You are immune to non-magical disease.

    Toxic Blood
    You specialize in fighting the many poisonous critters in Chult.
    Prerequisites: Batiri, Great Fortitude
    Benefits: You are immune to non-magical poison.

    Craft Dinosaur Totem
    You can craft the various Totems that the Batiri use to alert themselves to trouble.
    Prerequisites: Batiri, Caster Level 3
    Benefits: You can make a totem pole that is essentially a Wondrous Item that mimics any Abjuration spell with an Area of Effect and don't allow a Saving Throw (usually Alarm, Aerial Alarm, etc). The caster must make a 10' high wooden totem pole (or have a tribesman do it if he has no woodcraft) that is AC 2, Large, Hardness 5, and has 120 hp. Prices to create are the same as a Wondrous item that is Use-Activate or Continuous, and that has no space limitation. Divide the total cost by 4 due to the Totems immobility (i.e. once you plant it, you can't move it).

    Craft Improved Dinosaur Totem
    You can craft Totems that are more than just alarms for the tribe.
    Prerequisites: Batiri, Craft Dinosaur Totem
    Benefits: You can now create Totems with Abjuration Spells that do require a Saving Throw.

    Craft Greater Dinosaur Totem
    You can craft the most powerful of Totems
    Prerequisites: Batiri, Craft Improved Dinosaur Totem, Bless
    Benefits: You can now create Totems that boost warriors of the same Totem. Choose Pelycosaur, Pterosaur, Carnosaur, Stegosaur, Raptor, Ceratopsian, Sauropod, Ankylosaur, and all Batiri Dinosaur Priest or Barbarians with the same Totem are Immune to Fear and Morale Penalties while within 60' of the Totem.
    Last edited by Bhu; 2013-01-24 at 10:37 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
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    Backup threads available here

  8. - Top - End - #368
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    Default Re: Orc/Goblinoid Resources

    DINOSAUR PRIEST

    [IMG]Picture URL[/IMG]

    ”How dare you impugn the honor and majesty of the mighty dinosaur!”

    Dinosaur Priests build the protective totems for Batiri forts, and conduct religious services when the tribe encounters the particular dinosaur species they associate with the Goblin pantheon.

    BECOMING A PRIEST
    Any Batiri Cleric is welcome

    ENTRY REQUIREMENTS
    Race: Batiri
    Feats: Dinosaur Wrangler (see Races of Eberron, Batiri qualify for this just as well as Halflings do)
    Skills: Handle Animal 6 ranks, Knowledge (Nature, Religion) 4 ranks
    Patron: Any God of the Goblinoid Pantheon
    Spellcasting: Must be able to cast spells from the Cleric List of at least 2nd Level, and have access to the Dinosaur Domain


    Class Skills
    The Priests class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana, Geography, History, Nature, Religion)(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    Dinosaur Totem
    2. +1    +3     +0     +3    Protective Totem
    3. +1    +3     +1     +3    Companion
    4. +2    +4     +1     +4    Dinosaur Totem
    5. +2    +4     +1     +4    Protective Totem
    6. +3    +5     +2     +5    Companion
    7. +3    +5     +2     +5    Dinosaur Totem
    8. +4    +6     +2     +6    Protective Totem
    9. +4    +6     +3     +6    Companion
    10.+5    +7     +3     +7    Dino Whisperer
    Weapon Proficiencies: A Priest gains no new weapon or armor proficiencies.

    Dinosaur Totem: Beginning at 1st Level choose one of the following as a totem (this may not be changed later): Pelycosaur, Pterosaur, Carnosaur, Stegosaur, Raptor, Ceratopsian, Sauropod, or Ankylosaur. As a Swift Action you may project an aura that boosts Allies within 30' (yourself included). The Aura provides a +1 Bonus to something depending on the Totem chosen: Pelycosaur: Enhancement Bonus to Initiative Checks, Pterosaur: Dodge Bonus to AC, Carnosaur: Enhancement Bonus to Critical Confirmation rolls, Stegosaur: Enhancement Bonus to Attacks of Opportunity, Raptor: Enhancement Bonus to Flanking (i.e. you get +3 when Flanking now instead of +2), Ceratopsian: Enhancement Bonus to Damage rolls made during Charges, Sauropod: Enhancement Bonus to Bull Rush and Overrun Checks, or Ankylosaur: Natural Armor Bonus to AC improves by +1.

    At 4th Level this Bonus increases to +2

    At 7th Level this Bonus increases to +3, and range increases to 60'

    Protective Totem: At Level 2 you get Craft Dinosaur Totem as a Bonus Feat. You get Craft Improved Dinosaur Totem as a Bonus Feat at Level 5, and Craft Greater Dinosaur Totem at Level 8.

    Companion: Beginning at Level 3 your God "gifts" you with a small, lovable (evil) dinosaur companion (spy) of the same type as your Totem (see below for stats). You may 'lose' a prepared spell of the appropriate level to spontaneously summon your Companion via a Summon Monster Spell. At Level 3 this is a 5th Level spell, at 6th Level this is a 6th Level spell, and at 9th Level this is an 8th Level spell.

    Dino Whisperer (Su): At 10th Level you may now Turn/Rebuke Dinosaurs in the same manner as Undead (and surprisingly this causes you no religious quandaries). Spells cast on Dinosaurs of the same Totem, or Barbarians with the same Dinosaur Totem as yourself are cast as though they were cast with the Extend Spell Feat (this does not increase the Spell's Level).

    PLAYING A PRIEST
    Few tribal Shamans are as crazy as you. You boogie with the dinosaurs at midnight. Sometimes when they’re hungry and lunge at whatever twitches. Since you insist on adopting them as symbols of deity, the Goblinoid Pantheon now uses them to communicate with you. They even send you a little spy to keep tabs on you and aid you in your time of need when it can work it’s way though the layers of insanity surrounding you well enough to communicate.
    Combat: You generally buff others in combat, especially your little Dino Companion. He comes in darn handy even if he is a spy for your God.
    Advancement: You rely on omens from your God to tell you what skills you will need to aid the tribe. In short you’re a loonie who sees signs everywhere, some of which may actually be from your God. He gets a little frustrated sometimes trying to get through, hence the eventual Dino Companion to explain things and drag you back on topic.
    Resources: The tribes pretty much do whatever you say, mores the pity.

    PRIESTS IN THE WORLD
    ”That guys weird little critter friend just freaks me the Hell out.”
    You often have troubles understanding non-dinosaur species (including your own tribe). On the other hand the quizzical looks you get from the occasional T-Rex imply maybe you don’t understand giant reptiles too much either.
    Daily Life: You spend much of your time making protective items for the tribe. Otherwise you beat drums, eat hallucinogenic mushrooms, sing, dance, and sometimes massage gigantic monsters in hopes of understanding how they feel.
    Notables:
    Organizations: Dinosaur Priests don’t really belong to any organization than the particular cult they belong to.

    NPC Reaction
    You’re nuts. Even the other Goblins sometimes think so, but then anyone in contact with the Divine is bound to be driven a little mad sometimes. Plus they don’t like that your familiar seems to always be watching them and plotting.

    PRIESTS IN THE GAME
    This assumes you’re in an all Batiri campaign, as few other beings would accept you. If you’re tribe gets wiped out you may hang out with other species till you find more Batiri but the Gods will start pushing you in the direction of other of your own kind.
    Adaptation: This is kind of meant for goofy campaigns but it can be adapted.
    Encounters: Priests are usually found in the middle of dinosaur gatherings or with their tribe. They don’t venture out much on their own.

    Sample Encounter
    EL 12: The PC's are staring at a pod of Brachiosaurs wondering what the best way to get past them is, when some crazed Goblin begins a naked wardance and stirs the dinosaurs into a frenzy. Friggin' goblins...


    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 PRIESTS

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Dinosaur Priest gains a Bonus Feat every 3 levels higher than 20th





    Batiri Racial Substitution Levels

    Ranger
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Batiri Rangers can choose Archery, Hatchetman, or Spearman
    Combat Style: Hatchetman gets the following Bonus Feats: Weapon Finesse at Level 2, Close-Quarters Fighting at Level 6, and Improved Critical (Handaxe) at Level 11. Spearman gets Combat Reflexes at Level 2, Short Haft at Level 6, and Vexing Flanker at Level 11.
    Level 4: Batiri Rangers have different Animal Companion options.
    Animal Companion:
    Level 1: Compsognathus, Ramphorhynchus, Swindlespitter

    4th Level or Higher (Level -3): Clawfoot, Crocodile, Dimetrodon, Fleshraker

    7th Level or Higher (Level -6): Deinonychus, Giant Crocodile, Glidewing, Protoceratops, Pteranodon

    10th Level or Higher (Level -9): Bloodstriker, Megaraptor, Pachycephalosaurus

    13th Level or Higher (Level -12): Allosaurus, Ankylosaurus, Ceratosaur, Stegosaurus

    16th Level or Higher (Level -15): Quetzalcoatlus, Triceratops, Tyrannosaurus

    Dinosaurs may be found in MM, MM II, MM III, Eberron Campaign Setting, Serpent Kingdoms, and Dragon Magazine #318

    Barbarian
    Level 1: Replace Rage with Tribal Totem
    Tribal Totem: This is identical to Barbarian Rage except the Bonus/Penalty, which is different depending on which of the following Totems you choose:

    Pelycosaur: +4 Str, Gains Bite attack doing 1d6+Str

    Pterosaur: +4 Dex, +4 to Jump Checks, +2 to Initiative Checks, -2 Fortitude Saves

    Carnosaur: +4 Str, Critical Threat Range of Slashing Attacks increases by 1, +2 Damage with Slashing Weapons, -2 AC

    Stegosaur: +4 Str, +2 Bonus to Attack and Damage rolls when you attack with a Readied Action or Attack of Opportunity, +2 Damage with Piercing Weapons, Base Land speed decreases by 5

    Raptor: +4 Dex, +2 Attack and Damage rolls when making a Charge attack, +2 on Reflex Saves, -2 AC

    Ceratopsian: +4 Str, +4 Con, Rage lasts 1 round longer than normal, -2 Reflex Saves

    Sauropod: +4 Str, +4 Con, you are considered 1 Size Class larger than normal when it is beneficial to you, -2 AC

    Ankylosaur: +4 Str, Fortitude Saves and Natural AC Bonus increase by +2, +2 Damage with Blunt Weapons, -2 Reflex Saves

    Level 1: Replace Greater Rage with Greater Tribal Totem
    GreaterTribal Totem: This is identical to Barbarian Rage except the Bonus/Penalty, which is different depending on which of the following Totems you choose:

    Pelycosaur: +6 Str, Gains Bite attack doing 1d6+Str, Gains Improved Grab: If you succeed with your Bite Attack on an opponent 1 or more Size Classes smaller than yourself you immediately get a Grapple Attempt as a Free Action without provoking an Attack of Opportunity

    Pterosaur: +6 Dex, +8 to Jump Checks, +3 to Initiative Checks, -2 Fortitude Saves

    Carnosaur: +6 Str, Critical Threat Range of Slashing Attacks increases by 2, +3 Damage with Slashing Weapons, -2 AC

    Stegosaur: +6 Str, +3 Bonus to Attack and Damage rolls when you attack with a Readied Action or Attack of Opportunity, +3 Damage with Piercing Weapons, Base Land speed decreases by 5

    Raptor: +6 Dex, +3 Attack and Damage rolls when making a Charge attack, +3 on Reflex Saves, -2 AC

    Ceratopsian: +6 Str, +6 Con, Rage lasts 2 rounds longer than normal, -2 Reflex Saves

    Sauropod: +6 Str, +6 Con, you are considered 2 Size Classes larger than normal when it is beneficial to you, -2 AC

    Ankylosaur: +6 Str, Fortitude Saves and Natural AC Bonus increase by +3, +3 Damage with Blunt Weapons, -2 Reflex Saves

    Level 1: Replace Tireless Rage with Tireless Tribal Totem
    Tireless Tribal Totem: Pretty much identical to Tireless Rage.
    Level 20: Replace Mighty Rage with Mighty Tribal Totem
    Mighty Tribal Totem: This is identical to Barbarian Rage except the Bonus/Penalty, which is different depending on which of the following Totems you choose:

    Pelycosaur: +8 Str, Gains Bite attack doing 1d6+Str, Gains Improved Grab: If you succeed with your Bite Attack on an opponent up to 1 Size Class larger than yourself you immediately get a Grapple Attempt as a Free Action without provoking an Attack of Opportunity.

    Pterosaur: +8 Dex, +12 to Jump Checks. +4 to Initiative Checks, -2 Fortitude Saves

    Carnosaur: +8 Str, Critical Threat Range of Slashing Attacks increases by 3, +4 Damage with Slashing Weapons, -2 AC

    Stegosaur: +8 Str, +4 Bonus to Attack and Damage rolls when you attack with a Readied Action or Attack of Opportunity, +4 Damage with Piercing Weapons, Base Land speed decreases by 5

    Raptor: +8 Dex, +3 Attack and Damage rolls when making a Charge attack, you may now make a Full Attack with a Charge, +4 on Reflex Saves, -2 AC

    Ceratopsian: +8 Str, +8 Con, Rage lasts 4 rounds longer than normal, -2 Reflex Saves

    Sauropod: +8 Str, +8 Con, you are considered 3 Size Classes larger than normal when it is beneficial to you, -2 AC

    Ankylosaur: +8 Str, Fortitude Saves and Natural AC Bonus increase by +4, +4 Damage with Blunt Weapons, -2 Reflex Saves

    Cleric
    Level 1: Batiri Clerics also have access to the Dinosaur Domain if they worship a God from the Goblinoid Pantheon.



    Dinosaur Domain

    Granted Power: Dinosaur Empathy: This works exactly like the Druids Wild Empathy Ability, but only against Dinosaurs (which for D&D purposes is defined as any prehistoric reptile).

    Level 1: Claws of the Beast

    Level 2: Animalistic Power

    Level 3: Primal Instinct

    Level 4: Summon Nature’s Ally VI

    Level 5: Summon Nature’s Ally V

    Level 6: Tortoise Shell

    Level 7: Summon Nature’s Ally VII

    Level 8: Animal Shapes

    Level 9: Nature’s Avatar
    Last edited by Bhu; 2013-01-29 at 12:12 AM.
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    DINO COMPANIONS

    Pelycosaur (Level 3)
    Small Outsider (Extraplanar, Evil)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+1 Size, +6 Natural), touch 11, flat-footed 17
    Base Attack/Grapple: +6/+10
    Attack: Bite +9 melee (1d6+3)
    Full Attack: Bite +9 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Burst of Speed, Rushing Ferocity, Improved Grab
    Special Qualities: Darkvision 50', Scent, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +7, Ref +5, Will +6
    Abilities: Str 15, Dex 10, Con 14, Int 8, Wis 13, Cha 12
    Skills: Bluff +9, Hide +12, Intimidate +9, Knowledge (The Planes) +5, Listen +9, Move Silently +8, Spot +9, Survival +9
    Feats: Improved Initiative, Improved Scent, Uncanny Scent
    Challenge Rating: 4
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Burst of Speed (Ex): 3/day a Pelycosaur can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds. During this time it gets a +2 Dodge Bonus to AC and does +1d6 damage on any successful Charge attack.

    Attach (Ex): If you succeed with your Bite attack you latch onto your opponent, and are automatically considered to be Grappling him (but lose your Dex Bonus to AC in the process). You also have a +6 Racial Bonus to Grapple Checks.

    Rushing Ferocity (Ex): If you move and attack an opponent who is Flat-Footed or unaware of your existence make two attack rolls and take the better of the two results. You do double damage if the attack was successful.

    Combat: Pelycosaurs tend to sneak up on opponents, and then rush them before they can react, latching on with their jaws and just gnawing away.


    Pterosaur (Level 3)
    Small Outsider (Extraplanar, Evil)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), Fly 60 ft. (Good)
    Armor Class: 17 (+1 Size, +2 Dex, +5 Natural), touch 13, flat-footed 15
    Base Attack/Grapple: +6/+2
    Attack: Bite +7 melee (1d6)
    Full Attack: Bite +7 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Power Dive, Power Fly-By
    Special Qualities: Darkvision 60', Evasion, DR 5/Good, SR 17, Telepathy 100', Agile Flyer
    Saves: Fort +6, Ref +7, Will +7
    Abilities: Str 10, Dex 15, Con 12, Int 8, Wis 14, Cha 13
    Skills: Bluff +10, Hide +15, Intimidate +9, Knowledge (The Planes) +7, Listen +11, Move Silently +11, Spot +11
    Feats: Flyby Attack, Hover, Wingover
    Challenge Rating: 4
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Agile Flyer (Ex): The Pterosaur gets a +2 Dodge Bonus to AC while in flight.

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

    Power Dive (Ex): On any round the Pterosaur is flying and it makes a Charge Attack while losing 30' in altitude it can make two attack rolls and take the better of the two results. If the attack succeeds it does double damage.

