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  1. - Top - End - #451
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    VERBEEG

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

    "I smell blood...:

    The Verbeeg appear as 10' tall humans that are incredibly strong despite being thin and gangly. Most also have some form of minor deformity.

    VERBEEG RACIAL TRAITS
    · +8 Strength, +6 Constitution, +2 Intelligence, +2 Wisdom, -2 Dexterity, -2 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant, giving them Low Light Vision
    · Base land speed 40 ft.
    · +3 Natural Armor Bonus.
    · Racial Hit Dice: A Verbeeg begins with five levels of Giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. A Verbeeg's Giant levels give it skill points equal to 8 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Bluff, Intimidate, Listen, Spot, and Survival. Verbeeg are proficient with Simple and Martial Weapons and all Armor, and all Shields except Tower Shields.
    · Automatic Languages: Giant. Bonus Languages: Common
    · Level Adjustment: +2
    · Favored Class: Marshall

    STARTING AGE
    Adulthood: 40
    Barbarian, Rogue, Sorcerer: +3d6
    Bard, Fighter, Paladin, Ranger: +5d6
    Cleric, Druid, Monk, Wizard: +7d6

    AGING EFFECTS
    Middle Age: 125
    Old: 188
    Venerable: 250
    Maximum Age: +2d%

    HEIGHT AND WEIGHT
    Base Height: Male: 8'5" Female: 8'
    Height Modifier: +1d20
    Base Weight: Male: 300 lbs. Female: 250 lbs
    Weight Modifier: x 2d4 lbs

    VERBEEG CHARACTERS
    Given their stats, Verbeeg are well suited towards being either melee or Wisdom based casters. Many end up becoming Marshals, buffing their Hill Giant allies.
    Adventuring Race: Verbeeg are cowards at heart and are never found alone. And outcast from the tribe faces certain death if he cannot adopt a new group, and many Verbeeg outcasts become mercenaries for this reason (though a great many also pursue revenge as well).
    Character Development: If you pursue the usual Verbeeg model of combat you'll be standing in the back a lot picking off people at range, so make sure to take Feats which will allow you to use your strength to your advantage.
    Character Names: Verbeeg usually use Giant names.

    ROLEPLAYING A VERBEEG
    It's so easy to goad the dumber Giants into doing your bidding. They could crush you easily, yet you boss them around as you would children, never letting them realize the settlements they raid are more of a danger to you than to them.
    Personality: The Verbeeg are a spiteful, hate-filled, self centered people. They make alliances purely of convenience, and maintain them only so long as it happens to be convenient to them.
    Behaviors: The Verbeeg are obsessed with hunting and spend much time perfecting their woodcraft. They also love to lord it over their dumber brethren, just never quite pushing it far enough to get the beating they deserve.
    Language: Verbeeg speak Giant, with more than a few knowing Common as well.

    VERBEEG SOCIETY
    The Verbeeg are primitive tribes living a parasitic existence alongside their more powerful Giant kin. The Verbeeg give them the benefit of tactical expertise and ranged backup, and in return the Verbeeg share in the food resulting from the Giants raids.
    Alignment : The Verbeeg are almost exclusively Neutral Evil, as those who arent don't lastt into adulthood.
    Lands : Verbeeg tend to inhabit temperate, hilly lands, much the same as Hill Giants and Ogres.
    Settlements : Some Verbeeg clans have been forced out into colder hills away from their giant kin.
    Beliefs : Most Verbeeg worship Karontor, though a select few may worship other Neutral or Evil members of the Giant Pantheon.
    Relations: Verbeeg get along well with Ogres and Hill Giants, but not much else. They are highly carnivorous and regard most humanoids as food. If there are no Giant available they ally with Worgs instead, or some other monster similarly aligned to them.

    VERBEEG ADVENTURES
    · The Hill Giant Shaman has informed his people that their God Grolantor has abandoned them, and the end of their race is nigh. You're pretty certain this is absolute crap, and need to find out what he's really up to.
    · After recent lights seen in the sky, your Worg allies have been avoiding you, and you have heard reports of them running wild through humanoid settlements. You wonder if they have become rabid, or perhaps something else is influencing them.
    · Things have gone badly since the local Shaman declared some magical artifact taken off a caravan to be useless. Since throwing it on the trash pile the tribes fortunes have gone downhill considerably, with obvious supernatural events being the cause. Access to the trash heap is blocked by Otyughs and less recognizable beasts who are suddenly swarming the area.



    Verbeeg Racial Substitution Levels

    Marshal
    Level 1: The Bonus from the Marshal's Minor Aura's is based off your Wisdom Modifier instead of your Charisma Modifier.
    Ability:

    Factotum
    Level 3: Replace Brains Over Brawn with Sneaky Git.
    Sneaky Git: At 3rd level, you gain your Intelligence bonus as a modifier on Dexterity checks, and checks involving skills based on Charisma or Dexterity, such as Hide, Bluff, and Diplomacy.

    Scout
    Levels 4, 8, 12, 16, and 20: Replace Bonus Feats with Manslayer.
    Manslayer: At Level 4 you gain a +1 Bonus on Damage rolls made against Humanoids, which increases by +1 at Level 8, 12, 16 and 20.
    Last edited by Bhu; 2013-10-23 at 08:00 PM.
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  2. - Top - End - #452
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    VERBEEG SPEARMAN



    "MOVE THAT *BEEEEEEEEEEEEP*"

    Verbeeg Spearmen serve as the tacticians for raiding parties of Giants or Worgs. They also provide ranged support during combat in addition to barking orders.

    BECOMING A SPEARMAN
    Usually entered by Verbeeg Marshals.

    ENTRY REQUIREMENTS
    Class Abilities: Grant Move Action, Major Aura (Motivate Ardor)
    Skills: Bluff 6 ranks, Intimidate 6 ranks
    Feats: Brutal Throw, Precise Shot
    Race: Verbeeg


    Class Skills
    The Spearman's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (Local, Nature)(Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis)
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    Grant Move Action +1/day
    2. +1    +0     +3     +3    Enhanced Major Aura +1
    3. +2    +1     +3     +3    Enhanced Throwing Range +30'
    4. +3    +1     +4     +4    Grant Move Action +1/day
    5. +3    +1     +4     +4    Enhanced Major Aura +2
    6. +4    +2     +5     +5    Enhanced Throwing Range +60'
    7. +5    +2     +5     +5    Grant Move Action +1/day
    8. +6    +2     +6     +6    Enhanced Major Aura +3
    9. +6    +3     +6     +6    Enhanced Throwing Range +90'
    10.+7    +3     +7     +7    Motivational Speaker
    Weapon Proficiencies: A Spearman gains no new Armor or Weapon Proficiencies.

    Grant Move Action (Ex): At Levels 1, 4, and 7 you may use your Grant Move Action an additional time per day (this stacks with uses of the ability you gain from the Marshal Class)

    Enhanced Major Aura (Ex): At Level 2 the Bonus from your Major Aura increases by +1 (and an additional +1 at Levels 5 and 8). This stacks with the Bonus you get from the Marshal Class.

    Enhanced Throwing Range (Ex): The Range increment of weapons you throw increases +30' at Level 3, with an additional +30' at Levels 6 and 9.

    Motivational Speaker (Ex): At 10th Level you learn a new Major Aura, Motivate Strength. The Range Increment of your Allies increases by (Aura Bonus times 10 ft.).

    PLAYING A SPEARMAN
    You are the brains of a small but potentially profitable band of monsters and thugs. You provide the tactics, they provide the muscle. Occasionally things go bad and you have to find a new band of monsters to bully about. Assuming you can find gullible ones.
    Combat: Your goal is to herd the Ogres or Hill Giants (or whatever stupid but physically powerful being you've allied with) into a frontal assault on the enemy while you pepper the bad guys with thrown weapons from afar.
    Advancement: Most Spearmen generally concentrate on buffing their pawns or fighting from range. There's a case to be made for both after all.
    Resources: You're smart enough to get the pick of the loot the dumber Giants don't pay attention to. But beyond that your still basically a primitive tribesman with nothing but what you can take or steal.

    SPEARMEN IN THE WORLD
    "E's good fer when the crap starts ter fly that boy is."
    You're always scheming. Always. It's how you stay alive. The other will pick your bones clean if you don't keep up with them. You live with what are effectively a pack of wolves who will devour one another the moment times go bad. Your job is to make sure those times never occur.
    Daily Life: Much of your time is spent plotting on what target to hit and scrabbling for survival.
    Notables:
    Organizations: The vast majority of Spearmen work in small bands. Some few find their way into mercenary work but most prefer small raiding parties that do hit and run missions.

    NPC Reaction
    Given your chosen profession NPC's are generally not desirous of your presence.

    SPEARMEN IN THE GAME
    This assumes one of your PC's is (or at least was) an evil anthropophagous monster raiding Humanoid settlements. Might put a damper on the parties prospects for employment.
    Adaptation: This assumes an all evil campaign. If it's not, the PC may wish to explain his change of heart/alignment.
    Encounters: Spearmen are generally encountered in raids or running from them.

    Sample Encounter
    EL 13: The PC's ride up to the only town in 75 miles to find it being assaulted by a group of giants. While debating about what to do, a thin, sickly looking giant spots them and begins barking orders. Uh oh...


    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 SPEARMAN

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



    Verbeeg Racial Feats

    Steel Hedge
    You have trained thoroughly with your races preferred weapons.
    Prerequisites: Verbeeg, Must be proficient with any form of Shield as well as Spears, Weapon Focus (Spear)
    Benefits: When making a Ranged Attack with a Spear and using a Shield you do not provoke an Attack of Opportunity.


    Pile On
    It's so much easier to attack wounded prey.
    Prerequisites: Verbeeg, BAB +3
    Benefits: When you successfully attack an opponent who has already been damaged in the round, or who is suffering from a Penalty due to a Class Ability, Feat, or Special Attack you do an extra +1d6 damage.


    Gut
    It's also much easier to dispatch them.
    Prerequisites: Verbeeg, Pile On
    Benefits: When you successfully attack an opponent who has already been damaged in the round, or who is suffering from a Penalty due to a Class Ability, Feat, or Special Attack you threaten a Critical on a natural 18-20.


    Sneaky
    You are surprisingly good at hiding for something your size.
    Prerequisites: Verbeeg or Voadkyn, Hide 6 ranks
    Benefits: You do not take Size Penalties to Hide Checks.
    Last edited by Bhu; 2013-11-15 at 11:31 PM.
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  3. - Top - End - #453
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Spearman is almost done. Sorry I've been taking so long, but I've been trying to make rent and I've had some unsettling news. I'll get stuff done soon.


    Voadkyn
    Large Giant
    Hit Dice: 7d8+21 (52 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-1 Size, +3 Dexterity, +3 Studded Leather), touch 12, flat-footed 12
    Base Attack/Grapple: +5/+15
    Attack: Greatsword +10 melee (2d6+6/19-20) or Composite Longbow(+6 Str Bonus) +7 ranged (2d6+6/x3)
    Full Attack: Greatsword +10 melee (2d6+6/19-20) or Composite Longbow(+6 Str Bonus) +7 ranged (2d6+6/x3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Ambush, Alter Self
    Special Qualities: Low Light Vision, Dark Vision 90’, Immunities
    Saves: Fort +8, Ref +5, Will +2
    Abilities: Str 22, Dex 16, Con 16, Int 14, Wis 10, Cha 10
    Skills: Hide +9, Listen +10, Move Silently +13, Spot +10
    Feats: Far Shot, Improved Initiative, Point Blank Shot
    Environment: Cold or Temperate Hills
    Organization: Solitary or Family (2-5), or Tribe (21-30 +35% noncombatants plus 1-4 Dire Wolves and/or 1-4 Wood Elves
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Chaotic Good
    Advancement: By Character Class
    Level Adjustment: +5

    Voadkyn appear as 9+ foot tall Wood Elves with lantern jaws (they need big molars to grind all the vegetation they eat). Most carry a human sized Greatsword they conceal in a walking stick, and a giant sized composite longbow which is their preferred method of defense. Those who wear armor usually prefer some sort of leather or ring mail.

    Camouflage (Ex): This is identical to the Ranger ability of the same name.

    Alter Self (Su): Voadkyn may cast Alter Self at will as a Supernatural Ability.

    Immunities (Ex):
    Voadkyn are immune to Sleep effects, and have a +8 Racial Bonus against spells from the Charm subschool or effects that duplicate them.

    Combat: Voadkyn usually snipe from hiding, wielding their swords one handed if pressed into melee. They don't initiate combat, and usually only fight in self defense.
    Last edited by Bhu; 2013-11-25 at 05:57 PM.
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  4. - Top - End - #454
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    VOADKYN



    "Silence is a virtue."

    The Voadkyn are slender Giants vaguely resembling lantern jawed Wood Elves. They are devoid of body hair, and are colored just about any shade of brown mixed with yellow and green. Most wear only short trousers or a kilt and a leather bracer. Their head seem slightly outsized due to the massive jaws and teeth they need for chewing their normal diet of tough plant matter and seeds/nuts.

    VOADKYN RACIAL TRAITS
    · +12 Strength, +6 Dexterity, +6 Constitution, +4 Intelligence.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant, giving them Low Light Vision
    · Base land speed 40 ft.
    · Camouflage (Ex): This is identical to the Ranger ability of the same name.
    · Alter Self (Su): Voadkyn may cast Alter Self at will as a Supernatural Ability. Unlike normal you can assume the form of any Humanoid as opposed to any Giant.
    · Immunities (Ex): Voadkyn are immune to Sleep effects, and have a +8 Racial Bonus against spells from the Charm subschool or effects that duplicate them.
    · Racial Hit Dice: A Voadkyn begins with seven levels of Giant, which provide 7d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. A Voadkyn's Giant levels give it skill points equal to 10 × (2 + Int modifier, minimum 1) and 3 Feats. Its class skills are Hide, Listen, Move Silently and Spot. Voadkyn are proficient with Simple and Martial Weapons and Light Armor.
    · Automatic Languages: Giant. Bonus Languages: Common, Elven, Sylvan.
    · Level Adjustment: +5
    · Favored Class: Ranger

    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

    AGING EFFECTS
    Middle Age: 175
    Old: 263
    Venerable: 350
    Maximum Age: +4d%

    HEIGHT AND WEIGHT
    Base Height: Male: 8'5" Female: 8'
    Height Modifier: +1d20"
    Base Weight: Male: 500 lbs. Female: 400 lbs.
    Weight Modifier: x (2d8) lbs.

