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  1. - Top - End - #541
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    FHOIMORIEN GIANTS



    "I killed him because the opportunity was there. And I always like to take the opportunity...if it's there."

    The Fhoimorien are 13' tall Cerilian giants with strong ties to the Elemental Planes of Earth and Air. They are often quite deformed, and seek to expand their realm.

    FHOIMORIEN GIANT RACIAL TRAITS
    · +16 Strength, +6 Constitution, +4 Wis, +6 Cha, -2 Intelligence
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space is 10', Reach is 10'.
    · Giant, giving them Low Light Vision. You also have the Earth and Air Subtypes.
    · Base land speed 30 ft.
    · +8 Natural Armor Bonus.
    · Rock Throwing (Ex): The range increment is 180 feet for a Fhoimorien Giant's thrown rocks.
    · Spell-Like Abilities (Sp): 1/day: Animate Objects (stone only), Passwall, Stone Tell
    2/day: Gaseous Form. Unlike normal while in Gaseous Form they have a Flight Speed of 50 (Perfect).
    · Uncanny Dodge (Ex): This is identical to the Rogue ability listed in the PHB.
    · Camouflage (Ex): This is identical to the Ranger ability listed in the PHB.
    · Racial Hit Dice: A Fhoimorien begins with thirteen levels of Giant, which provide 13d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +8, Ref +4, and Will +4. A Fhoimorien's Giant levels give it skill points equal to 16 × (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Listen, Knowledge (Nature), and Spot.
    · Fhoimorien 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: +4
    · Favored Class: Sorcerer

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 10 ft. Female: 8 ft.
    Height Modifier: +2d6 ft.
    Base Weight: Male: 3000 lbs. Female: 2500 lbs.
    Weight Modifier: x100 lbs.

    FHOIMORIEN GIANT CHARACTERS
    Taking Racial Feats will take the sting out of caster level loss, but only a little. You're race is mostly some form of Gish.
    Adventuring Race: Fhoimorien are prolific raiders, who sometimes raid for gold or supplies, but mostly for the joy of killing. Exiles from their people may adventure for other reasons, if they can find someone to trust them.
    Character Development: Members of this race are hated by all, and you will need to find a way to disguise yourself or convince others that you are different somehow.
    Character Names:

    ROLEPLAYING A FHOIMORIEN GIANT
    You are hated by virtually every other race, even other Giants. Your reputation is among the most vile, and no one deals with you voluntarily.
    Personality: You are quite sociopathic, and do not see other beings as necessarily real or important as yourself.
    Behaviors: The Fhoimorien are said to be extremely brutal savages, often pulling apart smaller victims or even leaving their own wounded to die.
    Language: The Fhoimorien speak Giant.

    FHOIMORIEN GIANT SOCIETY
    Fhoimoriens kill intruders on sight, so not much is known about their culture, though rumors of torture and death frequently make the rounds.
    Alignment : The Fhoimorien are almost universally Neutral Evil.
    Lands : Fhoimorien's are only seen in the Stonecrown Mountains and Rjurik Highlands.
    Settlements : There are rumors the Fhoimorien are in Vosgaard, but this has not been confirmed.
    Beliefs :The Fhoimorien have no known religion.
    Relations: Other races are food, torture victims or sadistic entertainment.

    FHOIMORIEN GIANTS ADVENTURES
    · A truly mighty Mountain Giant has lived in the Stonecrown Mountains for ages, but is only rarely seen. He has been spotted quite often of late, and his behavior is both unusual and disturbing. Even to monsters like you. You are being sent to determine whether he is a threat.
    · Some magical ailment has been killing the local Stone Giants. Normally this would be cause for joy, but the Giants aren't staying dead...
    · The Goblin Kingdoms are getting uppity and insisting the mountains are theirs and theirs alone. You will enjoy crushing them.



    Fhoimorien Giant Racial Substitution Levels

    Sorcerer
    Level 1: Replace Summon Familiar with Earth or Air Mastery.
    Earth Mastery: Spells you cast with the Earth descriptor are cast at +1 Caster level, and add +1 to their Save DC. This is cumulative with other Feats that increase Caster Level or Save DC.
    Air Mastery: Spells you cast with the Air descriptor are cast at +1 Caster level, and add +1 to their Save DC. This is cumulative with other Feats that increase Caster Level or Save DC.

