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  1. - Top - End - #481
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
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    Default Re: Orc/Goblinoid Resources

    2ND LEVEL RUNES

    RUNIC DEFENSES

    Chosen of Baphomet
    Level 2nd
    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 Demonhide spell.

    Forvarseir
    Level 2nd
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item is affected as if by a Karmic Backlash spell.

    Helligstig
    Level 2nd
    Focus Any Armor
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item is affected as though Ghost Touch Armor has been cast on him.

    Helligtanke
    Level 2nd
    Focus Any Armor
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time the wearer of the item this rune is inscribed on receives the benefits of a Clarity of Mind spell.

    Jotunseir
    Level 2nd
    Focus Any Armor
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of the item this rune is inscribed on receives the benefits of a Divine Protection spell.

    Karontor's Hate
    Level 2nd
    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 Bottomless Hate spell.

    Opp
    Level 2nd
    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 Heart of Air spell.

    Overinkrigga
    Level 2nd
    Focus Any Armor or Shield
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item is affected as if by a Sap Strength spell.

    Passion of Iallanis
    Level 2nd
    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 Elation spell.

    Vaprak's Frenzy
    Level 2nd
    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 Zeal spell.

    Wyrm
    Level 2nd
    Focus Any Armor
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of the armor this rune is inscribed upon is affected as if by a Death Armor spell.


    RUNIC WARDS

    Chosen of Baphomet
    Level 2nd
    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 is affected by a Vision of Entropy spell.

    Forvarseir
    Level 2nd
    Focus Any creature
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the being this rune is inscribed on is affected as if by a Mark of the Outcast spell .


    Helligstig
    Level 2nd
    Focus Any unattended item or surface
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next Undead being to read this rune other than the Runecaster is affected by a Turn Undead attempt (Cleric Level is equal to Runecaster Level).


    Helligtanke
    Level 2nd
    Focus Any unattended object or surface
    Shaping Time Swift Action
    Access Time Free Action

    When accessed this rune functions as a Greater Alarm spell.

    Jotunseir
    Level 2nd
    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 is affected by a Bigby's Striking Fist spell.

    Karontor's Hate
    Level 2nd
    Focus Any creature
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the being this rune is inscribed on is affected as if by an Animalistic Power spell .

    Opp
    Level 2nd
    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 is affected by a Greater Slide spell.


    Overinkrigga
    Level 2nd
    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 inscribed it is affected as if by an Escalating Enfeeblement spell.

    Passion of Iallanis
    Level 2nd
    Focus Any unattended object or surface
    Shaping Time Swift Action
    Access Time Free Action

    When accessed this rune functions as a Calm Emotions spell.


    Vaprak's Frenzy
    Level 2nd
    Focus Any unattended object or surface
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off the effects of a Circle of Nausea spell centered on the rune.

    Wyrm
    Level 2nd
    Focus Any unattended object
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the object this rune is inscribed upon is affected as if by a Shatter spell.


    RUNIC WEAPONS

    Chosen of Baphomet
    Level 2nd
    Focus Any polearm
    Shaping Time Swift Action
    Access Time Free Action

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

    Forvarseir
    Level 2nd
    Focus Any Weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time this weapon is used it gains the benefits of a Lucky Blade spell.

    Helligstig
    Level 2nd
    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 Deific Vengeance spell.

    Helligtanke
    Level 2nd
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the bearer of this weapon gains the benefits of a Sure Strike spell.

    Jotunseir
    Level 2nd
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time this weapon successfully strikes someone it does maximum damage and automatically threatens a critical.

    Karontor's Hate
    Level 2nd
    Focus Any Weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time this weapon is used it gains the benefits of a Sadism spell.

    Opp
    Level 2nd
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time the weapon this item is inscribed on gains the benefits of a Returning Weapon spell.

    Overinkrigga
    Level 2nd
    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 a Ray of Weakness spell.

    Passion of Iallanis
    Level 2nd
    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 an Awaken Sin spell.

    Vaprak's Frenzy
    Level 2nd
    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 Kiss of the Toad spell.

    Wyrm
    Level 2nd
    Focus Any weapon
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time this weapon is used successfully the opponent struck is affected as if by a Shriveling spell..


    RUNIC WONDERS

    Chosen of Baphomet
    Level 2nd
    Focus Any unattended item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item gains the one time use of the Rebuke spell.

    Forvarseir
    Level 2nd
    Focus Any coin
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next person who flips this coin receives either the benefits of a Surge of Fortune spell if it lands rune side up, or similar penalties if it lands rune side down.

    Helligstig
    Level 2nd
    Focus Any unattended item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item gains the benefits of the Protection from Negative Energy spell.

    Helligtanke
    Level 2nd
    Focus Any wearable item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time the wearer of the item this rune is inscribed on receives the benefits of an Owl's Wisdom spell.

    Jotunseir
    Level 2nd
    Focus Any wearable item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time the wearer of the item this rune is inscribed on receives the benefits of a Bull's Strength spell.

    Karontor's Hate
    Level 2nd
    Focus Any footwear
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item (and possibly others nearby) gains the benefits of a Rage spell.

    Opp
    Level 2nd
    Focus Any wearable item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time the wearer of the item this rune is inscribed on receives the benefits of a Levitation spell.

    Overinkrigga
    Level 2nd
    Focus Any wearable item such as clothing or jewelry
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item is affected as if by a Sap Strength spell.

    Passion of Iallanis
    Level 2nd
    Focus Any wearable item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the next time the wearer of the item this rune is inscribed on receives the benefits of a Close Wounds spell.

    Vaprak's Frenzy
    Level 2nd
    Focus Any unattended item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed this rune creates the effects of a Desecrate spell.

    Wyrm
    Level 2nd
    Focus Any unattended item
    Shaping Time Swift Action
    Access Time Free Action

    When accessed the wearer of this item suffers the effects of a Ray of Weakness spell.
    Last edited by Bhu; 2014-10-29 at 07:21 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  2. - Top - End - #482
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Orc/Goblinoid Resources

    3RD LEVEL RUNES


    RUNIC DEFENSES

    Dvergild
    Level 3rd
    Focus Any Armor or Shield
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this rune sets off a Furnace Within spell. Unlike normal the maximum damage is 10d8.

    Grolantor's Wrath
    Level 3rd
    Focus Any Armor or Shield
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this rune provides the benefits of a Mantle of Evil spell to the wearer.

    Heightened Bror
    Level 3rd
    Focus Any Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the Allies of the wearer of this item gain the benefits of an Elation spell.

    Heightened Diancastra's Mark
    Level 3rd
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Mask of the Ideal spell.

    Heightened Grun
    Level 3rd
    Focus Any Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the Allies of the wearer of this item gain the benefits of a Tree Shape spell.

    Heightened Kostchtchie's Hammer
    Level 3rd
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Crown of Might spell.

    Heightened Seir
    Level 3rd
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Karmic Backlash spell.

    Heightened Skoldrom
    Level 3rd
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    As per the regular Skoldrom rune, but movement drops to 0, and the Armor CHeck Penalty of the armor worn applies to all rolls made by the victim.

    Heightened Vennhjerte
    Level 3rd
    Focus Any Armor or Shield
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this rune provides the benefits of a Summon Nature's Ally III spell to the wearer (animals only).

    Maatfesting
    Level 3rd
    Focus Any Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this armor gains the benefits of the Mantle of Good spell.

    Magisksverd
    Level 3nd
    Focus Any shield
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this shield gains the benefits of a Shield of Warding spell.

    Memnor's Curse
    Level 3rd
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item sets off a Mass Curse of Impending Blades spell centered on the wearer.

    Protection of Skoraeus
    Level 3rd
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Know Opponent spell.

    Sengrom
    Level 3rd
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Sheltered Vitality spell.

    Skyeild
    Level 3rd
    Focus Any Shield
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, the wielder of the shield this rune is inscribed on receives the benefits of an Energized Shield spell (electricity damage only).

    Surtr's Flame
    Level 3rd
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Body Blaze spell.

    Thrym's Icy Grip
    Level 3rd
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Corona of Cold spell.


    RUNIC WARDS

    Dvergild
    Level 3rd
    Focus Any unattended stone object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, the next time a being other than the Runecaster who inscribed this rune an Explosive Runes spell is set off, centered on the rune.

    Grolantor's Wrath
    Level 3rd
    Focus Any unattended stone object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, the next Good being to read this other than the Runecaster who inscribed it creates a Magic Circle Against Good, centered on the rune.

    Heightened Bror
    Level 3rd
    Focus Any unattended stone object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, the next time a being other than the Runecaster who inscribed this rune reads it, he suffers the effects of a Charm Monster spell.

    Heightened Diancastra's Mark
    Level 3rd
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this rune creates the effects of a Legion of Sentinels spell.


    Heightened Grun
    Level 3rd
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this rune creates the effects of a Spike Growth spell.


    Heightened Kostchtchie's Hammer
    Level 3rd
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

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

    Heightened Seir
    Level 3rd
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When the trap this rune is set upon is activated, the Save DC of the Trap increases by +4.


    Heightened Skoldrom
    Level 3rd
    Focus Any door or other entrance
    Shaping Time Standard 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 Arcane Seal spell.


    Heightened Vennhjerte
    Level 3rd
    Focus Any creature
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the creature the rune is drawn upon gains the benefits of a Bite of the Wererat spell.


    Helsingen
    Level 3rd
    Focus Any creature
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the creature the rune is drawn upon gains the benefits of a Tongues spell.


    Maatfesting
    Level 3rd
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, the next evil being to read this rune other than the Runecaster who inscribed it creates a Magic Circle against Evil, centered on the rune.

    Magisksverd
    Level 3rd
    Focus Any creature
    Shaping Time Standard Action
    Access Time Swift Action

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


    Memnor's Curse
    Level 3rd
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of an Evil Eye spell.


    Protection of Skoraeus
    Level 3rd
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of a Stony Grasp spell.


    Sengrom
    Level 3nd
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by an Inevitable Defeat spell.


    Skyeild
    Level 3rd
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, the next time a being other than the Runecaster who inscribed this rune a Scintillating Sphere spell is set off, centered on the rune.


    Surtr's Flame
    Level 3rd
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off the effects of a Fireball spell centered on the rune.


    Thrym's Icy Grip
    Level 3rd
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off the effects of a Thin Air spell centered on the rune.


    RUNIC WEAPONRY

    Dvergild
    Level 3rd
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, the next time this weapon strikes an opponent a Thunderous Roar spell is centered on his location (the wielder of this weapon is immune).

    Grolantor's Wrath
    Level 3rd
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gets the benefits of a Divine Retaliation spell.

    Heightened Bror
    Level 3rd
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this weapon gains the one time use of the Beckon Monster spell.

    Heightened Diancastra's Mark
    Level 3rd
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next opponent successfully struck by this weapon suffers the effects of a Phantasmal Injury spell.

    Heightened Grun
    Level 3rd
    Focus Any quarterstaff
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer gains the benefits of the Entangling Staff spell.

    Heightened Kostchtchie's Hammer
    Level 3rd
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer gains the benefits of the Brittleskin spell.

    Heightened Seir
    Level 3rd
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

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

    Heightened Skoldrom
    Level 3rd
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    This is identical to the regular Skoldrom rune, except the Penalty applies to Damage rolls to.

    Heightened Vennhjerte
    Level 3rd
    Focus Any Creature
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the being this rune is shaped on gets the benefits of the Jagged Tooth spell.

    Maatfesting
    Level 3rd
    Focus Any Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, the next time an evil opponent is struck with this weapon it suffers the effects of an Affliction spell.

    Magisksverd
    Level 3rd
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

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

    Memnor's Curse
    Level 3rd
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item suffers the effects of a Curse of Petty Failing spell.

    Protection of Skoraeus
    Level 3rd
    Focus Several rocks
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of these rocks may make use of them as if he had cast a Giant's Wrath spell.

    Sengrom
    Level 3rd
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next opponent successfully struck by this weapon suffers the effects of a Power Word Weaken spell.

    Skyeild
    Level 3rd
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    Once accessed, the next time this weapon is used the opponent it strikes is affected as if a Lightning Bolt spell had been cast on them.

    Surtr's Flame
    Level 3rd
    Focus Any Ranged Weapon that uses ammunition
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed all ammo fired from this weapon gains the benefits of the Flame Arrow spell. This effect lasts for 10 Minutes per Shaper Level.

    Thrym's Icy Grip
    Level 3rd
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next opponent successfully struck by this weapon suffers the effects of a Hypothermia spell.


    RUNIC WONDERS

    Dvergild
    Level 3rd
    Focus Any gem
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the item this is inscribed upon becomes a Gembomb as per the spell.

    Grolantor's Wrath
    Level 3rd
    Focus Any Unattended Item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the item this is inscribed upon becomes a Profane Item as per the spell.

    Heightened Bror
    Level 3rd
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gains the benefits of a Heart's Ease spell.

    Heightened Diancastra's Mark
    Level 3rd
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the Runecaster gains the use of a Vertigo Field spell.

    Heightened Grun
    Level 3rd
    Focus Any loop of vine or rope
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bitem this tune is shaped on becomes a Snare as per the Snare spell.

    Heightened Kostchtchie's Hammer
    Level 3rd
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the Runecaster gains the use of a Rage spell.

    Heightened Seir
    Level 3rd
    Focus Any Unattended Item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains a +4 Enhancement Bonus to any one Skill (chosen at the time the rune is shaped) for 1 Hour.

    Heightened Skoldrom
    Level 3rd
    Focus Any lock
    Shaping Time Standard Action
    Access Time Automatically accessed when someone tries to pick the lock this is inscribed on

    Anyone trying to pick this lock finds it protected by an Improved Arcane Lock spell.

    Heightened Vennhjerte
    Level 3rd
    Focus A collar, saddle, or other object worn by an animal.
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed while an animal is wearing the object this Rune is scribed on, the animal is affected as if by a Dominate Animal spell.

    Helsingen
    Level 3rd
    Focus Any 2 coins
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the coins provide the benefits of a Listening Coin spell.

    Maatfesting
    Level 3rd
    Focus Any footwear
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of the item gains the benefits of a Grace spell.

    Magisksverd
    Level 3rd
    Focus Any unattended object
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this object gains the benefits of an Augment Object spell.

    Memnor's Curse
    Level 3rd
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of the item suffers the effects of a Mental Weakness spell.

    Protection of Skoraeus
    Level 3rd
    Focus Any Unattended Item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the item this is inscribed upon provides the benefits of a Safety spell.

    Sengrom
    Level 3rd
    Focus Any unattended object
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this object causes it's bearer to suffer the effects of s Deep Slumber spell.

    Skyeild
    Level 3rd
    Focus Any hammer
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, the wielder of this item can call down lightning as if he had cast a Call Lightning spell.

    Surtr's Flame
    Level 3rd
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer gains the benefits of a Control Temperature spell (heat only).

    Thrym's Icy Grip
    Level 3rd
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer gains the benefits of a Control Temperature spell (cold only).
    Last edited by Bhu; 2014-10-29 at 07:31 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  3. - Top - End - #483
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Orc/Goblinoid Resources

    4TH LEVEL RUNES

    RUNIC DEFENSES

    Annam's Unblinking Eye
    Level 4th
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

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

    Dod
    Level 4th
    Focus Any Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item is struck by a Bestow Curse spell.

    Farekrigga
    Level 4th
    Focus Any armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of the Stoneskin spell.