    Power Fly-By (Ex): You do +1d6 damage on any Fly-By Attacks.

    Combat: Pterosaurs do Fly-By's to weaken opponents, before using a Power Dive to finish them off.


    Carnosaur (Level 3)
    Small Outsider (Extraplanar, Evil)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+1 Size, +1 Dex, +5 Natural), touch 12, flat-footed 16
    Base Attack/Grapple: +6/+4
    Attack: Bite +10 melee (1d6+2/19-20)
    Full Attack: Bite +10 melee (1d6+2/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Wounding Bite, Blood Frenzy
    Special Qualities: Darkvision 60', Blood Scent, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +7, Ref +6, Will +6
    Abilities: Str 15, Dex 12, Con 14, Int 8, Wis 13, Cha 10
    Skills: Bluff +9, Hide +14, Intimidate +9, Knowledge (The Planes) +6, Listen +10, Move Silently +10, Spot +10
    Feats: Improved Initiative, Power Critical (Bite), Weapon Focus (Bite)
    Challenge Rating: 4
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Blood Frenzy (Ex): Whenever a Carnosaur tastes blood (i.e. succeeds with a Bite Attack against a living creature) it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

    Blood Scent (Ex): The Carnosaur can detect blood or wounded creatures by Scent within a 100' radius.

    Improved Grab (Ex): If the Carnosaur hits with it's Bite Attack successfully on an opponent the same size or smaller it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may do it's bite damage as long as it maintains the Grapple.

    Wounding Bite (Ex): The Carnosaurs Bite threatens a Critical on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Combat: Carnosaurs tend to head for wounded opponents and go for the Grapple, biting away till their opponent is dead.


    Stegosaur (Level 3)
    Small Outsider (Extraplanar, Evil)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 17 (+1 Size, +6 Natural), touch 11, flat-footed 17
    Base Attack/Grapple: +6/+4
    Attack: Tail Slap +9 melee (1d6+3/19-20)
    Full Attack: Tail Slap +9 melee (1d6+3/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Puncture, Always Ready, Veteran Opportunist
    Special Qualities: Darkvision, Dorsal Plates, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +7, Ref +5, Will +6
    Abilities: Str 15, Dex 10, Con 14, Int 8, Wis 13, Cha 12
    Skills: Bluff +10, Hide +13, Intimidate +10, Knowledge (The Planes) +6, Listen +10, Move Silently +9, Spot +10
    Feats: Combat Reflexes, Hold the Line, Power Attack
    Challenge Rating: 4
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Dorsal Plates (Ex): Stegosaurs can maneuver to place their dorsal plates in an advantages position to block one foe, providing a +4 Shield Bonus. If that opponent attacks with an unarmed strike/grapple/melee weapon it must make a DC 13 Reflex Save (Save DC is Dex Based) or take 1d6 plus it's own Str modifier in slashing damage.

    Puncture (Ex): The Stegosaurs Tail Slap threatens a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Veteran Opportunist (Ex): You may now make Attacks of Opportunity when Flat-Footed. Additionally if you're opponents movement provokes an Attack of Opportunity, that Attack does not count towards your limit for Attacks of Opportunity.

    Combat: Stegosaurs usually ready an attack while guarding their charge.


    Raptor (Level 3)
    Small Outsider (Extraplanar, Evil)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (+1 Size, +1 Dex, +5 Natural), touch 12, flat-footed 16
    Base Attack/Grapple: +6/+4
    Attack: Talon +9 melee (1d6+2/19-20)
    Full Attack: 2 Talons +9 melee (1d6+2/19-20) and 1 Bite +9 melee (1d6+1/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce, Wounding Talons, Ambush
    Special Qualities: Darkvision 60', Scent, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +7, Ref +6, Will +6
    Abilities: Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10
    Skills: Bluff +7, Hide +13, Intimidate +7, Jump +9, Knowledge (The Planes) +5, Listen +9, Move Silently +8, Spot +9, Survival +9
    Feats: Improved Initiative, Improved Multiattack, Multiattack
    Challenge Rating: 4
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Ambush (Ex): You gain 1d6 Sneak Attack (see the Rogue ability in the PHB).

    Pounce (Ex): The Raptor can make a Full Attack on a Charge.

    Wounding Attacks (Ex): The Raptors Natural Weapons threaten a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Combat: Raptors tend to run in full bore and wail on whoever is in the way.


    Ceratopsian (Level 3)
    Small Outsider (Extraplanar, Evil)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+1 Small, +1 Dex, +5 Natural), touch 12, flat-footed 16
    Base Attack/Grapple: +6/+4
    Attack: Gore +9 melee (1d6+3)
    Full Attack: Gore +9 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Enhanced Charge, Wounded Fury, Always Ready
    Special Qualities: Darkvision 60', Unexpected Burst of Speed, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +7, Ref +6, Will +6
    Abilities: Str 15, Dex 12, Con 14, Int 8, Wis 13, Cha 10
    Skills: Bluff +9, Hide +13, Intimidate +9, Knowledge (The Planes) +7, Listen +10, Move Silently +10, Spot +10
    Feats: Greater Powerful Charge, Power Attack, Powerful Charge
    Challenge Rating: 4
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Enhanced Charge (Ex): The Ceratopsians Charge attacks threaten a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Unexpected Burst of Speed (Ex): 3/day a Ceratopsian can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds. During this time it gets a +2 to Attack rolls and does +1d6 damage on any successful Charge attack.

    Wounded Fury (Ex): Whenever a Ceratopsian takes damage it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

    Combat: Ceratopsians tend to launch themselves like little spiky torpedoes.


    Sauropod (Level 3)
    Small Outsider (Extraplanar, Evil)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 17 (+1 Size, +6 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +6/+4
    Attack: Tail Sweep +9 melee (1d6+3)
    Full Attack: Tail Sweep +9 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trample, Always Ready, Tail Sweep
    Special Qualities: Darkvision 60', Powerful Build, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +7, Ref +5, Will +6
    Abilities: Str 15, Dex 10, Con 14, Int 8, Wis 13, Cha 12
    Skills: Bluff +10, Hide +12, Intimidate +10, Knowledge (The Planes) +7, Listen +10, Move Silently +9, Spot +10
    Feats: Brutal Strike, Power Attack, Stalwart (see Dragon 323)
    Challenge Rating: 4
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Powerful Build (Ex): Whenever a Sauropod is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Sauropod is treated as one size larger if doing so is advantageous to him.

    A Sauropod is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Sauropod can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Trample (Ex): Your attacks on prone opponents threaten a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Tail Sweep (Ex): If you successfully hit with your Tail Sweep Attack you may immediately make a Trip attempt as a Free Action without provoking an Attack of Opportunity. You get a +4 Bonus on the Opposed Check.

    Combat: Sauropods tend to trip opponents and then jump up and down on them until they expire.


    Ankylosaur (Level 3)
    Small Outsider (Extraplanar, Evil)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 19 (+1 Size, +8 Natural), touch 11, flat-footed 18
    Base Attack/Grapple: +6/+4
    Attack: Tail Slap +9 melee (1d6+3)
    Full Attack: Tail Slap +9 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Always Ready, Stunning, Winded Opponent
    Special Qualities: Darkvision 60', Hard Armor, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +7, Ref +5, Will +6
    Abilities: Str 15, Dex 10, Con 14, Int 12, Wis 13, Cha 8
    Skills: Bluff +12, Hide +17, Intimidate +12, Knowledge (The Planes) +13, Listen +14, Move Silently +13, Spot +14
    Feats: Brutal Strike, Power Attack, Resounding Blow
    Challenge Rating: 4
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Hard Armor (Ex): You are immune to Critical hits.

    Stunning (Ex): Opponents struck by the Ankylosaurs tail must make a DC 15 Fortitude Save (Save DC is Str based) or be Stunned 1 round. If the strike is a successful Critical, he is Stunned 1d4 rounds instead.

    Winded Opponent (Ex): Opponents struck by the Ankylosaurs tail must make a DC 15 Fortitude Save (Save DC is Str based) or be Fatigued for the duration of the encounter. If the strike is a successful Critical, he is Exhausted instead.

    Combat: Ankylosaurs tend to defend their charge, but instead of Readying and waiting fro trouble like the Stegosaurs they are a little more proactive.
    Last edited by Bhu; 2013-01-28 at 11:29 PM.
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  10. - Top - End - #370
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    With the exception of Dino COmpanions, all the Batiri material is done and ready for review. I've got a few goblin/orc races to finish real quick and I'll be adding the giants finally as well.
    Revised avatar by Trixie, New avvie by Crisis21!
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  11. - Top - End - #371
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    DINO COMPANIONS

    Pelycosaur (Level 6)
    Medium Outsider (Extraplanar, Evil)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +8/+17
    Attack: Bite +10 melee (1d8+4)
    Full Attack: Bite +10 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Burst of Speed, Rushing Ferocity, Improved Grab
    Special Qualities: Darkvision 50', Scent, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +8, Ref +6, Will +7
    Abilities: Str 17, Dex 10, Con 14, Int 8, Wis 13, Cha 12
    Skills: Bluff +10, Hide +10, Intimidate +10, Knowledge (The Religion, Planes) +5, Listen +9, Move Silently +10, Spot +9, Survival +11
    Feats: Improved Initiative, Improved Scent, Uncanny Scent
    Challenge Rating: 6
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Burst of Speed (Ex): 3/day a Pelycosaur can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds. During this time it gets a +2 Dodge Bonus to AC and does +1d6 damage on any successful Charge attack.

    Attach (Ex): If you succeed with your Bite attack you latch onto your opponent, and are automatically considered to be Grappling him (but lose your Dex Bonus to AC in the process). You also have a +6 Racial Bonus to Grapple Checks.

    Rushing Ferocity (Ex): If you move and attack an opponent who is Flat-Footed or unaware of your existence make two attack rolls and take the better of the two results. You do double damage if the attack was successful.

    Combat: Pelycosaurs tend to sneak up on opponents, and then rush them before they can react, latching on with their jaws and just gnawing away.


    Pterosaur (Level 6)
    Medium Outsider (Extraplanar, Evil)
    Hit Dice: 8d8+8 (44 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), Fly 60 ft. (Good)
    Armor Class: 18 (+3 Dex, +5 Natural), touch 13, flat-footed 15
    Base Attack/Grapple: +8/+8
    Attack: Bite +8 melee (1d8)
    Full Attack: Bite +8 melee (1d8)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Power Dive, Power Fly-By
    Special Qualities: Darkvision 60', Evasion, DR 5/Good, SR 17, Telepathy 100', Agile Flyer
    Saves: Fort +7, Ref +9, Will +8
    Abilities: Str 10, Dex 17, Con 12, Int 8, Wis 14, Cha 13
    Skills: Bluff +12, Hide +14, Intimidate +11, Knowledge (Religion, The Planes) +7, Listen +11, Move Silently +14, Spot +11
    Feats: Flyby Attack, Hover, Wingover
    Challenge Rating: 6
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Agile Flyer (Ex): The Pterosaur gets a +2 Dodge Bonus to AC while in flight.

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

    Power Dive (Ex): On any round the Pterosaur is flying and it makes a Charge Attack while losing 30' in altitude it can make two attack rolls and take the better of the two results. If the attack succeeds it does double damage.

    Power Fly-By (Ex): You do +1d6 damage on any Fly-By Attacks.

    Combat: Pterosaurs do Fly-By's to weaken opponents, before using a Power Dive to finish them off.


    Carnosaur (Level 6)
    Medium Outsider (Extraplanar, Evil)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+1 Dex, +7 Natural), touch 11, flat-footed 17
    Base Attack/Grapple: +8/+11
    Attack: Bite +11 melee (1d8+4/19-20)
    Full Attack: Bite +11 melee (1d8+4/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Wounding Bite, Blood Frenzy
    Special Qualities: Darkvision 60', Blood Scent, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +8, Ref +7, Will +7
    Abilities: Str 17, Dex 12, Con 14, Int 8, Wis 13, Cha 10
    Skills: Bluff +9, Hide +10, Intimidate +13, Knowledge (Religion, The Planes) +6, Listen +12, Move Silently +10, Spot +12
    Feats: Improved Initiative, Power Critical (Bite), Weapon Focus (Bite)
    Challenge Rating: 6
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Blood Frenzy (Ex): Whenever a Carnosaur tastes blood (i.e. succeeds with a Bite Attack against a living creature) it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

    Blood Scent (Ex): The Carnosaur can detect blood or wounded creatures by Scent within a 100' radius.

    Improved Grab (Ex): If the Carnosaur hits with it's Bite Attack successfully on an opponent the same size or smaller it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may do it's bite damage as long as it maintains the Grapple.

    Wounding Bite (Ex): The Carnosaurs Bite threatens a Critical on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Combat: Carnosaurs tend to head for wounded opponents and go for the Grapple, biting away till their opponent is dead.


    Stegosaur (Level 6)
    Medium Outsider (Extraplanar, Evil)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +8/+11
    Attack: Tail Slap +10 melee (1d8+4/19-20)
    Full Attack: Tail Slap +10 melee (1d8+4/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Puncture, Always Ready, Veteran Opportunist
    Special Qualities: Darkvision, Dorsal Plates, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +8, Ref +6, Will +7
    Abilities: Str 17, Dex 10, Con 14, Int 8, Wis 13, Cha 12
    Skills: Bluff +13, Hide +9, Intimidate +14, Knowledge (Religion, The Planes) +6, Listen +10, Move Silently +9, Spot +10
    Feats: Combat Reflexes, Hold the Line, Power Attack
    Challenge Rating: 6
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Dorsal Plates (Ex): Stegosaurs can maneuver to place their dorsal plates in an advantages position to block one foe, providing a +4 Shield Bonus. If that opponent attacks with an unarmed strike/grapple/melee weapon it must make a DC 13 Reflex Save (Save DC is Dex Based) or take 1d6 plus it's own Str modifier in slashing damage.

    Puncture (Ex): The Stegosaurs Tail Slap threatens a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Veteran Opportunist (Ex): You may now make Attacks of Opportunity when Flat-Footed. Additionally if you're opponents movement provokes an Attack of Opportunity, that Attack does not count towards your limit for Attacks of Opportunity.

    Combat: Stegosaurs usually ready an attack while guarding their charge.


    Raptor (Level 6)
    Medium Outsider (Extraplanar, Evil)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
    Base Attack/Grapple: +8/+10
    Attack: Talon +10 melee (1d8+2/19-20)
    Full Attack: 2 Talons +10 melee (1d8+2/19-20) and 1 Bite +10 melee (1d8+1/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce, Wounding Talons, Ambush
    Special Qualities: Darkvision 60', Scent, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +8, Ref +8, Will +7
    Abilities: Str 15, Dex 15, Con 14, Int 8, Wis 12, Cha 10
    Skills: Bluff +9, Hide +10, Intimidate +9, Jump +9, Knowledge (Religion, The Planes) +5, Listen +10, Move Silently +10, Spot +10, Survival +10
    Feats: Improved Initiative, Improved Multiattack, Multiattack
    Challenge Rating: 6
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Ambush (Ex): You gain 1d6 Sneak Attack (see the Rogue ability in the PHB).

    Pounce (Ex): The Raptor can make a Full Attack on a Charge.

    Wounding Attacks (Ex): The Raptors Natural Weapons threaten a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Combat: Raptors tend to run in full bore and wail on whoever is in the way.


    Ceratopsian (Level 6)
    Medium Outsider (Extraplanar, Evil)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+1 Dex, +7 Natural), touch 11, flat-footed 17
    Base Attack/Grapple: +8/+11
    Attack: Gore +10 melee (1d8+4)
    Full Attack: Gore +10 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Enhanced Charge, Wounded Fury, Always Ready
    Special Qualities: Darkvision 60', Unexpected Burst of Speed, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +8, Ref +7, Will +7
    Abilities: Str 17, Dex 12, Con 14, Int 8, Wis 13, Cha 10
    Skills: Bluff +10, Hide +9, Intimidate +12, Knowledge (Religion, The Planes) +7, Listen +12, Move Silently +10, Spot +10
    Feats: Greater Powerful Charge, Power Attack, Powerful Charge
    Challenge Rating: 6
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Enhanced Charge (Ex): The Ceratopsians Charge attacks threaten a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Unexpected Burst of Speed (Ex): 3/day a Ceratopsian can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds. During this time it gets a +2 to Attack rolls and does +1d6 damage on any successful Charge attack.

    Wounded Fury (Ex): Whenever a Ceratopsian takes damage it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

    Combat: Ceratopsians tend to launch themselves like little spiky torpedoes.