    Warlock
    Levels 1, 3, 5, 7, 9, 11, 14, 17 and 20: Replace Eldritch Blast with Shockwave
    Shockwave (Su):
    Levels 1, 6, 11 and 16: Gains new options with Invocations: see below

    Barbarian
    Levels 3, 6, 9, 12, 15 and 18: Replace Trap Sense with Armor of Stone.
    Armor of Stone (Su): When in contact with earth or stone, you Natural Armor Bonus increases by +1 at 3rd Level. This goes up a cumulative +1 at Levels 6, 9, 12, 15 and 18.


    NEW INVOCATIONS

    Lesser

    Fist of Earth
    Least; 1st
    You gain the benefits of the Fist of Stone spell for 24 hours (see Spell Compendium). It also increases your Slam damage from 1d6 to 1d8.

    Tunnel Eraser
    Least; 2nd
    You can use Earth Lock as the spell (see Spell Compendium)

    Dark Breath
    Least; 2nd
    You can use Gust of Wind as the spell


    Lesser

    Wall of Breath
    Lesser; 3rd
    You may use Wind Wall as per the spell.

    Earth's Embrace
    Lesser; 3rd
    You may use Meld into Stone as per the spell.

    Mold Rock
    Lesser; 4th
    You may use Stone Shape as the spell.

    Wind Armor
    Lesser; 4th
    You may use Eye of the Hurricane as the spell ( see Spell Compendium).


    Greater

    Great Wall
    Greater; 5th
    You may use Wall of Stone as per the spell.

    Fist of Wind
    Greater; 5th
    You may use Cyclonic Blast as per the spell (see Spell Compendium).

    Giant's Grasp
    Greater; 6th
    You may cast Stonehold as per the spell (see Spell Compendium).


    Dark

    Tremor
    Dark; 8th
    You may use Earthquake, as per the spell.

    Earth Lord
    Dark; 9th
    You gain the use of Undermaster as per the spell (see Spell Compendium).
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  2. - Top - End - #542
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Hi guys. Sorry for the work in progress. I head in teh 28th for surgery so I'm pressed for time doing preparations. Will be back soon.

    RAIDER



    "Death! Death to all who oppose us!"

    Raiders are the bulk of the Fhoimorien military. Professional killers, they deliberately sow fear and chaos before once again retreating to their remote homes to plan their next raid.

    BECOMING A RAIDER
    Most Fhoimorien qualify for this class with minimal trouble.

    ENTRY REQUIREMENTS
    Race: Fhoimorien
    Spellcasting: Must be able to cast a 2nd Level spell from the Sorcerer spell list, either as a Spell or Spell-Like Ability.
    Feats: Raider, Warclub
    Skills: Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks


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

    Hit Dice: d4

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    War Magic
    2. +1    +0     +0     +3    Earth Magic, +1 Level of Arcane Casting Class
    3. +1    +1     +1     +3    Air Magic, +1 Level of Arcane Casting Class
    4. +2    +1     +1     +4    War Magic
    5. +2    +1     +1     +4    Earth Magic, +1 Level of Arcane Casting Class
    6. +3    +2     +2     +5    Air Magic, +1 Level of Arcane Casting Class
    7. +3    +2     +2     +5    War Magic
    8. +4    +2     +2     +6    Earth Magic, +1 Level of Arcane Casting Class
    9. +4    +3     +3     +6    Air Magic, +1 Level of Arcane Casting Class
    10.+5    +3     +3     +7    Veteran Raider, +1 Level of Arcane Casting Class
    Weapon Proficiencies: A Raider gains proficiency with the Greatclub.

    War Magic (Su): At 1st level, when using your Warclub Feat, the enchanted weapons critical threat range increases by 1 (i.e. if it normally threatened a crit on a 20, it now does so on a 19-20), and does +1d6 damage on a successful critical. At 4th level the critical threat range increases by 2, and it does 2d6 on a successful critical. At 7th Level your opponent must make a Fortitude Save (10 plus 1/2 HD plus Str Modifier) or be Stunned 1 Round.

    Earth Magic (Su): At 2nd Level, whenever you cast a spell with the Earth descriptor, you gain DR 5/- for a number of rounds equal to the Spell's level. This does not stack.

    At 5th Level, whenever you cast a spell with the Earth descriptor, you may choose one target it effects to make a Reflex Save (Save DC is 10 plus 1/2 HD plus Cha modifier). If it fails it falls prone. At 8th Level it falls prone, and is Dazed 1 Round.