    Heightened Chosen of Baphomet
    Level 4th
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Moral Facade spell.

    Heightened Forvarseir
    Level 4th
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item becomes the center of a Recitation spell.

    Heightened Karontor's Hate
    Level 4th
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Bottomless Hate spell. Unlike normal this spell cannot be suppressed by Calm Emotions of similar effects and the duration is doubled

    Heightened Linjetenner
    Level 4th
    Focus Any Armor or Shield
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the one time use of the Caustic Smoke spell. Unlike normal if they are blinded due to a failed Save, they are blinded until they leave the cloud and for 2 rounds after. The cloud does 2d6 acid damage instead of the usual 1d6.

    Heightened Magere
    Level 4th
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Lesser Globe of Invulnerability spell.

    Heightened Overinkrigga
    Level 4th
    Focus Any Armor or Shield
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item is affected as if by a Pain spell.

    Heightened Passion of Iallans
    Level 4th
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this item creates the effects if a Good Hope spell.

    Heightened Stig
    Level 4th
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of an Aura of the Sun spell.

    Heightened Vaprak's Frenzy
    Level 4th
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Zeal spell. Unlike normal the effects apply to all opponents, not just one.

    Hiatea's Blessing
    Level 4th
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of an Antiplant Shell spell.

    Linjegave
    Level 4th
    Focus Any Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Bite of the Werewolf spell.

    Seirtuv
    Level 4th
    Focus Any Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Greater Invisibility spell.

    Tears of Stronmaus
    Level 4th
    Focus Any Shield or Armor
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Lesser Holy Transformation spell.


    RUNIC WARDS

    Annam's Unblinking Eye
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of an Implacable Pursuer spell.

    Dod
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Stop Heart spell.


    Farekrigga
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Greater Rebuke spell.

    Gudtanke
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Phantasmal Killer spell.

    Heightened Chosen of Baphomet
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of a Phantasmal Wasting spell.

    Heightened Forvarseir
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of an Unluck spell.


    Heightened Karontor's Hate
    Level 4th
    Focus Any Animal
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the being this rune has been shaped on receives the benefits of an Unholy Beast spell.

    Heightened Linjetenner
    Level 4th
    Focus Any Creature
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the being this rune has been shaped on receives the benefits of a Displacer Form spell.

    Heightened Magere
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of a Force Missiles spell.

    Heightened Overinkrigga
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of an Enervation spell.

    Heightened Passion of Iallanis
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next Evil being to read this rune other than the Runecaster who inscribed it suffers the effects of a Sword of Conscience spell.

    Heightened Stig
    Level 4th
    Focus Any Creature
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the being this rune has been shaped on receives the benefits of See Invisibility and VIsion of the Omniscient Eye spells.

    Heightened Vaprak's Frenzy
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Caustic Mire spell.


    Hiatea's Blessing
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Nature's Wrath spell centered on the rune.

    Linjegave
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Corporeal Instability spell.


    Seirtuv
    Level 4th
    Focus Any unattended item or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by an Sensory Deprivation spell.

    Tears of Stronmaus
    Level 4th
    Focus Any unattended object or surface
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this rune creates the effects of a Hand of the Faithful spell.


    RUNIC WEAPONRY

    Annam's Unblinking Eye
    Level 4th
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gets the benefits of the Know Vulnerabilities spell.

    Dod
    Level 4th
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next opponent this weapon successfully strikes is affected as if by a Poison spell.

    Farekrigga
    Level 4th
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gains the benefits of the War Cry spell.

    Gudtanke
    Level 4th
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next time this weapon successfully strikes an opponent they are affected as if by a Sensory Deprivation spell.

    Heightened Chosen of Baphomet
    Level 4th
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next opponent struck by this weapon is subjected to a Wrack spell.

    Heightened Forvarseir
    Level 4th
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gets the benefits of the Lucky Blade spell, but it may use the re-roll ability a total of three times.

    Heightened Karontor's Hate
    Level 4th
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next opponent struck successfully by this weapon takes the effects of a Frostburn spell.

    Heightened Linjetenner
    Level 4th
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gets the benefits of the Cursed Blade spell.

    Heightened Magere
    Level 4th
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gets the benefits of the Greater Magic Weapon spell.

    Heightened Overinkrigga
    Level 4th
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next opponent this weapon successfully strikes is affected as if by a Fatigue spell.

    Heightened Passion of Iallanis
    Level 4th
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer and his Allies gain the benefits of a Legion's Aid spell.

    Heightened Stig
    Level 4th
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gets the benefits of the Nchaser's Glowing Orb spell. The weapon is th e focus of the spell, not a glass orb.

    Heightened Vaprak's Frenzy
    Level 4th
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the next opponent this weapon successfully strikes is affected as if by a Finger of Agony spell.

    Hiatea's Blessing
    Level 4th
    Focus Any Weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, the next time an opponent is struck with this weapon a Flame Strike spell is centered on his square (the bearer of the weapon is immune).

    Linjegave
    Level 4th
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the weapon this rune is inscribed on gains the Morphing and Changeling properties (see Magic Item Compendium) for 24 hours.

    Seirtuv
    Level 4th
    Focus Any weapon
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this weapon gains the Blurstrike property (see Magic Item Compendium) for 24 hours.

    Tears of Stronmaus
    Level 4th
    Focus Any Warhammer
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gets the benefits of the Weapon of the Deity spell.


    RUNIC WONDERS

    Annam's Unblinking Eye
    Level 4th
    Focus A water filled bowl
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the Runecaster may use the bowl for Scrying as per the spell.

    Dod
    Level 4th
    Focus Any cup or drinking vessel
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the first liquid poured into this cup becomes a poison as per the Water to Poison spell.

    Farekrigga
    Level 4th
    Focus Any wearable item such as clothing or jewelry
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of the Aspect of the Werebeast spell.

    Gudtanke
    Level 4th
    Focus Any stone
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gains the benefits of the Commune spell in the form of a dream.

    Heightened Chosen of Baphomet
    Level 4th
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the one time use of the Greater Rebuke spell.

    Heightened Forvarseir
    Level 4th
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gains the benefits of a Ruin Delver's Fortune spell.

    Heightened Karontor's Hate
    Level 4th
    Focus Any unattended Item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this rune creates the effects of a Hate spell. Unlike normal it gives a +4 Morale Bonus to Str and Con, and a +2 Morale Bonus to Will Saves.

    Heightened Linjetenner
    Level 4th
    Focus Any unattended Item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed this rune creates the effects of an Invoke the Cerulean Sign spell. Unlike normal each of the Signs effects lasts 2 rounds instead of one.

    Heightened Magere
    Level 4th
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gains the benefits of an Arcane Sight spell. Unlike normal it lasts for 1 hour in duration.

    Heightened Overinkrigga
    Level 4th
    Focus Any wearable item such as clothing or jewelry
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item suffers the effects of a Languor spell.

    Heightened Passion of Iallanis
    Level 4th
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the one time use of the Positive Energy Aura spell.

    Heightened Stig
    Level 4th
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gains the benefits of a Celestial Brilliance spell.

    Heightened Vaprak's Frenzy
    Level 4th
    Focus Any wearable item such as clothing or jewelry
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Magic Circle Against Good spell.

    Hiatea's Blessing
    Level 4th
    Focus Any unattended item
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the bearer of this item gains the benefits of a Command Plants spell.

    Linjegave
    Level 4th
    Focus Any item of clothing
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a polymorph spell (self only).

    Seirtuv
    Level 4th
    Focus Any item of clothing
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed the wearer of this item gains the benefits of a Greater Mirror Image spell.

    Tears of Stronmaus
    Level 4th
    Focus Any cup or drinking vessel
    Shaping Time Standard Action
    Access Time Swift Action

    When accessed, and the vessel inscribed the rune is filled with any liquid, the drinker receives the benefits of a Panacea spell.
    Last edited by Bhu; 2014-10-29 at 07:52 PM.
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  4. - Top - End - #484
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
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    Hell itself (Ohio)
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    Default Re: Orc/Goblinoid Resources

    5th Level Runes

    RUNIC DEFENSES

    Anfal
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor gains the benefits of a Battletide spell. Instead of a Partial Action you gain an extra attack with whatever weapon you may be holding.

    Farvel
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor gains the benefits of an Anticipate Teleportation spell. Unlike normal you gain a +2 on Initiative and Attack rolls the round the delayed opponent arrives.

    Harbunad
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor gains the benefits of a Mailed Might of the Magelords spell.

    Heightened Grolantor's Wrath
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor gains the benefits of a Dispel Good spell.

    Heightened Jotunseir
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor gains the benefits of a Stalwart Pact spell.

    Heightened Maatfesting
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor gains the benefits of a Dispel Evil spell.

    Heightened Magiskverd
    Level 5th
    Focus Any Shield
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor gains the benefits of a Shield of Warding spell, but the duration is 24 hours.

    Heightened Memnor's Curse
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item sets off a Mass Curse of Ill Fortune spell centered on the wearer.

    Heightened Opp
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor and his nearby Allies gain the benefits of a Mass Fly spell.

    Heightened Protection of Skoraeus
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor provides the benefits of a Greater Status spell.

    Heightened Skyeild
    Level 5th
    Focus Any Armor or Shield
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor gains the benefits of a Greater Electric Vengeance spell.

    Heightened Surtr's Flame
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor gains the benefits of a Heart of Fire spell.

    Heightened Thrym's Icy Grip
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor gains the benefits of a Hibernal Healing spell.

    Overinlinje
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item gains a +6 Bonus on all Saving Throws against Petrification and Polymorph effects for 1 Hour per Level.

    Tankeskold
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor provides the benefits of a Scry Trap spell.


    RUNIC WARDS

    Anfal
    Level 5th
    Focus Any unattended item or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Legion's Curse of Petty Failing spell.

    Farvel
    Level 5th
    Focus Any unattended item or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this rune provides the benefits of a Zone of Respite spell.

    Harbunad
    Level 5th
    Focus Any creature
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the being this rune is inscribed on is affected as if by a Lesser Ironguard spell .


    Heightened Grolantor's Wrath
    Level 5th
    Focus Any unattended item or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of a Touch of Vecna spell.

    Heightened Jotunseir
    Level 5th
    Focus Any unattended item or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this rune provides the benefits of a Bigby's Interposing Hand spell.

    Heightened Maatfesting
    Level 5th
    Focus Any site, building, or structure
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this rune provides the benefits of a Hallow spell.

    Magisksverd
    Level 5th
    Focus Any creature
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the creature this rune is shaped on gains the benefits of a Greater Magic Fang spell, except the Bonus is +1 per 2 caster levels (Maximum +10).

    Heightened Memnor's Curse
    Level 5th
    Focus Any unattended item or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Slay Living spell.

    Heightened Opp
    Level 5th
    Focus Any unattended item or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Binding Winds spell.

    Heightened Protection of Skoraeus
    Level 5th
    Focus Any unattended item or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Transmute Rock to Mud spell.

    Heightened Skyeild
    Level 5th
    Focus Any creature
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Greater Fireburst spell that does electricity instead of fire damage.


    Heightened Surtr's Flame
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Greater Fireburst spell.


    Heightened Thrym's Icy Grip
    Level 5th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Freezing Fog spell.

    Langferd
    Level 5th
    Focus Next to another rune
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this rune provides the benefits of the Permanency spell for the following runes:

    Overinlinje
    Level 5th
    Focus Any unattended item or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Baleful Polymorph spell.

    Tankeskold
    Level 5th
    Focus Any item or creature
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this rune creates the effects of a Break Enchantment spell.



    RUNIC WEAPONRY

    Anfal
    Level 5th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the holder of this weapon can re-roll all attack rolls for 1 round per Shaper Level. He can only re-roll once per attack, and must stick with the results of the re-roll.

    Farvel
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this weapon gains the Vanishing property (see Magic Item Compendium) the next time it successfully strikes an opponent.

    Harbunad
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this weapon becomes a +2 Defending Weapon for the duration of the encounter.

    Heightened Grolantor's Wrath
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this weapon gains the Implacable property for the duration of the encounter.

    Heightened Jotunseir
    Level 5th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    This is identical to the normal Jotunseir rune except the effect lasts 1 round/Level.

    Heightened Maatfesting
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this weapon gains the Holy property for the duration of the encounter.

    Heightened Magiskverd
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this weapon gains the benefits of a Greater Magic Weapon spell, except the Bonus is +1 per 2 caster levels (Maximum +10).

    Heightened Memnor's Curse
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next opponent struck successfully by this weapon takes the effects of a Graymantle spell.

    Heightened Opp
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this weapon gains the Throwing and Returning properties for 24 hours.

    Heightened Protection of Skoraeus
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this weapon gains the benefits of a Stone Sphere.

    Heightened Skyeild
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this weapon gains the Shocking Burst property for the duration of the encounter.

    Heightened Surtr's Flame
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next opponent struck successfully by this weapon takes the effects of a Shroud of Flame spell.

    Heightened Thrym's Icy Grip
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next opponent struck successfully by this weapon takes the effects of a Gelid Blood spell.

    Overinlinje
    Level 5th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next opponent struck successfully by this weapon is affected as if by a Vulnerability spell.

    Tankeskold
    Level 5th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this rune creates the effects of a Vanishing Weapon spell.


    RUNIC WONDERS

    Anfal
    Level 5th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer of this item and his nearby Allies receive the benefits of a Legion's Greater Magic Weapon spell.

    Farvel
    Level 5th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer of this item receives the benefits of a Teleport spell.

    Harbunad
    Level 5th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer of this item receives the benefits of a Metal Skin spell.

    Heightened Grolantor's Wrath
    Level 5th
    Focus Any wearable item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item suffers the effects of a Morality Undone spell.

    Heightened Jotunseir
    Level 5th
    Focus Any wearable item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item is affected by an Righteous Might spell.

    Heightened Maatfesting
    Level 5th
    Focus Any footwear
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of the item gains the benefits of a Grace spell, but it grants a +4 to Dexterity, and increases Land speed by +30 ft.

    Heightened Magiskverd
    Level 5th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer of this item receives the benefits of an Augment Object spell, except the duration is permanent.

    Heightened Memnor's Curse
    Level 5th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed, a Mind Fog spell is set off, centered on the bearer of this item.

    Heightened Opp
    Level 5th
    Focus Any wearable item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item is affected by an Overland Flight spell.

    Heightened Protection of Skoraeus
    Level 5th
    Focus Any wearable item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed, the wielder of this item gains the benefits of an Indomitability spell.

    Heightened Skyeild
    Level 5th
    Focus Any hammer
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed, the wielder of this item can call down lightning as if he had cast a Call Lightning Storm spell.

    Heightened Surtr's Flame
    Level 5th
    Focus Any unattended flammable item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed, a Wall of Fire spell is set off, centered on this item.

    Heightened Thrym's Icy Grip
    Level 5th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed, a Wall of Ice spell is set off, centered on this item.

    Overinlinje
    Level 5th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer of this item is affected by an Involuntary Shapeshifting spell.

    Tankeskold
    Level 5th
    Focus Any container
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this rune creates the effects of an Imprison Possessor spell.
    Last edited by Bhu; 2014-10-29 at 07:58 PM.
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  5. - Top - End - #485
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    6TH LEVEL RUNES

    RUNIC DEFENSES

    Heightened Annam's Unblinking Eye
    Level 6th
    Focus Any Shield or Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item becomes the center of a Hide the Path spell.