    VOADKYN CHARACTERS
    Voadkyn are generally equally adept at melee or ranged combat (or most at least try to be), and would be decent Int based casters were it nor for their LA/Racial HD. Given their preference for stealth a sneaky combatant seems best.
    Adventuring Race: Voadkyn are solitary and reclusive by nature. They have little need for money as they strive to be self-sufficient or barter for their needs. For these reasons (and their avoidance of other races) adventuring Voadkyn are rare. Usually it's to protect or aid loved ones, or to take revenge for their deaths.
    Character Development: Make the best of developing your Camouflage ability. No one expects the sneakery Giant.
    Character Names: Voadkyn typically use Giant or Elven names.

    ROLEPLAYING A VOADKYN
    You must protect your lands from outside influences. You won't kill the ones that aren't obviously Evil, but you will do your best to scare them off. In times of need you may even aid them, even though you long for solitude.
    Personality: Wood Giants are pretty much total downers. They are overwhelmingly dull, dislike loud noises, and are grim and brooding unless drunk (at which point they become kind of frivolous). So much of their time is spent alone in silence that they are adverse to boisterous company. Most are also in little hurry to get things done as in their world there always seems to be plenty of time.
    Behaviors: The Voadkyn consider themselves protectors and maintainers of the forests, and spend much of their time roaming them looking for problems that need taking care of.
    Language: The Voadkyn speak Giant, though many lean Elven as well.

    VOADKYN SOCIETY
    Voadkyn women and children live among the Wood Elves and share their civilization. The adult males are wanderers who see it as their job to protect the forest, and who rarely have permanent homes.
    Alignment : The vast majority of Voadkyn are both Good and Chaotic. Some few may be Neutral, but they are usually outcasts.
    Lands : Voadkyn live in the deepest parts of Warm or Temperate forests, usually within Wood Elf communities.
    Settlements : Voadkyn rarely settle, and then usually only if they are chased from their forest homes (whereupon they will look for another forest).
    Beliefs : Voadkyn generally worship the Giant Pantheon, particularly Hiatea.
    Relations: Voadkyn have strong bonds with the Wood Elves and Dire Wolves, and will tolerate other Good aligned Elves and Treants as well. They are very private however and do not mix with other races, unless said races are despoiling their forest homes.

    VOADKYN ADVENTURES
    · Odd noises have been heard in the forests at night, with subsequent reports of odd occurences, yet despite your best efforts at stealth you have not come upon the beings responsible.
    · There have been problems at the Ordning, and it seems sometimes as if a movement is afoot to ban the Voadkyn entirely. You must find out what is going on.
    · Unexplained murders have been occurring and the evidence points to a stealthy Giant. Which implies on of your own may have gone mad...



    Voadkyn Racial Substitution Levels

    Ranger
    Levels 2, 6, and 11: You gain different options for Combat Mastery.
    Combat Mastery: You may also choose Sniper or Defensive Swordsman. Sniper gets Able Sniper at 2nd Level, Concealed Ambush at 6th Level, and Woodland Archer at 11th Level. Defensive Swordsmen get Combat Expertise at 2nd Level, Defensive Strike at 6th Level and Exhausting Defense at 11th Level.
    Level 4: Replace Animal Companion with Evasion
    Evasion: This is identical to the Rogue Ability listed in the PHB.
    Level 13: Replace Camouflage with Improved Evasion
    Improved Evasion: This is identical to the Rogue Ability listed in the PHB.

    Rogue
    Level 1: The Class Skills list is modified as follows: Remove Appraise, Diplomacy, Decipher Script, Forgery, and Gather Information. Add Heal, Knowledge (geography), Knowledge (nature), and Survival.
    Level 1: You gain a new option with the Rogue's Special Ability.
    Special Ability: Woodland Stealth (This ability allows you to move at full speed using the Move Silently skill without penalty.)

    Scout
    Level 8: Replace Camouflage with Blurred Outline
    Blurred Outline: Whenever you would gain your AC Bonus from Skirmish, Ranged attacks suffer a 20% miss chance against you.
    Last edited by Bhu; 2013-11-25 at 05:01 PM.
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  5. - Top - End - #455
    Orc in the Playground
     
    Lizardfolk

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    Here si another contribution! Ever played Skyrim: Dragonborn expansion? Did you fall in love with Rieklings? Did you ever wanted to play as one of those blue goblins? Well, here they are!

    Rieklings

    Rieklings appear as bulky blue goblins, with very sharp teeth and dressed with armors made of cloth, bones and wood, adorned with feathers.

    Spoiler
    Show
    the description below comes from a wiki about Skyrim,if I cannot post it, just telo me and I'll remove it


    Society

    Riekling society has a tribal structure, with tribal members holding specific occupational positions such as hunters, scouts and warriors. Strength is highly respected: the strongest member of a tribe typically assumes the rank of chief, and succession is often determined by a fight to the death between the incumbent chief and a challenger claiming to be of greater strength. This bears similarities to elements of Orsimer culture, especially that of Mor Khazgur. A non-Riekling may assume the position of chief if they have the support of the tribe, but this is exceptionally rare.
    Riekling settlements give insight into their level of intelligence, which corresponds roughly to a stone age society: they have developed simple tool-crafting and elements of rudimentary language and religion, and have domesticated bristlebacks, which they raise for food and use as mounts. Characteristics of Riekling religion include the "Godspeak Song" and the construction of shrines, but there do not appear to be any shamans or other religious leaders. At least one Riekling is known to have learned to speak intelligently.

    They are known to hoard seemingly random items, from empty bottles and platters to armor and weapons, which they have stolen or scavenged from the Dunmer, Nords or even Dwemer. They also occupy settlements such as halls and mines after driving out or killing the previous inhabitants, and make use of non-Riekling items such as barrels for shelter and storage.

    Despite their deficient intelligence, Rieklings are extremely vicious, hostile and generally respond with violence to any contact with the citizens of Solstheim, perhaps due to perceived threats from the island's more advanced races.

    Combat
    Rieklings are rarely found alone and tend to rely on superior numbers to overpower foes. They use spears as their primary weapon in both melee and ranged combat.
    Some Rieklings fight while mounted on dire boars, which are also used to charge at their foes. They also use ambush tactics to surprise an unsuspecting enemy by bursting out of barrels and other objects used for storage. Despite their small stature, Rieklings are fierce combatants and will rarely retreat from combat.

    Rieklings Racial Traits

    · +2 Dexterity, +2 Constitution, -2 Strenght, -2 Intelligence.
    · Small size.
    · Humanoid (Goblin).
    · Base land speed 20.
    · Lowlight Vision.
    · Cold Acclimation- Rieklings gain +2 on all saves against cold attacks and are immune to subdual damage from cold climates.
    · +2 bonus on Hide, Move Silently and Ride checks.
    · Weapons proficiency: Rieklings are proficient with short spears, spears, javelins and sling.
    · +1 racial bonus on attack rolls with thrown weapons and slings.
    · Automatic Languages: Goblin, Riekling. A riekling with an Intelligence score of 8-9 understands Common but doesn't speak it; a riekling with an Intelligence score of 10-11 can say some words in Common (effectively acting as if he had Wild Empathy, but usable only on intelligent creatures who speak Common); with an Intelligence score of 12 or more, a rieklings can talk in Common fluently. Bonus Languages: Dwarven, Giant, Orcish, Undercommon.
    · Favored Class: Scout.

    Starting Age
    Adulthood: 12
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    Aging
    Middle Age: 26
    Old: 40
    Venerable: 54
    Maximum Age: +2d6 years
    Last edited by CinuzIta; 2023-07-18 at 08:08 AM.

  6. - Top - End - #456
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    I added them to the front page list.

    I don't know enough about them to discuss how close they are, but they seem balanced.
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  7. - Top - End - #457
    Orc in the Playground
     
    Lizardfolk

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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I added them to the front page list.

    I don't know enough about them to discuss how close they are, but they seem balanced.
    Well, basically they are blue goblins who live in snowy areas (cold acclimation), who fight using mainly spears: first they soften up enemies from the distance (bonus with thrown weapons) and when they run out of ammos they get closer to finish the fight in melee (proficiency with short spears and spears)..they usually organize ambushes by hiding inside barrels (+2 hide and move silently) and in battle they often ride boars (+2 ride)

    They are greedy creatures, always looking for loot or nice items to keep in their tents or with wich they adorn themselves..maybe I could represent this by replacing the +2 to move silently with a +2 to search: while they are known for their love for loot, they aren't as thieves or other stealthy roles (with the exception of the ambushes that their warriors and hunters set up)

  8. - Top - End - #458
    Titan in the Playground
     
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    Looks like you did fine then. Voadkyn is done but for the racial sub levels, so I may as well get a jump start on ther PrC:

    VOADKYN DEFENDER



    "You don't belong here."

    Voadkyn Defenders wander their forest home acting as protectors, gatherers of information, and champions of their people and the Wood Elves. They pretend to be anything but the giants they truly are or hide via their magical abilities, spying upon travelers while deciding what, if anything, needs to be done about them.

    BECOMING A VOADKYN DEFENDER
    Most Voadkyn males who are Rangers end up becoming this PrC.

    ENTRY REQUIREMENTS
    Class Abilities: Combat Style (Sniper or Defensive Swordsman)
    Skills: Hide 6 ranks, Move Silently 6 ranks
    Feats: Sneaky, Far Shot
    Race: Voadkyn


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

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Favored Enemy
    2. +2    +3     +0     +3    Hidden Warrior
    3. +3    +3     +1     +3    Strong Mind
    4. +4    +4     +1     +4    Favored Enemy
    5. +5    +4     +1     +4    Hidden Warrior
    6. +6    +5     +2     +5    Strong Mind
    7. +7    +5     +2     +5    Favored Defense
    8. +8    +6     +2     +6    Hidden Warrior
    9. +9    +6     +3     +6    Strong Mind
    10.+10   +7     +3     +7    Veteran Defender
    Weapon Proficiencies: A Defender gains no new Armor or Weapon Proficiencies.

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

    Hidden Warrior (Sp): At 2nd Level you may cast Forestfold 3/day as a Spell-Like Ability.

    At 5th Level you may cast Polymorph on yourself only 3/day as a Spell-Like Ability.

    At 8th Level you may cast Nightstalker's Transformation 3/day as a Spell-Like Ability.

    Strong Mind (Ex): At 3rd Level you become immune to spells from the Charm subschool.

    At 6th Level you gain a +4 Racial Bonus against spells from the Enchantment school.

    At 9th Level you become immune to spells from the Compulsion subschool.

    Favored Defense (Ex): At 9th Level your Favored Enemy Bonus now also applies as an Untyped Bonus to your AC against opponents of the appropriate Types.

    Veteran Defender (Ex): At 10th Level you may cast Shapechange 1/day as a Spell-Like Ability.

    PLAYING A DEFENDER
    Defenders do their best to make sure Evil does not enter their forest realm. The definition of Evil varies wildly from person to person, and some Giants are quite a bit touchier than others. Which is a nice way of saying don't start fires, leave trash, or pee in the rivers.
    Combat: Defenders initially avoid combat until they assess whether or not they can handle the situation alone. If they can they use stealth to ambush and take out the threat, or use their shapeshifting to infiltrate and destroy from within. If not they find some of their fellows.
    Advancement: Defenders are pretty individualistic, and no two are quite the same. Some prefer stealth to combat, or vice versa. Some make networks of allies, and some are pretty much lone wolves.
    Resources: What you can lay your hands on depends on your wits and woodcraft. You don't have (or believe in) money, so unless someone is willing to aid you you better be good at scavenging.

    DEFENDERS IN THE WORLD
    'Ethel was a Giant??"
    You don't interact with others much, at least not in your true form. Generally you pretend to be something much weaker than you really are in order to size people up, and it's a rare person who learns your secret.
    Daily Life: Much of your day is spent hunting, crafting or repairing the goods you own, or looking out for trouble. You're like the human concept of the old mountain men who tend to be self-sufficient and only show up when something is wrong or you need something you can't provide for yourself.
    Notables:
    Organizations: Most Defenders are loners, only banding together in times of great need.

    NPC Reaction
    Being as you're an odd shapeshifting loner who wanders the forest randomly you make people nervous until they get to know you.

    DEFENDERS IN THE GAME
    This PrC is more intended for NPC's given that most of the beings belonging to it don't like company.
    Adaptation: This PrC kind of assumes a forest based campaign in which the PC's never leave that area, which will be challenging for DM's.
    Encounters: Unless the PC's are being truly Evil or obnoxious they should never encounter a Defender, unless they are aiding one.

    Sample Encounter
    EL 15: The PC's are chatting with a Wood Elf brewer when some Orcs pull up demanding money. The Elf subsequently turns into a giant and begins kicking their asses while the PC's watch astounded. Then things get awkward.


    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 VOADKYN DEFENDER

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Bonus Feats: The Epic Voadkyn Defender gains a Bonus Feat every 2 levels higher than 20th


    Voadkyn Racial Feats

    Improved Alter Self
    You're more adept than usual with your Alter Self Ability.
    Prerequisites: Voadkyn, 3rd Level
    Benefits: There is no maximum HD of your assumed form is equal to your Hit Dice. Additionally you can use it to assume the forms of Giants or Animals.


    Mimic
    You are far more practiced than normal at shapeshifting.
    Prerequisites: Voadkyn, Improved Alter Self
    Benefits: You gain the Shapechanger Subtype, and when using your Alter Self Ability you gain one Extraordinary Ability of the assumed form (this may be a Special Attack or a Special Quality).


    Toughened Hide
    Your skin is like old leather.
    Prerequisites: Voadkyn, Con 20+
    Benefits: You may cast Barkskin 5/day as a Spell-Like Ability.


    Sneaky
    You are surprisingly good at hiding for something your size.
    Prerequisites: Verbeeg or Voadkyn, Hide 6 ranks
    Benefits: You do not take Size Penalties to Hide Checks.
    Last edited by Bhu; 2013-11-25 at 05:53 PM.
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  9. - Top - End - #459
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    Voadkyn are done

    Spacesea Giant (Spelljammer)
    Huge Giant
    Hit Dice: 14d8+66 (129 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (-2 Size, +2 Dex, +11 Natural), touch 10, flat-footed 19
    Base Attack/Grapple: +10/+28
    Attack: Slam +16 melee (1d10+8) or Weapon +16 melee or Rock +16 ranged (2d6+8)
    Full Attack: 2 Slams +16 melee (1d10+8) or Weapon +16/+11 melee or Rock +16 ranged (2d6+8)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Low Light Vision
    Saves: Fort +13, Ref +6, Will +6
    Abilities: Str 26, Dex 15, Con 19, Int 14, Wis 14, Cha 11
    Skills: Handle Animal +0, Knowledge (Wildspace) +2, Listen +2, Spot +2, Wildspace Survival +2
    Feats: Brutal Throw, Far Shot, Point Blank Shot, Power Attack, Power Throw
    Environment: Any
    Organization: Solitary or Family (2-5), or Tribe (21-30 +35% noncombatants) and 1d4 Dire Goats (use Bison stats)
    Challenge Rating: 8 (Elder 9)
    Treasure: Standard
    Alignment: Usually Neutral Good
    Advancement: By Character Class
    Level Adjustment: +5

    Spacesea Giants are former Stone Giants captured and enslaved by the Neogi. The pleaded to the God Ptah for aid, and he answered them. He gifted them with increased intelligence and wisdom and aided in their escape in exchange for asking them to roam the wildspace mapping it, and learning what they can. They survive as merchants for the most part. Unlike other Stone Giants, Spacesea Giants have hair, which they normally tightly braid into beards to resemble their patron deity.