    Sauropod (Level 6)
    Medium Outsider (Extraplanar, Evil)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +8/+11
    Attack: Tail Sweep +10 melee (1d8+4)
    Full Attack: Tail Sweep +10 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trample, Always Ready, Tail Sweep
    Special Qualities: Darkvision 60', Powerful Build, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +8, Ref +6, Will +7
    Abilities: Str 17, Dex 10, Con 14, Int 8, Wis 13, Cha 12
    Skills: Bluff +12, Hide +8, Intimidate +12, Knowledge (Religion, The Planes) +8, Listen +10, Move Silently +10, Spot +10
    Feats: Brutal Strike, Power Attack, Stalwart (see Dragon 323)
    Challenge Rating: 6
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Powerful Build (Ex): Whenever a Sauropod is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Sauropod is treated as one size larger if doing so is advantageous to him.

    A Sauropod is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Sauropod can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Trample (Ex): Your attacks on prone opponents threaten a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Tail Sweep (Ex): If you successfully hit with your Tail Sweep Attack you may immediately make a Trip attempt as a Free Action without provoking an Attack of Opportunity. You get a +4 Bonus on the Opposed Check.

    Combat: Sauropods tend to trip opponents and then jump up and down on them until they expire.


    Ankylosaur (Level 6)
    Medium Outsider (Extraplanar, Evil)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 20 (+10 Natural), touch 10, flat-footed 20
    Base Attack/Grapple: +8/+11
    Attack: Tail Slap +10 melee (1d8+4)
    Full Attack: Tail Slap +10 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Always Ready, Stunning, Winded Opponent
    Special Qualities: Darkvision 60', Hard Armor, DR 5/Good, SR 17, Telepathy 100'
    Saves: Fort +8, Ref +6, Will +7
    Abilities: Str 17, Dex 10, Con 14, Int 12, Wis 13, Cha 8
    Skills: Bluff +14, Hide +13, Intimidate +14, Knowledge (Religion, The Planes) +13, Listen +14, Move Silently +11, Spot +14
    Feats: Brutal Strike, Power Attack, Resounding Blow
    Challenge Rating: 6
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Hard Armor (Ex): You are immune to Critical hits.

    Stunning (Ex): Opponents struck by the Ankylosaurs tail must make a DC 17 Fortitude Save (Save DC is Str based) or be Stunned 1 round. If the strike is a successful Critical, he is Stunned 1d4 rounds instead.

    Winded Opponent (Ex): Opponents struck by the Ankylosaurs tail must make a DC 17 Fortitude Save (Save DC is Str based) or be Fatigued for the duration of the encounter. If the strike is a successful Critical, he is Exhausted instead.

    Combat: Ankylosaurs tend to defend their charge, but instead of Readying and waiting for trouble like the Stegosaurs they are a little more proactive.
    Last edited by Bhu; 2013-01-28 at 11:29 PM.
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  12. - Top - End - #372
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    Default Re: Orc/Goblinoid Resources

    DINO COMPANIONS

    Pelycosaur (Level 9)
    Large Outsider (Extraplanar, Evil)
    Hit Dice: 12d8+36 (90 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 Size, +9 Natural), touch 9, flat-footed 18
    Base Attack/Grapple: +12/+26
    Attack: Bite +15 melee (1d10+6)
    Full Attack: Bite +15 melee (1d10+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Burst of Speed, Rushing Ferocity, Improved Grab
    Special Qualities: Darkvision 50', Scent, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
    Saves: Fort +11, Ref +8, Will +9
    Abilities: Str 18, Dex 10, Con 16, Int 8, Wis 13, Cha 12
    Skills: Bluff +12, Hide +8, Intimidate +12, Knowledge (The Religion, Planes) +15, Listen +10, Move Silently +10, Spot +10, Survival +11
    Feats: Cleave, Improved Initiative, Improved Scent, Power Attack, Uncanny Scent
    Challenge Rating: 8
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Burst of Speed (Ex): 3/day a Pelycosaur can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds. During this time it gets a +2 Dodge Bonus to AC and does +1d6 damage on any successful Charge attack.

    Attach (Ex): If you succeed with your Bite attack you latch onto your opponent, and are automatically considered to be Grappling him (but lose your Dex Bonus to AC in the process). You also have a +6 Racial Bonus to Grapple Checks.

    Rushing Ferocity (Ex): If you move and attack an opponent who is Flat-Footed or unaware of your existence make two attack rolls and take the better of the two results. You do double damage if the attack was successful.

    Combat: Pelycosaurs tend to sneak up on opponents, and then rush them before they can react, latching on with their jaws and just gnawing away.


    Pterosaur (Level 9)
    Large Outsider (Extraplanar, Evil)
    Hit Dice: 12d8+12 (66 hp)
    Initiative: +4
    Speed: 10 ft. (2 squares), Fly 70 ft. (Good)
    Armor Class: 18 (-1 Size, +4 Dex, +5 Natural), touch 13, flat-footed 14
    Base Attack/Grapple: +12/+17
    Attack: Bite +15 melee (1d10+1)
    Full Attack: Bite +15 melee (1d10+1)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Power Dive, Power Fly-By
    Special Qualities: Darkvision 60', Evasion, DR 10/Good, SR 17, Telepathy 100', Agile Flyer, Energy Resistance (all types) 5
    Saves: Fort +9, Ref +12, Will +10
    Abilities: Str 12, Dex 19, Con 12, Int 8, Wis 14, Cha 13
    Skills: Bluff +14, Hide +12, Intimidate +12, Knowledge (Religion, The Planes) +17, Listen +12, Move Silently +16, Spot +12
    Feats: Flyby Attack, Hover, Weapon Finesse, Wing Expert, Wingover
    Challenge Rating: 8
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Agile Flyer (Ex): The Pterosaur gets a +2 Dodge Bonus to AC while in flight.

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

    Power Dive (Ex): On any round the Pterosaur is flying and it makes a Charge Attack while losing 30' in altitude it can make two attack rolls and take the better of the two results. If the attack succeeds it does double damage.

    Power Fly-By (Ex): You do +1d6 damage on any Fly-By Attacks.

    Combat: Pterosaurs do Fly-By's to weaken opponents, before using a Power Dive to finish them off.


    Carnosaur (Level 8)
    Large Outsider (Extraplanar, Evil)
    Hit Dice: 12d8+36 (90 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +12/+20
    Attack: Bite +16 melee (2d8+6/19-20)
    Full Attack: Bite +16 melee (2d8+6/19-20)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Wounding Bite, Blood Frenzy
    Special Qualities: Darkvision 60', Blood Scent, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
    Saves: Fort +11, Ref +9, Will +9
    Abilities: Str 19, Dex 12, Con 16, Int 8, Wis 13, Cha 10
    Skills: Bluff +12, Hide +6, Intimidate +14, Knowledge (Religion, The Planes) +16, Listen +12, Move Silently +12, Spot +12
    Feats: Improved Initiative, Improved Natural Attack (Bite), Powerful Charge, Power Critical (Bite), Weapon Focus (Bite)
    Challenge Rating: 8
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Blood Frenzy (Ex): Whenever a Carnosaur tastes blood (i.e. succeeds with a Bite Attack against a living creature) it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

    Blood Scent (Ex): The Carnosaur can detect blood or wounded creatures by Scent within a 100' radius.

    Improved Grab (Ex): If the Carnosaur hits with it's Bite Attack successfully on an opponent the same size or smaller it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may do it's bite damage as long as it maintains the Grapple.

    Wounding Bite (Ex): The Carnosaurs Bite threatens a Critical on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Combat: Carnosaurs tend to head for wounded opponents and go for the Grapple, biting away till their opponent is dead.


    Stegosaur (Level 9)
    Large Outsider (Extraplanar, Evil)
    Hit Dice: 12d8+36 (90 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (-1 Size, +9 Natural), touch 9, flat-footed 18
    Base Attack/Grapple: +12/+20
    Attack: Tail Slap +15 melee (1d10+6/19-20)
    Full Attack: Tail Slap +15 melee (1d10+6/19-20)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Puncture, Always Ready, Veteran Opportunist
    Special Qualities: Darkvision, Dorsal Plates, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
    Saves: Fort +11, Ref +8, Will +9
    Abilities: Str 19, Dex 10, Con 16, Int 8, Wis 13, Cha 12
    Skills: Bluff +16, Hide +5, Intimidate +16, Knowledge (Religion, The Planes) +16, Listen +12, Move Silently +10, Spot +10
    Feats: Combat Reflexes, Cometary Collision, Hold the Line, Improved Bull Rush, Power Attack
    Challenge Rating: 8
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Dorsal Plates (Ex): Stegosaurs can maneuver to place their dorsal plates in an advantages position to block one foe, providing a +4 Shield Bonus. If that opponent attacks with an unarmed strike/grapple/melee weapon it must make a DC 13 Reflex Save (Save DC is Dex Based) or take 1d6 plus it's own Str modifier in slashing damage.

    Puncture (Ex): The Stegosaurs Tail Slap threatens a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Veteran Opportunist (Ex): You may now make Attacks of Opportunity when Flat-Footed. Additionally if you're opponents movement provokes an Attack of Opportunity, that Attack does not count towards your limit for Attacks of Opportunity.

    Combat: Stegosaurs usually ready an attack while guarding their charge.


    Raptor (Level 9)
    Large Outsider (Extraplanar, Evil)
    Hit Dice: 12d8+24 (78 hp)
    Initiative: +8
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-1 Size, +3 Dex, +6 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +12/+18
    Attack: Talon +13 melee (1d10+2/19-20)
    Full Attack: 2 Talons +13 melee (1d10+2/19-20) and 1 Bite +13 melee (1d10+1/19-20)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Pounce, Wounding Talons, Ambush
    Special Qualities: Darkvision 60', Scent, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
    Saves: Fort +11, Ref +10, Will +10
    Abilities: Str 15, Dex 17, Con 14, Int 8, Wis 14, Cha 10
    Skills: Bluff +10, Hide +8, Intimidate +10, Jump +10, Knowledge (Religion, The Planes) +15, Listen +12, Move Silently +12, Spot +12, Survival +12
    Feats: Dodge, Improved Initiative, Improved Multiattack, Mobility, Multiattack
    Challenge Rating: 8
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Ambush (Ex): You gain 1d6 Sneak Attack (see the Rogue ability in the PHB).

    Pounce (Ex): The Raptor can make a Full Attack on a Charge.

    Wounding Attacks (Ex): The Raptors Natural Weapons threaten a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Combat: Raptors tend to run in full bore and wail on whoever is in the way.


    Ceratopsian (Level 9)
    Large Outsider (Extraplanar, Evil)
    Hit Dice: 12d8+36 (90 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +12/+20
    Attack: Gore +15 melee (1d10+6)
    Full Attack: Gore +15 melee (1d10+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Enhanced Charge, Wounded Fury, Always Ready
    Special Qualities: Darkvision 60', Unexpected Burst of Speed, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
    Saves: Fort +11, Ref +9, Will +9
    Abilities: Str 19, Dex 12, Con 16, Int 8, Wis 13, Cha 10
    Skills: Bluff +12, Hide +5, Intimidate +14, Knowledge (Religion, The Planes) +17, Listen +13, Move Silently +10, Spot +12
    Feats: Greater Powerful Charge, Improved Bull Rush, Power Attack, Powerful Charge, Shock Trooper
    Challenge Rating: 8
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Enhanced Charge (Ex): The Ceratopsians Charge attacks threaten a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Unexpected Burst of Speed (Ex): 3/day a Ceratopsian can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds. During this time it gets a +2 to Attack rolls and does +1d6 damage on any successful Charge attack.

    Wounded Fury (Ex): Whenever a Ceratopsian takes damage it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

    Combat: Ceratopsians tend to launch themselves like little spiky torpedoes.


    Sauropod (Level 9)
    Large Outsider (Extraplanar, Evil)
    Hit Dice: 12d8+36 (90 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (-1 Size, +9 Natural), touch 9, flat-footed 18
    Base Attack/Grapple: +12/+20
    Attack: Tail Sweep +15 melee (1d10+6)
    Full Attack: Tail Sweep +15 melee (1d10+6)
    Space/Reach: 10 ft./5 ft. (10 ft. w/tail)
    Special Attacks: Trample, Always Ready, Tail Sweep
    Special Qualities: Darkvision 60', Powerful Build, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
    Saves: Fort +11, Ref +8, Will +9
    Abilities: Str 19, Dex 10, Con 16, Int 8, Wis 13, Cha 12
    Skills: Bluff +14, Hide +4, Intimidate +14, Knowledge (Religion, The Planes) +18, Listen +12, Move Silently +10, Spot +12
    Feats: Brutal Strike, Improved Bull Rush, Improved Overrun, Power Attack, Stalwart (see Dragon 323)
    Challenge Rating: 8
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Powerful Build (Ex): Whenever a Sauropod is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Sauropod is treated as one size larger if doing so is advantageous to him.

    A Sauropod is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Sauropod can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Trample (Ex): Your attacks on prone opponents threaten a Critical hit on a 19-20. If the Critical is successful you may make two damage rolls and use the better of the two.

    Tail Sweep (Ex): If you successfully hit with your Tail Sweep Attack you may immediately make a Trip attempt as a Free Action without provoking an Attack of Opportunity. You get a +4 Bonus on the Opposed Check.

    Combat: Sauropods tend to trip opponents and then jump up and down on them until they expire.


    Ankylosaur (Level 9)
    Large Outsider (Extraplanar, Evil)
    Hit Dice: 12d8+36 (90 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (- 1 Size, +11 Natural), touch 9, flat-footed 20
    Base Attack/Grapple: +12/+20
    Attack: Tail Slap +15 melee (1d10+6)
    Full Attack: Tail Slap +15 melee (1d10+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Always Ready, Stunning, Winded Opponent
    Special Qualities: Darkvision 60', Hard Armor, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
    Saves: Fort +11, Ref +7, Will +9
    Abilities: Str 19, Dex 10, Con 16, Int 12, Wis 13, Cha 8
    Skills: Bluff +16, Hide +9, Intimidate +16, Knowledge (Arcana, History, Religion, The Planes) +14, Listen +14, Move Silently +12, Spot +14
    Feats: Ability Focus (Stunning, Winded Opponent), Brutal Strike, Power Attack, Resounding Blow
    Challenge Rating: 8
    Alignment: Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

    Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

    Hard Armor (Ex): You are immune to Critical hits.

    Stunning (Ex): Opponents struck by the Ankylosaurs tail must make a DC 22 Fortitude Save (Save DC is Str based) or be Stunned 1 round. If the strike is a successful Critical, he is Stunned 1d4 rounds instead.

    Winded Opponent (Ex): Opponents struck by the Ankylosaurs tail must make a DC 22 Fortitude Save (Save DC is Str based) or be Fatigued for the duration of the encounter. If the strike is a successful Critical, he is Exhausted instead.

    Combat: Ankylosaurs tend to defend their charge, but instead of Readying and waiting for trouble like the Stegosaurs they are a little more proactive.
    Last edited by Bhu; 2013-01-28 at 11:56 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
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    Backup threads available here

  13. - Top - End - #373
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    GOBLIN (Cerilian)

    [IMG]Picture URL if you have one[/IMG]

    ”Well what have we got here boys?”

    Squat, bow legged Goblinoids with flat faces, pointed ears and sharp teeth. Skin color ranges from grayish-green to dull brown, and their eyes are red.

    GOBLIN RACIAL TRAITS

    Cerilian Goblins come in three flavors: Common (about 50% of the race), Elite (about 30% of the race), and Huge (about 20% of the race). Common Goblins are identical to Goblins, Elite Goblins are identical to Hobgoblins, and Huge Goblins are the equivalent of Bugbears. Favored Class is Fighter for all three types though.

    GOBLIN CHARACTERS
    If you like the idea of Goblins as professional Viking types, this is probably more your speed than the usual Goblinoids. And as a bonus you get a cuddly pet wolf. Who doesn’t like the idea of a pet wolf?
    Adventuring Race: Money, money, exterminating the other races to appease your God, and money. Did we mention money? Goblins will kill anything for money.
    Character Development: Give suggestions for making a character with this race.
    Character Names: Cerilian Goblins use the usual Goblin names.

    ROLEPLAYING A GOBLIN
    The world is yours if you’re willing to go out and take it by force (or at least so you believe). Unfortunately no matter how big a bully you may be there are always bigger ones. Fortunately you belong to a group, and they’re there for just such times.
    Personality: Cerilians are braver than most Goblins, and professional mercenaries who raid for money and glory. Unfortunately they’re still quite racist due to their religion but they’re more subtle about it. They aren’t mouth foamers who hang you in the town square, but you definitely have no legal rights in their territory.
    Behaviors: Cerilian Goblins love proving themselves. Their society is a sort of martial meritocracy with the biggest bully having the most respect.
    Language: Cerilian Goblins speak the Goblin language as usual despite their differences in appearance.