    Heightened Dvergild
    Level 6th
    Focus Any Shield or Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    Identical to the regular Dvergild rune, but damage caps at 20d8..

    Heightened Farekrigga
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item gains the benefits of a Stone Body spell.

    Heightened Helligstig
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor becomes the center of a Ghost Trap spell.

    Heightened Helligtanke
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item gains the benefits of a True Seeing spell.

    Heightened Hiatea's Blessing
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item gains the benefits of a Antilife Shell spell.

    Heightened Mazinmagisk
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor provides the benefits of a Visage of the Deity spell.

    Heightened Sengrom
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    This is identical the the regular Sengrom rune, but the wearer is also immune to Sleep effects, Stun and Daze.

    Heightened Tears of Stronmaus
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor receives the benefits of a Cloak of the Sea spell.

    Heightened Wyrm
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor provides the benefits of a Spectral Touch spell.

    Maug
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

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

    Otte
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item gains the benefits of an Aura of Terror spell.

    Skoldfesting
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor provides the benefits of a Superior Resistance spell.

    Tosk
    Level 6th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this armor and his Allies gain the benefits of a Veil spell.


    RUNIC WARDS

    Heightened Annam's Unblinking Eye
    Level 6th
    Focus Any unattended object or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of an Implacable Pursuer spell. Unlike normal, however, any beings present when this rune was shaped can know the location of the victim.

    Heightened Dvergild
    Level 6th
    Focus Any unattended stone object or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed, the next time a being other than the Runecaster who inscribed this rune a Greater Glyph of Warding spell is set off, centered on the rune.

    Heightened Farekrigga
    Level 6th
    Focus Any unattended item or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this rune provides the benefits of a Symbol of Fear spell.

    Heightened Helligstig
    Level 6th
    Focus Any creature
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Semblance of Life spell.

    Heightened Helligtanke
    Level 6th
    Focus Any creature
    Shaping Time Full Round Action
    Access Time Standard Action

    This is identical to the normal Helligtanke rune, but it allows you to Scry (as per the spell) within 1 30 ft. area centered on the rune.


    Heightened Hiatea's Blessing
    Level 6th
    Focus Any unattended object, surface or Construct
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this rune sets off a Summon Nature's Ally VI spell.


    Heightened Mazinmagisk
    Level 6th
    Focus Any creature
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by an Opalescent Glare spell.

    Heightened Sengrom
    Level 6th
    Focus Any creature
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Symbol of Sleep spell.


    Heightened Tears of Stronmaus
    Level 6th
    Focus Any creature
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Thunder Field spell.


    Heightened Wyrm
    Level 6th
    Focus Any unattended object, surface or Construct
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the object this rune is inscribed upon is affected as if by a Crumble spell.


    Maug
    Level 6th
    Focus Any unattended stone object or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed, the next time a being other than the Runecaster who inscribed this rune reads it, an Unhallow spell is set off, centered on the rune.

    Overinmaug
    Level 6th
    Focus Any creature
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the creature this rune is inscribed on receives the benefits of a True Seeing spell.


    Skoldfesting
    Level 6th
    Focus Any creature
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Repulsion spell.

    Tosk
    Level 6th
    Focus Any unattended item or surface
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Phantasmal Disorientation spell.


    RUNIC WEAPONRY

    Drofte
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next time this weapon successfully strike an opponent they suffer the effects of a Flshshiver spell.

    Heightened Annam's Unblinking Eye
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer of this item gets the benefits of the Eyes of the Oracle spell.

    Heightened Dvergild
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next time this weapon strikes an opponent it sets off a Resounding Thunder spell doing 8d6 damage.

    Heightened Farekrigga
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer of this item gets the benefits of a Greater Heroism spell.

    Heightened Helligstig
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next undead opponent successfully struck by this weapon suffers the effects of a Heal spell.

    Heightened Helligtanke
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed all Attack rolls made with this weapon automatically succeed for 1 round.

    Heightened Hiatea's Blessing
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next time this weapon gains the Flaming Burst property for the duration of the encounter.

    Heightened Mazinmagisk
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next opponent successfully struck by this weapon suffers the effects of a Lucent Lance spell.

    Heightened Sengrom
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next opponent successfully struck by this weapon suffers the effects of an Endless Slumber spell.

    Heightened Tears of Stronmaus
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this weapon gains the Thundering property for the duration of the encounter, in addition to being a +2 weapon.

    Heightened Wyrm
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next opponent successfully struck by this weapon suffers the effects of a Finger of Death spell.

    Overinmaug
    Level 6th
    Focus Any weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this weapon gains the Illusion Bane property for 24 hours (see Magic Item Compendium).

    Skoldfesting
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next opponent successfully struck by this weapon sets off the effects of a Rejection spell.

    Sunna
    Level 6th
    Focus Any Weapon
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the next time this weapon successfully strikes an opponent it sets off a Yakamo's Anger spell.


    RUNIC WONDERS

    Gudhjerte
    Level 6th
    Focus Any wearable item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer of this item receives the benefits of a Chasing Perfection spell.

    Heightened Annam's Unblinking Eye
    Level 6th
    Focus A water filled bowl
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the Runecaster may use the bowl for Greater Scrying as per the spell.

    Heightened Dvergild
    Level 6th
    Focus Any gems or solid metal pieces such as coins or ingots
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the items this rune is inscribed on become Fire Seeds, as per the spell.

    Heightened Farekrigga
    Level 6th
    Focus Any wearable item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item is affected by a Bite of the Werebear spell.

    Heightened Helligstig
    Level 6th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer gains the one time use of the Incorporeal Nova spell.

    Heightened Helligstig
    Level 6th
    Focus Any worn item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer and his Allies gain the benefits of the Mass Owl's Wisdom spell.

    Heightened Hiatea's Blessing
    Level 6th
    Focus A tree
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the tree animates as per the Liveoak spell.

    Heightened Mazinmagisk
    Level 6th
    Focus Cup or any item used for drinking
    Shaping Time Full Round Action
    Access Time Standard Action

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

    Heightened Tears of Stronmaus
    Level 6th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer gains the one time use of the Stormwalk spell spell.

    Heightened Wyrm
    Level 6th
    Focus Any container
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed this rune creates the effects of an Pox spell.

    Maug
    Level 6th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer gains the one time use of the Summon Babau spell spell.

    Overinmaug
    Level 6th
    Focus Any unattended item
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer of this item gains the benefits of a Find the Path spell.

    Sunna
    Level 6th
    Focus Any hat, helm, or crown
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the bearer of this item gains the benefits of a Crown of Brilliance spell.
    Last edited by Bhu; 2014-10-29 at 08:07 PM.
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  6. - Top - End - #486
    Titan in the Playground
     
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    Join Date
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    7TH LEVEL RUNES

    RUNIC DEFENSES

    Heightened Anfal
    Level 7th
    Focus Any Armor
    Shaping Time Full Round Action
    Access Time Standard Action

    When accessed the wearer of this item gains the benefits of a Battletide spell as modified for the regular Anfal rune. In addition so long as at least one opponent is affected by the rune the wearer gains a +2 Bonus to Attack and Damage rolls.

    Heightened Farvel
    Level 7th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    The effects are identical to the normal Farvel rune, except that the opponent who arrives delayed is Stunned for 2 rounds (no Save).

    Heightened Harbunad
    Level 7th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the wearer of this armor gains the benefits of a Mailed Might of the Magelords spell for 24 hours.

    Heightened Overinlinje
    Level 7th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item gains immunity to Petrification and Polymorph effects for 1 Hour per Level.

    Heightened Skoldfesting
    Level 7th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item gains the benefits of a spell Turning spell.

    Heightened Tankeskold
    Level 7th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item gains the benefits of a Scry Trap spell. Unlike normal the victim of your Scry Trap does not get a Caster Level Check to prevent his Scry spell from being dispelled.

    Kongdod
    Level 7th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item gains the benefits of an Undead Mask spell.

    Kvit
    Level 7th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the wearer of this armor gains the benefits of a Bastion of Good spell.

    Magiskdod
    Level 7th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item gains the benefits of an Antimagic Aura spell.


    RUNIC WARDS

    Heightened Anfal
    Level 7th
    Focus Any siege weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the siege weapon this rune is shaped on animates as per an Animate Siege Weapon spell.

    Heightened Farvel
    Level 7th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next being with the Extraplanar Subtype to read this rune other than the Runecaster who inscribed it sets off a Banishment spell.

    Heightened Harbunad
    Level 7th
    Focus Any Creature
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the being this rune is inscribed on is affected as if by a Greater Ironguard spell .

    Heightened Overinlinje
    Level 7th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Return to Nature spell.


    Heightened Skoldfesting
    Level 7th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Repulsion spell. Unlike normal, opponents who fail the Save not only are unable to move towards you but are pushed back 20 ft.

    Heightened Tankeskold
    Level 7th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next being to read this rune other than the Runecaster who inscribed sets off an Antimagic Field, centered on the rune.


    Kongdod
    Level 7th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Greater Seed of Undeath spell.

    Kvit
    Level 7th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Holy Word spell.

    Magiskdod
    Level 7th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed, the next evil being to read this rune other than the Runecaster who inscribed it creates an Antimagic Field in a 30 ft. area, centered on the rune.


    RUNIC WEAPONRY

    Heightened Anfal
    Level 7th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the holder of this weapon gains the benefits of the Anfal rune, and may re-roll damage rolls as well. Instead of 1 round per Shaper Level these effects last for the Encounter.

    Heightened Farvel
    Level 7th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed this weapon gains the Banishing and Great Dislocator properties for 24 hours.

    Heightened Harbunad
    Level 7th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed this weapon becomes a +4 Defending Weapon for the duration of the encounter.

    Heightened Overinlinje
    Level 7th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next opponent struck by this weapon takes the effects of a Blood to Water spell.

    Heightened Skoldfesting
    Level 7th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next time this weapon successfully strikes an opponent it sets off the effects of a Rejection spell. Unlike normal the spells Area of Effect is a 30 ft. radius centered on the wielder of the weapon. It does not affect Allies, and the Save DC is +2 higher than normal.

    Heightened Tankeskold
    Level 7th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    This acts like the normal Tankeskold rune, but if the dispel check against the summoned creature fails the creature any hit on the creature from this weapon automatically threatens a critical for the runes duration.

    Kongdod
    Level 7th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed this weapon gains the Disruption property for this encounter.

    Kvit
    Level 7th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next opponent struck by this weapon causes a Righteous Burst spell to set off, centered on the weapons holder.

    Magiskdod
    Level 7th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next time this weapon successfully strikes an opponent he is affected as if by am Antimagic Ray spell.


    RUNIC WONDERS

    Heightened Anfal
    Level 7th
    Focus Any unattended object
    Shaping Time 1 Minute
    Access Time Full Round Action

    Identical to the normal Anfal rune, but the maximum Bonus is +8.

    Heightened Farvel
    Level 7th
    Focus Any unattended object
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item receives the benefits of a Greater Teleport spell.

    Heightened Harbunad
    Level 7th
    Focus Any unattended item
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item receives the benefits of a Metal Skin spell for 24 hours.

    Heightened Overinlinje
    Level 7th
    Focus Any unattended item
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item is affected by a Disintegrate spell.

    Heightened Tankeskold
    Level 7th
    Focus Any container
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed this rune provides the effects of both an Impotent Possessor and Imprison Possessor spells.

    Kongdod
    Level 7th
    Focus Any unattended object
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item gains the benefits of a Control Undead spell.

    Kvit
    Level 7th
    Focus Any unattended object
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item sets off a Rejuvenating Light spell.

    Magiskdod
    Level 7th
    Focus Any unattended item
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item gains the benefits of a Spell Turning spell.
    Last edited by Bhu; 2014-10-29 at 08:12 PM.
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  7. - Top - End - #487
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
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    Default Re: Orc/Goblinoid Resources

    8TH LEVEL RUNES

    RUNIC DEFENSES

    Heightened Dod
    Level 8th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the wearer of this armor is struck by a Greater Bestow Curse spell.

    Heightened Forvargave
    Level 8th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the wearer of this armor receives the benefits of a Greater Celerity spell.

    Heightened Maug
    Level 8th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the wearer of this armor receives the benefits of a Fiendform spell. Unlike normal he may become any Fiendish creature, Demon or Devil from the Summon Monster I-VI spells.

    Heightened Otte
    Level 8th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the wearer of this armor receives the benefits of an Aura of Terror spell. Unlike usual the Area of Effect is 60 ft.

    Heightened Seirtuv
    Level 8th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the wearer of this armor receives the benefits of a Superior Invisibility spell.

    Heightened Tosk
    Level 8th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed this rune provides the benefits of a Shifting Paths spell.

    Skolduven
    Level 8th
    Focus Any unattended object
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the wearer of this item is affected as if by a Mysterious Redirection spell.

    Sort
    Level 8th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the wearer of this armor is struck by a Blackfire spell.

    Ubudenheim
    Level 8th
    Focus Any Armor
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the wearer of this armor receives the benefits of a Protection from Spells spell.


    RUNIC WARDS

    Heightened Dod
    Level 8th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Finger of Death spell.

    Heightened Forvargave
    Level 8th
    Focus Any creature or unattended item or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed this rune provide the benefits of a Sequester spell.

    Heightened Maug
    Level 8th
    Focus Any unattended stone object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed, the next time a being other than the Runecaster who inscribed this rune reads it, an Unhallow spell is set off, centered on the rune. Unlike normal the Turn Checks made against Undead are at -8.

    Heightened Seirtuv
    Level 8th
    Focus Any unattended item or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed this rune provide the benefits of a Screen spell.

    Heightened Tosk
    Level 8th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Scintillating Pattern spell.

    Skolduven
    Level 8th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by an Antipathy spell.

    Sort
    Level 8th
    Focus Any unattended object or surface
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the item this rune is shaped on is protected by a Shadow Trap spell. Unlike normal it is protected until the spell is triggered, and the summoned Shadow stays for the duration of the encounter.

    Ubudenheim
    Level 8th
    Focus Any 1 Creature
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the creature this rune is inscribed on is affected as if by a Binding spell.


    RUNIC WEAPONRY

    Heightened Dod
    Level 8th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next opponent struck by this weapon takes the effects of a Withering Palm spell.

    Heightened Drofte
    Level 8th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next opponent struck by this weapon takes the effects of a Fleshshiver spell. Unlike normal a Saving Throw is not allowed for the Stun effect regardless of the opponents Hit Dice, and the damage cap is 25d6

    Heightened Forvargave
    Level 8th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the weapon gains the Dancing property for the duration of the encounter.

    Heightened Seirtuv
    Level 8th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed this weapon gains the Blurstrike property (see Magic Item Compendium) for 24 hours. In addition it is considered a +3 weapon and even has it's Blurstrike property against foes who have Blindsight or Uncanny Dodge.

    Heightened Sunna
    Level 8th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next time this weapon successfully sets off a Sunburst spell.

    Sort
    Level 8th
    Focus Any staff
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the weapon this rune is shaped on becomes a Blackstaff as per the spell.

    Sverdstig
    Level 8th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the weapon this rune is shaped on becomes a Brilliant Blade as per the spell.

    Ubudenheim
    Level 8th
    Focus Any weapon
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the weapon gains the Banishing and Binding properties for 24 hours (see Magic Item Compendium).