    Rock Throwing (Ex): The range increment is 180 feet for a Spacesea Giant’s thrown rocks. It uses both hands when throwing a rock.

    Combat: Spacesea Giants prefer ranged combat, and are quite devastating with their thrown rocks. If forced to defend themselves they usually use stone clubs or axes.

    [size=14pt]Spacesea Giant Elders[/size]

    Some Spacesea Giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level Sorcerers. Once per day they can use Stone Shape, Stone Tell, and either Transmute Rock to Mud or Transmute Mud to Rock (DC 17). The save DC is Charisma-based. One in ten elders is a Sorcerer or Favored Soul, usually of 3rd to 6th level.
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    SPACESEA GIANT



    "Your choice of privateering as a professional vocation has been most unfortunate..."

    Spacesea Giants (also called Rover Giants) are descendants of Stone Giants enslaved by the Neogi, and freed by the God Ptah. Unlike Storm Giants they actually have hair and beards.

    SPACESEA GIANT RACIAL TRAITS
    · +16 Strength, +4 Dex, +8 Constitution, +4 Intelligence, +4 Wisdom.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant, giving them Low Light Vision
    · Base land speed 40 ft.
    · Rock Throwing (Ex): The range increment is 120 feet for a Spacesea Giant’s thrown rocks (180 ft. if it uses both hands).
    · +11 Natural Armor Bonus.
    · Racial Hit Dice: A Spacesea Giant begins with fourteen levels of Giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. A Spacesea Giants Giant levels give it skill points equal to 17 × (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Handle Animal, Knowledge (Wildspace) , Listen, Spot, and Wildspace Survival. Spacesea Giants are proficient with all Simple and Ranged Martial Weapons.
    · Automatic Languages: Giant. Bonus Languages: Common.
    · Level Adjustment: +5
    · Favored Class: Factotum

    STARTING AGE
    Adulthood: 120
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

    AGING EFFECTS
    Middle Age: 300
    Old: 450
    Venerable: 600
    Maximum Age: +4d% years

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

    SPACESEA GIANT CHARACTERS
    The Spacesea Giants are pretty adaptable, especially for Giants. Despite looking like simple brutes they can fill various positions with a party with equal skill (though stealth may be a little awkward depending on the build).
    Adventuring Race: Virtually all Spacesea Giants are adventurers of some sort. They travel to keep their promise to their savior, and are eager acquirers of eclectic scrolls and manuscripts. You don't get that done by sitting on your butt at home.
    Character Development: Except for their Level Adjustment Spacesea Giants have no real detriments to entering classes. They make excellent ranged or melee combatants. They don't generally become casters unless they're Elders, but they do usually have more casters than the other Giant species.
    Character Names: Spacesea Giants are similar to the Stone Giants, peppered with names from other cultures they have encountered over the years.

    ROLEPLAYING A SPACESEA GIANT
    You are much more cultured and enlightened than the ground dwelling Giant races. This sometimes causes some friction, as even though you don't flaunt your improved intelligence many of them feel they can't understand you, and fear you as a result.
    Personality: Spacesea Giants resemble the Stone Giants but are far less insular and primitive.
    Behaviors: Spacesea Giants obsessively hoard knowledge. It's one of their reasons for existence after all, and fulfills their vow to the God Ptah. They also devote their lives to charting wildspace, and many find themselves dying in far flung places as a result.
    Language: Spacesea Giants speak Giant and Common. Due to their travels many pick up other languages as well.

    SPACESEA GIANTS SOCIETY
    The Spacesea Giants are traveling merchants who use their profession to acquire maps and scrolls containing rare and eclectic knowledge. Many also hire as scouts or guides, or as protection against pirates. Theirs is a life of arts and scholarship when possible. After all traveling through the unknown has it's risks.
    Alignment : Almost all Spacesea Giants are Neutral, and the bulk of them are Good as well. Their time in bondage has led them to reject Evil in all it's forms.
    Lands : The Spacesea Giants are nomads and have no homelands.
    Settlements : The Spacesea Giants roam the Wildspace, seeking to learn whatever they can in order to honor their patron deity.
    Beliefs : All Spacesea Giants worship Ptah in appreciation for all he has done for them.
    Relations: The Spacesea Giants have no quarrel with any non-Evil race, but they hate the Neogi above all else.

    SPACESEA GIANTS ADVENTURES
    · The Neogi have captured Grandma in a raid. Time to go whoop some spider ass.
    · You have come into possession of charts reputing to map a previously unmapped section of Wildsapce. Will stupidity overcome your reason enough to make use of it?
    · The crew has been hired to convey a statue of a giant naked woman to an obscure area of Wildspace. A statue that goes missing at least 4 times the first week en route, yet your Clerics assure you it's not alive...




    Spacesea Giant Racial Substitution Levels

    Favored Soul
    Level 1: Remove Heal and Jump from the Class Skill list, as well as proficiency with Shields. In return all Knowledge skills are added to the Class Skill list.

    Factotum
    Level 3: Brains over Brawn now affects Constitution based Skills instead of those based off of Strength,

    Sorcerer
    Level 1: Remove Summon Familiar and add all Knowledge Skills to the Class Skill list.
    Last edited by Bhu; 2013-12-27 at 09:56 PM.
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  11. - Top - End - #461
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    ELDER



    "World ho!"

    Since their race was altered by Ptah, one in ten Spacesea Giants becomes an Elder. The term is not one referring to age, but power and social status instead. Most Elders consider it their duty to Ptah to develop their powers for the benefit of their race, and many become leaders of society (or ship captains since magical power is required to get the spaceships to move). Stone Giants manifest Elders as well, but not quite as many.

    BECOMING AN ELDER
    Usually you're born with the potential to become an Elder.

    ENTRY REQUIREMENTS
    Race: Stone Giant or Spacesea Giant
    Spellcasting: Must be able to cast at least 1st Level spells from either the Favored Soul or Sorcerer lists, at least one of which must have the Earth Descriptor
    Skills: Diplomacy 4 ranks, Knowledge (Religion) 4 ranks
    Feats: Elder


    Class Skills
    The Elder's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana, Nature, Religion) (Int), Listen (Wis), Pilot Spelljammer (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis). (Spacesea Giants replace Knowledge: Nature with Knowledge: Wildspace, and Survival with Wildspace Survival).
    Skills Points at Each Level : 2 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    +1 Charisma
    2. +1    +0     +0     +3    Stone Power (+1), +1 Level of Arcane or Divine Spellcasting Class
    3. +1    +1     +1     +3    Spell-Like Ability, +1 Level of Arcane or Divine Spellcasting Class
    4. +2    +1     +1     +4    +1 Charisma
    5. +2    +1     +1     +4    Stone Power (+2), +1 Level of Arcane or Divine Spellcasting Class
    6. +3    +2     +2     +5    Spell-Like Ability, +1 Level of Arcane or Divine Spellcasting Class
    7. +3    +2     +2     +5    +1 Charisma
    8. +4    +2     +2     +6    Stone Power (+3), +1 Level of Arcane or Divine Spellcasting Class
    9. +4    +3     +3     +6    Spell-Like Ability, +1 Level of Arcane or Divine Spellcasting Class
    10.+5    +3     +3     +7    Ancient, +1 Level of Arcane or Divine Spellcasting Class
    Weapon Proficiencies: An Elder gains no new Weapon or Armor Proficiencies.

    Charisma: At Levels 1, 4, and 7 the Elder receives a permanent +1 increase to his Charisma Score.

    Stone Power (Ex): At Level 2 the Save DC of your Spell-Like Abilities and any spells you cast with the Earth descriptor increases by +1. This increases to +2 at Level 5 and +3 at Level 8.

    Spell-Like Ability (Sp): At Levels 3, 6, and 9 you gain a spell that you may cast as a Spell-Like Ability. Caster Level is equal to your Hit Dice or 10th Level whichever is lower. At 3rd Level you may choose from the following: Earth Lock (Spell Compendium), Earthen Grace (Spell Compendium), Earthen Grasp (Spell Compendium), Fist of Stone (Spell Compendium), Fortify Metal and Stone (Secrets of Sarlona), Foundation of Stone (Spell Compendium), Local Tremor (Races of the Dragon), Soften Earth and Stone, Speaking Stones (Magic of Eberron), Stone Shape. At 6th Level you may also choose from the following: Eradicate Earth (Spell Compendium), Giant's Wrath (Spell Compendium), Meld Into Stone, Stony Grasp (Spell Compendium), or Tremor (Spell Compendium). At 9th Level you may also choose from the following: Call of Stone (PHB II), Greater Stone Shape (Underdark), Heart of Earth (Complete Arcane), Hurtling Stone (Heroes of Battle), Spike Stones, Stone Metamorphosis (Underdark), Stoneskin, Stone Sphere (Spell Compendium), Transmute Mud to Rock, Transmute Rock to Mud, Transmute Sand to Stone (Sandstorm), or Wall of Stone.

    Ancient (Ex): At Level 10 you gain a spell that you may cast as a Spell-Like Ability. Caster Level of your Spell-Like Abilities is now equal to that of your spellcasting class (or 10th Level, whichever is higher). You may choose from the following: Bones of the Earth (PHB II), Eye of Stone (Races of Stone), Flesh to Stone, Mineralize Warrior (Underdark), Move Earth, Sarcophagus of Stone (Spell Compendium), Stone to Flesh or Stone Tell.

    PLAYING AN ELDER
    The other Giants look up to you for answers, and you regularly pray to Ptah (or whomever) that you have them. Unlike the dumber Giant races you're smart enough to know just how little you really know. You have power of course, but power implies neither intelligence nor wisdom, and your powers are fairly thematic...
    Combat: Combat wise you're pretty much like any other spontaneous caster. Some of your Spell-Like Abilities have some fighting applications of course, but since they're all stone or earth related most opponents see them coming. Which is why the wiser among you learn some nifty surprise spells...
    Advancement: The spells and skills you learn are largely dictated by circumstances of the moment. Constant travel means you need to adapt to whatever is needed most at the time. Being the universes foremost scholar isn't much helpful if you're trapped in Beholder Space. And if you live in a fairly comfortable area and aren't traveling , you really don't need to be a combatant so much as being able to help those who depend on you for aid in other ways.
    Resources: Elders are generally well-respected, and unless you behave in a particularly evil manner you can depend on the help of your fellow Giants.

    ELDERS IN THE WORLD
    "WE NEED YOUR HELP! THERE'S A NEOGI SHIP OUTSIDE!"
    Back in the good old days your people solved problems by hitting them with boulders till they died or went away. Unfortunately that wasn't enough to stop the Neogi from enslaving you. Power simple wasn't enough for all situations. You needed knowledge as well, and Ptah provided. Since then you've tried to uphold your end of things by trying to have an answer for every question. It drives some of you a little crazy.
    Daily Life: When you aren't studying hard to better yourself, you tend to handle requests by the tribesmen who are coming to you for aid. There are always problems that need handling.
    Notables:
    Organizations: Being the defacto leaders and wise men of Spacesea Giant society, the Elders run or belong to a great many organizations.

    NPC Reaction
    NPC's who know about Spacesea Giants are willing to give you a chance. Many of your people are merchants or guards after all. Those who aren't knowledgeable about your race see you as any other Giant, meaning you make them a tad nervous.

    ELDERS IN THE GAME
    For a PC to take this class assumes the party is in someway important to the Giants. Which, assuming they're all Giants is probably not so bad. Humanoids and smaller entities may be a little envious of the Elders time in the spotlight.
    Adaptation: This is obviously intended for Spelljammer (or for a Stone Giant campaign). But adaptation should be simple enough.
    Encounters: Elders are found piloting spacecraft, leading small communities of Giants, or the temples dedicated to their God. Many are also found in libraries or other repositories of information.

    Sample Encounter
    EL 22: The PC's are responding to a distress call, when a nearby ship of Giants orders them to stand down or prepare to be boarded. Gonna be a hot night...


    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 ELDER

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


    Spacesea Giant Racial Feats

    Elder
    You're more adept than usual with spells involving the earth you came from.
    Prerequisites: Spacesea Giant or Stone Giant, ability to cast spells or use Spell-Like Abilities, Cha 15+
    Benefits: Spells you cast with the Earth Descriptor are cast at +1 Caster Level.


    Mace of the Earth
    You can create potent weapons from stone.
    Prerequisites: Spacesea Giant or Stone Giant, able to cast Stone Shape as a Spell or Spell-Like Ability
    Benefits: When using Stone Shape to create a club or mace from stone, it is a +2 weapon.


    Dense Flesh
    Your flesh is increasingly rocklike.
    Prerequisites: Spacesea Giant or Stone Giant, Con 24+
    Benefits: You gain DR 5/-. This stacks with similar DR gained from Spells or Class Abilities.


    Well Traveled
    You have long traveled the reaches of the universe.
    Prerequisites: Spacesea Giant, Knowledge (Wildspace) 6 ranks, Diplomacy 6 ranks
    Benefits: You may always take 10 on Knowledge (Wildspace) and Diplomacy Checks.
    Last edited by Bhu; 2014-01-13 at 12:30 AM.
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  12. - Top - End - #462
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    Oh wow this thing is still going, that's amazing. Don't think i've been here since the old bleak-ink days, how're things going?

    Pefore posting this i went back and looked up some of the old things i had some influince in, mainly the hybrids of the three primary goblinoid races, but i couldn't seem to find the Goblin/bugbear hybrid, did you not make one of those or am i just blind at two AM?
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    I'll look back through the pages to make sure I didn't miss anything
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  14. - Top - End - #464
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    hah, alright.

    mnow i feel like i outta contribute in some way here though. Hmmm... been doing lot of Shdow/plne of shadow stuff in my current pathfinder game. maybe i could make some shadow-plane goblins for high-magic campains...
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    It's the Kleinbar you're looking for, it redirected to the wrong page so i fixed the link. GOsh I miss Bleak Ink It's nice to see you back though! Feel free to post stuff!
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  16. - Top - End - #466
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    yeah me too think it's kinda my fault she's gone too, long story. but hey thanks! i've got a lot of other stuff i need to do sooner or later, so many projects. buuut if i'm ever in a D&D mood i'll see what i can do
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  17. - Top - End - #467
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    Spacesea Giant now has Racial Sub Levels, Elder has crunch, fluff will be up shortly.
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    FOREST GIANT

    "Your kind does not belong here, little goblin."