    GOBLIN SOCIETY
    Goblins are misogynistic tribes living in extended patriarchal clans. Unlike other Goblinoids they aren’t cowardly or prone to slave-taking, and in some ways are more ‘civilized’ in that they are cleaner, more organized, and technologically developed. They certainly aren’t any less evil.
    Alignment : Cerilian Goblins are Evil with a strong tendency towards Lawfulness due to the structure of their society. Everyone has it’s place, and anyone who doesn’t know their place gets shown it pretty quickly.
    Lands : Goblins are fairly widespread throughout Cerilia.
    Settlements : Goblins prefer desolate, lonely places where they can hide and launch raids from. They like to build forts in easily defensible places like hills, though many prefer plains and forests to raise their wolves and livestock.
    Beliefs : Cerilian Goblins generally worship Kartathok (aka Maglubiyet).
    Relations: Unlike Goblinoids of other worlds the Cerilian Goblins often trade with other races as they are well known miners, leathermakers, and mercenaries. They also occasionally raise livestock and are excellent wolf trainers.

    GOBLIN ADVENTURES
    · The livestock have fared poorly this year, and there’s no one nearby weak enough to raid. Even worse, since you have been raiding, everyone to big to hit isn’t willing to sell to you. So your parents have tasked you with going out into the world and finding some money. Congratulations on your new job as a professional sword for hire you poor fool.
    · Something is wrong with the wolves of late. They’ve been disobedient and fey, and hanging about with strange wolves coming from the forests. Time you find out what’s going on.
    · A Hill Giant has been bullying the fort into paying him tribute. As one of the tribes biggest Goblins you’ve been told to go hand him his own butt.


    Wolf Trainer
    You train wolves as mounts.
    Prerequisites: Goblin (Cerilian), Handle Animal 1 rank
    Benefits: +4 on Handle Animal, Ride, and Wild Empathy Checks related to wolves or Worgs.

    Wolfrider
    You are an experience wolf cavalryman.
    Prerequisites: Goblin (Cerilian), BAB +7, Mounted Archery, Mounted Combat, Ride-By Attack
    Benefits: You may use the following three tactical maneuvers (This may be taken as a Fighter Feat.):

    Ground and Pound You get a +4 Bonus on Damage rolls if you attack an opponent your Wolf/Worg Mount has Tripped before they can stand back up.

    Synchronized Attack Both you and your mount make Initiative rolls, and you both attack on whichever of the two is better.

    Roll You automatically make Soft Falls if your Mount is killed or falls, no roll is necessary.


    Backstabber
    You prefer to attack opponents unawares.
    Prerequisites: Goblin (Cerilian), Move Silently 4 ranks
    Benefits: If your opponent is Flat-footed or unaware of you, you may substitute a Move Silently Check for an Attack roll. This may be taken as a Fighter Feat.

    Improved Backstabber
    You have made a career of whacking people
    Prerequisites: Goblin (Cerilian), Backstabber
    Benefits: You may now also substitute a Move Silently Check for your Damage roll. This may be taken as a Fighter Feat.
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  14. - Top - End - #374
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    MERCENARY

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    ”You want us to kill a what?”

    Goblins often produce more children than their primitive economic model can handle. This leaves a lot of youngsters who need to prove themselves via some form of violence, and no one but each other to commit said violence upon. So a solution was made to hire rambunctious young adults out as mercenaries. It gets them training and battle experience, it gives them a chance for glory, and it gets them out of their parents hair.

    BECOMING A MERCENARY
    Being a Goblinoid Figher is all that’s required.

    ENTRY REQUIREMENTS
    Race: Goblin (Cerilian)
    Feats: Any 3 Fighter Feats
    Skills: Handle Animal 4 ranks, Ride 4 ranks
    BAB: +6


    Class Skills
    The Mercenaries’ class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Ambushin’
    2. +2    +3     +0     +3    Chargin’
    3. +3    +3     +1     +3    Whackin’
    4. +4    +4     +1     +4    Ambushin’
    5. +5    +4     +1     +4    Chargin’
    6. +6    +5     +2     +5    Whackin’
    7. +7    +5     +2     +5    Ambushin’
    8. +8    +6     +2     +6    Chargin’
    9. +9    +6     +3     +6    Whackin’
    10.+10   +7     +3     +7   Mother of God, What Am I Doing?
    Weapon Proficiencies: A Mercenary gains no new weapon or armor proficiencies.

    Ambushin’ (Ex): At Levels 1, 4, and 7 you may choose one from the following list of abilities (Save DC’s are Based on whichever Stat is used to make the attack, Str or Dex):

    Bonk If you successfully hit a Flat-Footed (or one who is unaware of you) opponent with a Blunt Weapon, he must make a Fortitude Save or be Stunned 1 round.

    Improved Bonk If you successfully hit a Stunned opponent, he must make a Fortitude Save or be Exhausted 1d6 rounds.

    Whack If you successfully hit a Flat-Footed (or one who is unaware of you) opponent with a Slashing Weapon, he must make a Fortitude Save or be Blinded 1 round.

    Improved Whack If you successfully hit a Blinded opponent, he must make a Fortitude Save or be Panicked 1d6 rounds.

    Poke If you successfully hit a Flat-Footed (or one who is unaware of you) opponent with a Piercing Weapon, he must make a Fortitude Save or be Nauseated 1 round.

    Improved Poke If you successfully hit a Nauseated opponent, he must make a Fortitude Save or be Paralyzed 1d6 rounds.

    Critical Injury Choose Bonk, Whack or Poke. If you successfully make a Critical hit when using that Ability your opponent gets no Saving Throw against it.

    Chargin’ (Ex): At Levels 2, 5, and 8 you may choose one from the following list of abilities:

    Whackin’ (Ex): At Levels 3, 6, and 9 you may choose one from the following list of conditions: Checked, Confused for 1 round, Fatigued for 1 round, Knocked Prone, Sickened for 1 round, or Staggered for 1 round. If you successfully make a Critical hit, your opponent immediately suffers this condition with no Save.

    Mother of God, What Am I Doing? (Ex): At 10th Level you awake to the sudden realization that there are better ways to spend your time than fighting, i.e. you have decided you want to live. Pursuant to this point you permanently gain the benefits of a Freedom of Movement spell through sheer force of will.

    PLAYING A MERCENARY
    One way or the other you’re going back to goblin land famous, or at least darn tough. Preferably after having killed a lotta stuff. Girls like it when you kill stuff, your Pa says so. Mom rolls her eyes when he says it but you notice they’re still married so it’s clobberin’ time!
    Combat: Combat is the reason you exist. You may not be as strong as an Ogre but you’re sure if you sneak up behind him and bludgeon him in the head often enough before running like hell he’ll eventually go down. You learn little tricks like that out in the field.
    Advancement: You tend to gain experience in some pretty odd things. You travel a lot and meet some pretty odd people before you kill them. So you learn versatility is a good thing unlike some Goblins.
    Resources: The resources you have available depend a great deal on how successful you have been and who is currently hiring you.

    MERCENARIES IN THE WORLD
    ”You don’t think they’ll take the money and run?”
    You sometimes find it sad you meet new things only to bash their heads in. Some of them might know where some good loot is. You should bash their heads after interrogating them.
    Daily Life: You have the typical daily existence of a soldier: boring training with occasional moments of mayhem and slaughter.
    Notables:
    Organizations: All Mercenaries are part of an organization. Mercenary companies are by definition an organization themselves of a sort, and only similar powerful groups have the money to hire you.

    NPC Reaction
    NPC’s are generally nervous of most mercenaries, and being as you’re Goblins as well they don’t exactly look on you fondly.

    MERCENARIES IN THE GAME
    This assumes the group are all traditional warrior types, or at least military, If not someone may be looking for an awol Goblin…
    Adaptation: This is obviously meant for Goblins in the Birthright setting but it can be adapted.
    Encounters: Mercenaries can be found plenty of places. They hire out as city or caravan guards, body guards, assassins, and even the usual wartime extras. If something needs watched or killed and there’s money to be had, they’re there.

    Sample Encounter
    EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    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 MERCENARY

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

    Goblin Racial Substitution Levels

    Fighter
    Level 4: Replace Bonus Feat with Wolf Companion.
    Wolf Companion: This works like the Druid’s Animal Companion Ability, except that you may only choose a Wolf (or substitute a Worg at Level 4, or a Dire Wolf at Level 7). Much like the Ranger your effective Druid Level for determining your Companions abilities is half your Fighter Level.

    Knight
    Level 3 and 4: Replace 4th Level Bonus Feat with Wolf Mount
    Wolf Mount: This works like the Druid’s Animal Companion Ability, except that you may only choose a Wolf (or substitute a Worg at Level 4, or a Dire Wolf at Level 7). Much like the Ranger your effective Druid Level for determining your Companions abilities is half your Knight Level.

    Paladin of Tyranny
    Level 5: Replace Special Mount with Wolf Mount.
    Wolf Mount: Instead of a warhorse your mount is a Worg.
    Last edited by Bhu; 2013-01-29 at 12:00 AM.
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  15. - Top - End - #375
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    GRODD GOBLIN

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    ”Cormyr will fall. We will be avenged.”

    Androgynous Goblinoids with lime green skin, and light blue eyes. Originally from the Forgotten Realm they are now trapped on a demiplane called Grodd that is tainted by the Plane of Shadow.

    GRODD GOBLIN RACIAL TRAITS
    · -2 Str, +2 Dex, -2 Cha
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
    · Humanoid with the Goblinoid Subtype
    · Base land speed 30 ft.
    · Darkvision 60’
    · Shadow Kinship (Ex): Centuries of dealing with beings from the Shadow Plane slipping into their own has made the Grodd Goblins resistant to them. They are immune to Str drain from Shadows.
    · +4 Racial Bonus to Move Silently Checks.
    · Automatic and Bonus languages
    · Level Adjustment: +0
    · Favored Class: Fighter or Shadowcaster

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years
    If there are any aging effects that differ from norm list them here.

    HEIGHT AND WEIGHT
    Base Height: 2’10”
    Height Modifier: +2d4”
    Base Weight: 35 lbs.
    Weight Modifier: x1 lb.

    GRODD GOBLIN CHARACTERS
    Grodd Goblins are pretty decent Shadowcasters and Fighters, and aren’t as sniveling or cowardly as many other Goblinoids are portrayed. If you want to play an odd Goblinoid, particularly a Caster of some sort, they do well.
    Adventuring Race: For Grodd Goblins the primary reason is revenge on Faerun for centuries of imprisonment on the demiplane. Though some do also venture for the usual reasons of power and glory.
    Character Development: Your size and immunity to Shadows could make you an excellent caster, particularly one that specializes in hunting or controlling undead.
    Character Names: Grodd Goblins still use typical Goblin names.

    ROLEPLAYING A GRODD GOBLIN
    Your odd appearance makes you both exotic and unsettling towards other races. They’re used to Goblins who act and look a certain way and you very definitely don’t fit the bill. Not to mention being unable to tell if you’re male or female gives a lot of races the heebies being as they are gender dimorphic.
    Personality: Grodd Goblins are far more civilized than ‘normal’ Goblins, and allow their women much more freedom than usual. Despite their hatred of humans and elves their personality and civilization is closer to either than to their Goblinoid ancestors.
    Behaviors: Grodd is a military rules city, so almost any Goblin worth his salt is either in the military, trying to invent things to better the military, or trying to get contracts with the military. Might makes right, and might comes with having really neat weapons and armor, so you need the spiffiest you can buy.
    Language: Grodd Goblins speak a corrupted form of Ancient Elven.

    GRODD GOBLIN SOCIETY
    Due to hundreds of years of isolation with a Dragon hellbent on training them to be an army of vengeance, the Grodd Goblins are remarkably advanced due to her tutelage. Some would put their city on par with some human realms. Unlike most Goblinoids the sexes are fairly equal, and females have no limits placed on them by society. Of course given their androgynous appearance telling the sexes apart isn’t always easy. They are currently a militocracy that allows slavery (but oddly enough isn’t particularly interested in it).
    Alignment : The Grodd Goblins lean strongly towards Neutrality after centuries of not encountering other races other than the occasional extraplanar invasion. The great Dragon who was their tutor was Evil, and their race has always leaned that way anyway, so it comes as little surprise that most of the current generation. is Evil as well.
    Lands : All Grodd Goblins currently live in the extradimensional city of Grodd.
    Settlements : Given the option of escape they would like to return to Cormyr, wipe out the humans there, and settle in.
    Beliefs : Grodd Goblins worship “The Iron One”, possibly a dimly half remembered aspect of Maglubiyet or a General whose name was lost in their flight from Cormyr centuries ago.
    Relations: Grodd Goblins aren’t much fond of other races. They’ll take them as slaves if the opportunity arises, and they don’t have to put forth much effort to do it. They truly hate the men and elves of Cormyr.

    GRODD GOBLIN ADVENTURES
    · An extradimensional portal has opened. You have been asked to find a way to shut it before it brings trouble.
    · Your people are dying and rising as Shadows, which is odd considering you are immune to their touch, You have been asked to find out what’s going on.
    · The city awakes to find a Toad the size of a house sitting in the main square. It appears to be native to the Plane of Shadow, will not budge, and doesn’t seem particularly easy to damage or effect. You have been asked to find out if it is a sentient being, and if so what it wants.



    Enhanced Shadow Kinship
    You’ve had to deal with more than just Shadows…
    Prerequisites: Grodd Goblin
    Benefits: You gain a +2 Bonus on all Saving Throws made against natives of the Shadow Plane.

    Skin of Night
    You’re hard to spot sometimes in the dark, almost like you’re invisible.
    Prerequisites: Grodd Goblin, Shadow Heritage (See Planar Handbook)
    Benefits: If you make a successful opposed Hide Check in an area of heavy shadow or darkness, you are considered Invisible as per the spell (this is a Supernatural Ability). You may use this 3/day.

    Empowered Shadow Companion
    Your Shadow has grown in size and power.
    Prerequisites: Grodd Goblin, Shadow Companion, Caster Level 3
    Benefits: Your Shadow Companion becomes Size Class Small.

    See in Darkness
    Your normal Darkvision becomes something much different.
    Prerequisites: Grodd Goblin, Wis 15+
    Benefits: You can see in magical or non-magical darkness as if it were ordinary daylight.
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  16. - Top - End - #376
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    GRODD ADEPT

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    “Everything that is, casts a shadow”

    Grodd Adepts are arcane casters who specialize in shadow magic, tapping the Plane of Shadow for power. They also study healing magic to keep themselves and other military units on their feet.

    BECOMING AN ADEPT
    Any Grodd Goblin who can cast Arcane spells with the Shadow descriptor is good to go.

    ENTRY REQUIREMENTS
    Race: Grodd Goblin
    Feats: Spell Focus (Illusion), Enhanced Shadow Reality (see Dragon 325, page 77)
    Skills: Knowledge (Arcana, The Planes) 4 ranks, Spellcraft 4 ranks
    Spellcasting: Must be able to cast 2nd Level Arcane spells, at least 1 of which must have the Shadow descriptor.


    Class Skills
    The Adepts’ class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Knowledge (Any)(Int), Move Silently (Dex), and Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Enhanced Spell List, +1 Level of existing Arcane Casting Class
    2. +1    +0     +0     +3    Shadow Magic, +1 Level of existing Arcane Casting Class
    3. +1    +1     +1     +3    Shadow Fighting, +1 Level of existing Arcane Casting Class
    4. +2    +1     +1     +4    Enhanced Spell List, +1 Level of existing Arcane Casting Class
    5. +2    +1     +1     +4    Shadow Magic, +1 Level of existing Arcane Casting Class
    6. +3    +2     +2     +5    Shadow Fighting, +1 Level of existing Arcane Casting Class
    7. +3    +2     +2     +5    Enhanced Spell List, +1 Level of existing Arcane Casting Class
    8. +4    +2     +2     +6    Shadow Magic, +1 Level of existing Arcane Casting Class
    9. +4    +3     +3     +6    Shadow Fighting, +1 Level of existing Arcane Casting Class
    10.+5    +3     +3     +7    Master, +1 Level of existing Arcane Casting Class
    Weapon Proficiencies: An Adept gains proficiency in all Simple Weapons.

    Enhanced Spell List: At Levels 1, 4, and 7 you may choose to add one of the following three categories of spells to your spell list:

    Any spells with the Darkness descriptor

    Any spells with the Shadow descriptor

    Any spells from the Healing subschool

    Shadow Magic (Ex): At Level 2 if you are casting a spell with the Shadow descriptor and fail a required Concentration Check (such as from casting defensively or being damaged), you do not lose the spell (it still doesn’t go off.

    At Levels 5 spells you cast do not provoke Attacks of Opportunity while in shadowy areas, darkness, of the Planes of Grodd or Shadow.

    At Level 7 choose any 2 spells you know with the Shadow descriptor and from now on their casting time is a Swift Action.

    Shadow Fighting (Ex): Beginning at Level 3 you gain a +4 Bonus when making Attacks of Opportunity in areas of intense shadow or darkness.

    At Level 6 you gain a +4 Bonus when Flanking in areas of intense shadow or darkness.

    At Level 9 your movement does not provoke Attacks of Opportunity in areas of intense Shadow or Darkness.