    RUNIC WONDERS

    Heightened Dod
    Level 8th
    Focus Any cup or drinking vessel
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the first liquid poured into this cup becomes toxic, and anyone drinking it suffers the effects of a Greater Harm spell.

    Heightened Forvargave
    Level 8th
    Focus Any unattended object
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item duplicates the effects of a Reverse Gravity spell.

    Heightened Gudhjerte
    Level 8th
    Focus Any unattended item
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item receives the benefits of a Chasing Perfection spell for 24 hours.

    Heightened Maug
    Level 8th
    Focus Any unattended item
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer gains the one time use of the Abyssal Army spell.

    Heightened Seirtuv
    Level 8th
    Focus Any unattended object
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed this rune duplicates the effects of a Shifting Paths spell.

    Heightened Sunna
    Level 8th
    Focus Any unattended item
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item gains the benefits of a Crown of Brilliance spell. Unlike usual the spell does not allow a Saving Throw for creatures with Light Sensitivity or that are harmed by sunlight, and does 3d6 damage to Undead.

    Skolduven
    Level 8th
    Focus Any unattended object
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item is affected by a Demand spell.

    Sort
    Level 8th
    Focus Any unattended object
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the bearer of this item duplicates the effects of a Ravenous Darkness spell, except the duration is 10 Minutes per Level.

    Ubudenheim
    Level 8th
    Focus Any unattended item
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed this item provides the benefits of a True Banishment spell.
    Last edited by Bhu; 2014-10-29 at 09:24 PM.
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  8. - Top - End - #488
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    Default Re: Orc/Goblinoid Resources

    i am constantly amazed by your constant willingness to keep this thread going alone. very well done Bhu!
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  9. - Top - End - #489
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    Well I've been promising Giant stuff for forever now, so I can hardly disappoint people,
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  10. - Top - End - #490
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    9TH LEVEL RUNES

    RUNIC DEFENSES

    Alvskold
    Level 9th
    Focus Any Armor
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the wearer of this armor receives the benefits of a Mysterious Redirection spell. Unlike normal it lasts 5 minutes or until expended.

    Fjellkong
    Level 9th
    Focus Any Armor
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the wearer of this armor receives the benefits of an Undermaster spell.

    Heightened Kongdod
    Level 9th
    Focus Any Armor
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the bearer of this item gains the benefits of an Undead Mask spell. Unlike normal this effect lasts for 24 hours and the bearer can also attack/affect incorporeal Undead.

    Heightened Kvit
    Level 9th
    Focus Any Armor
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the bearer of this item gains the benefits of a Righteous Exile spell.

    Heightened Linjegave
    Level 9th
    Focus Any Armor
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the wearer of this armor receives the benefits of a Freedom spell.

    Heightened Magiskdod
    Level 9th
    Focus Any Armor
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the bearer of this item gains the benefits of an Absorption spell. Unlike normal if the bearer can't cast spells this heals 20 points of damage per Spell Level absorbed.

    Wyrmvenn
    Level 9th
    Focus Any Armor
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the wearer of this armor receives the benefits of a Dragonshape spell.


    RUNIC WARDS

    Guduven
    Level 9th
    Focus Any Runecaster
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed, the Runecaster this is inscribed upon loses all his Class Abilities as if he were the recipient of an Anathema spell.

    Heightened Kongdod
    Level 9th
    Focus Any unattended item or surface
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Greater Seed of Undeath spell. Unlike normal the victims don't rise as zombies but as Corpse Creatures (see Book of Vile Darkness).

    Heightened Kvit
    Level 9th
    Focus Any unattended item or surface
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Holy Word spell. Unlike normal the range is 60 ft.

    Heightened Langferd
    Level 9th
    Focus Any surface up to a 20 ft. cube, creature or unattended object
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this rune makes it impossible to place any other runes upon whatever creature, item or surface it has been shaped upon. This Rune can only be removed via a Wish spell.


    Heightened Linjegave
    Level 9th
    Focus Any 1 Creature
    Shaping Time 1 Minute
    Access Time Full Round Action

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off an Implosion spell.

    Heightened Magiskdod
    Level 9th
    Focus Any unattended item or surface
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Mordenkainen's Disjunction spell.

    Heightened Overinmaug
    Level 9th
    Focus Any creature
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the creature this rune is inscribed on receives the benefits of a Foresight spell.

    Heightened Tankeskold
    Level 9th
    Focus Any unattended item or surface
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Programmed Amnesia spell.

    Liv
    Level 9th
    Focus Any unattended item
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this grants the inscribed object the benefits of a permanent Animate Object spell, along with an Awaken construct spell.

    Ysgard
    Level 9th
    Focus Any surface 5 to 30 ft. in diameter
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this creates a Gate as per the spell, but only to Annam's palace Gudheim on the plane of Ysgard.


    RUNIC WEAPONRY

    Femkrigga
    Level 9th
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the weapon temporarily becomes a Crushing Fist of Spite as per the spell.

    Heightened Kongdod
    Level 9th
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this weapon gains the Disruption, Ethereal Reaver and Sacred Burst properties for this encounter.

    Heightened Kvit
    Level 9th
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the next time the weapon successfully strikes an opponent, a Righteous Burst spell is set off centered on the weapons holder. Unlike usual the base damage done/healed is 3d8.

    Heightened Linjegave
    Level 9th
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the weapon temporarily becomes a Black Blade of Disaster as per the spell.

    Heightened Overinmaug
    Level 9th
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the weapon gains the Illusion Bane property for 24 hours. Unlike normal it's secondary ability to destroy illusions may be used at will

    Heightened Tankeskold
    Level 9th
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the weapon gains the Illusion Theft property for 24 hours.

    Krigspyd
    Level 9th
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the weapon temporarily becomes a Lash of Force as per the spell.

    Sortdod
    Level 9th
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the weapon temporarily becomes a Sphere of Ultimate Destruction as per the spell.


    RUNIC WONDERS

    Heightened Kongdod
    Level 9th
    Focus Any unattended item
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this item provides the benefits of a Plague of Undead spell.

    Heightened Kvit
    Level 9th
    Focus Any item of clothing
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this rune creates the effects of an Mass Heal spell.

    Heightened Linjegave
    Level 9th
    Focus Any item of clothing
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this item provides the benefits of a Shapechange spell.

    Heightened Magiskdod
    Level 9th
    Focus Any unattended item
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this item provides the benefits of an Effulgent Epuration spell.

    Heightened Overinmaug
    Level 9th
    Focus Any item of clothing
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed the bearer of this item gains the benefits of a Hindsight spell.

    Heightened Tankeskold
    Level 9th
    Focus Any item of clothing
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this rune creates the effects of an Unbinding spell.

    Jotunheim
    Level 9th
    Focus Any unattended item
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this item provides the benefits of a Summon Monster IX spell, except that it summons 1d3 Stone Giant Elders.

    Muspelheim
    Level 9th
    Focus Any unattended item
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this item provides the benefits of a Deadly Sunstroke spell.

    Niflheim
    Level 9th
    Focus Any unattended item
    Shaping Time 1 Hour
    Access Time 1 Minute

    When accessed this item provides the benefits of a Burst of Glacial Wrath spell.
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  11. - Top - End - #491
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    bear with me as i edit the previous posts and do the epic stuff for the class and it;s finally back to more giants.

    EPIC RUNES

    Epic Runes are designed and 'cast' much the same as Epic Spells. Once developed a Runecaster may shape as many Epic Runes per day as he has slots available (ranks in Knowledge: Arcana divided by 10). The RUnecaster must make a Spellcraft Check against the Runes Spellcraft DC to shape it. A Runecaster can take 10, but not 20 on this check. If it succeeds the rune is shaped, if not the rune fails but the slot is still used up. A Runecaster may not shape a rune whose Spellcraft DC is greater than (20 plus the Runecasters Spellcraft modifier). Epic runes have no fixed level. However, for purposes of Concentration checks, spell resistance, and other possible situations where rune level is important, epic runes are all treated as if they were 10th-level runes. Metarune Feats and other Epic Feats cannot be applied to Epic Runes. The Save DC for an Epic Rune is 20 plus the Runecasters Wisdom Modifier (plus any possible bonuses from the spells development). Epic Runes cannot be crafted into items. Epic Rune Seeds work the same as Epic Spell Seeds with one exception: Instead of Components and Casting Time, you have Shaping Time and Access Time. The Shaping Time for any Epic Seed is 1 Hour (it still has a Somatic component as usual), and Access Time is 1 Minute (it still has a Verbal component as usual). This can be modified in development. All Epic Runes have a single Focus chosen from this list: Any creature, any weapon, any armor, any shield, any unattended item or any surface. Additional Foci can be gained during development.

    Unlike normal if you learn an Epic Rune, you do not learn all versions of it. For example if you learn Heightened Sort as a War, you ,ay only shape it as a Ward. However for each other variation on this Rune you know, you may learn the next version at -25% Resource and XP cost. For example if you wish to learn Heightened Sort as a Defense, and you already know it as a Ward, Weapon and Wonder, the cost is lowered by 75%.

    EPIC RUNE DEVELOPMENT

    Reduce Casting Time by one step (i.e. from 1 Hour to I Minute, from 1 Minute to a Full Round, from a Full Round to a Standard Action, etc,): +2 to Spellcraft DC Modifier

    No Somatic Component: +2 to Spellcraft DC Modifier

    Reduce Access Time by one step (i.e. from 1 Minute to a Full Round, from a Full Round to a Standard Action, etc,): +2 to Spellcraft DC Modifier

    No Verbal Component: +2 to Spellcraft DC Modifier

    Accessible by 1 Ally, who must be present at the Runes shaping: +2 to Spellcraft DC Modifier
    Last edited by Bhu; 2014-10-12 at 05:46 PM.
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  12. - Top - End - #492
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    SAMPLE EPIC RUNES

    EPIC DEFENSES
    Heightened Alvskold
    Abjuration
    Focus Any Armor or Shield
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 51
    Range Personal
    Target You
    Duration Until expended or 48 hours
    To Develop 459000 GP, 9 Days, 18360 XP, Seed: Reflect against melee (DC 27), x4 duration (+4), blocks an additional 5 hits before being expended (+20)

    Once accessed the next 6 melee attacks are against you are reflected back at your attacker using the same attack roll.

    Heightened Fjellkong
    Transmutation
    Focus Any Armor
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 68
    Range 300 ft.
    Target Personal
    Duration Permanent
    Saving Throw Fortitude negates (see text)
    Spell Resistance Yes
    To Develop 612000 GP, 12 Days, 24480 XP, Seed: Transform (DC 21), size ranges from Diminutive to 4 sizes larger than the targets normal form (+24), change target into any Elemental with the Earth Subtype (+5), subject gains 1 Supernatural Ability and three Extraordinary Abilities of new form (+20), Personal (-2)

    When accessed the Runecaster takes the form of any Elemental with the Earth Subtype. If the transformed creature doesn’t have the level or Hit Dice of its new likeness, it can only use the abilities of the creature at its own level or Hit Dice. If slain or destroyed, the transformed creature or object reverts to its original form. The subject’s equipment, if any, remains untransformed or melds into the new form’s body, at the caster’s option. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth). In addition it gains up to 1 Supernatural and three Exceptional abilities of the new form it would not otherwise have.

    Heightened Skolduven
    Abjuration
    Focus Any Armor or Shield
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 51
    Range Personal
    Target You
    Duration Until expended or 12 Hours
    To Develop 459000 GP, 9 Days, 18360 XP, Seed: Reflect against ranged (DC 27), x4 duration (+4), blocks an additional 5 hits before being expended (+20)

    Once accessed the next 6 ranged attacks are against you are reflected back at your attacker using the same attack roll.

    Heightened Sort
    Transmutation
    Focus Any Armor or Shield
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 160
    Range Touch
    Target One Living Creature
    Duration 10 rounds
    Saving Throw Fortitude half
    Spell Resistance Yes
    To Develop 1440000 GP, 29 Days, 57600 XP, Seed: Destroy (DC 29), +9 rounds (+18 rounds), Contingent on being attacked (+25), up to 9 extra targets (+90), Touch (-2)

    Once accessed the next being to attack you in melee must make a Save or take 20d6 untyped damage each round for 10 rounds (see Destroy Seed in the Epic Level Handbook for particulars). The black fire consuming them is infectious, and should they touch any being other than the Runecaster they are affected by the spell as well (maximum of 10 targets).

    Heightened Ubudenheim
    Abjuration
    Focus Any Armor or Shield
    Shaping Time 1 Hour and 10 Minutes
    Access Time1 Minute
    Spellcraft DC 191
    Range Personal
    Area/Target You
    Duration Until expended or 48 Hours
    To Develop 1719000 GP, 34 Days, 68760 XP, Seed: Reflect against spells (DC 27), x4 duration (+4), blocks an additional 5 hits before being expended (+20), affects spells of up to 9th Level (+160), increase casting time by 10 Minutes (-20)

    Once accessed the next 6 spells of 9th Level or less targeting you are reflected back at your attacker using the same attack roll.

    Heightened Wyrmvenn
    Transmutation
    Focus Any Armor
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 60
    Range 300 ft.
    Target One Creature
    Duration Permanent
    Saving Throw Fortitude negates (see text)
    Spell Resistance Yes
    To Develop 540000 GP, 11 Days, 21600 XP, Seed: Transform (DC 21), size ranges from Diminutive to 4 sizes larger than the targets normal form (+24), change target into any Dragon (+5), subject gains 1 Supernatural and Extraordinary Ability of new form (+10)

    When accessed this Rune changes the being it has been shaped on into any Evil Dragon within the proper size range. If the transformed creature doesn’t have the level or Hit Dice of its new likeness, it can only use the abilities of the creature at its own level or Hit Dice. If slain or destroyed, the transformed creature or object reverts to its original form. The subject’s equipment, if any, remains untransformed or melds into the new form’s body, at the caster’s option. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth). In addition the creature gains the Breath Weapon and Damage Reduction of the Dragon whose form it assumes.


    EPIC WARDS
    Heightened Guduven
    Transmutation
    Focus Any creature
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 19
    Range Touch
    Target One Creature
    Duration Permanent
    Saving Throw Fortitude negates (see text)
    Spell Resistance Yes
    To Develop 171000 GP, 3 Days, 6840 XP, Seed: Transform (DC 21), Touch (-2), Titans only (-6), completely alters target (+6)

    When accessed, this powerful cursed rune permanently turns any Titan it is inscribed upon into a Chaos Giant (see below for stats).

    Heightened Liv
    Conjuration (Healing)
    Focus Any plant, animal, construct, or unattended object
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 37
    Range 0 ft.
    Area Creature or objects within 20 ft. radius
    Duration Instantaneous
    Saving Throw None
    Spell Resistance Yes (harmless)
    To Develop 333000 GP, 7 Days, 13320 XP, Seed: Transform (DC 27), area effect instead of target (+10)

    When accessed all animals, plants, construct, and unattended object gain sentience as per the Life Seed.

    Heightened Skolduven
    Enchantment (Compulsion, Mind-Affecting)
    Focus Any unattended object or surface
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 19
    Range 0 ft.
    Area 20 ft radius
    Duration 20 hours
    Saving Throw Will negates
    Spell Resistance Yes
    To Develop 171000 GP, 3 Days, 6840 XP, Seed: Compel (DC 19), area as opposes to target (+10), unreasonable demands (+10), trigger (+2)

    When accessed the next being to read this rune other than the Runecaster who inscribed it is compelled to return home and not come back for the duration of the spell.