    Air Magic (Su): At 3rd Level, whenever you cast a spell with the Air descriptor, you may immediately make a 5 foot step as a free action.

    At 6th Level, whenever you cast a spell with the Air descriptor, you gain a +4 Insight Bonus to AC for a number of rounds equal to the Spell's level. This does not stack.

    At 9th Level, you may take a 10 foot step instead of 5 feet (you still don't provoke attacks of opportunity).

    Veteran Raider (Su): Your Gaseous Cloud ability may now be used at will as a Supernatural ability. The Damage Reduction is now DR 15/- instead of DR 15/Magic.

    PLAYING A
    Adventurers think they know what being a murderhobo is. Psh. You were killing people and taking their stuff long before most adventurers were born.
    Combat: Generally you use your Gaseous Form to get to a high point, or somewhere there are obstacles between you and your opponent before pelting him with rocks (and possibly spells). You then activate your Warclub Feat before using Gaseous Form to close the gap and pummel your opponent.
    Advancement: Most Raiders are pretty similar, they specialize in whatever better enabled them to kill people and take their stuff.
    Resources: You are a professional raider, so pretty much whatever you can forcibly take.

    RAIDERS IN THE WORLD
    "Never look away on watch duty. The Giants are always there hidden somewhere, waiting for their moment."
    Raiders are vile beings. No act of cruelty or torture is too much for them, and they like taking slaves over wealth. The true purpose of their raids is extermination and tyranny.
    Daily Life: Your life is spent planning and recovering from raids. And counting your loot with a little luck.
    Notables:
    Organizations: Technically you are the Fhoimorien military.

    NPC Reaction
    Raiders are archetypal evil giant monsters. No one likes them (including some other Evil Giants).

    RAIDERS IN THE GAME
    This is best for an all Evil campaign, as no other group will accept them.
    Adaptation: This is meant for Birthright, but with enough changes could be adapted elsewhere.
    Encounters: PC's will generally encounter you during raids or war. You tend to isolate yourself otherwise.

    Sample Encounter
    EL x: The PC's are escorting a caravan through a mountain pass infamous for Fhoimorien raids. The inevitable boulder landing on one of the guards lets them know it's on.


    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 RAIDER

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


    Fhoimorien Giant Racial Feats

    Warclub
    You can enchant melee weapons that do bludgeoning damage.
    Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
    Benefits: As a Full Round Action you can expend a spell slot to enchant one melee weapon for 1 hour. This is a Supernatural ability and can be used once per day. The weapon gains a Bonus to attack rolls equal to the expended spell slots level. It also gains bonus damage based on the spell slots level: Level 1-3 (+1d6), 4-5 (+2d6) or 6-9 (+3d6).


    Air Sorcerer
    You are better at casting spells with the Air descriptor than others.
    Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
    Benefits: The caster Level for spells you cast with the Air descriptor is equal to your Effective Character Level.


    Earth Sorcerer
    You are better at casting spells with the Earth descriptor than others.
    Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
    Benefits: The caster Level for spells you cast with the Earth descriptor is equal to your Effective Character Level.


    Raider
    You specialize in offensive magic.
    Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
    Benefits: You gain several spells you can cast once per day. These do not count against your spells known or spell slots per day, and cannot be expended for other abilities like normal spells. Caster Level is equal to your Effective Character Level. Spells available depend on your Hit Dice:
    1-3: Shocking Grasp
    4-5: Gust of Wind
    6-7: Stinking Cloud
    8-9: Stoneskin
    10-11: Wall of Stone
    12-13: Acid Fog
    14-15: Wind Walk
    16-17: Earthquake
    18+: Elemental Swarm (Earth or Air only)
    Last edited by Bhu; 2017-03-13 at 07:15 PM.
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  3. - Top - End - #543
    Pixie in the Playground
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    Default Re: Orc/Goblinoid Resources

    I hope everything works out good for you.
    I play with my son and his friends. Prefer to DM and enjoy finding new creatures for them.