    Master (Su): You may now make a melee touch attack that does 1d6 Strength damage. If your opponents Strength dies he rises as a Shadow in 24 hours (you do not automatically control him). This is a negative energy effect.

    PLAYING AN ADEPT
    Despite public opinion you are not some twitchy weirdo, you are among the top brass of your culture. You just don’t always care to look the part as fine clothes and manners and such don’t appeal to you. After all you can just blast anyone that diplomacy doesn’t work on.
    Combat: You were meant for fighting and battlefield control, and you don’t mind participating in combat at all. You kind of live for it as a way of alleviating the boredom. Plus you have a lot of frustration to vent.
    Advancement: Grodd Adepts are military casters so their advancement is pretty well regulated.
    Resources: Grodd Adepts can draw upon the cities military and finances without reserve so long as it’s in defense of the realm or to find a way to destroy their hated enemies.

    ADEPTS IN THE WORLD
    ”What’s that freaky lil Goblin doing?”
    Adepts are virtual hermits as they are either studying, on guard duty, on raid duty, or trying to figure ways to reach Cormyr from Grodd.
    Daily Life: Your time is spent in furious study for the day you will be called upon to use your powers for the benefit of your fellows.
    Notables:
    Organizations: All Grodd Adepts belong to the Grodd military. They usually don’t willingly let Adepts go, so you’re in it for the long haul.

    NPC Reaction
    NPC’s don’t like you because your abilities make you dangerous, and they kind of think you’re skeevy in general. Other Grodd Goblins are jealous of your position, so pretty much you’re only other close friends are Adepts or military.

    ADEPTS IN THE GAME
    This assumes one of the PC’s is dedicated to defending Grodd/destroying Cormyr as part of the Goblinoid military. It could complicate relations with other PC’s whose goals are opposed to such.
    Adaptation: This is pretty much currently restricted to Faerun but it could be adapted easily.
    Encounters: Adepts are usually encountered accompanying the troops on raids, or defending Grodd from invasion.

    Sample Encounter
    EL 12: The PC’s have been hired to find out who keeps killing people and causing trouble at night in the city. Turns out it’s a weird little Goblin Wizard who’s ticked at the mayor for some reason.


    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 ADEPT

    Hit Die: d4
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Adept gains a Bonus Feat every 3 levels higher than 20th





    Grodd Goblin Racial Substitution Levels

    Shadowcaster
    Level 1: You gain access to new Mysteries from the Plane of Shadow School listed below

    Wizard
    Level 1: Replace Familiar with Shadow Companion.
    Shadow Companion: Your Familiar is a Tiny Shadow as opposed to the usual Familiar.

    Cleric
    Level 1: Grodd Clerics who worship the Iron One can choose from the following Domains: Shadow, Undead, War.



    NEW MYSTERY PATH: PLANE OF SHADOW (wip)

    Shadow Strands
    Apprentice, Plane of Shadow
    Level/School: 1st, Illusion (Shadow)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Up to one creature/level, no two of which can be more than 25 ft. apart
    Duration: 3 rounds
    Saving Throw: Will negates
    Spell Resistance: Yes

    Identical to the Net of Shadows spell (see Magic of Faerun).


    Darkness Has A Face
    Apprentice, Plane of Shadow
    Level/School: 2nd, Illusion (Shadow)
    Range: Personal
    Target: You
    Duration:10 minutes/level (D)

    Identical to the Shadow Mask spell (see Forgotten Realms Campaign Setting).


    Bag of Shadows
    Apprentice, Plane of Shadow
    Level/School: 3rd, Illusion (Shadow)
    Range: Touch
    Target: 1 ft.-diameter circle
    Duration: 1 minute/level (D)
    Saving Throw: No
    Spell Resistance: No

    Identical to the Shadow Cache spell (see Manual of the Planes).


    Shadow Weapon
    Initiate, Plane of Shadow
    Level/School: 4th, Illusion (Shadow)
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    Saving Throw: Will partial; see text
    Spell Resistance: Yes; see text

    This is identical to the Spectral Weapon spell (See Complete Adventurer).


    Black Portal
    Initiate, Plane of Shadow
    Level/School: 5th, Illusion (Shadow)
    Range: Personal and Touch
    Target: You and up to one touched creature/level
    Duration: 1 minute/Level
    Saving Throw: Will negates
    Spell Resistance: Yes

    This is identical to the Shadowfade spell (see Manual of the Planes).


    Touch of Shadow
    Initiate, Plane of Shadow
    Level/School: 6th, Abjuration (Shadow)
    Range: Medium (100 ft. + 10 ft./level)
    Target: 1 Shadow
    Duration: 1 round/level or concentration
    Saving Throw: None
    Spell Resistance: No

    This is identical to the spell Greater Shadow Tentacle (see Lords of Darkness).


    Shadow Guardian
    Master, Plane of Shadow
    Level/School: 7th, Conjuration (Summoning, Shadow)
    Range: Touch
    Duration: 1 hour/level (D)
    Saving Throw: Reflex half
    Spell Resistance: Yes

    This is identical to the Shadow Trap spell (see Champions of Ruin).


    Curse of Shadow
    Master, Plane of Shadow
    Level/School: 8th, Illusion (Shadow)
    Range: Touch
    Target: Creature Touched
    Duration: Permanent
    Saving Throw: Will Negates
    Spell Resistance: Yes

    Identical to Greater Bestow Curse (See Complete Divine).


    Shadow Apotheosis
    Master, Plane of Shadow
    Level/School: 9th, Illusion (Shadow)
    Range: Long (400 ft. + 40 ft./level)
    Target: One-mile radius spread, centered on a point in space
    Duration: 1 Day/Level (D)
    Saving Throw: Reflex partial; see text
    Spell Resistance: Yes

    This is identical to the Shadow Landscape spell (see Complete Divine).


    Shadow
    Tiny Undead (Incorporeal)
    Hit Dice: 1d12 (6 hp)
    Initiative: +3
    Speed: Fly 40 ft. (Good)
    Armor Class: 16 (+2 Size, +3 Dex,, +1 Deflection), touch 16, flat-footed 13
    Base Attack/Grapple: +0/-
    Attack: Incorporeal Touch +5 melee touch (1 point of Str)
    Full Attack: Incorporeal Touch +5 melee touch (1 point of Str)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Strength Damage
    Special Qualities: Darkvision 60’, incorporeal traits, undead traits, +2 Turn Resistance
    Saves: Fort +0, Ref +2, Will +3
    Abilities: Str -, Dex 16, Con -, Int 6, Wis 12, Cha 12
    Skills: Hide +11*, Listen +5, Search +6, Spot +5
    Feats: Dodge


    Shadow
    Tiny Undead (Incorporeal)
    Hit Dice: 2d12 (13 hp)
    Initiative: +2
    Speed: Fly 40 ft. (Good)
    Armor Class: 14 (+1 Size, +2 Dex,, +1 Deflection), touch 14, flat-footed 13
    Base Attack/Grapple: +0/-
    Attack: Incorporeal Touch +4 melee touch (1d3 points of Str)
    Full Attack: Incorporeal Touch +4 melee touch (1d3 points of Str)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Strength Damage
    Special Qualities: Darkvision 60’, incorporeal traits, undead traits, +2 Turn Resistance
    Saves: Fort +0, Ref +2, Will +4
    Abilities: Str -, Dex 14, Con -, Int 6, Wis 12, Cha 12
    Skills: Hide +7*, Listen +6, Search +7, Spot +6
    Feats: Dodge

    Strength Damage (Su): The touch of a shadow deals 1 point of Strength damage to a living foe (1d3 for Small Shadows). A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

    Skills:: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
    Last edited by Bhu; 2013-01-30 at 10:45 PM.
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  17. - Top - End - #377
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    BEASTMAN



    ”Tell me a story.”

    The original Beastmen of Mystara were created by Hel as repositories for the reincarnated souls of evil beings, and are the ancestors of most of the Goblinoid (and other Humanoid) races. They don’t breed true, and but for the fact that they are hairy monstrous primitives there is virtually little to link one member of the race to another as they seem capable of breeding with any Humanoid and their children inherit the traits of any random species within the bloodline. Even their size varies greatly. Skin color ranges from various shades of white, brown, yellow or green. Hair colors include black, brown, green, yellow, red, blue, or mottled. Eyes may be virtually any color (number of eyes varies from 1-3), ears may or may not be pointed (and vary in size), body parts may or may not be oversized, and they may or may not have fur. Teeth resemble humanoid or shark teeth, may or may not have pronounced canines, and may or may not have a pronounced over or under bite.

    BEASTMAN RACIAL TRAITS (Small)
    · -2 Int, -2 Wis
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character. Space is 5', Reach is 5'.
    · Type: Beastmen are Humanoid with any one subtype from the following list: Goblin-blooded, Giant-blooded, Human-blooded, Orc-blooded, Elf-blooded, Gnoll-blooded, Dwarf-blooded, etc. Basically any mammalian Humanoid-blooded. A Goblin blooded Beastman is also a Goblinoid for purposes of spells, PrC’s, abilities, etc. Beastmen may also take any Racial Feta as long as it meets certain requirements. It can’t take Feats that require a Racial Ability or physical ability (such as wings) that they do not have. Nor may they take Racial Feats that are purely cultural in nature. Ancient Beastmen also have the Evil Subtype.
    · Base land speed 30 ft.
    · Darkvision 60’
    · +3 Natural AC Bonus
    · Beastmen are proficient with Simple and Martial melee weapons as well as the Harpoon, Javelin, Net, and Sling. They are also proficient with Light Armor and Shields as well as Hide Armor.
    · Automatic Languages: Beastman, Common. Bonus Languages: Antalian, and Icevale Elvish.
    · Level Adjustment: +0
    · Favored Class: Barbarian

    BEASTMAN RACIAL TRAITS (Medium)
    · +2 Str, +2 Con, -2 Dex, -2 Int, -2 Wis
    · Size Class: Medium
    · Type: Beastmen are Humanoid with any one subtype from the following list: Goblin-blooded, Giant-blooded, Human-blooded, Orc-blooded, Elf-blooded, Gnoll-blooded, Dwarf-blooded, etc. Basically any mammalian Humanoid-blooded. A Goblin blooded Beastman is also a Goblinoid for purposes of spells, PrC’s, abilities, etc. Beastmen may also take any Racial Feta as long as it meets certain requirements. It can’t take Feats that require a Racial Ability or physical ability (such as wings) that they do not have. Nor may they take Racial Feats that are purely cultural in nature. Ancient Beastmen also have the Evil Subtype.
    · Base land speed 30 ft.
    · Darkvision 60’
    · +3 Natural AC Bonus
    · Beastmen are proficient with Simple and Martial melee weapons as well as the Harpoon, Javelin, Net, and Sling. They are also proficient with Light Armor and Shields as well as Hide Armor.
    · Automatic Languages: Beastman, Common. Bonus Languages: Antalian, and Icevale Elvish.
    · Level Adjustment: +0
    · Favored Class: Barbarian

    BEASTMAN RACIAL TRAITS (Large)
    · +10 Str, +6 Con, -4 Dex, -2 Int, -2 Wis
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10’.
    · Type: Beastmen are Humanoid with any one subtype from the following list: Goblin-blooded, Giant-blooded, Human-blooded, Orc-blooded, Elf-blooded, Gnoll-blooded, Dwarf-blooded, etc. Basically any mammalian Humanoid-blooded. A Goblin blooded Beastman is also a Goblinoid for purposes of spells, PrC’s, abilities, etc. Beastmen may also take any Racial Feta as long as it meets certain requirements. It can’t take Feats that require a Racial Ability or physical ability (such as wings) that they do not have. Nor may they take Racial Feats that are purely cultural in nature. Ancient Beastmen also have the Evil Subtype.
    · Base land speed 30 ft
    · Darkvision 60’
    · +5 Natural AC Bonus
    · A Large Beastman has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +3 base Attack Bonus, +1 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Listen, Spot, Survival, Swim. It also gets 2 Feats.
    · Beastmen are proficient with Simple and Martial melee weapons as well as the Harpoon, Javelin, Net, and Sling. They are also proficient with Light Armor and Shields as well as Hide Armor.
    · Automatic Languages: Beastman, Common. Bonus Languages: Antalian, and Icevale Elvish.
    · Level Adjustment: +2
    · Favored Class: Barbarian

    STARTING AGE
    Starting Age is identical to whichever Humanoid Subtype the Beastman has. For example if he is Goblin Blooded, then his Starting Age, and Aging Effects are the same as a Goblin.

    HEIGHT AND WEIGHT (SMALL)
    Use the Height/Weight chart for any Small Humanoid race.

    HEIGHT AND WEIGHT (MEDIUM)
    Use the Height/Weight chart for any Medium Humanoid race.

    HEIGHT AND WEIGHT (LARGE)
    Use the Height/Weight chart for any Large Humanoid race.

    BEASTMAN CHARACTERS
    If you want to play a tribal warrior of some type the Beastmen are good for that, and a bit more versatile than most other races. You also have a talent for certain types of magic because of your past.
    Adventuring Race: Beastmen go on adventures for glory, to prove themselves, because they’ve been outcast, to look for aid for the tribe, etc. They have as many reasons as humans do.
    Character Development: You can take just about any race specific Feat. This allows you a great deal of variety when making builds so take advantage.
    Character Names: Bagorr, Krugadd, Dakogg, Potakk, Zabozz (Beastman names aren’t gender specific).

    ROLEPLAYING A BEASTMAN
    You’re a lover and a fighter, and you waste no time participating in either activity. While you enjoy proving your ability to kick butt, you do have common sense. You know better than to start what you can’t finish or overextend yourself given the lean years of hardship you have endured.
    Personality: Surface Beastmen are generally cruel, merciless beings who have degenerated socially like the Goblinoids, giving the Hollow World Beastment something of a bad rep. Hollow Worlders tend to be open, generous, and hospitable as long as strangers are the same.
    Behaviors: Beastmen are mostly interested in hunting, fighting, and sex, not always necessarily in that order. Their life is often short, hard, and cruel, and it is to their credit that they do not let this make them cruel as well. Proving oneself in acts of physical or martial prowess are common.
    Language: Beastmen have their own harsh, gutteral language with lots of hard consonants.

    BEASTMAN SOCIETY
    Beastmen are warrior tribes living in societies vaguely similar to America’s Inuit tribesman (accent on the word vaguely). They admire great story tellers and feats of physical prowess or hunting. While they do like fighting, survival is most important and they do not go to war without great provocation. Resources are scarce and cannot be wasted in pointless fighting, though lack of them may cause war if there isn’t enough to go around. They do not discriminate against the female gender, and are welcoming of foreigners so long as they are not aggressive.
    Alignment : While originally created as hosts for some sort of evil spirits, the Beastmen of the Hollow World have moved on from their past for the most part and have no inclination towards one alignment or another. Surviving surface Beastmen tend more towards Chaotic or Neutral Evil.
    Lands : Most inhabit the Borean Valley and remain in the frozen northlands.
    Settlements : Some do stray into the upper world of Mystara, but their life is a hard one due to their reputation.
    Beliefs : Beastmen generally worship Ka the Preserver
    Relations: Beastmen have no real allies as they aren’t truly a unified people. They sometimes war with the Icevale Elves or Antalians over resources, and Goblinoids from the surface e world hate them. Actually most of the worlds surface humanoids aren’t fond of them as their legends still tell of the Beastmen as vessels for Evil.

    BEASTMAN ADVENTURES
    · Members of the tribe are reverting to their original nature and becoming cruel and evil. Possession is blamed, and you are to find the source of the problem and destroy it.
    · Great beasts are suddenly stalking the snow drifts where they shouldn’t be, as there is neither food nor the correct environment for them. Once again you have been called upon to find the source of this.
    · An evil Wokani is harassing the tribe for no reason anyone can discover. You are being sent as a diplomat to see what she really wants, and kill her if she is unreasonable.


    Teeth of the Beast
    You have some pretty nasty chompers.
    Prerequisites: Beastman, must be taken at 1st Level
    Benefits: You get a Primary Bite attack doing 1d6 plus your Strength Modifier.

    Senses of the Beast
    You can track prey by more traditional means.
    Prerequisites: Beastman, must be taken at 1st Level
    Benefits: You gain the Scent Ability.

    Oversized Hands
    Your hands, and sometimes arms, are much bigger than normal
    Prerequisites: Beastman, must be taken at 1st Level
    Benefits: You may wield weapons one size class larger than normal without penalty.

    Oversized Legs
    You have some mighty big feet.
    Prerequisites: Beastman, must be taken at 1st Level
    Benefits: You gain a +4 Racial Bonus on resisting Trip Checks.

    Fur of the Beast
    You are covered in thick fur.
    Prerequisites: Beastman, must be taken at 1st Level
    Benefits: You can Energy Resistance (Cold) 5.