    Heightened Sort
    Conjuration (Evil, Summoning)
    Focus Any unattended object or surface
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 54
    Range 75 ft.
    Target 1 summoned creature
    Duration 20 rounds (D)
    Saving Throw Will negates (see text)
    Spell Resistance Yes (see text)
    To Develop 486000 GP, 10 Days, 19440 XP, Seed: Summon (DC 14), summon Undead (+2), up to CR 20 (+36), trigger (+2)

    When accessed the item this rune is shaped on summons any one Undead of CR 20 or less to protect itself.

    Heightened Ubudenheim
    Transmutation
    Focus Any 1 Creature
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 31
    Range 300 ft.
    Target One creature
    Duration Permanent
    Saving Throw Fortitude negates
    Spell Resistance Yes
    To Develop 279000 GP, 6 Days, 11160 XP, Seed: Transform (DC 21), can make target incorporeal (+10)

    When accessed the creature this rune is inscribed on permanently becomes incorporeal until the effect can be dispelled somehow.

    Heightened Ysgard
    Conjuration (Teleportation)
    Focus Any surface 20 ft. in diameter
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 45
    Range Touch
    Area/Target You and any creatures/objects weighing up to 3,000 lbs. within the area of effect
    Duration Instantaneous
    Saving Throw None or Will negates
    Spell Resistance No or Yes
    To Develop 405000 GP, 8 Days, 16200 XP, Seed: Transport (DC 27), uses Ysgard as Medium (+2), can also do interplanar travel (+4), can transport the unwilling (+4), up to 3000 pounds (+4), area effect instead of target (+10)

    Once accessed, anyone within the area of effect is taken to a plane or location of the casters choosing.


    EPIC WEAPONS
    Heightened Femkrigga
    Evocation (Force)
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 83
    Range 300 ft.
    Area 10-ft.-radius emanation extending upwards by 30 ft.
    Duration Instantaneous
    Saving Throw Reflex Half
    Spell Resistance Yes
    To Develop 747000 GP, 29880 Days, 15 XP, Seed: Energy (DC 19), +20d6 (+40), change area to cylinder (+2), does Force damage (+2), Increase damage step (+20)

    When accessed, he weapon used as a focus temporarily disappears, as a giant black fist appears 30 feet and smashes to the ground doing 30d10 Force damage force damage to all within the area. Afterwards the weapon reappears in it's wielders hand.

    Heightened Krigspyd
    Evocation (Force)
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 33
    Range 300 ft
    Target 1 creature
    Duration 32 rounds
    Saving Throw Reflex half
    Spell Resistance Yes
    To Develop 297000 GP, 6 Days, 11880 XP, Seed: Energy (DC 19), does Force damage (+2), no area of effect (-2), increased duration (+10), ignores concealment (+2), touch attack (+2)

    When accessed the weapon used as a focus temporarily becomes an invisible tendril of force. It can be used to make a ranged touch attack against anything within range doing 10d6 force damage.

    Heightened Sort
    Necromancy (Death)
    Focus Any melee weapon
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 56
    Range Touch
    Target One living creature
    Duration 8 rounds or until expended
    Saving Throw Fortitude Partial (see text)
    Spell Resistance Yes (see text)
    To Develop 504000 GP, 10 Days, 20160 XP, Seed: Slay (DC 25), Seed: Dispel (DC 19), no range (-2), up to 160 HD (+8), increased duration (+6)

    Once accessed, the next being successfully struck by the weapon must make a Fortitude Save or die. If the Save is successful it still takes 3d6+20 damage. In addition it is subject to the affects of a Dispel Seed.

    Heightened Sortdod
    Transmutation
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 75
    Range 0 ft.
    Area 40 ft. radius
    Duration Instantaneous
    Saving Throw Fortitude half
    Spell Resistance Yes
    To Develop 675000 GP, 14 Days, 27000 XP, Seed: Destroy (DC 29), no range (-2), wielder is immune (+2), 40 ft radius (+6), +20d6 damage (+40)

    Once accessed a sphere of darkness emanates from the weapon used as a focus, vaporizing everything but the wielder. Anything in the area takes 40d6 damage (see Destroy Seed from Epic Level Handbook for further effects).

    Heightened Sverdstig
    Transmutation
    Focus Any one weapon
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 43
    Range Touch
    Target 1 creature or object up to 10 cubic feet
    Duration 64 rounds
    Saving Throw Fortitude Half
    Spell Resistance Yes
    To Develop 387000 GP, 8 Days, 15480 XP, Seed: Destroy (DC 29), no range (-2), increased duration (+12), can target individuals or objects (+2), touch attack (+2)

    Once accessed, any opponent struck with the weapon used as a Focus takes 20d6 damage as per the Destroy Seed. This is a melee or ranged touch attack (ranged weapons confer the effect to their ammunition).

    Heightened Ubudenheim
    Abjuration
    Focus Any weapon
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 55
    Range 75 ft
    Target One or more extraplanar creatures, no two of which can be more than 30 ft. apart
    Duration Instantaneous
    Saving ThrowWill Negates
    Spell Resistance Yes
    To Develop 495000 GP, 10 Days, 19800 XP, Seed: Banish (DC 27), banishes Outsiders and Elementals (+20), affects beings up to 30 HD (+8)

    When accessed this spell Banishes 1 or more creatures of 30 HD or less.


    EPIC WONDERS
    Heightened Jotunheim
    Conjuration (Summoning)
    Focus Any unattended object
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 72
    Range 75 ft.
    Effect Summons 1 Giant or Titan
    Duration 20 rounds (D)
    Saving Throw Will negates (see text)
    Spell Resistance Yes (see text)
    To Develop 648000 GP, 13 Days, 25920 XP, Seed: Summon (DC 14), up to CR 26 (+48), any Giant (+10)

    When accessed the wielder summons any 1 Giant or Titan of any type.

    Heightened Muspelheim
    Evocation (Fire)
    Focus Any unattended object
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 82
    Range 0 ft.
    Area 40 ft. Radius
    Duration 20 Hours
    Saving Throw Reflex half
    Spell Resistance Yes
    To Develop 738000 GP, 15 Days, 29520 XP, Seed: Energy (DC 19), +28d6 (+56), no range (-2), increased areas (+8)

    When accessed the object this rune is shaped on does 30d6 Fire damage per round in a 40 ft. Radius for the next 20 hours.

    Heightened Nifleheim
    Evocation (Cold)
    Focus Any unattended object
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 82
    Range 0 ft.
    Area 40 ft. Radius
    Duration 20 Hours
    Saving Throw Reflex half
    Spell Resistance Yes
    To Develop 738000 GP, 15 Days, 29520 XP, Seed: Energy (DC 19), +28d6 (+56), no range (-2), increased areas (+8)

    When accessed the object this rune is shaped on does 30d6 Cold damage per round in a 40 ft. Radius for the next 20 hours.

    Heightened Skolduven
    Enchantment (Compulsion, Mind-Affecting)
    Focus Any unattended object
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 29
    Range 75 ft.
    Target 1 Living Creature
    Duration 20 hours or until completed
    Saving Throw Will Negates
    Spell Resistance Yes
    To Develop 261000 GP, 5 Days, 10440 XP, Seed: Compel (DC 19), can make unreasonable demands (+10)

    When accessed the bearer of this item must obey one command by it's shaper, no matter how unreasonable it is.

    Heightened Sort
    Necromancy (Death)/Illusion (Glamer)
    Focus Any unattended object
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 64
    Range 0 ft.
    Area 80 ft. Radius
    Duration 16 rounds
    Saving Throw Fortitude partial or half (see text)
    Spell Resistance Yes
    To Develop 576000 GP, 12 Days, 23040 XP, Seed: Slay (DC 25), Seed: Conceal (DC 17), No range (-2), 80 ft Radius (+16), increased duration (+8)

    Once accessed the item this rune is shaped on sheds darkness that both provides Total Concealment, and bestows 2d4 negative energy levels.

    Heightened Ubudenheim
    Abjuration
    Focus Any unattended object
    Shaping Time 1 Hour
    Access Time1 Minute
    Spellcraft DC 150
    Range 75 ft.
    Target One or more extraplanar creatures, no two of which can be more than 30 ft. apart
    Duration Permanent
    Saving Throw Will negates
    Spell Resistance Yes
    To Develop 1350000 GP, 27 Days, 54000 XP, Seed: Banish (DC 27), up to 20 HD (+3), Permanent Duration (x5)

    When accessed this rune permanently banishes one or more Outsiders.
    Last edited by Bhu; 2014-12-24 at 05:57 PM.
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  13. - Top - End - #493
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    Okay all previous posts have been updated and revised for legibility. I still need to finish the Langferd Rune, but after that I just need to do the Epic Runes and it's finally back to giants!
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  14. - Top - End - #494
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    Sorry guys, Passed some kidney stones, and then caught shingles. Will have revisions and new material up soon
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  15. - Top - End - #495
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    Chaos Giant

    Chaos Giant is an Acquired Template that can be applied to Titans. The origins of Chaos Giants are unknown, but many lay the blame at the feet of the Queen of Chaos or other Chaotic Evil deities. Most of the current Chaos Giants live in either Limbo or the Abyss. They often have minor physical deformities that don't really seem to hinder them, as well as forms that are always slightly shifting.

    Size and Type: Unchanged, other than gaining the Evil Subtype

    Hit Dice: Unchanged (remember to recalculate hp if Con changes).

    Speed: Usually unchanged.

    Armor Class: Usually unchanged.

    Attacks: Usually unchanged.

    Damage: Usually unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature, but has a different list of Spell-Like Abilities:

    Spell-Like Abilities (Sp): At will: Animate Dead, Bestow Curse, Create Greater Undead, Deeper Darkness, Divine Power, Fear, Greater Dispel Magic, Invisibility, Invisibility Purge, Major Creation, Persistent Image, Summon Monster VI, Touch of Idiocy.

    3/Day: Shades, Summon Monster IX, Word of Chaos.

    1/Day: Gate, Planar Perinarch, Polymorph Any Object, Storm of Vengeance.

    It also gains the following:

    Fury (Su): When it has been reduced to 50% or less of it's maximum hit points the Chaos Giant becomes the center of a Whirlwind spell that moves with him, and which he is immune to.

    Aura of Chaos (Su): Chaos Giants are surrounded by an aura of unease and shifting probability. Any creature adjacent to one takes a -2 Penalty to both Attack rolls and Armor Class. Unfortunately this also makes it difficult for them to relate to others, and Chaos Giants take a -2 Penalty on Diplomacy Checks, and a -4 Penalty to their Leadership Score if they have the Leadership Feat.

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:

    Madness (Ex): All Chaos Giants suffer from some form of permanent insanity due to their curse. Choose one from the following:

    Motor Tension (Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.)

    Expectations of Doom (Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.)

    Vigilance (Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.)

    Phobia (A DC 40 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was.)

    Shifting Form (Ex): Chaos Giants receive this ability as opposed to the Base Creatures Change Shape ability. Their form in unstable, and randomly alters itself at will, rendering them immune to Polymorph spells. They can temporarily take control over this, assuming the form of any living being their own Size Category.

    Saves: May need recalculating due to Ability Score changes.

    Abilities: A Chaos Giant has a 'pool' of 167 points to spread among it's ability scores at random. No score may be less than 3 or higher than 45. Every 24 hours these scores randomly reset, possibly necessitating hit point, saves, skill points, and other features to be recalculated.

    Skills: Unchanged.

    Feats: Feats may be rechosen.

    Environment: Any Chaotic Evil aligned Plane.

    Organization: Usually solitary.

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: +0
    Last edited by Bhu; 2014-12-24 at 06:22 PM.
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  16. - Top - End - #496
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    Does anyone know of a site listing all the 1E/2E monsters? I think I've got translations of most of the giants for 3.5 done, I just wanna make sure.
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  17. - Top - End - #497
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    Epic Runes and Chaos Giant updated. I have some time off soon (I think), so hopefully Ill be able to finally finish soon.
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  18. - Top - End - #498
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    Finally the RUnecaster is done!!! And now a little something for our Goblinoid fans for xmas:

    TUNNEL HAUNT



    "And what are you doing here stumbling around blindly in the dark?"

    Very few of the Dekanter have psychic powers as the Beast Lord eliminates those who could become possible leaders of an uprising. Those who realize they have psionic potential quickly arrange to escape into the Underdark where they face the harsh life of a wandering nomad, until adopted by someone or something as a mercenary.

    BECOMING A TUNNEL HAUNT
    Any Dekanter with Lurk levels will do.

    ENTRY REQUIREMENTS
    Race: Dekanter
    Class Abilities: Initiative Boost, Lurk Augments
    Feats: Deep Vision, Lurk Master
    Skills: Hide 6 ranks, Move Silently 6 ranks


    Class Skills
    The Tunnel Haunt's class skills (and the key ability for each skill) are Autohypnosis, Bluff, Climb, Concentration, Craft, Escape
    Artist, Hide, Jump, Knowledge (Dungeoneering, Psionics), Listen, Move Silently, Psicraft, Spot, Swim, Tumble, Use Psionic Device.
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Tunnelrunner, Lurk Augments, +1 Level of existing Manifesting Class
    2. +1    +0     +0     +3    Sneak Attack +1d6, +1 Level of existing Manifesting Class
    3. +1    +1     +1     +3    Using the Shadows
    4. +2    +1     +1     +4    Tunnelfighter, +1 Level of existing Manifesting Class
    5. +2    +1     +1     +4    Sneak Attack +2d6, +1 Level of existing Manifesting Class
    6. +3    +2     +2     +5    Using the Shadows
    7. +3    +2     +2     +5    Tunnellurker, +1 Level of existing Manifesting Class
    8. +4    +2     +2     +6    Sneak Attack +3d6, +1 Level of existing Manifesting Class
    9. +4    +3     +3     +6    Using the Shadows
    10.+5    +3     +3     +7    Comforting Shadow
    Weapon Proficiencies: A Tunnel Haunt gains no new Weapon or Armor Proficiencies.

    Tunnelrunner: At 1st Level you gain the Tunnelrunner Feat as a Bonus Feat (see Underdark).

    Lurk Augments: Your Lurk and Tunnel Haunt Levels stack for purposes of determining how many Lurk Augments you know.

    Sneak Attack (Ex): This is identical to the Rogue Class Ability listed in the PHB, and stacks with dice gained from other classes. You gain one extra die of Sneak Attack at Levels 2, 5, and 8.

    Using the Shadows (Su): At 3rd Level the maximum number of power points you can use to enhance a Lurk Augment or Power increases by one when you are in darkness or shadowy environs.

    At 6th Level the Save DC of Lurk Augments and Powers increases by one when you are in darkness or shadowy environs.

    At 9th Level you add Psionic Shadow Walk to Power List, and it doesn't count towards your maximum Powers Known.

    Tunnelfighter: At 4th Level you gain the Tunnelfighter Feat as a Bonus Feat (see Underdark).

    Tunnellurker (Su): At 7th Level you are Invisible as per the spell while in darkness or extreme shadow.

    Comforting Shadow (Su): You are always considered to be Psionically Focused in total darkness.