    Forest giants have gnarled, woodlike skin and leafy hair and beards. Their hands and feet are rootlike, and indeed they can pt down roots and sleep for years at a time, being mistaken for trees.

    FOREST GIANT RACIAL TRAITS
    · +20 Strength, +12 Constitution, +4 Wisdom, +2 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space is 10', Reach is 10'.
    · Giant, giving them Low Light Vision
    · Base land speed 40 ft.
    · Spell-Like Abilities (Sp): At will: Entangle, Speak with Animals, Speak with Plants
    1/day: Call Nature's Ally IV, Hold Monster, Wall of Thorns
    · Fire Vulnerability: Forest Giants take 1 and a half times normal damage from fire.
    · Plantblooded Subtype: Creatures with the Plantblooded Subtype are considered Plants for purposes of spells/feats/powers/etc.
    · +10 Natural Armor Bonus.
    · Racial Hit Dice: A Forest Giant begins with sixteen levels of Giant, which provide 16d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +10, Ref +5, and Will +5. A Forest Giants Giant levels give it skill points equal to 19 × (2 + Int modifier, minimum 1) and 6 Feats. Its class skills are Hide , Listen, Move Silently, and Spot.
    · FOrest Giants have a Primary Slam attack doing 1d10 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Common, Elven, Sylvan.
    · Level Adjustment: +6
    · Favored Class: Ranger

    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

    AGING EFFECTS
    Middle Age: 175
    Old: 263
    Venerable: 350
    Maximum Age: +4d% years

    HEIGHT AND WEIGHT
    Base Height: 13'
    Height Modifier: +2d8"
    Base Weight: 6000 lbs.
    Weight Modifier: x 100 lbs.

    FOREST GIANT CHARACTERS
    Forest Giants are meant for being stealthy beatsticks.
    Adventuring Race: Forest Giants go on adventures to protect their forests, or in some rare cases for revenge.
    Character Development: Given their LA and Racial Hit Dice any sort of spellcaster is usually out, though they prefer Ranger or Druid to other possibilities if they become one. Usually they become Rogues or Scouts given that the role they normally play is hidden protector of the forest.
    Character Names: Forest Giant names are very long and personal, and they usually go by nicknames among outsiders.

    ROLEPLAYING A FOREST GIANT
    You don't understand the passions or need for hurry among the other races. The only time you move or think with relative quickness are in the rare times an emergency presents itself. And those emergencies are usually cause by the other races...
    Personality: Most Forest Giants are quiet and peaceful. They are more fond of deep thinking than violence or carousing, and do not look fondly on fire or noise.
    Behaviors: Forest Giants are fond of pretending to be trees in order to quietly assess their surroundings or spy on intruders.
    Language: Forest Giants speak their own dialect of the Giant tongue.

    FOREST GIANT SOCIETY
    The Forest Giants are such loners and individualists they can only be said to have a culture or society in it's loosest sense. They only really meet for mating and for times of trouble, each pursuing his own thoughts the rest of the time or sleeping.
    Alignment : Forest Giants are largely Neutral Good, as they keep to themselves but do oppose Evil when it is encountered.
    Lands : Forest Giants live only in the most remote Forests of Cerilia, staying far from the Humanoid races.
    Settlements : Forest Giants do not generally leave their homelands.
    Beliefs : Cerilia's Giants have no Gods.
    Relations: Forest Giants avoid the other races, only actively interfering if they prove to be Evil or start fires, or begin desecrating the forests.

    FOREST GIANT ADVENTURES
    · There are Goblins in the forest. You've no idea what the mercenary monsters want, but you want them gone. Unfortunately there are too many to simply assault on your own so you will need to request help.
    · The Rjurik have always been tolerated at the periphery of your territory, but a dark power has come upon them. They don't look the same somehow, they don't even smell the same. Their eyes have gone white. They don't speak anymore. It's time you did something about this before it spreads.
    · An Ice Giant has been seen in the Forests. Knowing them as you do this cannot be tolerated.




    Forest Giant Racial Substitution Levels

    Druid
    Levels 5, 8, 11, 12, 15: You gain different options with Wild Shape.
    Wild Shape: At 5th Level you can become any Medium or Large Plant. You can become a Small Plant at Level 8, a Huge Plant at Level 11, and a Tiny Plant at Level 15. At 12th Level you may become Animals.

    Ranger
    Levels 2, 6, and 11: You gain new options with Combat Style.
    Combat Style:

    Scout
    Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush
    Ambush (Ex): In any round in which the Scout makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

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

    At 3rd level, the applicable range for your Ambush attack increases by +20'. This bonus improves by and additional 20' for every four levels gained above 3rd (+40' at 7th, +60' at 11th, +80' at 15th, and +120' at 19th level).

    A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
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  19. - Top - End - #469
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    Forest Giant (Birthright)
    Large Giant (Plantblooded)
    Hit Dice: 16d8+96 (168 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (-1 Size, +10 Natural), touch 9, flat-footed 19
    Base Attack/Grapple: +12/+33
    Attack: Slam +21 melee (1d10+10)
    Full Attack: 2 Slams +21 melee (1d10+10)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: Low Light Vision, Fire Vulnerability
    Saves: Fort +16, Ref +5, Will +7
    Abilities: Str 30, Dex 10, Con 23, Int 10, Wis 14, Cha 13
    Skills: Hide +10, Listen +10, Move Silently +8, Spot +10
    Feats: Awesome Blow, Improved Bull Rush, Improved Natural Weapon, Power Attack, Quicken Spell-Like Ability, Spell-Like Ability Focus (Hold Monster)
    Environment: Any Forest
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Usually Neutral Good
    Advancement: By Character Class
    Level Adjustment: +6

    Cerilian Forest Giants are found in the deepest woods far from human contact. They appear as humanoids with gnarled woodlike skin, and leafy hair and beards. Their fingers and toes are long and rootlike, and they often put down roots and sleep for years if there is no invasion of loggers or other unnatural disturbance in the forest they protect.

    Spell-Like Abilities (Sp): At will: Entangle, Speak with Animals, Speak with Plants
    1/day: Call Nature's Ally IV, Hold Monster, Wall of Thorns

    Fire Vulnerability: Forest Giants take 1 and a half times normal damage from fire.

    Plantblooded Subtype: Creatures with the Plantblooded Subtype are considered Plants for purposes of spells/feats/powers/etc.

    Combat: Forest Giants quietly harass intruders with their spell-like abilities, but if this doesn't convince them to leave they just as quietly beat them into submission with their fists.
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  20. - Top - End - #470
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    FOREST PROTECTOR



    "Fire will always betray you."

    Forest Protectors have taken it upon themselves to make it their life mission to keep Evil from invading their forest homes, as well as those pesky Humanoids who like to cut and burn trees.

    BECOMING A FOREST PROTECTOR
    A few Levels in Druid will do you.

    ENTRY REQUIREMENTS
    Race: Forest Giant (Cerilian)
    Class Abilities: Trackless Step
    Skills: Hide 4 ranks, Knowledge (Nature) 4 ranks, Move Silently 4 ranks
    Feats: Rooting


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

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Fire Resistance 5, +1 Level of Divine Spellcasting Class
    2. +2    +3     +0     +0    Awakening
    3. +3    +3     +1     +1    Forest's Wrath
    4. +4    +4     +1     +1    Fire Resistance 10, +1 Level of Divine Spellcasting Class
    5. +5    +4     +1     +1    Awakening
    6. +6    +5     +2     +2    Forest's Wrath
    7. +7    +5     +2     +2    Fire Resistance 15, +1 Level of Divine Spellcasting Class
    8. +8    +6     +2     +2    Awakening
    9. +9    +6     +3     +3    Forest's Wrath
    10.+10   +7     +3     +3   Lord of the Green, +1 Level of Divine Spellcasting Class
    Weapon Proficiencies: The Forest Protector gains no new weapon or armor proficiencies.

    Fire Resistance (Ex): You gain Fire Resistance 5 at Level 1. This increases to 10 at Level 4, and 15 at Level 7.

    Awakening (Su): At 2nd Level you may cast Awaken on trees only 3/day as a Supernatural Ability.

    At 5th Level you may cast Sending at will as a Supernatural Ability, but may only communicate with trees you have personally Awakened, or beings that have at least one Level in Forest Protector.

    At 8th Level you may cast Mass Awaken instead of Awaken.

    Forest's Wrath (Su): At 3rd Level you may cast Nature's Wrath 3/day as a Supernatural Ability.

    At 6th Level you may cast Poison Thorns 3/day as a Supernatural Ability.

    At 9th Level you may cast Poison Vines 3/day as a Supernatural Ability.

    Lord of the Green (Su): While in your forest home you permanently have an Invisibility spell in effect on your person (turning this on or off is a Swift Action), and may cast Transport Via Plants at will as a Supernatural Ability.

    PLAYING A FOREST PROTECTOR
    Foolish Goblinoids and their reliance on fire as a weapon against your kind. They should know better. They deserve being stepped on.
    Combat: Forest Protectors prefer subtlety to overt force, but they aren't shy if it becomes necessary. But if given the choice they fight from he shadows to prevent intruders from having an opponent to truly confront.
    Advancement: How you advance is generally up to you, but most Protectors advance along similar lines.
    Resources: Forest Protectors are usually on their own, but the more open veterans who have made peaceable contact with other races in their territory can sometimes call on them for aid.

    FOREST PROTECTORS IN THE WORLD
    "Did that tree just snort disapprovingly?"
    Forest Protectors are seen, not heard, and if they can help it they aren't seen all that often. They prefer o work through their Awakened helpers, silently disrupting opponents with spells or other abilities rather than personally confronting them.
    Daily Life: Your life is absorbed by your job. The forest is a big place, and there are lots of bad guys out there.
    Notables:
    Organizations: Forest Protector's concentrate solely on their life's mission, and rarely have time for any organization that does not have the same goal in mind.

    NPC Reaction
    NPC's rarely encounter Forest Protector's unless hey live in or enter their domain.

    FOREST PROTECTORS IN THE GAME
    This is kind of limiting so DM's may wish to restrict it to NPC's who don't need to travel.
    Adaptation: This is meant for forest only campaigns, because only world shattering events will convince a Protector o leave his home otherwise.
    Encounters: Unless PC's live in, and otherwise protect or despoil the forest, they probably won't encounter Protectors, and should probably be thankful for that.

    Sample Encounter
    EL 22: The NPC's have made camp, and just started a cooking fire when a disapproving tree leans down and asks them what the hell they think they're doing.


    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 FOREST PROTECTOR

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Bonus Feats: The Epic Forest Protector gains a Bonus Feat every 4 levels higher than 20th


    Forest Giant Racial Feats

    Rooting
    You can put down roots to gain nourishment, or even hibernate.
    Prerequisites: Forest Giant, Con 26+
    Benefits: As a Standard Action you can put down roots and effectively become a tree, entering a sort of suspended animation. You gain a +8 Circumstance Bonus to Disguise Checks if opponents suspect you are not a tree. You do not need food or water as you get all your nutritional needs from the sun and soil, and while in hibernation also gain the benefits of an Endure Elements spell.


    Toughened Bark
    You have learned to enhance your natural toughness.
    Prerequisites: Forest Giant, Wis 18+
    Benefits: You may cast Barkskin at will as a Supernatural Ability.


    Hand of the Forest
    You can hold intruders fast.
    Prerequisites: Forest Giant, Wis 18+
    Benefits: You may cast Briar Web at will as a Supernatural Ability.


    Green Speech
    You can use the trees as a communication network.
    Prerequisites: Forest Giant, Hand of the Forest
    Benefits: You may cast Forest Eyes and Forest Voice 3/day as a Supernatural Ability.
    Last edited by Bhu; 2014-02-28 at 06:24 PM.
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  21. - Top - End - #471
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    My apologies for the delay, I'm having trouble making rent this month, will resume shortly.
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  22. - Top - End - #472
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    Ice Giant (Birthright)
    Huge Giant (Cold)
    Hit Dice: 15d8+105 (172 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (-2 Size, +11 Natural), touch 8, flat-footed 19
    Base Attack/Grapple: +11/+32
    Attack: Slam +22 melee (1d10+12 plus 1d8 plus 1 Str) or Rock +22 ranged (2d8+12)
    Full Attack: 2 Slams +22 melee (1d10+12 plus 1d8 plus 1 Str) or Rock +22 ranged (2d8+12)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rock Throwing, Ice Throwing, Spell-Like Abilities, Cold
    Special Qualities: Low Light Vision, Glacial Dependency
    Saves: Fort +16, Ref +5, Will +9
    Abilities: Str 36, Dex 10, Con 24, Int 14, Wis 18, Cha 15
    Skills: Climb +28, Concentration +22, Intimidate +18, Listen +19, Spot +19
    Feats: Brutal Throw, Far Shot, Penetrating Shot, Point Blank Shot, Power Attack, Power Throw
    Environment: Any Cold
    Organization: Solitary or Group (3-6)
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: By Character Class
    Level Adjustment: +8

    Cerilian Ice Giants resemble larger than usual Frost Giants rimed over with frost and ice. They are found only in Cerilia's colder northern wastes, retreating to the glaciers during the summer as they waste away in warmer weather. They plot to cover the world in ice.

    Rock Throwing (Ex): The range increment is 140 feet for an Ice Giant’s thrown rocks.

    Ice Throwing (Su): If the Ice Giant has no rocks available to throw it can manufacture it's own. As a Full Attack it can creat and throw a magical ball of ice that does damage equal to the rocks it normally throws plus 1d8 cold damage plus 1 point of temporary Strength damage. In addition it shatters on impact doing an additional 1d8 damage in adjacent squares.

    Spell-Like Abilities (Sp): At will: Fog Cloud
    1/day: Cone of Cold, Ice Storm, Planar Ally (Ice Paraelemental only), Wall of Ice

    Cold (Su): The Ice Giants attacks do an additional 1d8 Cold damage, and opponents attacking it with a Natural Weapon, Unarmed Strike or Grapple take 1d8 Cold damage as well as 1 point of temporary Strength damage.

    Glacial Dependency: Ice Giants do not take movement penalties on snow and ice, and are at no risk of falling. In temperatures above 30 degrees F they must make Fortitude Save with a -4 Racial Penalty as though they were in above 90 degrees (in addition damage done if they fail the Save is lethal, see DMG). If the temperature is above 50 degrees they must save every 10 minutes as though the temperature were over 110. In temperatures above 80 degrees they take damage as though it were above 140.