    I am currently working on a campaign setting using 99% homebrew creatures and NPC, and sprinkling in homebrew items, spells, and potions.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature (in a kobold temple complex)

  4. - Top - End - #544
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by lynx502 View Post
    I hope everything works out good for you.
    Doing better than I was (see my thread in friendly banter)

    Biclops
    Large Giant
    Hit Dice: 11d8+33 (82 hp)
    Initiative: +0
    Speed: 40 ft. (6 squares), 30 ft. in Hide Armor
    Armor Class: 19 (-1 Size, +7 Natural, +3 Hide), touch 9, flat-footed 19
    Base Attack/Grapple: +8/+19
    Attack: Slam +14 melee (1d4+7) or Club +14 melee (1d8+7) or Rock +14 ranged (2d6+7)
    Full Attack: 2 Slams +14 melee (1d4+7) or 2 Clubs +14 melee (1d8+7) or 2 Rocks +14 ranged (2d6+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Low-light vision, Darkvision 90 ft., superior two-weapon fighting
    Saves: Fort +10, Ref +3, Will +7
    Abilities: Str 25, Dex 10, Con 17, Int 6, Wis 14, Cha 8
    Skills: Listen +8, Search +4, Spot +8, Survival +5
    Feats: Alertness, Iron Will, Power Attack
    Environment: Temperate Hills and Mountains, Underground
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +5

    The Biclops is a grayish-brown, two headed giant standing 11+ feet tall. Each head has one large yellow eye. Presumably they are hybrids of Ettins and Cyclopskin, but they appear to have been rejected by both if this is true. They are filthy, disgusting creatures, not even speaking Common or Giant, but communicating through grunts and crude pantomime. They will devour anything organic, even rotting meat.

    Rock Throwing (Ex): The range increment is 120 feet for a Biclopes thrown rocks.

    Superior Two-Weapon Fighting (Ex): A Biclops fights with a club in each hand. Because each of its two heads controls an arm, the Biclops does not take a penalty on attack or damage rolls for attacking with two weapons. It may also throw two rocks, provided they are at the dame target.

    Skills: An Biclope’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks.

    Combat: The Biclopes prefer throwing rocks to soften up foes, before charging in with clubs.
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  5. - Top - End - #545
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    BICLOPS



    "Grruuuh!"

    The Biclops is a grayish-brown, two headed giant standing 11+ feet tall. Each head has one large yellow eye. Presumably they are hybrids of Ettins and Cyclopskin, but they appear to have been rejected by both if this is true. They are filthy, disgusting creatures, not even speaking Common or Giant, but communicating through grunts and crude pantomime. They will devour anything organic, even rotting meat.

    BICLOPS RACIAL TRAITS
    · +14 Strength, +6 Constitution, +4 Wisdom, -4 Intelligence, -2 Charisma
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space is 10', Reach is 10'.
    · Giant, giving them Low Light Vision
    · Base land speed 40 ft.
    · +7 Natural Armor Bonus.
    · Rock Throwing (Ex): The range increment is 120 feet for a Biclops' thrown rocks.
    · Superior Two Weapon Fighting (Ex): A Biclops fights with a club in each hand. Because each of its two heads controls an arm, the Biclops does not take a penalty on attack or damage rolls for attacking with two weapons. It may also throw two rocks, provided they are at the same target.
    · Racial Hit Dice: A Biclops begins with eleven levels of Giant, which provide 11d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +3, and Will +3. A Biclops' Giant levels give it skill points equal to 16 × (2 + Int modifier, minimum 1) and 4 Feats. Its class skills are Listen, Search, Spot, and Survival. A Biclops' two heads give it a +2 racial bonus on Listen, Spot, and Search checks. Biclops are proficient with all Simple Weapons, and Light and Medium Armor.
    · Jungle Giants have a Primary Slam attack doing 1d4 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Common, any nearby humanoid race.
    · Level Adjustment: +5
    · Favored Class: Barbarian

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 10 ft. Female: 9 ft.
    Height Modifier: +2d4
    Base Weight: Male: 4000 lbs Female: 3750 lbs.
    Weight Modifier: x (2d8) lbs.

    BICLOPS CHARACTERS
    Biclops are pretty limited in scope. Really the only thing you have the mindset or skills for is a melee fighter of some kind.
    Adventuring Race: Given their reduced mental faculties and the (well deserved) prejudice against them, it's a rare Biclops that goes adventuring (and even then it's prolly an all evil party).
    Character Development: Go melee beatstick, you really aren't made for anything else.
    Character Names:

    ROLEPLAYING A BICLOPS
    You're pretty much despised by everyone, so there's a sizable chip on your shoulder. And don't you let anyone forget that for so much as a moment.
    Personality: Biclops are the lowest of the low. Hated by virtually everyone, their lives are quick and brutal.
    Behaviors: Biclops can eat anything organic, and spend all their time scrounging. Asleep during the day, they venture out at night.
    Language: The Biclops communicate with a combination of grunts and mimicked animal sounds. It's rare for one to speak Giant or Common.