    PLAYING A TUNNEL HAUNT
    Cast you out for being different will they? They'll pay for that. All of them. And their pretty little Mindflayer Overlord too.
    Combat: Much like other Lurks and Rogues, you tend to fight from ambush or with numbers. You aren't meant for frontline melee.
    Advancement: What powers or skills you strive for are pretty much dictated by immediate need and circumstance. Plus there's probably a dearth of people you can learn from.
    Resources: Unless you have a Patron or have been adopted by someone, you're pretty much on your own.

    TUNNEL HAUNTS IN THE WORLD
    "What do you know of the Beast Lords personal quirks?"
    Life went to Hell since you discovered you had psychic powers. You've been on the run ever since, and the only people who want you, want you because they think you know the Beast Lord's weaknesses. You picked up trash. Obviously your knowledge of embarrassing secrets is pretty darn limited.
    Daily Life: In general your main concern is simple survival, at least until you get caught by another Evil mastermind opposed to your former Evil mastermind.
    Notables:
    Organizations: Many organizations seek the downfall of the Mindflayer known as the Beast Lord, and they keep a constant eye out for renegade Dekanters to potentially add to their ranks.

    NPC Reaction
    Dekanter Goblins aren't well received on the best of days, and your being a fugitive certainly won't help either.

    TUNNEL HAUNTS IN THE GAME
    This kind of assumes one of the PC's is an outlaw, at least in the eyes of the Beast Lord. Could be touchy for the rest of the party.
    Adaptation: Obviously meant for Faerun, but can be adapted.
    Encounters: Unless they have been adopted by something, Dekanters are usually lone encounters in the wilds of the Underdark.

    Sample Encounter
    EL 12: The PC's have bedded down in an alcove when a lone Goblinoid runs by. He is followed by a few hundred Hobgoblins who seem hellbent on doing ad things. So much for sleep...


    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 TUNNEL HAUNT

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    Sneak Attack At Level 22 and every three Levels thereafter you gain an additional Sneak Attack die.
    Bonus Feats: The Epic Tunnel Haunt gains a Bonus Feat every x levels higher than 20th
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  19. - Top - End - #499
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    and one more for the Orc fans:

    MEDICINE WOMAN



    "How did you get impaled on a warclub??"

    Medicine women are the more traditional worshipers of Luthic, subservient and devoted to healing the warriors of their tribe from the results of their lack of anger management control.

    BECOMING A MEDICINE WOMAN
    Any female worshiper of Luthic will do.

    ENTRY REQUIREMENTS
    Race, Gender: Female Orc
    Patron: Luthic
    Divine Spellcasting: Must be able to cast 3rd Level spells from the Cleric list.
    Skills: Heal 8 ranks, Knowledge (Religion) 6 ranks
    Feats: Augment Healing, Domain Focus


    Class Skills
    The Medicine Woman's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Arcana, Local, Religion) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Protection
    2. +1    +3     +0     +3    Healing, +1 Level of existing Divine casting class
    3. +2    +3     +1     +3    Wisdom, +1 Level of existing Divine casting class
    4. +3    +4     +1     +4    Protection
    5. +3    +4     +1     +4    Healing, +1 Level of existing Divine casting class
    6. +4    +5     +2     +5    Wisdom, +1 Level of existing Divine casting class
    7. +5    +5     +2     +5    Protection
    8. +6    +6     +2     +6    Healing, +1 Level of existing Divine casting class
    9. +6    +6     +3     +6    Wisdom, +1 Level of existing Divine casting class
    10.+7    +7     +3     +7    Elder, +1 Level of existing Divine casting class
    Weapon Proficiencies: A Medicine Woman gains no new Weapon or Armor proficiencies.

    Protection (Su): Beginning at 1st Level you may cast one Abjuration spell per day on an Ally as a Swift Action. This increases to twice a day at Level 4, and 3/day at Level 7.

    Healing (Ex): At 2nd Level you may spontaneously cast both Cure and Inflict spells.

    At 5th Level you add your Wisdom Modifier to the amount of hit point damage your spells heal. For example if you have a +4 Wisdom modifier and your spell heals 1d8 hp, it now heals 1d8+4.

    At 8th Level you when you use a Heal Check to perform First Aid or long term care, you heal an additional amount of hit points equal to your Wisdom Modifier.

    Wisdom (Ex): At Levels 3, 6, and 9 gain a permanent +2 Competence Bonus on any skill that keys off of Int, Wis or Cha. The same skill may be chosen more than once.

    Elder (Ex): At Level 10 you gain Leadership as a Bonus Feat, and a Bonus to your Leadership score equal to your Wisdom Modifier.

    PLAYING A MEDICINE WOMAN
    In addition to being a healer, you also act as a fertility expert and midwife. You bring all new Orcs into the world, and then have the thankless task of trying to keep them alive despite their intentions to die gloriously in a suicide run. It's a good thing your faith is blind...
    Combat: Medicine Women are prohibited from participating in combat in any position other than medics. The male Orcs don't like being showed up by their women, and they also don't want to risk losing their healers either.
    Advancement: Medicine Women are under tremendous pressure from their tribe to conform to certain social standards, and as such this effects their advancement as they are always called upon to perfect certain skills at the expense of all else.
    Resources: So long as they do whats considered 'right and proper' the Medicine Women have the full support of your tribe.

    MEDICINE WOMEN IN THE WORLD
    "Yeah she is a woman, but she helped me back up when the Elves knocked me down and put the boot in. I owe her."
    Your will is unbreakable. It has to be with the crap you put up with. No one else has to deliver babies, endure things being mansplained to her, and then surgically remove magically awakened bees from the kidney of one of the more reckless youths.
    Daily Life: You're pretty much the local nurse/obgyn/trauma specialist. The boys call you weak, the boys leave and get hurt, the boys come back and ask you to remove the Elven swords from their spines. Ungrateful pricks, the lot of them.
    Notables:
    Organizations: All Medicine Women are members of Luthics clergy, and pretty much forbidden to join outside groups which may influence them.

    NPC Reaction
    You're an Orc. Most NPC's will never see anything but that, sadly. Even your own kind aren't incredibly supportive due to their innate misogyny. Kind of hypocritical since you're the one who keeps them alive.

    MEDICINE WOMEN IN THE GAME
    This assumes this will be an all Orc campaign if the DM holds true to the standard D&D Orc cosmology.
    Adaptation: This is probably more limited to NPC's, unless of course the unlikely event is that the DM is holding his campaign in an Orc nunnery.
    Encounters: Unless there is a massive war effort, or the PC's are present at an Orc settlement it is unlikely they will be exposed to the well cloistered Medicine Women.

    Sample Encounter
    EL 12: The PC's are hired by a pudgy Orc hottie to provide protection from the Elves while she travels to rid one of her tribes Queens from some sort of curse of infertility. Normally you wouldn't deal with Orcs, but the local snooty Elf population has pissed you off for the last time...


    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 MEDICINE WOMAN

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Wisdom At Level 23 and every 3 Levels thereafter you gain an additional+2 Competence Bonus to an appropriate skill.
    Bonus Feats: The Epic Medicine Woman gains a Bonus Feat every 4 levels higher than 20th
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  20. - Top - End - #500
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    We now return to our regularly scheduled GIants

    Crag Giant (Athas)
    Huge Giant
    Hit Dice: 16d8+96 (168 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares)
    Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +12/+34
    Attack: Slam +24 melee (1d6+14) or Weapon +24 melee or Rock +x ranged (2d8+14)
    Full Attack: 2 Slams +24 melee (1d6+14) or Weapon +24/+19/+14 melee or Rock +x ranged (2d8+14)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Low Light Vision
    Saves: Fort +16, Ref +5, Will +6
    Abilities: Str 38, Dex 10, Con 22, Int 6, Wis 12, Cha 11
    Skills: Climb +16, Craft (any 1) +2, Jump +14, Listen +11, Spot +11, Survival +11
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Power Attack
    Environment: The Lonely Butte
    Organization: Solitary or Family (2-5), or Tribe (21-30 +35% noncombatants plus 30-40 herd animals)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Chaotic Good
    Advancement: By Character Class
    Level Adjustment: +6

    The Crag Giants originally inhabited Athas' Thunder Mountains before the Mind Lords forced them out onto the Lonely Butte. Their numbers are currently dwindling as they pine for their old home which they apparently have some sort of connection to. Crag Giants are 25' tall with long, thick black hair and skin ranging from grey to brown. Their Clerics have ties to the Plane of Elemental Air and are well known as throwers of lightning.

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

    Combat: Crag Giants usually throw rocks before closing in and killing opponents with large stone knives.
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  21. - Top - End - #501
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    CRAG GIANT



    "What depths will I sink to for revenge? Depths? I am at the bottom of the world, I cannot sink any farther..."

    Crag Giants are 25' tall with long, thick black hair and skin ranging from grey to brown.

    CRAG GIANT RACIAL TRAITS
    · +28 Strength, +12 Constitution, +2 Wisdom, -4 Intelligence (minimum 3).
    · 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 a Crag Giant’s thrown rocks.
    · +12 Natural Armor Bonus.
    · Racial Hit Dice: A Crag 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 Crag Giants Giant levels give it skill points equal to 19 × (2 + Int modifier, minimum 1) and 6 Feats. Its class skills are Climb, Craft, Listen, Spot and Survival.
    · Crag Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Common, Elven.
    · Level Adjustment: +6
    · Favored Class: Barbarian or Cleric (usual Domains are Rolling Thunder or Sky Blitz, see here.


    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: 20 ft Female: 18 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 6000 lbs. Female: 4500 lbs.
    Weight Modifier: x100 lbs.

    CRAG GIANT CHARACTERS
    Given their prohibition from leaving their homes, it is unlikely the PC's will be playing a Crag Giant. But assuming they find a way, they make good beatsticks as usual.
    Adventuring Race: What few Crag Giants adventure do so almost exclusively to find a means of revenge against the Mind Lords.
    Character Development: The majority of Crag Giants are mere barbarians, but many have a very strong connection to the Plane of Elemental Air, and thus become potent Clerics.
    Character Names:

    ROLEPLAYING A CRAG GIANT
    No one understands. The other races least of all. One day you will find a way back, a way to make the Mind Lords pay. You would burn the world if necessary...
    Personality: Crag Giants tend to fall into one of several categories: madmen, raging berserks, or lonely figures crippled by despair. Their race is dying and they see no way to stop it or obtain revenge on those responsible.
    Behaviors: Many Crag Giants are overwhelmed by depression and anger over being forced from their homeland, and it has not gotten any better over the past millennia. They are better off left alone.
    Language: Crag Giants speak their own variant of Giant, and most speak an archaic version of Common as well. They have no written alphabet.

    CRAG GIANT SOCIETY
    The Crag Giants are a primitive, tribal society. Their reputation for savagery is sometimes undeserved, as they are not so bad as the Beastheads for example. Although they may fall to such a level if their downfall persists and a way is not found to reverse the decline of their species.
    Alignment : Crag Giants are universally Chaotic. While the bulk of them are also Good, Neutral and Evil are certainly far from unknown among them.
    Lands : Crag Giants are restricted to the Jungles of the Lonely Butte.
    Settlements : They would like to return to their homelands in the Thunder Mountains, if they could find a way around the Mind Lords.
    Beliefs : Crag Giant Clerics almost universally align themselves with the Elemental Plane of Air.
    Relations: Crag Giants can be violent, and unless approached properly, and carefully, it usually ends in death.

    CRAG GIANT ADVENTURES
    · A madman has been proselytizing about destroying the Mind Lords, and he seems to be gaining a following. You have been tasked with defusing things before he ends up being the death of your people.
    · Rumor has reached the ears of your people of a way to seek revenge on the Mind Lords. Much has been invested in screening you from possible Divinations to go out and see if these rumors are true.
    · Any of your people venturing down to the Sea do not return. You have been asked to find out why.

    Crag Giant Racial Substitution Levels

    Druid
    Level 1: Replace the Druid's Animal Companion with a Small Air Elemental instead.

    Cleric
    Level 1: Instead of being able to spontaneously cast Cure or Inflict spells, you may now spontaneously cast spells with the Electricity descriptor.

    Barbarian
    Level 1: Replace Rage with Thundering Rage
    Thundering Rage (Su): This is identical to normal Rage, except that the Barbarian does not get a Bonus to Strength and Constitution. Instead he gains Electricity Resistance equal to his Constitution Modifier, and his melee and thrown weapon attacks do an additional +1d6 Electricity damage. This stacks if the weapon also does bonus Electricity damage.
    Level 11: Replace Greater Rage with Greater Thundering Rage
    Greater Thundering Rage (Su): Electricity Resistance increases to (Con Modifier plus 5). Electrical damage of your attacks increases to +3d6.
    Level 20: Replace Mighty Rage with Mighty Thundering Rage
    Mighty Thundering Rage (Su): You are now immune to Electricity damage while Raging. Electrical damage of your attacks increases to +4d6 (with an additional +1d6 upon a successfully confirmed Critical).
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  22. - Top - End - #502
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    THUNDERER



    "RAAAAHHH!!!"

    Thunderers are Crag Giant Clerics specializing in throwing bolts of lightning, and who enjoy playing in the rare storms that frequent their lonely home.

    BECOMING A THUNDERER
    Virtually all Crag Giant Clerics become Thunderers.

    ENTRY REQUIREMENTS
    Race: Crag Giant
    Domains: Must have access to the Rolling Thunder and Sky Blitz Domains.
    Feats: Domain Focus, Lightning Thrower
    Skills: Knowledge (Religion) 4 ranks, Spellcraft 4 ranks


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

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Thunder, +1 Level of Divine Spellcasting Class
    2. +1    +3     +0     +3    Lightning
    3. +2    +3     +1     +3    Energy Resistance 5 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
    4. +3    +4     +1     +4    Thunder, +1 Level of Divine Spellcasting Class
    5. +3    +4     +1     +4    Lightning
    6. +4    +5     +2     +5    Energy Resistance 10 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
    7. +5    +5     +2     +5    Thunder, +1 Level of Divine Spellcasting Class
    8. +6    +6     +2     +6    Lightning
    9. +6    +6     +3     +6    Energy Resistance 15 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
    10.+7    +7     +3     +7    Stormfriend, +1 Level of Divine Spellcasting Class
    Weapon Proficiencies: A Thunderer gains no new weapon or armor proficiencies.

    Thunder (Su): At 1st Level your spells with the Electricity descriptor are accompanied by a clap of thunder, and if your opponent fails his saving throw against the spell he is also Deafened for 1d4 rounds. Creatures immune to Sonic damage are immune to this effect.

    At 4th Level the opponent is permanently Deafened.

    At 7th Level the opponent is also Stunned 1d6 rounds.

    Lightning: At 2nd Level you gain Repeat Spell as a Bonus Feat whether or not you meet the qualifications.

    At 5th Level, spells enhanced by the Repeat Spell Feat that have the Electricity Descriptor only use a spell slot two Levels higher than normal.

    At 8th Level, spells enhanced by the Repeat Spell Feat that have the Electricity Descriptor only use a spell slot one Level higher than normal.

    Stormfriend (Su): At 10th Level you become immune to Electricity and Sonic damage.

    PLAYING A THUNDERER
    You are among the last of your kind. You must not let your traditions or the traditions of your people die out.
    Combat: Thunderers prefer fighting at range with their damaging energy spells.
    Advancement: Thunderers are focused on keeping their traditions alive, and are as a consequence quite conservative. Most advance along pretty similar lines.
    Resources: Thunderers have access to whatever meager resources are available to the Crag Giant community.