    Combat: Ice Giants will cover one another with thrown rocks and balls of ice while they summon ice paraelementals. Once they've all summoned their allies they wade into the fray opening up with spells as they go along.
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  23. - Top - End - #473
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    ICE GIANTS



    "The Ice will embrace all."

    Cerilian Ice Giants resemble larger than usual Frost Giants rimed over with frost and ice.

    ICE GIANT RACIAL TRAITS
    · +20 Strength, +14 Constitution, +4 Intelligence, +8 Wisdom, +4 Charisma.
    · Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
    · Giant, giving them Low Light Vision
    · Base land speed 40 ft.
    · Rock Throwing (Ex): The range increment is 140 feet for an Ice Giant’s thrown rocks.
    · Ice Throwing (Su): If the Ice Giant has no rocks available to throw it can manufacture it's own. As a Full Attack it can creat and throw a magical ball of ice that does damage equal to the rocks it normally throws plus 1d8 cold damage plus 1 point of temporary Strength damage. In addition it shatters on impact doing an additional 1d8 damage in adjacent squares.
    · Spell-Like Abilities (Sp): At will: Fog Cloud
    1/day: Cone of Cold, Ice Storm, Planar Ally (Ice Paraelemental only), Wall of Ice
    · Cold (Su): The Ice Giants attacks do an additional 1d8 Cold damage, and opponents attacking it with a Natural Weapon, Unarmed Strike or Grapple take 1d8 Cold damage as well as 1 point of temporary Strength damage.
    · Glacial Dependency: Ice Giants do not take movement penalties on snow and ice, and are at no risk of falling. In temperatures above 30 degrees F they must make Fortitude Save with a -4 Racial Penalty as though they were in above 90 degrees (in addition damage done if they fail the Save is lethal, see DMG). If the temperature is above 50 degrees they must save every 10 minutes as though the temperature were over 110. In temperatures above 80 degrees they take damage as though it were above 140.
    · +11 Natural Armor Bonus.
    · Racial Hit Dice: An Ice Giant begins with sixteen levels of Giant, which provide 16d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +10, Ref +5, and Will +5. A Forest Giants Giant levels give it skill points equal to 19 × (2 + Int modifier, minimum 1) and 6 Feats. Its class skills are Climb, Concentration, Intimidate, Listen, and Spot.
    · Ice Giants have a Primary Slam attack doing 1d8 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Common, Aquan, Auran.
    · Level Adjustment: +8
    · Favored Class: Ranger

    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

    AGING EFFECTS
    Middle Age: 175
    Old: 263
    Venerable: 350
    Maximum Age: +4d% years

    HEIGHT AND WEIGHT
    Base Height: Male: 16' Female: 15'8"
    Height Modifier: +2d8"
    Base Weight: Male: 6000 lbs Female: 4500 lbs
    Weight Modifier: x100 lbs.

    ICE GIANT CHARACTERS
    Unlike most Giants, Cerilian Ice Giants would make pretty decent Gish of you can overcome the Racial Hit Dice/LA problem.
    Adventuring Race: Most adventuring Ice Giants are raiding more southern lands or searching for a way to bring about endless winter. Many also journey for personal glory or revenge as well.
    Character Development: The majority of Ice Giants are raisers of some sort, which plays well into their melee abilities. If the DM is willing to let you exchange racial hit dice or buy off LA they could make decent casters as well given their stats.
    Character Names: Ice Giant naming conventions are not known as no one has really been exposed to their society and came back.

    ROLEPLAYING AN ICE GIANT
    The other races are little more than easily broken toys to you, and you do not understand their natures. You can see banding together against a common foe who is more powerful, but little else of their behavior has any duplicate in your world view.
    Personality: Ice Giants are cold, cruel, and lacking much of what we would describe as 'humanity'.
    Behaviors: When observed Ice Giants have been on raids or indulging in some form of torturing captives. Their tendency to stick to their own homes for most of the time has fairly well isolated them from the world.
    Language: Ice Giants speak the same tongue used by mos of Cerilia's Giants.

    ICE GIANT SOCIETY
    Little is known of Ice Giant society, other than their praise of utmost cruelty and their petty nature that leads them to make decisions whose consequences sometimes turn out poorly for them.
    Alignment : Ice Giants are almost exclusively Lawful Evil, and are known far and wide for their spiteful cruelty. They seem to dislike everything that exists outside of themselves.
    Lands : Ice Giants only live in the extreme Northern reaches of Cerilia, where it is always frozen.
    Settlements : Their dependency on frigid temperatures makes settling away from home very dangerous for the Ice Giants, and hey only leave it when the rest of the world is frozen.
    Beliefs : Cerilia's Giants have no Gods.
    Relations: The Ice Giants seem to view the rest of the world as something to be extinguished. Their race has no known allies.

    ICE GIANT ADVENTURES
    · The winter is especially harsh this year, and you and your companions have been asked to scout southward to test the Humanoids' defenses.
    · Rumor has reached the ears of your people of a way to make the cold winters permanent, and it is your task to investigate.
    · The land does not sustain you as it once did, and all of Giantkind is gathering to see what can be done about this.



    Ice Giant Racial Substitution Levels

    Druid
    Level 1: Replace Animal Companion with Enhanced Spontaneous casting
    Enhanced Spontaneous casting: In addition to summoning spells you may now spontaneously cast spells with the Cold descriptor
    Level 1: Replace Wild Empathy with Cold Empathy
    Cold Empathy (Ex): You gain a +4 Bonus on Diplomacy Checks with creatures of the Cold Subtype.
    Level 2: Replace Woodland Stride with Icewalking
    Icewalking (Ex): You move normally across ice and snow.

    Ranger
    Level 1: Replace Wild Empathy with Cold Empathy
    Cold Empathy: You gain a +4 Bonus on Diplomacy Checks with creatures of the Cold Subtype.
    Level 4: Replace Animal Companion with Arctic Guerilla
    Arctic Guerilla (Ex): You gain a +2 Bonus on Hide, Knowledge (Geography), Move Silently and Survival Checks made in cold environments.
    Level 5: Replace Woodland Stride with Icewalking
    Icewalking (Ex): You move normally across ice and snow.

    Barbarian
    Level 1: Replace Fast Movement with Icewalking
    Icewalking (Ex): You move normally across ice and snow.
    Last edited by Bhu; 2014-12-20 at 01:20 AM.
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  24. - Top - End - #474
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    ENVOY OF THE ICE



    :The Ice will cover all."

    Envoys do their best to prolong winter so that their fellows can continue to raid into the south. They are at the forefront of the Ice Giants quest to make winter permanent the world over.

    BECOMING AN ENVOY
    A few levels in Druid will do you.

    ENTRY REQUIREMENTS
    Race: Ice Giant
    Spellcasting: Must be able to cast 2nd Level Druid spells
    Skills: Knowledge (Nature) 6 ranks, Spellcraft 6 ranks
    Feats: Any one of the four Racial Feats listed below


    Class Skills
    The Envoy's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana, Nature) (Int), Listen (Wis), Spellcraft (Int), or Survival (Wis).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Ice Magic
    2. +1    +0     +0     +3    Fire Resistance 5
    3. +1    +1     +1     +3    Fimbulwinter
    4. +2    +1     +1     +4    Ice Magic
    5. +2    +1     +1     +4    Fire Resistance 10
    6. +3    +2     +2     +5    Fimbulwinter
    7. +3    +2     +2     +5    Ice Magic
    8. +4    +2     +2     +6    Fire Resistance 15
    9. +4    +3     +3     +6    Fimbulwinter
    10.+5    +3     +3     +7    Winter King
    Weapon Proficiencies: An Envoy gains no new weapon or armor proficiencies.

    Ice Magic: At Levels 1, 4, an 7 you may switch out one Druid spell and replace it with a spell from any list with the Cold Descriptor.

    Fire Resistance (Ex): At Level 2 you gain Fire Resistance 5. This increases to Fire Resistance 10 at level 5, and Fire Resistance 15 at Level 8.

    Fimbulwinter (Sp): At Level 3 you may cast Fimbulwinter 1/day as a Spell-Like Ability. This increases to 2/day at Level 6, and 3/day at Level 9.

    Winter King (Su): When using your Fimbulwinter Ability, the range, area and duration are doubled.

    PLAYING AN ENVOY
    You will one day enshrine the world in ice. This is your life's work. Your reason for existence. It might be considered insane if it weren't for the fact that at times members of your profession have almost pulled it off.
    Combat: Envoys have bigger fish to fry than indulging in simple fisticuffs (or even magical fights for that matter). They will use their spells to effect combat, but try not to be in the thick of things.
    Advancement: Envoys almost religiously attempt to make their Fimbulwinter ability more powerful. hey lay the foundation for the assaults their race launches upon the other realms.
    Resources: Envoys enjoy great favor among their own kind, and can usually call upon anyone for help.

    ENVOYS IN THE WORLD
    "Were it not for the Envoys, the Ice Giants would be less of a threat."
    The Envoys are rarely seen, and don't much interact with others. Their magical research precludes social pleasantries.
    Daily Life: Most of your time is taken up by study and experimentation.
    Notables:
    Organizations: The Envoys are a loose affiliation, almost like a non-heirarchical church of some sort.

    NPC Reaction
    Given that you're usually spotted during an Ice Giant raid, NPC's are usually terrified of you.

    ENVOYS IN THE GAME
    This might be better for NPC's than for players given it's nature.
    Adaptation: This is meant for Birthright campaigns, but could be adapted.
    Encounters: Envoys are usually only seen when conducting an experiment designed to prolong and spread winter.

    Sample Encounter
    EL 22: The PC's have been hired to terminate whatever is causing a magical winter that is killing local crops. Ice Giants have been seen in the local area and are presumed responsible..


    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 ENVOY

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Envoy of the Ice gains a Bonus Feat every 3 levels higher than 20th


    Ice Giant Racial Feats

    Winter's Healing
    You can repair yourself in the most frigid temperatures.
    Prerequisites: Ice Giant, Con 28+
    Benefits: You have Fast Healing 1 if the temperature is below 32 degrees Farenheit.


    Cold Presence
    You have learned to extend he reach of your freezing temperatures.
    Prerequisites: Ice Giant, Cha 18+
    Benefits: You may cast Zone of Cold at will as a Supernatural Ability.


    Hand of Winter
    You can cause frostbite with a touch
    Prerequisites: Ice Giant, Cha 18+
    Benefits: You may cast Lesser Frostburn at will as a Supernatural Ability.


    Winters Approach
    You can call up foul weather.
    Prerequisites: Ice Giant, Hand of Winter
    Benefits: You may cast Glacial Globe of Invulnerability and Control Temperature 3/day as a Supernatural Ability.
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  25. - Top - End - #475
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    Default Re: Orc/Goblinoid Resources

    Does anyone know if the Giant godsd have 3e stats?
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  26. - Top - End - #476
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    For the curious, yes this is the Runecaster from Giantcraft.


    RUNECASTER



    "Writing has much power."

    Runecasters are arcane spellcasters of a sort who focus their power through runes. By inscribing these runes on the correct objects they can temporarily create magical items or effects. Unlike most spellcasters they are not as limited in their selection of weapons and armor, and as such many make fairly good battle mages of one sort or another. Legend has it that Annam passed the secrets of runecraft on to the Giants after learning it from a high level Modron he bested in a game of chance. Runecraft is said to have been expeditious in winning the Giants war on Dragonkind, and they guard it jealously. While in theory any intelligent being can become a Runecaster, the secrets are kept so closely that few if any other races have ever had a member educated in the art.

    MAKING A RUNECASTER
    You are best at buffing the party, or making traps against possible bad guys. It's generally best to concentrate on some area of specialty (which for Runecasters usually means straight up warfare).
    Abilities: Much of the Runecasters abilities require Wisdom, and learning them requires Intelligence. Constitution will be helpful in keeping them alive, and depending on whether or not you intend to participate heavily in combat you may wish Strength as well.
    Races: Runecasters are almost exclusively of giantkind, though some have leaked the secrets to the occasional Human, Elf, or Dwarf.
    Alignment: Much like Wizards, Runecasters have no real restrictions on Alignment, though truly Chaotic individuals rarely have the focus necessary to become one.
    Starting Gold: Same as Wizards
    Starting Age: Same as Wizards

    Class Skills
    The Runecaster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All, Int), Profession (Wis), and Spellcraft (Int).
    Skills Per Day at 1st Level : (2 + int)x4
    Skills Per Day at Each Additional Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities  Maximum Rune Level
    1. +0    +2     +0     +2    Runecasting             1
    2. +1    +3     +0     +3                            1
    3. +2    +3     +1     +3                            2
    4. +3    +4     +1     +4                            2
    5. +3    +4     +1     +4    Bonus Feat              3
    6. +4    +5     +2     +5                            3
    7. +5    +5     +2     +5                            4
    8. +6    +6     +2     +6                            4
    9. +6    +6     +3     +6                            5
    10.+7    +7     +3     +7    Bonus Feat              5
    11.+8    +7     +3     +7                            6
    12.+9    +8     +4     +8                            6
    13.+9    +8     +4     +8                            7
    14.+10   +9     +4     +9                            7
    15.+11   +9     +5     +9    Bonus Feat              8
    16.+12   +10    +5     +10                           8
    17.+12   +10    +5     +10                           9
    18.+13   +11    +6     +11                           9
    19.+14   +11    +6     +11                           9
    20.+15   +12    +6     +12   Bonus Feat              9
    Weapon Proficiencies: Runecasters are proficient with Simple and Martial Weapons, and with Light and Medium Armor and all Shields (except Tower Shields)

    Runecasting: To learn, prepare, or cast a rune, the Runecaster must have an Intelligence score equal to at least 10 + the rune level. The Difficulty Class for a saving throw against a Runecaster's rune is 10 + the spell level + the Runecaster's Wisdom modifier. A Runecaster begins play knowing 3 1st Level Runes, and automatically learns 1 rune per level thereafter. Unlike spells a rune does not have to be used immediately once cast, and a Runecaster can have a number of active runes equal to his level. They also get bonus runes for a high Wisdom score in a manner similar to the ways Wizards get bonus spells for high Intelligence. At 1st Level the Runecaster gets one of the following Feats for free: Runic Defenses, Runic Wards, Runic Weaponry, Runic Wonders. The Feat taken dictates what kinds of Runes you can shape. Once the caster has learned multiple Rune Feats he may cast Runes he know in different ways if applicable. For example if a Runecaster takes Runic Wonders at 1st Level and knows the Weakness Rune he can use it to make a cursed Wondrous Item. If he later learns Runic Weaponry he can also use the Weakness rune to make a magic weapon.

    Bonus Feat: At Levels 5, 19, 15, and 20 a Runecaster gains a Bonus Feat he qualifies for from the following list: Runic Defenses, Runic Wards, Runic Weaponry, Runic Wonders.