    One Eye
    You are a cyclops.
    Prerequisites: Beastman, must be taken at 1st Level
    Benefits: You gain a +4Racial Bonus on Saves against Gaze Attacks.

    Many Eyes
    You are a Triclops or worse.
    Prerequisites: Beastman, must be taken at 1st Level
    Benefits: You may always take 10 on Spot and Search Checks.

    Mongrel
    You’re an odd mix, even for one of your kind
    Prerequisites: Beastman, must be taken at 1st Level
    Benefits: You gain two Subtypes at first Level as opposed to 1.

    Strength of the Giant
    You mayhave some Troll Blood
    Prerequisites: Beastman, must be taken at 1st Level, must be Large or Giant Blooded
    Benefits: You gain the Powerful Build ability.
    Last edited by Bhu; 2013-02-01 at 12:17 AM.
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  18. - Top - End - #378
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    HOSTS



    ”You want to see something scary?”

    The Beastmen were created to hold the reincarnated souls of evil beings, and some have reverted to their old ways. They agree to host the spirits of the Dead in return for power, while giving the spirit time in which to fulfill some goal it may have, or simply allow it to feel the pleasures of living again.

    BECOMING A HOST
    A few levels in Binder will do (or having the Bind Vestige Feat.

    ENTRY REQUIREMENTS
    Race: Beastman with the Evil Subtype
    Feats: Favored Vestige, Expel Vestige
    Skills: Concentration 4 ranks, Intimidate 4 ranks, Knowledge (Religion) 4 ranks


    Class Skills
    The Hosts class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Geography, History, Nature, Religion)(Int), and Sense Motive (Wis)
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Necromancy, Pact Augmentation
    2. +1    +3     +0     +3    Dead Knowledge
    3. +2    +3     +1     +3    Secrets of the Dead
    4. +3    +4     +1     +4    Necromancy
    5. +3    +4     +1     +4    Dead Knowledge
    6. +4    +5     +2     +5    Secrets of the Dead
    7. +5    +5     +2     +5    Necromancy
    8. +6    +6     +2     +6    Dead Knowledge
    9. +6    +6     +3     +6    Secrets of the Dead
    10.+7    +7     +3     +7    Necromancy
    11.+8    +7     +3     +7    Dead Knowledge
    12.+9    +8     +4     +8    Secrets of the Dead
    13.+9    +8     +4     +8    Necromancy
    14.+10   +9     +4     +9   Dead Knowledge
    15.+11   +9     +5     +9   Secrets of the Dead
    Weapon Proficiencies: A Host gains no new weapon or armor proficiencies.

    Necromancy (Su): You can sense the presence of, and communicate with, the Dead.

    At 1st Level you may cast Deathwatch, Detect Evil, Detect Undead and Hide from Undead at will as Supernatural Abilities. You are also aware of any corpse within 60'.

    At 4th Level you may cast Reveille, and Speak with Dead at will as Supernatural Abilities.

    At 7th Level you may cast Halt Undead at will as a Supernatural Ability.

    At 10th Level the range of all spells you cast as Supernatural Abilities via this class doubles.

    At 13th Level the effective ranges quadruples.


    Pact Augmentation: Your Binder and Host Levels Stack for purposes of determining the abilities you gain from Pact Augmentation, and the maximum Level of the Vestige you can Bind.

    Dead Knowledge (Ex): Your constant contact with the Dead gives you access to much knowledge. At 2nd Level you gain Dead Knowledge, which works in all ways like the Bardic Knowledge ability.

    At Levels 5, 8, 11, and 14 you may choose any Feat you qualify for as a Bonus Feat, or you may gain 4 ranks in any Skill (whatever skill you choose is now considered a Class Skill if it isn't already, and you spend the ranks as if it were a Class Skill).

    Secrets of the Dead (Su): In exchange for being limited to Binding on dead soul at a time, the Dead have given you access to powers only they understand. At Levels 3, 6, 9, 12, and 15 you may choose one Ability from the following list:

    Corrupting Touch You may make a melee touch attack doing 1d6 damage.

    Allip's Touch (Prerequisite: Corrupting Touch) You may make a melee touch Attack doing 1d4 Wisdom Drain.

    Devourer's Touch (Prerequisite: 9th Level) You may make a melee touch Attack and if successful your opponent gains 1 negative Level. The Save DC of the Willpower Save needed to remove it is Cha based.

    Liches Touch (Prerequisite: Corrupting Touch) In addition to damage, your Corrupting Touch now paralyzes opponents who fail a Fortitude Save (Save DC is Cha based) for 1d4 rounds.

    Shadows Touch (Prerequisite: Corrupting Touch) You may make a melee touch Attack doing 1d4 Strength Drain.

    Wraiths Touch (Prerequisite: Corrupting Touch) You may make a melee touch Attack doing 1d4 Constitution Drain.

    Ghostwalk (Prerequisite: 15th Level) You may gain or lose the Incorporeal Subtype at will as a Swift Action.

    Frightful Moan (Prerequisite: 6th Level) You can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the your moan for 24 hours.

    Create Spawn If you kill an opponent with one of your Secrets of the Dead Abilities it raises as an uncontrolled undead within 24 hours. Allip's Touch: Allip, Devourer's Touch: Wight, Liches Touch: Spectre, Shadows Touch: Shadow, Wraiths Touch: Wraith.

    Ghostskin You gain a Deflection Bonus to AC equal to your Charisma Modifier.

    PLAYING A HOST
    Somehow you have been returned to your races origins and you now host the souls of dead evil beings. Usually Humanoid servitors of the Immortals, but in a pinch any thing you can find.
    Combat: You avoid combat unless your host requires it or it is absolutely necessary. You are too important a part in the scheme of things to fall quietly in an obscure fight.
    Advancement: You serve the cause of Evil in many ways. You might be a simple enforcer. Perhaps you host a fallen tyrant or crime lord now running his organization from beyond the grave. What you do and learn depends a lot on what dead people you know.
    Resources: Hosts are little more than savage beasts despite their spiritual powers. They have what they can take by force and hold, unless the spirit they host made plans in life.

    HOSTS IN THE WORLD
    "We exiled Karag for being...difficult..."
    You interact more with those who have left the world than those who are in it. The living mean nothing to you. They don't grant you power.
    Daily Life: Much of your time is spent enacting your various schemes or those of whatever you have bound.
    Notables:
    Organizations: Hosts have no organization greater than master and student. They are highly individualistic, and their goals often work to cross purposes so they don’t much associate with one another,

    NPC Reaction
    You scare the crap out of most NPC's and rightly so. What kind of delusional maniac lets dead people take over his body.

    HOSTS IN THE GAME
    This class assumes the PC will not always be 'himself' so to speak. That could make for trouble.
    Adaptation: This is meant for darker campaigns set in the Hollow World but could be easily adapted.
    Encounters: Hosts could be encountered anywhere doing just about anything.

    Sample Encounter
    EL 12: The PC's are ice fishing when they see a man they know to be dead cheerfully hailing them. They know he's dead because they killed him...


    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 HOST

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Dead Knowledge You may choose a New Feat or Skill at Level 22 and every 3 levels thereafter.
    Bonus Feats: The Epic Host gains a Bonus Feat every 5 levels higher than 20th






    Beastman Racial Substitution Levels

    Binder
    Level 1: Soul Binding
    Soul Binding: You don’t pact with Vestiges, instead you allow yourself to be possessed by the spirits of dead evil beings. See below for stats.

    Barbarian
    Level 1: Replace Fast Movement with Snow-walker
    Snow-walker: You can move across ice and snow without penalty.

    Druid
    Level 1: Replace Animal Companion with Enhanced Spell List
    Enhanced Spell List: Instead of an Animal Companion the Druid gains 2 spells of each Level from either the Cleric or Wizard lists to add to his spell list. The spells cannot be from the Evocation school.

    Cleric
    Level 1: Beastmen worship Ka the preserver. His Domains are Community, Knowledge, Protection, Scalykind. Ka is Lawful Good.
    Last edited by Bhu; 2013-02-06 at 12:34 AM.
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  19. - Top - End - #379
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    NEW VESTIGES


    FIGHTER
    Vestige Level: 1
    Binding DC: 15
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You become proficient with a Fighter's weapons and armor, and gain some of his martial prowess.
    Armor Proficiency: You gain proficiency with all Armor.
    Shield Proficiency: You gain proficiency with all Shields except Tower Shields.
    Weapon Proficiency: You gain proficiency with Martial Weapons.
    Fighting Skill: You gain any one Fighter Feat you qualify for. You choose when you bind the Fighter and may not switch it until you Bind a different Fighter.

    SAMURAI
    Vestige Level: 1
    Binding DC: 15
    Special Requirement: Must be Lawful.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain a Samurai's fighting style and intimidating stare.
    Daisho Proficiency: You become proficient with the Katana and Wakizashi.
    Nito: You effectively have the Two Weapon Fighting Feat when wielding a Katana and Wakizashi.
    1000 Yard Stare: You gain a +4 Bonus on Intimidate Checks.
    Kiai: As a Free Action you may let out a scream while attacking, and you gain a +2 Bonus on the Attack and Damage rolls. Once you use this ability you may not use it for another 5 rounds.

    SWASHBUCKLER
    Vestige Level: 1
    Binding DC: 15
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain the use of the Swashbucklers more Acrobatic Fighting Style.
    Rapier Proficiency: You become proficient with the Rapier.
    Weapon Finesse: You gain the use of the Weapon Finesse Feat.
    Graceful Strike: You apply your Dex Modifier to damage rolls when using a Rapier as opposed to Str.
    Dodge: You gain the Dodge Feat.

    KNIGHT
    Vestige Level: 2
    Binding DC: 17
    Special Requirement: Must be Lawful.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain the Knight's fighting abilities.
    Heavy Armor Proficiency: You become proficient with Heavy Armor, and take no speed penalty while wearing it.
    Heavy Shield Proficiency: You become proficient with Heavy Shields.
    Martial Weapon Proficiency: You become proficient with Martial Weapons.
    Challenge Opponent: You may challenge a single opponent a a Swift Action, and you gain a +1 Bonus on AC against that foe.

    MONK
    Vestige Level: 2
    Binding DC: 17
    Special Requirement: Must be Lawful.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain a Monk's fighting abilities as well as their physique.
    Monks Fists: You gain the benefit of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as those of a monk of a level equal to your effective binder level. This ability does not grant you any other abilities of a monk,such as flurry of blows
    Feather Fall: You automatically fall as though under the influence of a
    feather fall spell. You can suppress or activate this ability as a standard action.
    Sprint: Your Land Speed increases +20'.
    Purity of Body: You become immune to poison and disease, magical or otherwise. You also gain a +1 Enhancement Bonus to all Saving Throws.

    NINJA
    Vestige Level: 2
    Binding DC: 17
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: What you get with this vestige.
    Sudden Strike: With your melee attack, you deal an extra 1d6 points of damage plus 1d6 points per four effective binder levels anytime your target would be denied its Dexterity bonus to Armor Class. This extra damage applies to ranged attacks only if the opponent is within 30 feet. The extra damage from sudden strike stacks with that from sneak attack whenever both would apply to the same target.
    Ghost Step: As a free action you may become Invisible for 1 round. Once used you may not use this Ability again for 5 rounds.
    Ki Dodge: As a free action you may gain Concealment (20% miss chance) against all attacks for 1 round. Once used you may not use this Ability again for 5 rounds.
    Poison Use: You don't risk accidentally poisoning yourself when applying poison to a weapon.

    PALADIN
    Vestige Level: 2
    Binding DC: 20
    Special Requirement: Must be Lawful or Chaotic
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: What you get with this vestige.
    Smite Evil: When attacking you may declare you are using this ability, and once used it cannot be used again for 5 rounds. If you successfully hit and your opponent is Evil, you do +1d6 damage.
    Aura of Courage : You become immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
    Mount: Once per day (i.e. once per binding session) you may summon a Heavy Warhorse which will serve you for the duration of the Binding, or until it is dead.
    Lay on Hands: You may heal yourself or an Ally or damage an Undead with a touch. Damage healed (or dealt) is equal to your Charisma Bonus. Once this ability is used you may not use it again for 5 rounds.

    SOULKNIFE
    Vestige Level: 2
    Binding DC: 17
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: What you get with this vestige.
    Mind Blade: This is identical to the Soulknife ability of the same name.
    Throw Mind Blade: This is identical to the Soulknife Ability of the same name.
    Psychic strike: This is identical to the Soulknife Ability of the same name (you get +1d8 damage). Once this ability is used it may not be used again for 5 rounds.
    Shape Mind Blade: This is identical to the Soulknife Ability of the same name.
    Last edited by Bhu; 2013-02-17 at 09:13 PM.
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  20. - Top - End - #380
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    BARBARIAN
    Vestige Level: 3
    Binding DC: 20
    Special Requirement: Can't be Lawful.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You become quicker, and can Rage like a Barbarian.
    Fast Movement: Your Base land speed increases by +10'.
    Rage: You gain a +2 Enhancement Bonus to Attack and Damage rolls and Fortitude Saves.
    Uncanny Dodge: Identical to the Barbarian Ability listed in the PHB.
    Trap Sense: You get a +2 Bonus to Reflex Saves to avoid traps, and a +2 Dodge Bonus to AC against traps.

    MARSHALL
    Vestige Level: 3
    Binding DC: 20
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain the Marshall's ability to command men.
    Minor Aura: This is identical to the Marshall Ability listed in the Miniature's Handbook. You choose which specific Aura you can use when Binding the Vestige.
    Major Aura: This is identical to the Marshall Ability listed in the Miniature's Handbook. You choose which specific Aura you can use when Binding the Vestige.
    Grant Move Action: This is identical to the Marshall Ability listed in the Miniature's Handbook. This may be used once per day (i.e. once per binding session).
    Diplomacy: You gain Wanderer's Diplomacy as a Bonus Feat.

    ROGUE
    Vestige Level: 3
    Binding DC: 20
    Special Requirement: Can't be Lawful.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain the Rogue's maneuverability and stabbiness.
    Sneak Attack: Identical to the Rogue Ability listed in the PHB. You get +1d6 Sneak Attack with an additional die for every 4 effective Binder Levels.
    Uncanny Dodge: Identical to the Rogue Ability listed in the PHB.
    Evasion: Identical to the Rogue Ability listed in the PHB.
    Trapfinding: Identical to the Rogue Ability listed in the PHB.

    SCOUT
    Vestige Level: 3
    Binding DC: 20
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain the Scout's fighting abilities.
    Skirmish: Identical to the Scout Ability listed in the Complete Adventurer. You get 1d6 Skirmish, plus another 1d6 per 4 effective Binder Levels.
    Trackless Step: Identical to the Scout Ability listed in the Complete Adventurer.
    Flawless Stride: Identical to the Scout Ability listed in the Complete Adventurer.
    Battle Fortitude: Identical to the Scout Ability listed in the Complete Adventurer. +1 on Fortitude Saves and Initiative Checks.

    SPELLTHIEF
    Vestige Level: 3
    Binding DC: 20
    Special Requirement: Can't be Lawful.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You get the Spellthief's magic snatching.
    Sneak Attack: Identical to the Rogue Ability listed in the PHB. You get +1d6 Sneak Attack with an additional die for every 6 effective Binder Levels.
    Steal Spell: Identical to the Spellthief Ability listed in the Complete Adventurer. You may steal spells of up to 3rd Level.
    Steal Spell-Like Ability: Identical to the Spellthief Ability listed in the Complete Adventurer.
    Spellgrace: Identical to the Spellthief Ability listed in the Complete Adventurer. Bonus to Saves is +1.

    HEXBLADE
    Vestige Level: 4
    Binding DC: 22
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You get the Hexblades supernatural powers.
    Hexblade's Curse: This is identical to the Hexblade Ability listed in the Complete Warrior. For purposes of determining the Save DC your Hexblade Level is equal to your Effective Binder Level. You may use the Curse twice per day (i.e. twice per binding session).
    Arcane Resistance: This is identical to the Hexblade Ability listed in the Complete Warrior.
    Mettle: This is identical to the Hexblade Ability listed in the Complete Warrior.
    Familiar: This is identical to the Hexblade Ability listed in the Complete Warrior. For purposes of determining your Familiars Abilities, your Hexblade Level is equal to your effective Binder Level.

    RANGER
    Vestige Level: 4
    Binding DC: 22
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You get the Rangers fighting style and friendship with animals.
    Favored Enemy: Identical to the Ranger Ability listed in the PHB (you may choose 1 Favored Enemy, plus one more for each 5 effective Binder levels..
    Wild Empathy: Identical to the Ranger Ability listed in the PHB.
    Combat Style: Identical to the 2nd Level Ranger Ability listed in the PHB.
    Animal Companion: Identical to the Ranger Ability listed in the PHB. For purposes of determining abilities your Ranger Level is equal to your Binder Level.