    THUNDERERS IN THE WORLD
    "He has problems enough, I'd leave him well alone if I were you."
    Thunderers tend to be lonely, mysterious figures to the tribe, who may not understand divine magic so well.
    Daily Life: Much of your life is prayer and contemplation. You do your best to educate the tribe, and try to think upon someway to avert your races inevitable downfall.
    Notables:
    Organizations: Thunderers associate only loosely, and generally only come together in defense of their people. They are also at the fore front of any effort to gain revenge upon the Mind Lords.

    NPC Reaction
    Given the savage nature of the Crag Giants, they tend to make NPC's quite nervous, regardless of their occupation.

    THUNDERERS IN THE GAME
    This PrC assumes you are a member of a race restricted in it's movements, which may make it better for NPC's (unless getting rid of the Mind Lords is a campaign focus).
    Adaptation: This is obviously meant for Dark Sun, but could be adapted with some work.
    Encounters: Thunderers are rarely found outside the Lonely Butte, and then only on missions of revenge

    Sample Encounter
    EL 12: The PC's have been sent to contact an infamous Cleric, who also turns out to be a primitive Giant who views outsiders as easily squishable enemies.


    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 THUNDERER

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




    Crag Giant Racial Feats

    Improved Shocking Rage
    Your rage bring the thunder and the lightning.
    Prerequisites: Crag Giant, Shocking Rage
    Benefits: If you successfully do electrical damage to an opponent while Raging you may do an additional 1d5 Sonic damage as well. If you successfully Stun an opponent while Raging, he is also Deafened for the same duration.


    Lightning Thrower
    You are well known for your abilities with electricity.
    Prerequisites: Crag Giant, Divine spellcaster
    Benefits: Add the following spells to your spell list: Arc of Lightning, Call Lightning Storm, Chain Lightning, Electric Loop, Lightning Bolt, Stormrage, Stun Ray, and Thunderhead.


    Shocking Spell
    Your spells doing electrical damage leave foes stunned.
    Prerequisites: Crag Giant
    Benefits: If a spell you cast that does electrical damage successfully damages an opponent, he is Stunned for 1 round. This Feat may only be applied to spells with the Electricity descriptor, and uses a spell slot one level higher than the spell's actual level.


    Shocking Rage
    Your rage is quite shocking.
    Prerequisites: Crag Giant, Thundering Rage
    Benefits: If you successfully deal Electricity damage to an Opponent while Raging, he must make a Fortitude Save (DC is 10 plus 1/2 your Hit Dice, plus your Constitution Modifier) or be Stunned 1 round.
    Last edited by Bhu; 2015-02-15 at 02:13 AM.
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  23. - Top - End - #503
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    Desert Giant (Athas)
    Huge Giant
    Hit Dice: 14d8+84 (147 hp)
    Initiative: +0
    Speed: 50 ft. (10 squares)
    Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +10/+32
    Attack: Slam +22 melee (1d6+14) or Spiked Club +22 melee (2d6+14) or Spear +22 ranged (3d6+14) or Rock +22 ranged (2d8+14)
    Full Attack: 2 Slams +22 melee (1d6+14) or Spiked Club +22/+17 melee (2d6+14) or Spear +22 ranged (3d6+14) or Rock +22 ranged (2d8+14)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Low Light Vision, PR 20
    Saves: Fort +15, Ref +4, Will +6
    Abilities: Str 38, Dex 10, Con 22, Int 6, Wis 15, Cha 11
    Skills: Climb +16, Craft (any 1) +1, Intimidate +3, Handle Animal +3, Listen +5, Spot +5
    Feats: Brutal Throw, Far Shot, Point Blank Shot, Power Attack, Power Throw
    Environment: Sea of Silt/Tablelands
    Organization: Solitary or Family (2-5), or Tribe (21-30 +35% noncombatants plus 30-40 herd animals)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: By Character Class
    Level Adjustment: +6

    The Desert Giants of Athas resemble humans with exaggerated features and dark red or black skin. Their brown hair is coarse, and they often sell it to merchants for rope making. They live on islands in the Sea of Silt.

    Rock Throwing (Ex): The range increment is 140 feet for a Desert Giant’s thrown rocks or thrown weapons.

    Power Resistance: Desert Giants have Power Resistance equal to 12 plus CR.

    Combat: Desert Giants throw rocks and spears to dissuade outsiders. If anyone is stupid enough to continue towards them they wade into the fray with large spiked clubs.
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  24. - Top - End - #504
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    DESERT GIANT



    "Mmeeaatt..."

    Desert Giants resemble humans with dark red or jet black skin and exaggerated facial features. They stand 20 to 25 feet tall, and weigh 6 to 8 tons.

    DESERT GIANT RACIAL TRAITS
    · +28 Strength, +12 Constitution, +4 Wisdom, -4 Intelligence (minimum 3).
    · 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 a Crag Giant’s thrown rocks.
    · +12 Natural Armor Bonus.
    · Power Resistance: Desert Giants have Power Resistance equal to 12 plus CR.
    · Racial Hit Dice: A Desert 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 Desert Giants Giant levels give it skill points equal to 17 × (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Craft, Handle Animal, Intimidate, Listen, and Spot.
    · Desert Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Common.
    · Level Adjustment: +6
    · Favored Class: Barbarian

    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: 20 ft Female: 18 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 6000 lbs. Female: 4500 lbs.
    Weight Modifier: x100 lbs.

    DESERT GIANT CHARACTERS
    As usual, given their Racial HD and LA, Desert Giants prefer to be non-casters.
    Adventuring Race: Desert Giants are infrequent travelers given the dangers of their home region, so most who adventure have been exiled, or are on a quest for power.
    Character Development: Their natural Power Resistance makes Desert Giants decent anti-caster/manifester fighters.
    Character Names:

    ROLEPLAYING A RACE
    You don't like strangers, and are generally pretty xenophobic. You have a plan to kill everyone you meet just in case. It's hard for you to make non-Giant acquaintances, and even harder to trust them.
    Personality: Desert Giants are usually content to raise their animal flocks, with occasional raids for essentials along the Silt Sea. They generally aren't trustful, especially of strangers. You're basically a paranoid hillbilly who lives in the desert.
    Behaviors: You like to practice rock throwing and hunting whenever possible. The harsh life of the desert makes constant refinement of your skills a necessity.
    Language: Desert Giants speak the Giant language, but have no written alphabet.

    DESERT GIANT SOCIETY
    The Desert Giants are a primitive society of Shepherds, most of whom are trapped on islands in the Sea of Silt. Still not quite as savage as the Beastheads, but they have little qualms about eating other races in times of famine.
    Alignment : The bulk of the Desert Giants are Neutral Evil, with small pockets of purely Neutral Giants.
    Lands : Desert Giants live on 'islands' in the Sea of Silt, preferring the coolness of large caves while their flocks wander outside.
    Settlements : Desert Giants usually do not have the option to emigrate from their homes. The Sea of Silt makes mass migration impossible.
    Beliefs : Desert Giants have few religious beliefs or preferences, as with most Athasians.
    Relations: While the Giants trade their hair to ropemakers, they are not fond of visitors. Coming within throwing distance of their village is not advisable. Plus food is not always readily available, and the Giants are omnivores who will devour anything within reach.

    DESERT GIANT ADVENTURES
    · Something in the Silt has been taking Kanks from the herd. Something you haven't been able to see or catch. Now it's taking the clan chiefs daughter, and you have been tasked with finding and disposing of it.
    · A horribly damaged Beasthead Giant came up from the Silt and died raving about the end of the world this dawn. Exposure may have finished it off, but the damage done to it was purposeful, and you have been charged with shoring up the tribes defenses while finding out what happened.
    · The tribes chief has been unwell. He talks often of seeing Shadows move, and seems cold to the touch, and he has killed tribesmen randomly in...odd ways. You are being sent out into the world to find a cure.


    Desert Giant or Plains Giant Racial Substitution Levels

    Ranger
    Levels 1, 6, 11: New options for Combat Mastery.
    Combat Mastery (Ex): Quicksand Style gains you the following Feats: Combat Expertise (1st), Improved Trip (6th), and Sand Snare (11th). Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th).
    Level 3: Replace Endurance with Heat Endurance
    Heat Endurance: You gain Heat Endurance as a Bonus Feat.
    Level 4: Replace Animal Companion with one from Sandstorm list (or for something more Athas appropriate).
    Level 4: Replace Woodland Stride with Sandskimmer
    Sandskimmer: You gain Sandskimmer as a Bonus Feat.

    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.
    Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
    Level 10: Replace Blindsense with Tremor Sense 15'.
    Level 20: Replace Blindsight with Tremor Sense 30'.

    Barbarian
    Level 1: Replace Fast Movement with Silt-Fighting
    Silt-Fighting (Ex): You gain Silt Fighter as a Bonus Feat.
    Level 3: Replace Trap Sense with Silt Trap Sense
    Silt Trap Sense (Ex): Your Trap Sense Bonus is now received against natural hazards of the Silt Sea (and also applies to his AC against same). Hazards being various terrain features.
    Last edited by Bhu; 2015-05-07 at 11:54 PM.
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  25. - Top - End - #505
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    I'm trying to find rules somewhere for silt. If athasorg hasn't made any I'll just do my own and finish this up qucik after.
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  26. - Top - End - #506
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    SILT HUNTER



    "The Silt is a place without expectation."

    Silt Hunters are the most dangerous of the Desert Giants: those who know the secret roads through the Silt Sea, and who hunt inside it. Giants are dangerous enough without the Silt. Some wear Silters to keep out the dust, and some use psionics to simply supply themselves with air while sealing their orifices.

    BECOMING A SILT HUNTER
    Any Desert or Plains Giant with the appropriate Feats will do.

    ENTRY REQUIREMENTS
    Race: Desert Giant or Plains Giant
    Feats: Silt-Walker, Silt-Fighter
    Skills: Knowledge (Nature) 4 ranks, Survival 4 ranks
    Class Features: Must have 6 Levels in either Barbarian, Ranger or Scout.

    Class Skills
    The Silt Hunter's class skills (and the key ability for each skill) are Balance (Dex), 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 Use Rope (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Silt Fighting
    2. +2    +3     +0     +0    Fighting Style
    3. +3    +3     +1     +1    Silt Sense
    4. +4    +4     +1     +1    Silt Fighting
    5. +5    +4     +1     +1    Fighting Style
    6. +6    +5     +2     +2    Silt Sense
    7. +7    +5     +2     +2    Silt Fighting
    8. +8    +6     +2     +2    Fighting Style
    9. +9    +6     +3     +3    Silt Sense
    10.+10   +7     +3     +3   Silt Master
    Weapon Proficiencies: A Silt Hunter gains no new weapon or armor proficiencies.

    Silt Fighting (Ex): At 1st Level you learn to use the Silt to your advantage. You gain a +4 on Hide Checks and do not take a Size Penalty to Hide Checks while within the Silt.

    At 4th Level you can throw Silt in the face of an opponent a a Standard Action. Your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Wisdom Modifier) or be blinded for 1d6 rounds, plus take 1d6 damage as the Silt digs into his eyes. If he fails the Save by rolling a Natural 1, he also chokes on the Silt, and is Nauseated for 1 round. Opponents with the Silt Subtype who fail the Save are only blinded one round.

    At 7th Level you can pull someone under the Silt by Pinning them during a Grapple Check. Opponents who are pulled under take the normal effects of a failed Grapple, as well as the suffocating effects of the Silt (see below).

    Fighting Style (Ex): At Level 2, 5, and 8 you gain some sort of bonus depending on which class (Barbarian, Rogue or Scout) you took to qualify for Silt Hunter. Barbarians gain an additional use of Rage per day at each of these Levels. Rogues gain an additional die of Sneak Attack at each of these Levels. Scouts gain an additional Skirmish die at Levels 2 and 5, and at Level 8 they can use their Skirmish dice without moving if they make a Full Attack.

    Silt Sense (Ex): At Level 3 you gain Tremorsense 20 ft. while standing in Silt that is at least as high as your waist. This increases by an additional 20 ft. at Levels 6 and 9.

    Silt Master (Ex): At Level 10 you gain the Silt Subtype, and as a Standard Action you can whip up a cloud of Silt. Opponents within 30 ft. must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Wisdom Modifier) or be blinded for 1d6 rounds, plus take 1d6 damage as the Silt digs into his eyes. If he fails the Save by rolling a Natural 1, he also chokes on the Silt, and is Nauseated for 1 round. Opponents with the Silt Subtype who fail the Save are only blinded one round.

    PLAYING A SILT HUNTER
    You are the idol of your people. You alone are brave enough to risk the shallows of the Silt Sea to go raiding. You alone will confront the various horrors that await within the Silt.
    Combat: You are specialized to fighting within the Sea of Silt. You can still do well enough fighting in plain old desert, but the Sea is your true home.
    Advancement: Advancement among Silt Hunters who actually live is strikingly similar. Your mission is dangerous enough that you require certain skills, and you have little time for trial and error.
    Resources: Silt Hunters are quite important to the tribes survival, so if you need something that will aid you in stopping danger to them they will give it willingly.

    SILT HUNTERS IN THE WORLD
    "We'd all be dead if it weren't for him."
    You confront monsters your people people find terrifying. It takes a lot to frighten a Giant, but the Silt Sea is full of such terrors. It leaves you a bit shell shocked at times, but you realize if not for you, no one else is there to fill your place until you train the next generation.
    Daily Life: Much of your time is spent hunting, or learning what you can about survival within the Silt Sea. In good times you can feel free to relax, and perhaps learn new things not related to your tribes needs from yo as a hunter, but in bad times you will find little rest.
    Notables:
    Organizations: Silt Hunters from the same clan form a loose alliance, but beyond that you have little in the way of organization.

    NPC Reaction
    NPC's are not generally pleased to see large Giants armed to the teeth hiding in the sand.

    SILT HUNTERS IN THE GAME
    This assumes you are a tribal warrior that your people depend on, making it best for NPC's.
    Adaptation: This is meant for Athasian Giants, but could be adapted with some work.
    Encounters: PC's generally only see Silt Hunters if they are trading with the Giants or accidentally blunder into their territory. Though if times get rough they may encounter a raiding party.

    Sample Encounter
    EL 12: The PC's are on the run in the Sea of Silt when they encounter a Giant wrestling with some sort of Horror, who appeals to them for aid. The Giant, not the Horror. Horrors don't generally appeal to anyone


    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 SILT HUNTER

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Fighting Style At Level 22 and every 3 Levels thereafter you gain another use of Rage or die of Sneak Attack/Skirmish depending on which option you took.
    Bonus Feats: The Epic Silt Hunter gains a Bonus Feat every 3 levels higher than 20th


    Desert Giant or Plains Giant Racial Feats

    Silt-Walker
    You have learned the many secret roads through the Sea of Silt, and walk it's shallows
    Prerequisites: Desert Giant or Plains Giant
    Benefits: You no longer take movement penalties in deep Silt (see below), and gain a +2 Bonus to Survival Checks in the Sea of Silt.

    Silt-Fighter
    You have learned to fight while in silt up to your chest.
    Prerequisites: Desert Giant or Plains Giant, Silt-Walker
    Benefits: You no longer take penalties for fighting in deep Silt (see Silt rules below).

    Silt-Stalker
    Your normally hostile mind blinds those who use psionic powers to find you.
    Prerequisites: Desert Giant or Plains Giant, Silt-Walker, Hostile Mind
    Benefits: The benefits of your Hostile Mind Feat now apply to powers of the Clairsentience discipline instead.