    PLAYING A RUNECASTER
    You may be tougher than a Wizard, but you aren't quite as versatile. Planning will be everything to you. You need to prepare runes in advance so you can activate them at need, so spontaneity is your enemy. You can enhance your parties equipment, trap the bejeezus out of the local area, or craft temporary magic items, but you can't generally do it all at once until you get to higher levels. Runes that mimic Divination magic will generally be your friend as they will aid you in figuring out what you may need in the immediate future.
    Religion: Being as they are mostly Giants, and received the gift of runecraft from Annam, by far the vast majority of worship the Giant Gods (particularly Annam). The rare humanoid who learns the art may worship his own Gods, but in all likelihood his teacher still requires some fealty to the Giant pantheon.
    Other Classes: Classes that respect wisdom, learning, and divine insight will get along well with the Runecaster. Given their prominence in war, purely martial classes will get along well them too. Rogues and other spurious characters, or practicioners of evil magic such as necromancy are often shunned by runecasters.
    Combat: Runecasters are at their best in combat when they have advance knowledge of it's coming. Runes take time and effort to prepare, and doing so on the battlefield is ill-advised. On the other hand, if a Runecaster has time to prepare he can have a great many rune-enhanced items ready. If they know their foe they can be most dangerous.
    Advancement: Most Runecasters zealously study the perfection and expansion of their craft. Since it was originally developed in wartime there are a great many who develop it towards that purpose, but with the war on Dragons long over they have begun to pursue more peaceful purposes.

    RUNECASTERS IN THE WORLD
    "The Master will see you now."
    The Runecasters propensity for using divinations often puts them on the spot. Anything with ill intentions in the are will know you have a chance of accidentally stumbling onto their schemes while looking for something else. This is generally why Runecasters are reclusive. Being far away from the scheming masses means they are less likely to be murdered for their troubles.
    Daily Life: Much of a Runecasters time is spent in study, and occasionally in preparation for probable trouble ahead.
    Notables:
    Organizations: There are many informal schools for runecraft, but few dedicated collages of the type associated with wizardry. Runecaster schools are headed by one individual, who accepts as many pupils as he wishes, assuming he finds them worthy.

    NPC Reaction
    Runecasters generally receive respect among giants so long as they aren't obviously evil. Other races generally tend to perceive them in much the same way they perceive Wizards. On Faerun they might get the stink eye from Dragons since Runecasters were on the forefront of their war.

    RUNECASTERS IN THE GAME
    Dragons will generally be pissed at you on sight. After all your relatives probably killed their relatives. So depending on how well some locals remember the ancient Giant-Dragon wars, the Runecaster could precipitate a rough reception for the party.
    Adaptation: Runecasters have a bit of history on Faerun as they were a major part of the Giant war effort against Dragon-kind. On other worlds they aren't quite as famous. If Annam is unknown there Runecasters may be nonexistent, unless you want a different origin for them.
    Encounters: Whenever the Giants go to war it is almost certain the Runecasters will be there. Beyond the emergency needs of their people they are generally reclusive, spending their time in study.



    EPIC RUNECASTER

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Runes The Runecaster’s shaoer level is equal to her class level. The number of active Runes the Runecaster may have going at any one time does not increase after 20th level. Each time the Runecaster achieves a new level, he or she learns two new Runes of any level that he or she can cast (according to his or her new level).
    Bonus Feats: The Epic Runecaster gains a Bonus Feat every 3 levels higher than 20th.
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  27. - Top - End - #477
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    Runecasting

    First a Rune must be concentrated upon and drawn (this is referred to as shaping), the time of this process varying depending on the rune cast. This action is much like casting a spell, and provokes an attack of opportunity, and anything that would force a caster to make a Concentration Check to cast a spell will force a Runecaster to make one to continue shaping a rune. At this stage runes effectively have a Somatic component as you are required to be able to draw them. Once successfully shaped the rune is considered 'active'. A Runecaster may have a number of 'active' runes equal to his Runecaster Level. Once active a Runecaster may access a runes power at any time he wishes as long as it is within 60 ft. The exact type of Action varies from rune to rune, but it involves a Verbal component as the Runecaster must speak to access a rune. Once a runes power has been accessed it has a limited time before it runs out of power and must be reshaped to be used again. For runes that mimic spells, your caster Level is the same as your Runecaster Level (i.e. your shaper level). Runes use the following format:

    Rune Name
    Level The Level of the rune, similar to the level of a spell.
    Focus The object a rune must be carved on to work properly.
    Shaping Time How long it takes to shape a rune.
    Access Time The type of Action necessary to access a rune.

    Description of the runes effects


    Most runes duplicate a spell of some sort so the school of magic, descriptors, range, target/area, duration, saving throw, and spell resistance are identical to the spell in questions unless the texts description mentions differently.

    Inscribe Rune Feats

    Runic Defenses
    Prerequisites Runecaster Level 1
    Benefits Runic Defenses allows you to shape runes upon armor and shields, temporarily transforming them into magic items when they are accessed. Please note that like all items created by the Inscribe Rune Feats, these items can be used by anyone but must be accessed by their shaper.

    Runic Wards
    Prerequisites Runecaster Level 1
    Benefits Runic Wards allow for a variety of effects. They can be shaped upon other beings as warnings, curses, or occasionally even beneficial effects. They can be shaped upon traps or objects as magical traps. And they can be shaped on any surface as a trap or defensive fortification.

    Runic Weaponry
    Prerequisites Runecaster Level 1
    Benefits Runic Weaponry allows you to shape runes upon weapons, temporarily making them magic items.

    Runic Wonders
    Prerequisites Runecaster Level 1
    Benefits Runic Wonders are everyday items made magical via the inscription of a rune.



    Metarune Feats

    Appalling Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits A target damaged by this Rune is also Frightened for 3 rounds. Shaping or Activating an Appalling Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

    Chain Rune
    Prerequisites Runic Wards
    Benefits Any Runic Ward that mimics a spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained rune deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don't deal damage, the save DCs against arcing effects are reduced by 4. Shaping or Activating a Chain Rune means you cannot Shape or Activate other Metarunes for another 3 rounds.

    Clangorous Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits A target damaged by this Rune is also Deafened for 3 rounds. Shaping or Activating a Clangorous Rune means you cannot Shape or Activate other Metarunes for another round.

    Coercive Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits An opponent damaged by this rune takes a -2 Penalty on Will Saves for 3 rounds. Shaping or Activating a Coercive Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

    Consecrate Rune
    Prerequisites Any Good Alignment, and Inscribe Rune Feat.
    Benefits Any Rune you modify via this Feat gains the Good Descriptor. If it does damage, half of that damage is Sacred damage (and is unaffected by DR or Energy Resistance/Immunity. Shaping or Activating a Consecrated Rune means you cannot Shape or Activate other Metarunes for another round.

    Corrupt Rune
    Prerequisites Any Evil Alignment, and Inscribe Rune Feat.
    Benefits Any Rune you modify via this Feat gains the Evil Descriptor. If it does damage, half of that damage is Profane damage (and is unaffected by DR or Energy Resistance/Immunity. Shaping or Activating a Corrupt Rune means you cannot Shape or Activate other Metarunes for another round.

    Disruptive Rune
    Prerequisites Any Inscribe Rune Feat, any Metarune Feat
    Benefits The Save DC of any Spells, Spell-Like Abilities or Supernatural Abilities of an opponent damaged by this Rune are reduced by -2 for 3 rounds. Shaping or Activating a Disruptive Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

    Empower Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits All variable, numeric effects of an empowered rune are increased by one-half. An empowered rune deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Shaping or Activating an Empowered Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

    Extend Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits An extended rune lasts twice as long as normal. A rune with a duration of concentration, instantaneous, or permanent is not affected by this feat. Shaping or Activating a Extended Rune means you cannot Shape or Activate other Metarunes for another round.

    Far Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits You can alter a rune with a range of close, medium, or long to increase its range by 100%. Shaping or Activating a Far Rune means you cannot Shape or Activate other Metarunes for another round.

    Fire Rune
    Prerequisites Runic Weaponry or Runic Wards
    Benefits When a Muspelheim Rune is accessed it does 2 additional points of fire damage per Rune Level. In the case of Runic Weaponry it provides this damage on the next successful strike. Shaping or Activating a Fire Rune means you cannot Shape or Activate other Metarunes for another 2 rounds. Shaping or Activating a Fire Rune means you cannot Shape or Activate other Metarunes for another round.

    Forceful Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits When this rune takes effect, opponents who are affected by it are pushed back to a minimum of 20 ft. away from the rune, taking 1d6 damage per 10 ft. traveled if they strike a solid object. In the case of Runic Weapons this is when they next successfully damage an opponent. In the case of Runic Wards this is when they take affect by being read (or whatever circumstance is required). For Runic Defenses and Wonders this is when they are accessed. Shaping or Activating a Forceful Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

    Hide Rune
    Prerequisites Any Inscribe Rune Feats
    Benefits Any rune modified by this Feat is invisible until accessed, and if Detect Magic or a similar effect is used to view the area containing the rune an Opposed Level Check to see any magical auras. For Runic Wards requiring that opponents see them to be effective, they don't turn invisible, but still don't emanate a magical aura. Shaping or Activating a Hidden Rune means you cannot Shape or Activate other Metarunes for another round.

    Hindering Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits A target damaged by this Rune is also entangled for 3 rounds. Shaping or Activating an Entangled Rune means you cannot Shape or Activate other Metarunes for another round.

    Heightened Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits You learn an improved version of a rune you already know, allowing you to shape it as a Rune of a higher Level. This must be applied to a rune you know, and you must be able to shape Runes of the new Level. For example Seir is a 1st Level Rune. Let's say Heightened Seir is a 4th Level rune. You must be able to shape 4th Level runes to take this Feat and apply it to Seir. This Feat may be taken multiple times, and applies to a different school of runes (Defenses, Wards, etc.) each time. See the Rune list for the effects of Heightened runes.

    Ice Rune
    Prerequisites Runic Weaponry or Runic Wards
    Benefits When a Nifleheim Rune is accessed it does 2 additional points of cold damage per Rune Level. In the case of Runic Weaponry it provides this damage on the next successful strike. Shaping or Activating an Ice Rune means you cannot Shape or Activate other Metarunes for another round.

    Maximize Rune
    Prerequisites any Inscribe Rune Feat
    Benefits All variable, numeric effects of a Rune modified by this feat are maximized. A Maximized Rune deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are Runes without random variables. Shaping or Activating a Maximized Rune means you cannot Shape or Activate other Metarunes for another 3 rounds.

    Persistent Rune
    Prerequisites Extend Rune
    Benefits You can increase the duration of any rune whose duration isn't instantaneous to last 24 hours. Shaping or Activating a Persistent Rune means you cannot Shape or Activate other Metarunes for another 6 rounds.

    Quicken Rune
    Prerequisites any Inscribe Rune Feat
    Benefits You reduce the Shaping and Access Time of Runes. Times are reduced as follows: A Swift Action becomes an Immediate Action. A Standard Action becomes a Swift Action. A Full Round Action becomes a Standard Action. A Minute is reduced to a Full Round Action. An Hour is reduced to a Minute. Shaping or Activating a Quickened Rune means you cannot Shape or Activate other Metarunes for another 4 rounds.

    Sculpted Rune
    Prerequisites Any Metarune Feat
    Benefits You can modify an area effect rune by changing the area's shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The Sculpted Rune works normally in all respects except for its shape. Shaping or Activating a Sculpted Rune means you cannot Shape or Activate other Metarunes for another round.

    Selective Rune
    Prerequisites Any Metarune Feat
    Benefits This rune does not affect anyone you designate as an Ally when Shaping it. Those you wish to be immune must be present when it is shaped. Shaping or Activating a Selective Rune means you cannot Shape or Activate other Metarunes for another round.

    Silence
    Prerequisites Any Inscribe Rune Feat, Runecaster Level 6th
    Benefits Accessing runes no longer has a verbal component. Shaping or Activating a Silent Rune means you cannot Shape or Activate other Metarunes for another round.

    Spirit Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits A Spirit Rune has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the spell's area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick, portable hole, or familiar pocket (see page 106). You must be able to perceive a creature to target it with a Spirit Rune, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. Shaping or Activating a Spirit Rune means you cannot Shape or Activate other Metarunes for another round.

    Stillness
    Prerequisites Any Inscribe Rune Feat, Runecaster Level 6th
    Benefits Shaping a rune no longer has a somatic component, as you inscribe the rune via pure force of will. Shaping or Activating a Still Rune means you cannot Shape or Activate other Metarunes for another round.

    Trap Rune
    Prerequisites Runic Wards
    Benefits This rune only modifies Wards that take effect when someone other than the Runecaster who inscribed them looks at them. Instead they now take effect when a set or circumstances defined by the Runecaster during shaping take place. For example it could be "when anyone touches this rune", "when anyone speaks within 10 ft of this rune", "when undead are adjacent to this rune" etc. Shaping or Activating a Trap Rune means you cannot Shape or Activate other Metarunes for another round.

    Weakening Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits Targets damaged by this Rune take a -4 Penalty to Str for 3 rounds. Shaping or Activating a Weakening Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

    Widened Rune
    Prerequisites Any Inscribe Rune Feat
    Benefits Any rune modified by this Feat that has an area of effect has it's area of effect doubled (i.e. if it's a 10'x10' area it's now 20' x 20'. Shaping or Activating a Widened Rune means you cannot Shape or Activate other Metarunes for another 3 rounds.

    Wight Rune
    Prerequisites Any Inscribe Rune Feat, Dod
    Benefits Any target killed by this rune rises as a Wight within 1d4 days. This Wight is not immediately under your control, but there are runes that can change that. Shaping or Activating a Wight Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.



    Rune Feats

    Accessible
    Prerequisites Runecaster Level 3
    Benefits Runes may now be accessed by the Ally holding the item they are inscribed on as opposed to requiring the Runecaster who shaped them. The Action required to access them remains the same, and still requires a Verbal component.

    Attunement
    Prerequisites Runecaster Level 5
    Benefits After spending 24 hours with an un-accessed rune you gain some benefits with it once you finally do access it. In the case of Runic Weapons you gain +1 on attack and damage rolls with the weapon the rune is inscribed on. In the case of Runic Defenses the Armor or Shield Bonus of the Armor or Shield the Rune is inscribed on increases by +2. In the case of Runic Wards or Wonders the Save DC of their effect increases by +2. This effect has the same duration as the spell the rune mimics (i.e. if the effect is instantaneous you get the bonus that round, but if the effect lasts multiple rounds you get the bonus for that time). This Feat may be taken multiple times, and you may attune an additional rune per day each time it is taken.

    Erasure
    Prerequisites Runemaster
    Benefits As a Full Round Action you may attempt to erase a rune written by another Runecaster by succeeding in an opposed Level Check. If you succeed the rune is deactivated, has no effect, and no longer counts towards the limit of active runes it's shaper may have at one time. You may also use this to erase magical writing such as glyphs, symbols, etc.