    WARLOCK
    Vestige Level: 4
    Binding DC: 22
    Special Requirement: Must be Chaotic.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You get the Warlock's supernatural abilities.
    Eldritch Blast: This is identical to the Warlock Ability listed in Complete Arcane. Damage is 1d6 plus another 1d6 per 4 effective Binder Levels.
    Detect Magic: This is identical to the Warlock Ability listed in Complete Arcane.
    Deceive Item: This is identical to the Warlock Ability listed in Complete Arcane.
    Invocation: This is identical to the Warlock Ability listed in Complete Arcane. When you first Bind this Vestige you may choose 1 Least or Lesser Invocation to use.

    WARMAGE
    Vestige Level: 4
    Binding DC: 22
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain the Warmages mix of armor and magic use.
    Armored Mage: You gain proficiency with Medium Armor.
    Warmage Edge: Identical to the Warmage Ability listed in Complete Arcane, but it only works with the two Spell-like Abilities you gain from this Vestige.
    Spells: Choose one 3rd Level and one 2nd Level spell from the Warmage spell list. You may cast them as a Spell-Like Ability 3 times per day.
    Last edited by Bhu; 2013-02-19 at 10:58 PM.
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  21. - Top - End - #381
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    BARD
    Vestige Level: 5
    Binding DC: 25
    Special Requirement: Can't be Lawful.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You get the Bards music and performance abilities.
    Bardic Knowledge: what it does.
    Bardic Music: You may use Bardic Music a number of times per day equal to your Binder Level divided by 4. You have access to all the Bardic Music abilities of a 9th Level Bard.
    Bardic Performance: You get a +8 Bonus on Perform Checks.
    Spell: Choose any one spell from the Bard list of 4th Level or less. You may cast it 3/day as a Spell-Like Ability.

    CRUSADER
    Vestige Level: 5
    Binding DC: 25
    Special Requirement: Must be Chaotic or Lawful.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain access to the Crusader's fighting style.
    Steely Resolve: Identical to the Crusader Ability of the same name, Crusader Level is the same as your Binder Level.
    Furious Counterstrike: Identical to the Crusader Ability of the same name, Crusader Level is the same as your Binder Level.
    Crusader's Strike: Choose any one Maneuver from any of the schools a Crusader can learn of 5th Level or less . You may use this Maneuver once per round.
    Crusader's Stance: Choose any one Stance from any of the schools a Crusader can learn of 5th Level or less .

    DUSKBLADE
    Vestige Level: 5
    Binding DC: 25
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain access to the Duskblade's fighting style.
    Arcane Channeling: You can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
    Spell: Choose any two spells from the Duskblade list of 3rd Level or less. You may cast them 3/day as a Spell-Like Ability. Twice per day you may cast one of them as a Swift Action.

    FACTOTUM
    Vestige Level: 5
    Binding DC: 25
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting..
    Granted Abilities: You gain access to the Factotums versatility.
    Inspiration: You get 6 inspiration points.
    Cunning Insight: Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Charisma modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
    Cunning Knowledge: When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your Binder level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.
    Cunning Strike: With a quick study of a vulnerable opponent’s defenses, you can spot the precise area you need to hit to score a telling blow. You can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your Binder level as your rogue level.

    BEGUILER
    Vestige Level: 6
    Binding DC: 25
    Special Requirement: None.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain access to Arcane magic and a few tricks.
    Cloaked Casting: The Save DC of any spell you cast increases by 2 if your target is Denied his Dexterity Bonus to AC. In addition you also get a +2 Bonus on rolls to overcome any Spell Resistance they may have.
    Spells: Choose any two spells from the Beguiler list of 6th Level or less. You may cast them 3/day as a Spell-Like Ability.
    Surprise Casting 3: When you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively. You may Feint as a Move Action instead of a Standard Action.

    DREAD NECROMANCER
    Vestige Level: 6
    Binding DC: 26
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain access to the Necromancers control of negative energy.
    Charnel Touch: Once every 5 rounds you can make a melee Touch Attack doing 1d8 negative energy damage plus 1 point per 4 Binder Levels. In addition your opponent must make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or be infected with a disease of your choice (see DMG).
    Rebuke Undead: You may Rebuke Undead (Cleric Level is equal to your Binder Level).
    Fear Aura: You can radiate a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 your class level + your Cha modifier) or become shaken. A creature who successfully saves cannot be affected by your fear aura for 24 hours.
    Negative Energy Burst: You can emit a burst of negative energy from your body, harming living creatures within 5 feet of you. This burst deals 1d4 points of damage per Binder level. A successful Will save (DC 10 + 1/2 your class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage you deal to living creatures. You can use this a number of times per day equal to your Binder Level divided by 5.

    PSYCHIC WARRIOR
    Vestige Level: 6
    Binding DC: 25
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You get some combat ability and access to psionic powers.
    Warrior Training: You gain proficiency with all Simple and Martial Weapons and all forms of Armor and Shields (except Tower Shields).
    Feat: Choose any 1 Fighter Feat you qualify for for the duration of the Binding session.
    Powers: Choose any two powers from the Psychic Warrior list of 5th Level or lest to use as Psilike Abilities to use once every 5 rounds each (Manifester Level is equal to Binder Level). Save DC's if any are Charisma based.

    SWORDSAGE
    Vestige Level: 6
    Binding DC: 25
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain access to the Swordsage's fighting styles.
    AC Bonus: You can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
    Quick to Act: You get a Bonus on Initiative Checks equal to your Binder Level divided by 4.
    Swordsage Strike: Choose any one Maneuver from any of the schools a Swordsage can learn of 7th Level or less . You may use this Maneuver once per round.
    Swordsage Stance: Choose any one Stance from any of the schools a Swordsage can learn of 7th Level or less .

    WARBLADE
    Vestige Level: 6
    Binding DC: 25
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gain access to the Warblades fighting style.
    Warblade Strike: Choose any one Maneuver from any of the schools a Warblade can learn of 7th Level or less . You may use this Maneuver once per round.
    Warblade Stance: Choose any one Stance from any of the schools a Warblade can learn of 7th Level or less .
    Battle Skill: You gain an Insight Bonus to all Attack rolls and Opposed Combat Checks equal to your Int Modifier.
    Uncanny Dodge: This is identical to the Rogue ability of the same name listed in the PHB.
    Last edited by Bhu; 2013-05-19 at 03:40 PM.
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  22. - Top - End - #382
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    FAVORED SOUL
    Vestige Level: 7
    Binding DC: 30
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You gains access to divine power.
    Energy Resistance: You gain Energy Resistance 10 to 2 different types of energy.
    Deities Weapon: Gain a bonus on attack and damage rolls with a specific weapon of your choice equal to your effective Binder Level divided by 5.
    Spells: Choose any 2 spells from the Sorcerer spell list of 7th Level of less. You may cast each of them 3/day as a Spell-Like Ability.

    SORCERER
    Vestige Level: 7
    Binding DC: 30
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You get access to Arcane Magic.
    Spells: Choose any 4 spells from the Sorcerer spell list of 7th Level of less. You may cast each of them 3/day as a Spell-Like Ability.

    PSION
    Vestige Level: 8
    Binding DC: 35
    Special Requirement: None
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You get access to Psionic Power.
    Powers: Choose any three Powers from the Psion list. You may cast them each 3/day as a Psi-Like Ability. Manifester Level is equal to your Binder Level, and Save DC's if any are Charisma based.
    Last edited by Bhu; 2013-05-19 at 03:41 PM.
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  23. - Top - End - #383
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    BIND CLERIC (Epic Vestige Feat)
    Prerequisites: Ability to Bind 8th Level Vestiges, Knowledge (Arcana, Religion, The Planes) 30 ranks
    Special Requirement: Must be identical in Alignment to the Cleric you wish to bind.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You can turn undead and gain access to divine magic.
    Spells: Choose any 3 spells from the Cleric spell list. You may cast each of them 3/day as a Spell-Like Ability.
    Turn Undead: You may Turn or Rebuke Undead as a Cleric (Cleric Level is equal to your Effective Binder Level.

    BIND DEMON (Epic Vestige Feat)
    Prerequisites: Ability to Bind 8th Level Vestiges, Knowledge (Arcana, Religion, The Planes) 30 ranks
    Special Requirement: Must be identical in Alignment to the Demon you wish to bind.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be an Ostegos, also referred to as a Death Demon.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: What you get with this vestige.
    Demon Form: This is identical to the Alternate Form Ability, but you can only become an Ostegos (see below for stats)

    BIND DRUID (Epic Vestige Feat)
    Prerequisites: Ability to Bind 8th Level Vestiges, Concentration 30 ranks, Knowledge (Arcana) 30 ranks, Knowledge (Nature) 15 ranks
    Special Requirement: Must be identical in Neutral.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
    Granted Abilities: You can change form and gain access to Druidic magic.
    Wild Shape: You may Wild Shape as a 20th Level Druid.
    Spells: Choose any 2 spells from the Druid spell list. You may cast each of them 3/day as a Spell-Like Ability.



    BIND WIZARD (Epic Vestige Feat)
    Prerequisites: Ability to Bind 8th Level Vestiges, Concentration 30 ranks, Knowledge (Arcana, The Planes) 30 ranks
    Special Requirement: Must be identical in Alignment to the Cleric you wish to bind.
    Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
    Sign: You now appear to be the dead person who you are hosting.
    Influence: None
    Granted Abilities: You gain access to Arcane Power.
    Spells: Choose any 4 spells from the Wizard spell list. You may cast each of them 3/day as a Spell-Like Ability.


    Ostegos
    Large Outsider (Chaotic, Evil, Extraplanar)
    Hit Dice: 7d8+49 (80 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Fly 60 ft. (Good)
    Armor Class: 22 (-1 Size, +2 Dex, +11 Natural), touch 11, flat-footed 20
    Base Attack/Grapple: +10/+21
    Attack: Claw +15 melee (1d8+6 plus paralysis)
    Full Attack: 2 Claws +15 melee (1d8+6 plus paralysis) and 1 Bite +13 melee (2d6+3 plus poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Paralysis, Poison, Spell-Like Abilities, Adamantine Claws
    Special Qualities: Darkvision 60', Damage Reduction 10/Good and Magic, SR 17
    Saves: Fort +14, Ref +9, Will +10
    Abilities: Str 23, Dex 15, Con 25, Int 8, Wis 16, Cha 16
    Skills: Concentration +7, Hide +8, Intimidate +10, Knowledge (any 1) +1, Listen +13, Move Silently +10, Search +2, Spot +12
    Feats: Combat Reflexes, Improved Initiative, Multiattack
    Environment: Any
    Organization: Solitary or Group (2-4)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 8-11 HD (Large), 12-21 HD (Huge)
    Level Adjustment: ---

    The Ostegos appears as a gaunt 10' tall humanoid with grey scales and batlike wings.

    Paralysis (Ex): Opponents struck by the Death Demon's claws must make a DC 20 Fortitude Save of be Paralyzed 1d4+1 rounds (Save DC is Con based). Adamantine claws tip their four fingered hands and their fangs drool poison. Their eyes burn like coals.

    Poison (Ex): Opponents struck by the Death Demon's bite must make a Fortitude Save to avoid being Poisoned. Injury, DC 20, Initial and Secondary damage is 1d8 Con

    Adamantine Claws (Ex): The Death Demon's claws are considered Adamantine for purposes of ignoring DR.

    Spell-Like Abilities (Sp): At will: Darkness, Greater Teleport.

    Combat: Ostegos normally wade directly into the fray attacking with teeth and claws.
    Last edited by Bhu; 2013-05-19 at 03:41 PM.
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  24. - Top - End - #384
    Titan in the Playground
     
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    So anyone have any thoughts on the last several critters?
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  25. - Top - End - #385
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    First couple of vestiges are up. Please be patient with me if you can it's gonna be a while to get through these.
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  26. - Top - End - #386
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    Well no one seems interested in the host/vestiges os I'll put this up whilst I slowly continue to edit them

    JOR



    "The human world will fall."

    The Jor are a reclusive swamp dwelling offshoot of the Orc race that lives in swamps. They are rumored to hire out as assassins and mercenaries. They appear as normal orcs, but with bluish green skin.

    JOR RACIAL TRAITS
    · +2 Str, +2 Dex, -2 Int, -2 Wis, -2 Cha
    · Size Class: Medium
    · Humanoid with the Orc Subtype
    · Base land speed 30 ft.
    · Darkvision 60’
    · Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    · Assassin Training: The following skills are always considered Class Skills for you: Craft (Poisonmaking), Hide, Move Silently
    · Automatic Languages: Common, Orc. Bonus Languages: Draconic, Bullywug, Giant, Goblin
    · Level Adjustment: +0
    · Favored Class: Rogue

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 4’10” Female: 4’5”
    Height Modifier: +2d12”
    Base Weight: Male: 150 lbs. Female: 110 lbs.
    Weight Modifier: x (2d6) lbs.

    JOR CHARACTERS
    If you want to play a truly evil monster, the Jor is for you. They compare to the worst humanity has to offer in real life, and cull any children who are physically deficient or disagree with the ruling social paradigm (i.e. aren't racist). Unlike other Orcs you're smart enough to smile and nod your head around the hated races so you can then stab them in the back later instead of being exterminated outright.
    Adventuring Race: The Jor have a radical hatred of humankind, far more so than even other Orcs who usually reserve their worst for the Elves. The reason for this antipathy is unknown, but it is the prime motivator for the whole race. Any adventures a Jor goes on are to finance or gain resources to this end.
    Character Development: Jor do their best when fighting in swamps or areas where they can find places to hide, and have access to materials to create poisons. You may wish to diversify your skills as all fights will not necessarily take place in your homeland, however.
    Character Names: Jor use regular Orc names.

    ROLEPLAYING A JOR
    Lets be honest, you're little more than a nazi. There is no atrocity unimaginable to you if it furthers your cause. No act too unspeakable. Hate has so infested your society that sociopathy is the norm. Unlike other Orcs you don't even attempt ethnic cleansing via miscegenation. There are no half Jor.
    Personality: The Jor are xenophobic racists, and their world view is colored through the lens of permanent racial warfare. They cannot and will not rest until they have exterminated the other humanoid races, especially men.
    Behaviors: With some exceptions the Jor are fairly similar to standard Orcs, they just prefer to fight from the shadows as opposed to running headlong into the enemy screaming.
    Language: Jor speak a version or Orcish.

    JOR SOCIETY
    Jors could be compared to the Japanese Ninja clans, the Thugee cult, or the Hashishin. Their goal is to overthrow mankind by a campaign of terror, sabotage, and assassination. Instead of great assaults like other Orc tribes do, they prefer to ruin states from within before allowing their cousins to sweep through what is left.
    Alignment : As with most Orcs, the Jor are almost universally Chaotic Evil. Unlike most Orcs, there is almost nothing of redeemable value within the Jor. Their habit of exterminating dissenters keeps them all pretty much of a similar mind.
    Lands : Jor prefer temperate marshlands.
    Settlements : Jor rarely travel far from the marshes in any large groups. They prefer to remain unobserved by the other races who consider the marshes inhospitable.
    Beliefs : The Jor worship the Orc pantheon as usual.
    Relations: Due to their chosen habitat the Jor often come into conflict with the Lizardfolk over resources. They are very xenophobic and hate the other humanoids, but really, really hate humans.

    JOR ADVENTURES
    · Humans have been seen in the swamp. You have been sent to capture them, torture them for information, and then see to it their bodies are never found.
    · One of the alchemists has invented a poison he believes will induce sterility in humans, thus ending their race. Your goal is to introduce it to their water supply to test it. Given the long term nature of it's effect you aren't sure how to verify this, so perhaps someone at home wants you out of the way...
    · The clan head wants to convince a nearby humanoid settlement to move. You have been told to sneak in at night and vivisect as many of their infants as necessary to accomplish this process.


    Jor Racial Substitution Levels

    Rogue
    Levels 10, 13, 16, 19: Jor gain additional options with the Rogue’s Special Ability
    Special Ability: Wound If you successfully hit an opponent with a Sneak Attack, he takes +1 damage per Sneak Attack die for 1d6 Rounds.

    Shock If you successfully Sneak Attack an opponent they are considered Flat-Footed until the beginning of your next turn.

    Born Assassin Once per day you may re-roll as many of your Sneak Attack dice as you wish.



    Scout
    Levels 4, 8, 12, 16, 20: You gain a few extra options to choose from when you take a Bonus Feat
    Bonus Feat: You may also choose from the Jor racial Feats, Poison Expert, or Poison Master.

    Ranger
    Level 1: Replace Wild Empathy with Kill All Humans!
    Kill All Humans!: You gain a +1 Competence Bonus on Attack and Damage rolls against humans. This stacks with Bonuses from Favored Enemy.
    Level 4: Replace Animal Companion with Uncanny Dodge
    Uncanny Dodge: This is identical to the Ability listed under the Rogue in the PHB. If you already have Uncanny Dodge you gain Improved Uncanny Dodge.
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  27. - Top - End - #387
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    JOR ASSASSIN



    "Begging me is a waste of both our times."