    Silt-Caster
    Certain spells work better for you when cast in the Silt.
    Prerequisites: Desert Giant or Plains Giant, must have levels in any spellcasting class
    Benefits: When within the area of the Silt Sea you may cast the following spells as a Free Action if you know them: Awaken Sand, Blast of Sand, Choking Sands, Control Sand, Flaywind Burst, Freedom of Breath, Haboob, Sandform, Sand Storm, Storm Mote. Wall of Sand, and Waste Strider.


    Sea of Silt rules

    The Sea of Silt is effectively composed of Slipsand (see Sandstorm page 25). In addition it is prone to Dust Storms when winds are high (Sandstorm Page 16) This dust is very clingy, and has effects similar to Moondust (Sandstorm page 23). Giants and other being who are large enough to stand on the bottom take the same penalties for fighting underwater if the Silt is more than waist high (they do not get a Swim Check to lessen these penalties like they would in water) along with stirring up clouds of dust. They also take a -10 ft. penalty to Land Speed.

    Silt Subtype
    Creatures with the Silt Subtype ignore the suffocation hazards of Silt, take no penalties while fighting in it, and take no penalty to their movement speed.
    Last edited by Bhu; 2015-05-07 at 11:53 PM.
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  27. - Top - End - #507
    Titan in the Playground
     
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    a quickee for da Orc fans!

    CHOSEN OF DUKAGSH



    "Keen thought advances the cause of our people more than keen blades."

    Chosen of Dukagsh are specialist war priests who have dedicated themselves to ensuring the Scro remember history, and therefore do not repeat it, and continue to advance technologically and militarily. They seek eternal perfection that cannot be achieved.

    BECOMING A CHOSEN OF DUKAGSH
    A Scro Cleric with the right stuff will do.

    ENTRY REQUIREMENTS
    Race: Scro
    Patron: Dukagsh
    Domains: Must have access to the Orc and War Domains
    Feats: Extend Spell, Persistent Spell
    Skills: Concentration 6 ranks, Knowledge (Arcane) 6 ranks, must speak Elven


    Class Skills
    The Chosen's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), and Spellcraft (Int).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +0     +2    Expanded Spellcasting, +1 Level of existing Divine casting class
    2. +2    +0     +0     +3    Expanded Spellcasting, +1 Level of existing Divine casting class
    3. +3    +1     +1     +3    Expanded Spellcasting, +1 Level of existing Divine casting class
    4. +4    +1     +1     +4    Expanded Spellcasting, +1 Level of existing Divine casting class
    5. +5    +1     +1     +4    Expanded Spellcasting, +1 Level of existing Divine casting class
    6. +6    +2     +2     +5    Expanded Spellcasting, +1 Level of existing Divine casting class
    7. +7    +2     +2     +5    Expanded Spellcasting, +1 Level of existing Divine casting class
    8. +8    +2     +2     +6    Expanded Spellcasting, +1 Level of existing Divine casting class
    9. +9    +3     +3     +6    Expanded Spellcasting, +1 Level of existing Divine casting class
    10.+10   +3     +3     +7   Expanded Spellcasting, +1 Level of existing Divine casting class
    Weapon Proficiencies: A Chosen of Dukagsh gains proficiency with Martial Weapons, and gains Improved Unarmed Strike as a Bonus Feat if he does not already possess it.

    Expanded Spellcasting: Upon attaining each new Level of Chosen, you may add two Arcane spells from the Wizard list to your Cleric spell list. They must be a spell of any Level you can cast (i.e. if you can cast 3rd Level Cleric spells they must be a Wizard spell of 3rd Level or less. You may now cast them as Cleric spells of the same Level.

    PLAYING A CHOSEN OF DUKAGSH
    Never rest, never surrender. Failure is just a minor setback, a test from Dukagsh. A test you must pass for your people to succeed. You can never ave enough knowledge, never be quick or strong enough, never be satisfied.
    Combat: Combat is your second major preoccupation in life (the first being the ascendance of the Scro race). You continually experiment with new tactics and ideas, never letting your skills get rusty. You realize the Scro must be forever on the bleeding edge of military development to achieve your goals.
    Advancement: Due to the experimentation, you have a great deal more leeway than most military clerics do in your development. Well, as long as you get results anyway..
    Resources: If your mission is for the Church, the military, or of vital importance to your people you may well be showered with gifts if such are available.

    CHOSEN OF DUKAGSH IN THE WORLD
    "Sometimes I think he needs a break before he blows a blood vessel...but I'd never tell him that."
    It is rare that you are seen off the battlefield, or in the fortifications of the Church. The common Scro hold you in awe, as you are indeed semi-mythical to them. You spend so much time at war the Elves are more likely to know your name than your own people.
    Daily Life: You have no free time. If you are not performing your holy duties you are fighting. If you are not fighting you are training. If you are not training you are studying in the hopes of making a break through that will allow your species to succeed where others have failed.
    Notables:
    Organizations: The Chosen are formally members of both the Scro military and the Church of Dukagsh. Despite this they sometimes find the means and time to form various little cliques dedicated to some martial pursuit or study.

    NPC Reaction
    NPC's know your appearance is bad news, so they depart the vicinity. Your appearance means war is coming.

    CHOSEN OF DUKAGSH IN THE GAME
    This assumes that you are a religious fanatic, dedicated to the military service of your species. Which can be a problem in campaigns that aren't all Scro.
    Adaptation: This is generally meant for serious Spelljammer campaigns, but can be adapted with a little work.
    Encounters: PC's generally only meet Chosen when all hell is about to break loose. Either war is coming, or death is arriving in some fashion.

    Sample Encounter
    EL 12: The PC's are approached by a Scro priest who claims his squad has been wiped out by an ancient evil he has accidentally awakened, after failing to recognize certain warnings. He needs a new squad to help seal the thing back up again, and unfortunately you're all that's available within both his budget and time constraints.


    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 CHOSEN OF DUKAGSH

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Chosen of Dukagsh gains a Bonus Feat every 2 levels higher than 20th
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  28. - Top - End - #508
    Titan in the Playground
     
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    another quickee for da gobbinses!

    MIDNIGHTER



    "You are now a member of the Elite! You are the fist that will end the Elven presence once and for all!"

    Midnighters were a group of Hobgoblin spies who have stolen the secrets of Elven swordmagic. They are now Duskblades in the Hobgoblin military. They function as an elite unit of specialists.

    BECOMING A MIDNIGHTER
    Any Hobgoblin with the appropriate class will do.

    ENTRY REQUIREMENTS
    Race: Hobgoblins
    BAB: +6
    Class Features: Arcane Chanelling
    Feats: Arcane Strike
    Skills: Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks


    Class Skills
    The Midnighter's class skills (and the key ability for each skill) are Climb (Str) Concentration (Con), Knowledge (Any)(Int), Ride (Dex, Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Armored Mage (Heavy Shield), +1 Level of existing Arcane Casting Class
    2. +2    +3     +0     +3    Improved Arcane Channeling, +1 Level of existing Arcane Casting Class
    3. +3    +3     +1     +3    Disruptive Strike, +1 Level of existing Arcane Casting Class
    4. +4    +4     +1     +4    Armored Mage (Heavy Armor), +1 Level of existing Arcane Casting Class
    5. +5    +4     +1     +4    Improved Arcane Channeling, +1 Level of existing Arcane Casting Class
    6. +6    +5     +2     +5    Disruptive Strike, +1 Level of existing Arcane Casting Class
    7. +7    +5     +2     +5    Armored Mage (Lesser Check Penalty), +1 Level of existing Arcane Casting Class
    8. +8    +6     +2     +6    Improved Arcane Channeling, +1 Level of existing Arcane Casting Class
    9. +9    +6     +3     +6    Disruptive Strike, +1 Level of existing Arcane Casting Class
    10.+10   +7     +3     +7   Master of the Dark, +1 Level of existing Arcane Casting Class
    Weapon Proficiencies: Midnighters gain no new weapon or armor proficiencies.

    Armored Mage (Ex): The Armored Mage ability you learned as a Duskblade. At 1st Level you can now use Heavy Shields, and at 4th Level you can use Heavy Armor. At 7th Level you lower the Armor Check Penalty of Armor you wear by half (round down).

    Improved Arcane Channeling (Su): At 2nd Level you can use your Arcane Channeling with Ranged weapons, but your range is limited to 30 ft. This increases to 60 ft at level 5, and 90 ft. at Level 9.

    Disruptive Strike (Su): Beginning at 3rd Level you may "lose" one spell of any Level, and make a melee attack as a Standard Action. If the attack is successful the victim must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or lose the ability to use supernatural powers for a number of rounds equal to the spells level. At 3rd Level he only loses Spells or Powers. At 6th Level this includes Spell-Like Abilities. At 9th Level this includes Supernatural Abilities.

    Master of the Dark: At 10th level, you can cast any touch spell you know as part of a full attack action (melee only), and the spell affects each target you hit in melee combat that round. Doing so does not discharge the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round. Spells that would last longer than 1 round get their full duration, and affect all attacks made in that time.

    PLAYING A MIDNIGHTER
    You tend to be smugger than the average Hobgoblin, but you have the skills necessary to back it up. At least you hope so, because you'll be called on to prove that eventually.
    Combat: You prefer to fight from range once you can. Your disruptive strike comes in handy to nullify enemy casters.
    Advancement: Being part of the military, others have a say in your advancement and training.
    Resources: So long as your mission is sponsored by the Hobgoblin military, or for the advancement of your people, you have the option of plenty of help.

    MIDNIGHTERS IN THE WORLD
    "I'd tell him he's too big for his britches, but he can make fire. I leave fire alone."
    Elves hate you for stealing their secrets. Everyone else hates you because you're an ass. Unfortunately this leaves you open to schemes of assassination or blackmail as no one wants to help you.
    Daily Life: Much of your time is occupied by either training or missions.
    Notables:
    Organizations: The only organization you are allowed to join is the Hobgoblin military, and deserters are shot.

    NPC Reaction
    NPC's react to you the same as any other marauding Hobgoblin: fear and uncertainty.

    MIDNIGHTERS IN THE GAME
    This assumes, as per usual, that the PC is part of a military or fleeing from one. Could be disruptive.
    Adaptation: This is probably meant for all Hobgoblin Campaigns, unless your PC has one heckuva backstory.
    Encounters: Midnighters are generally encountered fighting Elves or casters, as they specialize in killing them.

    Sample Encounter
    EL 12: The PC's are calmly escorting a Gnome caravan, when the Elven guards at the front scream a few profanities and begin exchanging arrows with a few Hobgoblins. Not because they were attacking. They just unleashed hell just because. And of course the Gnome foreman wants you to do something about it.


    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 MIDNIGHTER

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Midnighter gains a Bonus Feat every 2 levels higher than 20th
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  29. - Top - End - #509
    Titan in the Playground
     
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    one more orc

    DAYWALKER



    "I imagine this comes as quite a surprise to you."

    Daywalkers are chosen from among the best of Orc-kind and subjected to rigorous training and magical surgeries. Unlike normal Orcs they become immune to the glare of the sun, and eventually to fatigue as well. They are untiring saboteurs in Gruumsh's war on the other races.

    BECOMING A DAYWALKER
    Any typical Orc warrior will do.

    ENTRY REQUIREMENTS
    Race: Orc (or if you prefer, any race with Light Sensitivity)
    Feats: Racial Prodigy, Racial Scion
    Skills: Listen 4 ranks, Survival 4 ranks
    BAB: +6


    Class Skills
    The Daywalker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Daywalker
    2. +2    +3     +0     +0    Untiring
    3. +3    +3     +1     +1    Sneak Attack +1d6
    4. +4    +4     +1     +1    Daywalker
    5. +5    +4     +1     +1    Untiring
    6. +6    +5     +2     +2    Sneak Attack +2d6
    7. +7    +5     +2     +2    Daywalker
    8. +8    +6     +2     +2    Untiring
    9. +9    +6     +3     +3    Sneak Attack +3d6
    10.+10   +7     +3     +3   Daylight Assassin
    Weapon Proficiencies: A Daywalker gains no new weapon or armor proficiencies.

    Daywalker (Ex): At 1st Level you are no longer subjected to Light Sensitivity.

    At 4th Level you can no longer be Dazzled.

    At 7th Level you can no longer be Blinded by attacks based on Light, and gain a +2 Bonus on Saves against Spells with the Light descriptor.

    Untiring (Ex): At second Level you cannot become Exhausted, though you can still become Fatigued.

    At 5th Level you are immune to being Fatigued, and to Sleep effects.

    At 8th Level you gain a +2 Bonus on Fortitude Saves, or on any Save against anything that would leave you Dazed, Stunned, Helpless, or Unconscious.

    Sneak Attack (Ex): Identical to the Rogue Ability. You gain 1 die of Sneak Attack at Levels 3, 6, and 9.

    Daylight Assassin (Ex): At 10th Level you become immune to non-lethal damage from non-magical sources. You now die at negative (10 plus your Con score) hit points.

    PLAYING A DAYWALKER
    You are the absolute best the Orc army has to offer. They've invested a lot in your training, and even more in your transformation. You can't let them down.
    Combat: Daywalkers may be able to walk in the daylight, but this doesn't necessarily make them safer, as most of their comrades can't For this reason most of them specialize in guerrilla warfare.
    Advancement: Being that you're an elite military unit, your advancement depends on your commanding officer. Unless you go AWOL.
    Resources: You have all the resources the Orc military can muster until you go on a mission, after that you need to rely on your wits.

    DAYWALKERS IN THE WORLD
    "Orcs immune to sunlight? What are you smoking?"
    You do not interact with the world at all. Even most other Orcs regard you as something like a myth due to your rarity. And you intend to keep it that way. The enemy can't defend against a weapon it doesn't know about.
    Daily Life: You're either training or on a mission. There are few exceptions, other than downtime due to new magical surgery.
    Notables:
    Organizations: You belong to your races military, and them alone. Any thoughts otherwise and they kill you. And your family.

    NPC Reaction
    You're perceived as any other Orc, which is to say not nicely.

    DAYWALKERS IN THE GAME
    This is best for all Orc campaigns, as explaining your presence otherwise would be convoluted, and the party would constantly be pursued by the Orc military.
    Adaptation: This could be better suited to NPC's due to it's nature.
    Encounters: A good Daywalker should never be caught by the PC's if he's doing his job. The PC's will usually only encounter them performing sabotage before an Orc Invasion.

    Sample Encounter
    EL 12: The PC's stumble across an Orc attempting to poison the cities water supply. He flees with the help of several others, showing no aversion to daylight at all.


    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 DAYWALKER

    Hit Die: d12
    Skills Points at Each Level : 4 + int
    Sneak Attack At Level 22 and every 3 Levels thereafter you gain another Sneak Attack die.
    Bonus Feats: The Epic Daywalker gains a Bonus Feat every 2 levels higher than 20th
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  30. - Top - End - #510
    Ogre in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Lately I've discovered a fun 3rd party book by Mongoose from their encyclopedia arcane series about crossbreeding in strange magical ways, making stuff in the same manner as the owlbear, and using it I've created a few hybrids involving goblins, one involving orcs, and one involving trolls. Would this be a good place to put them? They're fairly minor but I enjoy them nonetheless, and they seem to fit the criteria of this thread.
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