    Expanded Learning: Defenses
    Prerequisites Runemaster
    Benefits You may now attempt to learn Armor/Shield Properties and covert them to runes from the Defenses school. This requires a Spellcraft Check (DC 15 plus the Properties effective Spell Level). If the Check fails, the Runecaster must wait for the next day to try again. If it succeeds the Runecaster may now shape the Property as a rune of the same level. Shaping Time is a Swift Action for 1st and 2nd Level runes. a Standard Action for 3rd and 4th Level runes, a Full Round Action for 5th and 6th Level runes, a Minute for 7th and 8th Level runes, and an Hour for 9th Level runes. Access Time is a Free Action for 1st and 2nd Level runes, a Swift Action for 3rd and 4th Level runes, a Standard Action for 5th and 6th Level runes, a Full Round Action for 7th and 8th Level runes, and a Minute for 9th Level runes. The rune may be inscribed on any weapon, and when accessed it duplicates the effects of a specific Armor/Shield Property for the duration of the Encounter. Caster Level is equal to your Runecaster Level, and you may not learn a Property whose Level is higher than the highest Level rune you can shape. You may learn the following Properties as Defenses (Effective Spell Level is in parentheses): Anchoring (3rd), Animated (6th), Arrow Deflection (3rd), Bashing (4th), Buoyant (3rd), Commander (3rd), Deepdweller (5th), Freedom (4th), Ghost Touch (8th), Ghost Ward (3rd), Greater Stamina (8th), Improved Stamina (5th), Magic-Eating (8th), Masking (5th), Mobility (3rd), Quickness (3rd), Reflecting (7th), Retaliation (5th), Roaring (7th), Stamina (3rd), and Styptic (4th).

    Expanded Learning: Runeseer
    Prerequisites Runemaster
    Benefits You may now attempt to learn Arcane or Divine spells and covert them to runes from the Wonder school. This requires a Spellcraft Check (DC 15 plus the Spells Level). If the Check fails, the Runecaster must wait for the next day to try again. If it succeeds the Runecaster may now shape the spell as a rune of the same level. Shaping Time is a Swift Action for 1st and 2nd Level runes. a Standard Action for 3rd and 4th Level runes, a Full Round Action for 5th and 6th Level runes, a Minute for 7th and 8th Level runes, and an Hour for 9th Level runes. Access Time is a Free Action for 1st and 2nd Level runes, a Swift Action for 3rd and 4th Level runes, a Standard Action for 5th and 6th Level runes, a Full Round Action for 7th and 8th Level runes, and a Minute for 9th Level runes. The rune may be inscribed on any unattended object or surface, and when accessed it duplicates the effects of a specific spell. Caster Level is equal to your Runecaster Level, and you may not learn a spell whose Level is higher than the highest Level rune you can shape. You may learn the following spells as Wonders: Augury, Choose Destiny, Clairaudience/Clairvoyance, Commune, Commune with Earth, Commune with Nature, Divination, Divine Insight, Find the Path, Greater Scrying, Hindsight, Legend Lore, Locate Creature, Locate Object, Locate Water, Lore of the Gods, Omen of Peril, Scry Location, Scrying, Stone Tell, Vision, Visions of the Future, Weather Eye.

    Expanded Learning: Wards
    Prerequisites Runemaster
    Benefits You may now attempt to learn Arcane or Divine spells and covert them to runes from the Ward school. This requires a Spellcraft Check (DC 15 plus the Spells Level). If the Check fails, the Runecaster must wait for the next day to try again. If it succeeds the Runecaster may now shape the spell as a rune of the same level. Shaping Time is a Swift Action for 1st and 2nd Level runes. a Standard Action for 3rd and 4th Level runes, a Full Round Action for 5th and 6th Level runes, a Minute for 7th and 8th Level runes, and an Hour for 9th Level runes. Access Time is a Free Action for 1st and 2nd Level runes, a Swift Action for 3rd and 4th Level runes, a Standard Action for 5th and 6th Level runes, a Full Round Action for 7th and 8th Level runes, and a Minute for 9th Level runes. The rune may be inscribed on any unattended object or surface, and when accessed it duplicates the effects of a specific spell. Caster Level is equal to your Runecaster Level, and you may not learn a spell whose Level is higher than the highest Level rune you can shape. You may learn the following spells as Wards: Arcane Mark (may be shaped at will), Arrow of Bone (item only), Create Magic Tattoo (shaped on a creature not an object), Dimensional Lock, Dragoneye Rune, Elder Glyph of Warding, Evacuation Rune, Explosive Rune Field, Fang Trap, Fireward, Forbiddance, Ghost Trap, Ghoul Glyph, Greater Sign of Sealing, Guards and Wards, Invoke the Cerulean Sign, Mark of Doom (shaped on a creature not an object), Mark of the Outcast (shaped on a creature not an object), Mark of Sin (shaped on a creature not an object), Secret Page, Sepia Snake Sigil, Sign of Sealing, Stormrunner's Ward, Symbol, Symbol of Death, Symbol of Insanity, Symbol of Pain, Symbol of Persuasion, Symbol of Spell Loss, Symbol of Stunning, Symbol of Thirst, Symbol of Weakness, Watchware.

    Expanded Learning: Weaponry
    Prerequisites Runemaster
    Benefits You may now attempt to learn Weapon Properties and covert them to runes from the Weaponry school. This requires a Spellcraft Check (DC 15 plus the Properties effective Spell Level). If the Check fails, the Runecaster must wait for the next day to try again. If it succeeds the Runecaster may now shape the Property as a rune of the same level. Shaping Time is a Swift Action for 1st and 2nd Level runes. a Standard Action for 3rd and 4th Level runes, a Full Round Action for 5th and 6th Level runes, a Minute for 7th and 8th Level runes, and an Hour for 9th Level runes. Access Time is a Free Action for 1st and 2nd Level runes, a Swift Action for 3rd and 4th Level runes, a Standard Action for 5th and 6th Level runes, a Full Round Action for 7th and 8th Level runes, and a Minute for 9th Level runes. The rune may be inscribed on any weapon, and when accessed it duplicates the effects of a specific Weapon Property for the duration of the Encounter. Caster Level is equal to your Runecaster Level, and you may not learn a Property whose Level is higher than the highest Level rune you can shape. You may learn the following Properties as Weaponry (Effective Spell Level is in parentheses): Bane (4th), Berserker (4th), Brash (3rd), Charging (4th), Collision (3rd), Disarming (3rd), Distance (3rd), Dragondoom (4th), Dragonhunter (5th), Eager (5th), Fiercebane (6th), Ghost Strike (6th), Icy Burst (5th), Impact (5th), Implacable (5th), Incorporeal Binding (5th), Keen (5th), Maiming (3rd), Mighty Cleaving (4th), Parrying (8th), Precise (3rd), Quick-Loading (5th), Resounding (3rd), Seeking (6th), Speed (4th), Sundering (3rd), Sweeping (3rd), Unholy (5th), Vampiric (5th), Vorpal (9th), Warning (7th), and Wounding (5th).

    Extended Access
    Prerequisites Runecaster Level 3
    Benefits The distance at which you may access runes you have shaped increases by +30 ft. This may be taken multiple times.

    Greater Rune Focus
    Prerequisites Rune Focus
    Benefits Any rune you shape of the appropriate type (you may choose from Defenses, Wards, Weaponry and Wonders) increases it's Save DC by an additional +1. This may be taken up to 4 times to cover all 4 types of runes.

    Greater Strengthened Rune
    Prerequisites Strengthened Rune
    Benefits Gain a additional +2 Bonus on Checks for defeating an opponents Spell Resistance.

    Master Shaper
    Prerequisites Runecaster Level 3
    Benefits You may have 1 additional active rune. This Feat may be taken multiple times.

    Runic Abjurement
    Prerequisites Runecaster Level 6
    Benefits You gain a +2 Bonus on Saving throws against Runes. This also applies to magical writing such as glyphs, wards, sigils, rune spells and Symbols.

    Rune Focus
    Prerequisites -
    Benefits Any rune you shape of the appropriate type (you may choose from Defenses, wards, Weaponry and Wonders) increases it's Save DC by +1. This may be taken up to 4 times to cover all 4 types of runes.

    Runemaster
    Prerequisites Runecaster Level 6
    Benefits You may now handle, touch, read, or otherwise interact with runes shaped by Rune casters whose Shaper Level is at least 4 lower than yours without affect. This also applies to magical writing such as glyphs, wards, sigils, rune spells and Symbols.

    Strengthened Rune
    Prerequisites -
    Benefits Gain a +2 Bonus on Checks for defeating an opponents Spell Resistance.

    Transport Rune
    Prerequisites Erasure
    Benefits As a Standard Action you may attempt to temporarily deactivate a rune written by another Runecaster by succeeding in an opposed Level Check for purposes of moving it. If the Check fails and the rune is one that has been accessed you suffer any potential ill effects as though you had triggered it. If you succeed the rune is deactivated and you may 'hold' it for 10 Minutes per Shaper Level. You may then place the rune on another appropriate focus for it's type as a Standard Action. If you haven't done so before your holding time is up you take the full effects of the rune as if you had triggered it. This also works on magical writing such as glyphs, wards, sigils, rune spells and Symbols.
    Last edited by Bhu; 2014-10-29 at 09:20 PM.
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  28. - Top - End - #478
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    Default Re: Orc/Goblinoid Resources

    RUNES

    1st Level (Runic Defenses)
    Bror
    Diancastra's Mark
    Forvargave
    Grun
    Kostchtchie's Hammer
    Linjetenner
    Magere
    Mazinmagisk
    Seir
    Skoldrom
    Stig
    Vennhjerte

    1st Level (Runic Wards)
    Bror
    Diancastra's Mark
    Forvargave
    Grun
    Kostchtchie's Hammer
    Linjetenner
    Magere
    Mazinmagisk
    Seir
    Skoldrom
    Stig
    Vennhjerte

    1st Level Runic Weapons)
    Bror
    Diancastra's Mark
    Forvargave
    Grun
    Kostchtchie's Hammer
    Linjetenner
    Magere
    Mazinmagisk
    Seir
    Skoldrom
    Stig
    Vennhjerte

    1st Level (Runic Wonders)
    Bror
    Diancastra's Mark
    Forvargave
    Grun
    Kostchtchie's Hammer
    Linjetenner
    Magere
    Mazinmagisk
    Seir
    Skoldrom
    Stig
    Vennhjerte

    2nd Level (Runic Defenses)
    Chosen of Baphomet
    Forvarseir
    Helligstig
    Helligtanke
    Jotunseir
    Karontor's Hat
    Opp
    Overinkrigga
    Passion of Iallanis
    Vaprak's Frenzy
    Wyrm

    2nd Level (Runic Wards)
    Chosen of Baphomet
    Forvarseir
    Helligstig
    Helligtanke
    Jotunseir
    Karontor's Hate
    Opp
    Overinkrigga
    Passion of Iallanis
    Vaprak's Frenzy
    Wyrm

    2nd Level (Runic Weaponry)
    Chosen of Baphomet
    Forvarseir
    Helligstig
    Helligtanke
    Jotunseir
    Karontor's Hate
    Opp
    Overinkrigga
    Passion of Iallanis
    Vaprak's Frenzy
    Wyrm

    2nd Level (Runic Wonders)
    Chosen of Baphomet
    Forvarseir
    Helligstig
    Helligtanke
    Jotunseir
    Karontor's Hate
    Opp
    Overinkrigga
    Passion of Iallanis
    Vaprak's Frenzy
    Wyrm

    3rd Level (Runic Defenses)
    Dvergild
    Grolantor's Wrath
    Heightened Bror
    Heightened Grun
    Heightened Diancastra's Mark
    Heightened Kostchtchie's Hammer
    Heightened Seir
    Heightened Skoldrom
    Heightened Vennhjerte
    Maatfesting
    Magisksverd
    Memnor's Curse
    Protection of Skoraeus
    Sengrom
    Skyeild
    Surtr's Flame
    Thrym's Icy Grip

    3rd Level (Runic Wards)
    Dvergild
    Grolantor's Wrath
    Heightened Bror
    Heightened Diancastra's Mark
    Heightened Grun
    Heightened Kostchtchie's Hammer
    Heightened Seir
    Heightened Skoldrom
    Heightened Vennhjerte
    Helsingen
    Maatfesting
    Magisksverd
    Memnor's Curse
    Protection of Skoraeus
    Sengrom
    Skyeild
    Surtr's Flame
    Thrym's Icy Grip

    3rd Level (Runic Weapons)
    Dvergild
    Grolantor's Wrath
    Heightened Bror
    Heightened Diancastra's Mark
    Heightened Grun
    Heightened Kostchtchie's Hammer
    Heightened Seir
    Heightened Skoldrom
    Heightened Vennhjerte
    Maatfesting
    Magisksverd
    Memnor's Curse
    Protection of Skoraeus
    Sengrom
    Skyeild
    Surtr's Flame
    Thrym's Icy Grip

    3rd Level (Runic Wonders)
    Dvergild
    Grolantor's Wrath
    Heightened Bror
    Heightened Grun
    Heightened Diancastra's Mark
    Heightened Kostchtchie's Hammer
    Heightened Seir
    Heightened Skoldrom
    Heightened Vennhjerte
    Helsingen
    Maatfesting
    Magisksverd
    Memnor's Curse
    Protection of Skoraeus
    Sengrom
    Skyeild
    Surtr's Flame
    Thrym's Icy Grip

    4th Level (Runic Defenses)
    Annam's Unblinking Eye
    Dod
    Farekrigga
    Heightened Chosen of Baphomet
    Heightened Forvarseir
    Heightened Karontor's Hate
    Heightened Linjetenner
    Heightened Magere
    Heightened Overinkrigga
    Heightened Passion of Iallanis
    Heightened Stig
    Heightened Vaprak's Frenzy
    Hiatea's Blessing
    Linjegave
    Seirtuv
    Tears of Stronmaus

    4th Level (Runic Wards)
    Annam's Unblinking Eye
    Dod
    Farekrigga
    Gudtanke
    Heightened Chosen of Baphomet
    Heightened Forvarseir
    Heightened Karontor's Hate
    Heightened Magere
    Heightened Linjetenner
    Heightened Overinkrigga
    Heightened Passion of Iallanis
    Heightened Stig
    Heightened Vaprak's Frenzy
    Hiatea's Blessing
    Linjegave
    Seirtuv
    Tears of Stronmaus