    Jor Assassins are dedicated to the destruction of humankind. Their rabid hatred unfortunately makes up for their skills. It's impossible to network and build a web of contracts and resources when you hate everyone who isn't an Orc. They still persist in the belief that one day their efforts will bear fruit.

    BECOMING AN ASSASSIN
    Being a typical Jor Rogue is all thats really required.

    ENTRY REQUIREMENTS
    Race: Jor
    Feats: Death Attack, Poison Use
    Skills: Hide 8 ranks, Move Silently 8 ranks
    Alignment: Must be Evil


    Class Skills
    The Asassins class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +0    Hitting the Target
    2. +1    +0     +3     +0    Improved Death Attack
    3. +2    +1     +3     +1    Cripple
    4. +3    +1     +4     +1    Hitting the Target
    5. +3    +1     +4     +1    Improved Death Attack
    6. +4    +2     +5     +2    Cripple
    7. +5    +2     +5     +2    Hitting the Target
    8. +6    +2     +6     +2    Improved Death Attack
    9. +6    +3     +6     +3    Cripple
    10.+7    +3     +7     +3    Master Assassin
    Weapon Proficiencies: An Assassin gains no new weapon or armor proficiencies.

    Hitting the Target (Ex): At first Level as a Swift Action you may reroll a number of Attack rolls equal to (your Int Modifier) times per day. You may announce this after the initial Attack roll has been made and failed.

    At 4th Level you gain 1 additional re-roll, and you may now use your re-rolls on damage rolls as well.

    At 7th Level you gain 1 additional re-roll. If an attack you make a re-roll on successfully kills an opponent, you do not lose those re-rolls used in the attack.

    Improved Death Attack (Ex): At 2nd Level the Save DC of your Death Attack becomes 12 plus 1/2 Hit Dice plus Int Modifier.

    At 5th Level you need only study an opponent 2 rounds instead of 3.

    At 8th Level if the opponent makes his Save and changes the Death Attack into a regular Sneak Attack, you gain +3d6 Sneak Attack dice for that hit.

    Cripple (Ex): At 3rd Level if you successfully Critically hit an opponent he is Denied his Dexterity Bonus to AC until the beginning of your next turn.

    At 6th Level he is Denied his Dex Bonus to AC for 2 rounds instead of 1.

    At 9th Level he also takes a -2 to Attack rolls, Damage rolls, and Saving Throws when he is Denied his Dex Bonus to Ac in this manner.

    Master Assassin (Ex): You gain an additional 3 re-rolls per day with Hitting the Target. You may now use these re-rolls on any Skill Check as well.

    PLAYING AN ASSASSIN
    Orcs may be the superior race, but to you nothing exemplifies the reasons Orcs should be running the world like humans. Normally Orcs reserve their worst venom for Elves given their history, but the Jor have an unusual hatred for men. Such hatred in fact that even other Orcs occasionally give pause and realize their swamp dwelling cousins may be a bit too unstable.
    Combat: Traditional combat is a waste of your time and skills. No one needs a professional killer in mass combat, or even skirmish level fighting. Why waste your skills on amateurs.
    Advancement: Assassins are sharply focused on building their skills on the job of killing targets. Any other concerns are unwanted distractions.
    Resources: As long as your goals fit in with the goals of the Assassins Guild, you have access to help and equipment.

    ASSASSINS IN THE WORLD
    "If you want to know why the local humans end up swinging from trees look to the local swamps for your answers."
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: You spend your time honing your skills, trying to think of better ways to perform your job and end humanity, and working on ever more interesting poisons. The rest of your time is spent cleaning up after these endeavors.
    Notables:
    Organizations: All Jor belong to an Assassin's Guild exclusive to their race. Not all of them are professional Assassin's, but they act as support for those who are.

    NPC Reaction
    You're about as popular as the Black Plague. Even people who are normally enemies are willing to temporarily ally to put down your Guild members.

    ASSASSINS IN THE GAME
    This class assumes one of your players characters is a psychopathic bigot indulging in a race war. It's probably best for NPC's.
    Adaptation: This is definitely meant for darker campaigns dealing with social issues.
    Encounters: Assassins are only encountered when going after targets. They do their best to fade into the background via disguise (magical or otherwise).

    Sample Encounter
    EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    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 ASSASSIN

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Bonus Feats: The Epic Assassin gains a Bonus Feat every 2 levels higher than 20th


    Poison Use
    You can avoid common mistakes when handling poison.
    Prerequisites: Jor, Craft (Poisonmaking) 4 ranks
    Benefits: Jor are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

    A Knife in the Dark
    You are proficient at ambushing opponents.
    Prerequisites: Jor, Move Silently 4 ranks
    Benefits: You gain a +2 Bonus on damage rolls against opponents you are Flanking or who are Flat-Footed or Denied their Dex Bonus to AC.

    Death Attack
    You have received the basics in Assassin training.
    Prerequisites: Jor, Level 6
    Benefits: If a Jor studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Jor's choice). While studying the victim, the Jor can undertake other actions so long as his attention stays focused on the target and the target does not detect the Jor or recognize the Jor as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Jor's Rogue class level + the Jor's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her helpless and unable to act for 1d6 rounds plus 1 round per level of the Jor. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Jor has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Jor does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

    Uncanny Dodge
    You've learned to defend yourself from Sneak Attacks as well.
    Prerequisites: Jor, Dex 13+, Level 3
    Benefits: This is identical to the Ability listed under the Rogue in the PHB. If you already have Uncanny Dodge you gain Improved Uncanny Dodge.
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  28. - Top - End - #388
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    Finished a few more vestiges and the Jor racial feats/substitution levels. Assassin has all his crunch except the capstone.
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  29. - Top - End - #389
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    ONDONTI



    "A people free to choose will always choose peace."

    Outwardly Ondonti resemble Orcs, if Orcs were serene and well-groomed. Legend has it that Priests of Eldath brought 30 orphaned Orcs to the Ondonti homeland and raised them in the ways of Eldath. Thus were the Ondonti born.

    ONDONTI RACIAL TRAITS
    · +2 Str, +2 Con, +2 Wis, -2 Int
    · Size Class: Medium
    · Humanoid with the Orc Subtype
    · Base land speed 30 ft.
    · Spell-Like Abilities (Sp): 3/day Purify Food and Drink and Sanctuary, 1/day Barkskin and Tree Shape. Caster Level is equal to Hit Dice.
    · +1 Racial Bonus on Fortitude Saves against Poison.
    · Immune to Charm spells and similar effects
    · Automatic Languages: Common, Orc. Bonus Languages: Any nearby race, Sylvan, Damaran
    · Level Adjustment: +1
    · Favored Class: Cleric (or Fighter if kidnapped)

    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: 4’10” Female: 4’5”
    Height Modifier: +2d12”
    Base Weight: Male: 150 lbs. Female: 110 lbs.
    Weight Modifier: x (2d6) lbs.

    ONDONTI CHARACTERS
    Traditional Ondonti are pretty much Clerics or Healers or Druids. They have no other Class that truly appeals to them given their vows of pacifism (some have of late become Illusionists though). The Zhentarim raised Ondonti rarely become much beyond Fighters due to their enforced training. But if you've ever wanted to play an Orc who was culturally and philosophically the opposite of the normal Orc they're all for you.
    Adventuring Race: Ondonti don't adventure. They have no need for gold or revenge or glory. They do not lust for power. The kidnapped Ondonti would be different if freed. Many of them aren't Evil or could easily be redeemed, but it is doubtful they would feel at home among their old people. They might adventure to free more kidnapped victims or other enslaved peoples.
    Character Development: Your vows of pacifism and never taking a life substantially disadvantage you in comparison to the typical adventurer. So either have some magical defenses, spells that don't do damage, or brush up on your stealth. Otherwise things will get troublesome for you.
    Character Names: Ondonti use human names.

    ROLEPLAYING AN ONDONTI
    You have more in common with Fey or Druids than you do with common Orcs. Your pacifistic to the point you refuse to take a life, not even to defend yourself or another (though martyrdom is acceptable). Kidnapped Ondonti are confused. They still have the predilections of their parents, so they aren't exactly adept at fighting. Metal armor feels unnatural to them, so they prefer to wear leather or just use Barkskin. In theory the Zhentarim will be able to mold them into an effective military but it will take a few generations.
    Personality: Despite being pacifists the Ondonti aren't timid. They may not cause harm, but that doesn't mean they sit idly by and blindly accept death. Zhentarim Ondonti are actually willing to kill, but only when necessary. Even being raised in a hellish military environment hasn't changed them entirely yet.
    Behaviors: Much of your time is spent farming or giving back to the land ensuring further generations will have it as an ally to support them. The rest is now spent trying to hide yourselves from the outside world while trying to figure out how to get back those of your people kidnapped by the Zhentarim.
    Language: Ondonti speak Orc and Damaran.

    ONDONTI SOCIETY
    The Ondonti are peaceful farmers who try to live in harmony with nature. They only kill animals if they need them for food or if the beast is dying or insane and their Clerics cannot fix them. Most would willingly die rather than take the life of another sentient being.
    Alignment : Regular Ondonti are almost exclusively Lawful and Good. Zhentarim kidnapees are either Lawful Neutral or Lawful Evil.
    Lands : Ondonti live exclusively in a secluded part of the Tortured Lands on Faerun.
    Settlements : There is a large faction of Ondonti kidnapped by the Zhentarim but other than that the Ondonti don't settle. They pretty much keep to themselves.
    Beliefs : The Ondonti exclusively worship Eldath, the Goddess of Peace and Quiet Places. Those kidnapped by the Zhentarim worship Bane if they worship anyone at all (though many still hold ELdath in their hearts).
    Relations: Until the Zhentarim raids the Ondonti were open and showed hospitality to all. What's left of them now use powerful magics to hide their tribe, and they have ceased all contact with the outside world.

    ONDONTI ADVENTURES
    · Zhentarim have been spotted nearby. You have been told to find a way to get rid of them after spying on them to find out what they want.
    · Rumors have reached the tribe of kidnapped Ondonti on the loose. Some of the rumors say they are killing indiscriminately, some say they are besieged on all sides and desperate. You have been asked to find the truth.
    · One of the clan elders has been acting odd. His behavior has raised sharp questions but he now frightens the others enough that they don't dare question him. You have decided to find out what has happened.


    Ondonti Racial Substitution Levels

    Healer
    Level 8: Replace Unicorn Companion with Expanded Spell List
    Expanded Spell List: The Ondonti Healer adds 2 spells of each Level to their Spell list. These spells must come from the Abjuration, Divination or Illusion schools, and cannot have the Fear or Evil descriptors or do damage.

    Cleric
    Level 1: Pacifist Casting
    Pacifist Casting: Ondonti Clerics of Eldath are forbidden to cast any spell that causes harm, and spells from the Necromancy school, that have the Evil descriptor, or that do damage are forbidden to them. However for each spell they lose from their spell list they may replace it with one of the same level from either the Druid list or the Abjuration school from the Wizard list, so long as they aren’t spells that do damage.

    Fighter
    Level 4: Replace the Level 4 Bonus Feat with Zhentarim Training
    Zhentarim Training: You may use Barkskin 3/day now.
    Last edited by Bhu; 2013-02-24 at 10:58 PM.
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  30. - Top - End - #390
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    ZHENTARIM SLAVE



    "There should be more to life than just fighting."

    Your parents were kidnapped and enslaved by the Zhentarim. Your generation was taken from them and raised in a manner similar to actual Orcs. You don't see the need for the hatred your masters attempt to instill. You've been brought around enough to their point of view to see why some people see a need for military intervention, but you don't understand what you see as the Zhentarim's irrationality.

    BECOMING A SLAVE
    Being an enslaved Ondonti usually.

    ENTRY REQUIREMENTS
    Race: Ondonti kidnapped by the Zhentarim
    Feats: Mounted Combat, Mounted Casting
    Skills: Intimidate 4 ranks, Ride 4 ranks
    Alignment: Can’t be Good


    Class Skills
    The Slaves class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), and Use Magic Device (Cha)
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Natural Caster
    2. +2    +3     +0     +0    Mounted Combat
    3. +3    +3     +1     +1    Defensive Fighter +1
    4. +4    +4     +1     +1    Natural Caster
    5. +5    +4     +1     +1    Mounted Combat
    6. +6    +5     +2     +2    Defensive Fighter +2
    7. +7    +5     +2     +2    Natural Caster
    8. +8    +6     +2     +2    Mounted Combat
    9. +9    +6     +3     +3    Defensive Fighter +3
    10.+10   +7     +3     +3    Mamluk
    Weapon Proficiencies: A Slave gains no new weapon or armor proficiencies.

    Natural Caster (Sp): At 1st Level you become able to cast Protection from Energy 3/day as a Spell-Like Ability.

    At 4th Level you become able to cast Panacea 1/day as a Spell-Like Ability.

    At 7th Level you become able to cast Plant Body 1/day as a Spell-Like Ability.

    Mounted Combat (Ex): At Levels 2, 5, and 8 you may choose a Bonus Feat from the following list: Improved Mounted Archery, Improved Mounted Casting (see below), Mounted Archery, Ride-By Attack.

    Defensive Fighter: When using your Barkskin Spell-Like Ability, the Natural AC Bonus it grants you increases by +1 at 3rd Level (+2 at 6th Level, +3 at 9th Level).

    Mamluk (Ex): At 10th Level you have gained your freedom via one means or another. You also now permanently have the benefits of a Freedom of Movement spell, and a +2 Bonus on your Willpower Saves.

    PLAYING A SLAVE
    You are little more than cannon fodder. You daily have rhetoric you don't understand or agree with beaten into you. Spirits are strong but you aren't sure how many generations will be able to hold before they resort to the ways of their Orcish ancestors.
    Combat: The Zhentarim are doing their best to train you as spellcasting shock troops, and failing. You don't like or feel comfortable in heavy metal armor and don't perform well in it. You don't feel the need to execute people who have already surrendered, and you prefer to fight more defensively. You use your head as opposed to simply throwing your life away charging blindly into the fray. Unfortunately the Zhentarim don't want defensively oriented troops who over think every situation, so life is not easy for you.
    Advancement: Your leaning privileges are granted or revoked at will by your masters. And the price they want for your learning new skills is to be their pet murderer.
    Resources: You get what the Zhentarim give you, and you'd better like it if you want to remain alive and whole.

    SLAVES IN THE WORLD
    "I almost pity them. Almost."
    You spend most of your time being brainwashed and beaten before being herded into battle in the hopes you perform better than last time. Casualties of the Zhentarim training program have been horrific, and you're dying off faster than they can replace you. You suspect they'll kill you all if they believe the experiment has failed so you persist in going along in the hopes of eventual rescue.
    Daily Life: Much or your time is spent in 're-education' camps. You escape only to see if you've become any better a t combat.
    Notables:
    Organizations: There are slowly forming organizations among the worshipers of Eldath dedicated to your rescue. You all are currently the property of the Zhentarim organization, barring rescue or death.

    NPC Reaction
    NPC's regard you with a mix of pity and horror.

    SLAVES IN THE GAME
    This class assumes you're a slave of evil beings, which implies the other PC's are either evil or slaves along with you.
    Adaptation: This is meant for campaigns in the Forgotten Realms obviously, but the class can be used elsewhere with adaptation.
    Encounters: You're generally encountered during Zhentarim raids, or caged in Zhentarim bases.

    Sample Encounter
    EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    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 SLAVE

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


    Enhanced Casting
    You may use Barkskin or Sanctuary more often.
    Prerequisites: Ondonti, Wis 13
    Benefits: You may now use Barkskin 3/day or Sanctuary at will (choose when you take this Feat).

    Stone Caster
    Your defensive casting abilities are enhanced.
    Prerequisites: Ondonti, 9th Level
    Benefits: You may now cast Stoneskin as a Spell-Like Ability 1/day.

    One with the Forest
    You may do more than look like trees.
    Prerequisites: Ondonti, Level 9
    Benefits: You may now cast Tree Shape 3/day, and may cast Tree Stride once per day as a Spell-Like Ability.

    Tribal Protector
    You may learn new spells.
    Prerequisites: Ondonti, must have Levels in any spellcasting class, Wis 15
    Benefits: Choose any spell from any spell list as long as it's from the Abjuration, Divination, Conjuration (Healing), Enchantment, or Illusion schools (as long as they don't do damage) and add it to your own spell list. This must be a spell whose Level you could cast. For example if you're a Cleric, and the current maximum Level of spell you can cast is 5th, then you can use this to learn any appropriate spell of 5th Level or less.

    Improved Mounted Casting
    You may protect your mount.
    Prerequisites: Mounted Casting
    Benefits:When casting Spells or Spell-Like Abilities that normally have a target or Personal or 1 Creature on yourself, you may share the effects with your mount if you are touching it.
    Last edited by Bhu; 2013-02-24 at 10:57 PM.
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