    4th Level (Runic Weaponry)
    Annam's Unblinking Eye
    Dod
    Farekrigga
    Gudtanke
    Heightened Chosen of Baphomet
    Heightened Forvarseir
    Heightened Karontor's Hate
    Heightened Linjetenner
    Heightened Magere
    Heightened Overinkrigga
    Heightened Passion of Iallanis
    Heightened Stig
    Heightened Vaprak's Frenzy
    Hiatea's Blessing
    Linjegave
    Seirtuv
    Tears of Stronmaus

    4th Level (Runic Wonders)
    Annam's Unblinking Eye
    Dod
    Farekrigga
    Gudtanke
    Heightened Chosen of Baphomet
    Heightened Forvarseir
    Heightened Karontor's Hate
    Heightened Linjetenner
    Heightened Magere
    Heightened Overinkrigga
    Heightened Passion of Iallanis
    Heightened Stig
    Heightened Vaprak's Frenzy
    Hiatea's Blessing
    Linjegave
    Seirtuv
    Tears of Stronmaus

    5th Level (Runic Defenses)
    Anfal
    Farvel
    Harbunad
    Heightened Grolantor's Wrath
    Heightened Jotunseir
    Heightened Maatfesting
    Heightened Magiskverd
    Heightened Memnor's Curse
    Heightened Opp
    Heightened Protection of Skoraeus
    Heightened Skyeild
    Heightened Surtr's Flame
    Heightened Thrym's Icy Grip
    Overinlinje
    Tankeskold

    5th Level (Runic Wards)
    Anfal
    Farvel
    Harbunad
    Heightened Grolantor's Wrath
    Heightened Jotunseir
    Heightened Maatfesting
    Heightened Magiskverd
    Heightened Memnor's Curse
    Heightened Opp
    Heightened Protection of Skoraeus
    Heightened Skyeild
    Heightened Surtr's Flame
    Heightened Thrym's Icy Grip
    Langferd
    Overinlinje
    Tankeskold

    5th Level (Runic Weaponry)
    Anfal
    Farvel
    Harbunad
    Heightened Grolantor's Wrath
    Heightened Jotunseir
    Heightened Maatfesting
    Heightened Magiskverd
    Heightened Memnor's Curse
    Heightened Opp
    Heightened Protection of Skoraeus
    Heightened Skyeild
    Heightened Surtr's Flame
    Heightened Thrym's Icy Grip
    Overinlinje
    Tankeskold

    5th Level (Runic Wonders)
    Anfal
    Farvel
    Harbunad
    Heightened Grolantor's Wrath
    Heightened Jotunseir
    Heightened Maatfesting
    Heightened Magiskverd
    Heightened Memnor's Curse
    Heightened Opp
    Heightened Protection of Skoraeus
    Heightened Skyeild
    Heightened Surtr's Flame
    Heightened Thrym's Icy Grip
    Overinlinje
    Tankeskold

    6th Level (Runic Defenses)
    Heightened Annam's Unblinking Eye
    Heightened Dvergild
    Heightened Farekrigga
    Heightened Helligstig
    Heightened Helligtanke
    Heightened Hiatea's Blessing
    Heightened Mazinmagisk
    Heightened Sengrom
    Heightened Tears of Stronmaus
    Heightened Wyrm
    Maug
    Otte
    Skoldfesting
    Tosk

    6th Level (Runic Wards)
    Heightened Annam's Unblinking Eye
    Heightened Dvergild
    Heightened Farekrigga
    Heightened Helligstig
    Heightened Helligtanke
    Heightened Hiatea's Blessing
    Heightened Mazinmagisk
    Heightened Sengrom
    Heightened Tears of Stronmaus
    Heightened Wyrm
    Maug
    Overinmaug
    Skoldfesting
    Tosk

    6th Level (Runic Weaponry)
    Drofte
    Heightened Annam's Unblinking Eye
    Heightened Dvergild
    Heightened Farekrigga
    Heightened Helligstig
    Heightened Helligtanke
    Heightened Hiatea's Blessing
    Heightened Mazinmagisk
    Heightened Sengrom
    Heightened Tears of Stronmaus
    Heightened Wyrm
    Overinmaug
    Skoldfesting
    Sunna

    6th Level (Runic Wonders)
    Gudhjerte
    Heightened Annam's Unblinking Eye
    Heightened Dvergild
    Heightened Farekrigga
    Heightened Helligstig
    Heightened Helligtanke
    Heightened Hiatea's Blessing
    Heightened Mazinmagisk
    Heightened Sengrom
    Heightened Tears of Stronmaus
    Heightened Wyrm
    Maug
    Overinmaug
    Sunna

    7th Level (Runic Defenses)
    Heightened Anfal
    Heightened Farvel
    Heightened Harbunad
    Heightened Overinlinje
    Heightened Skoldfesting
    Heightened Tankeskold
    Kongdod
    Kvit
    Magiskdod

    7th Level (Runic Wards)
    Heightened Anfal
    Heightened Farvel
    Heightened Harbunad
    Heightened Overinlinje
    Heightened Skoldfesting
    Heightened Tankeskold
    Kongdod
    Kvit
    Magiskdod

    7th Level (Runic Weaponry)
    Heightened Anfal
    Heightened Farvel
    Heightened Harbunad
    Heightened Overinlinje
    Heightened Skoldfesting
    Heightened Tankeskold
    Kongdod
    Kvit
    Magiskdod

    7th Level (Runic Wonders)
    Heightened Anfal
    Heightened Farvel
    Heightened Harbunad
    Heightened Overinlinje
    Heightened Tankeskold
    Kongdod
    Kvit
    Magiskdod

    8th Level (Runic Defenses)
    Heightened Dod
    Heightened Forvargave
    Heightened Maug
    Heightened Otte
    Heightened Seirtuv
    Heightened Tosk
    Sort
    Skolduven
    Ubudenheim

    8th Level (Runic Wards)
    Heightened Dod
    Heightened Forvargave
    Heightened Maug
    Heightened Seirtuv
    Heightened Tosk
    Skolduven
    Sort
    Ubudenheim

    8th Level (Runic Weaponry)
    Heightened Dod
    Heightened Drofte
    Heightened Forvargave
    Heightened Seirtuv
    Heightened Sunna
    Sort
    Sverdstig
    Ubudenheim

    8th Level (Runic Wonders)
    Heightened Dod
    Heightened Forvargave
    Heightened Gudhjerte
    Heightened Maug
    Heightened Seirtuv
    Heightened Sunna
    Skolduven
    Sort
    Ubudenheim

    9th Level (Runic Defenses)
    Alvskold
    Fjellkong
    Heightened Kongdod
    Heightened Kvit
    Heightened Linjegave
    Heightened Magiskdod
    Wyrmvenn

    9th Level (Runic Wards)
    Guduven
    Heightened Kongdod
    Heightened Kvit
    Heightened Langferd
    Heightened Linjegave
    Heightened Magiskdod
    Heightened Overinmaug
    Heightened Tankeskold
    Liv
    Ysgard

    9th Level (Runic Weaponry)
    Femkrigga
    Heightened Kongdod
    Heightened Kvit
    Heightened Linjegave
    Heightened Magiskdod
    Heightened Overinmaug
    Heightened Tankeskold
    Krigspyd
    Sortdod

    9th Level (Runic Wonders)
    Heightened Kongdod
    Heightened Kvit
    Heightened Linjegave
    Heightened Magiskdod
    Heightened Overinmaug
    Heightened Tankeskold
    Jotunheim
    Nifleheim
    Muspelheim
    Last edited by Bhu; 2014-10-29 at 09:22 PM.
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  29. - Top - End - #479
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    I'm working out the runes and feats over on minmax before i edit them in here as the nature of those boards makes tinkering easier. You will all notice some additions in the above posts.
    Revised avatar by Trixie, New avvie by Crisis21!
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  30. - Top - End - #480
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    1ST LEVEL RUNES

    RUNIC DEFENSES

    Bror
    Level 1st
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of the item this rune is inscribed on gains the one time use of the Stay the Hand spell.

    Diancastra's Mark
    Level 1st
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of the item this rune is inscribed on gains the benefit of the Change Self spell.

    Forvargave
    Level 1st
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of the item this rune is inscribed on gains the benefit of the Lightfoot spell.

    Grun
    Level 1st
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of the item this rune is inscribed on gains the benefit of the Towering Oak spell.

    Kostchtchie's Hammer
    Level 1st
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of the item this rune is inscribed on gains the benefit of the Demonflesh spell.

    Linjetenner
    Level 1st
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of the item this rune is inscribed on gains the benefit of the Babau Slime spell.

    Magere
    Level 1st
    Focus Any Armor
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of the item this rune is inscribed on gains the benefit of the Shield spell.

    Mazinmagisk
    Level 1st
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accesses the wearer of the item this rune is inscribed on gets the benefits of a Protection from Evil spell.

    Seir
    Level 1st
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of the item this rune is inscribed on gains the benefit of the Karmic Aura spell.

    Skoldrom
    Level 1st
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed, the wearer of this item is affected by an Armor Lock spell.

    Stig
    Level 1st
    Focus Any Armor
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item gains the benefits of a Luminous Gaze spell.

    Vennhjerte
    Level 1st
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed this rune provides the benefits of a Hide from Animals spell to the wearer.


    RUNIC WARDS

    Bror
    Level 1st
    Focus Any creature
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the creature this rune is shaped on suffers the effects of a Charm Person spell.

    Diancastra's Mark
    Level 1st
    Focus Any unattended item or surface
    Shaping Time Swift Action
    Access Time Free Action

    When accessed this rune creates the effects of a Color Spray spell.

    Forvargave
    Level 1st
    Focus Any item or surface
    Shaping Time Swift Action
    Access Time Free Action

    When accessed this rune acts as an Alarm spell.

    Grun
    Level 1st
    Focus Any unattended item or surface
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next being to read this rune other than the Runecaster sets off an Entangle spell.

    Kostchtchie's Hammer
    Level 1st
    Focus Any unattended item or surface
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next being to read this rune other than the Runecaster sets off a Hail of Stone spell.

    Linjetenner
    Level 1st
    Focus Any creature
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the being this rune has been shaped on gains the benefits of an Aberrate spell.

    Magere
    Level 1st
    Focus Any unattended item or surface
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next being to read this rune other than the Runecaster who shaped it suffers the effects of a Magic Missile spell.

    Mazinmagisk
    Level 1st
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Automatically accessed when someone tries to draw the weapon the rune is inscribed on

    When someone tries to draw the weapon this rune is inscribed on he finds it is affected by a Peacebond spell.

    Seir
    Level 1st
    Focus Any Trap
    Shaping Time Standard Action
    Access Time Rune automatically provides benefits when the trap it is inscribed upon is activated.

    When the trap this rune is set upon is activated, the Save DC of the Trap increases by +2.

    Skoldrom
    Level 1st
    Focus Any door or other entrance
    Shaping Time Swift Action
    Access Time Automatically accessed when someone tries to open the portal this rune is inscribed on

    When someone tries to open this door they find it affected by an Hold Portal.

    Stig
    Level 1st
    Focus Any creature
    Shaping Time Swift Action
    Access Time Free Action

    When accessed this rune acts as a Nimbus of Light spell.

    Vennhjerte
    Level 1st
    Focus Any creature
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the being this rune is shaped on gains the benefits of an Aspect of the Wolf spell.


    RUNIC WEAPONRY

    Bror
    Level 1st
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the user of this weapon gains the one time use of the Beckon Person spell.

    Diancastra's Mark
    Level 1st
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the user of this weapon gains the benefits of a Secret Weapon spell.

    Forvargave
    Level 1st
    Focus Any ranged weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the user of this weapon gains the benefits of an Accuracy spell.

    Grun
    Level 1st
    Focus Any club or quarterstaff
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the user of this weapon gains the benefits of a Shillelagh spell.

    Kostchtchie's Hammer
    Level 1st
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time this weapon successfully strikes an opponent they are affected as if by a Winter's Touch spell.

    Linjetenner
    Level 1st
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the user of this weapon gains the benefits of an Blade of Blood spell.

    Magere
    Level 1st
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the user of this weapon gains the benefits of a Magic Weapon spell.

    Mazinmagisk
    Level 1st
    Focus Any ranged weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the user of this weapon gains the benefits of a Guiding Light spell.

    Seir
    Level 1st
    Focus Any weapon or it's ammunition
    Shaping Time Standard Action
    Access Time Free Action

    Once accessed, the next time this weapon is used it has the benefits of a True Strike spell.

    Skoldrom
    Level 1st
    Focus Any Weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time this weapon succeeds in an attack the opponent is affected by an Angry Ache spell.

    Stig
    Level 1st
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time this weapon successfully strikes a being who is vulnerable to light in some way (such as vampires or other undead, or beings with Light Sensitivity) it does +1d6 Fire damage.

    Vennhjerte
    Level 1st
    Focus Any creature
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the being this rune is shaped on gains the benefits of the Magic Fang spell.


    RUNIC WONDERS

    Bror
    Level 1st
    Focus Any wearable item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item (Along with nearby Allies) gains the benefits of a Bless spell.

    Diancastra's Mark
    Level 1st
    Focus Any wearable item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item gains the benefits of an Friendly Face spell.

    Forvargave
    Level 1st
    Focus Any footwear
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item gains the benefits of an Expeditious Retreat spell.

    Grun
    Level 1st
    Focus Any wooden object
    Shaping Time Swift Action
    Access Time Free Action

    When accessed this rune creates the effects of an Animate Wood spell.

    Kostchtchie's Hammer
    Level 1st
    Focus Any wearable item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item gains the benefits of a Beastland Ferocity spell.

    Linjetenner
    Level 1st
    Focus Any wearable item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item gains the benefits of a Detect Aberration spell.

    Magere
    Level 1st
    Focus Any lantern or similar device
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item gains the benefits of a Detect Magic spell.

    Mazinmagisk
    Level 1st
    Focus Cup or any item used for drinking
    Shaping Time Swift Action
    Access Time Free Action

    When accessed, and the vessel inscribed the rune is filled with any liquid, the drinker receives the benefits of a Cure Light Wounds spell.

    Seir
    Level 1st
    Focus Any wearable item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item gains a +2 Enhancement Bonus to any one Skill (chosen at the time the rune is shaped) for 1 Minute.

    Skoldrom
    Level 1st
    Focus Any lock
    Shaping Time Swift Action
    Access Time Automatically accessed when someone tries to pick the lock this is inscribed on

    When someone tries to open this lock they find it affected by an Arcane Lock spell.

    Stig
    Level 1st
    Focus Any unattended item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the bearer of this item gains the benefits of a Light spell. Unlike normal duration is one hour per Level

    Vennhjerte
    Level 1st
    Focus A collar, saddle, or other object worn by an animal.
    Shaping Time Swift Action
    Access Time Free Action

    When accessed while an animal is wearing the object this Rune is scribed on, the animal is affected as if by a Charm Animal spell.
    Last edited by Bhu; 2014-10-29 at 08:20 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
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