    BICLOPS SOCIETY
    Virtually none, as most Biclops don't even qualify as being stone age primitives. It's an exceptional one who can even speak a language.
    Alignment : Almost universally Chaotic Evil.
    Lands : Usually the Biclops prefer mountain cave systems.
    Settlements : Occasionally a Biclops or two finds it's way into the Underdark, but it isn't common.
    Beliefs : Biclops typically worship Grolantor.
    Relations: Other races are food. Most sane beings attack them on sight, because if they don't the Biclops will follow them awaiting an opportunity for ambush.

    BICLOPS ADVENTURES
    · A young dragon of some sort has set himself up in a local cavern. Obviously you have to eat him before he eats you.
    · A local evil Giant clan has been trying to press the other giants into service for a fight against the local humans. As if you needed their help to kill humans...
    · A mage did something to you and now you have to follow his orders. So now you're part of something called a "brute squad" trying to figure out how you'll escape...


    Biclops Racial Substitution Levels

    Ranger
    Level 1: You do not get Wild Empathy.
    Level 2: You have different options with Combat Mastery
    Combat Mastery: You can also choose Hurler and Berserker. Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th). If you choose the Berserker Path, you can Rage 1/day at 2nd Level, and an additional time per day at Levels 6 and 11.
    Level 4: You do not get an Animal Companion. Instead you get Two Weapon Rend.
    Two Weapon Rend (Ex): If you hit with both weapon attacks you Rend for double your normal weapon damage. If one of the hits is a confirmed critical, the opponent takes an additional +1d8 damage (+2d8 if the critical multiplier is x3).


    Barbarian
    Level 1: Replace Fast Movement with a +4 Racial Bonus on Intimidation Checks.

    Fighter
    Level 1: You lose your 1st Level Bonus Feat. However, you are considered to have Two Weapon Fighting for purposes of qualifying for other Feats, nor do you need to meet hre Dexterity prerequisite for any Feat that requires Two Weapon Fighting
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  6. - Top - End - #546
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    PREDATOR



    "I hungry..."

    Predators are the professional hunters and humanoid killers of their species. They started out as just really good hunters, but eventually segued into being paid to ferret out infestations of lesser species by hunting them down one by one if necessary.

    BECOMING A PREDATOR
    Any sufficiently motivated Biclops will qualify.

    ENTRY REQUIREMENTS
    Race: Biclops
    Feats: Predators Senses, Improved Predators Senses
    Skills: Listen 4 ranks, Spot 4 ranks, Survival 4 ranks
    Class Abilities: Combat Style


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

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Favored Enemy (Humanoid) +2
    2. +2    +3     +0     +0    Improved Favored Enemy
    3. +3    +3     +1     +1    Rend
    4. +4    +4     +1     +1    Favored Enemy (Humanoid) +4
    5. +5    +4     +1     +1    Improved Favored Enemy
    6. +6    +5     +2     +2    Rend
    7. +7    +5     +2     +2    Favored Enemy (Humanoid) +6
    8. +8    +6     +2     +2    Improved Favored Enemy
    9. +9    +6     +3     +3    Rend
    10.+10   +7     +3     +3   Apex Predator
    Weapon Proficiencies: A Predator is proficient with Martial Weapons, and Light and Medium Armor.

    Favored Enemy (Ex): This is identical to the Ranger Ability listed in the PHB, and stacks with it. Unlike normal, this bonus applies to all Humanoids, not just one Subtype.

    Improved Favored Enemy (Ex): At 2nd Level your Favored Enemy Bonus also applies to Intimidate Checks.

    At 5th Level you may also add it to attack rolls.

    At 8th Level you may also add it to Hide or Move Silently Checks.

    Rend (Ex): At 3rd Level you do an additional 2d6 damage if both weapon attacks hit on a Full Attack.

    At 6th Level, if both attacks hit and one was a successful Critical, you do an additional +2d6 damage.

    At 9th Level you do an additional 2d6 damage if the target is a Favored Enemy.

    Apex Predator (Ex): So long as you are aware of your attacker, you can always Take 10 on Fortitude and Reflex Saves.

    PLAYING A PREDATOR
    The world is your buffet, and you prefer the two legged bits that run from you screaming. You like it when they run, chases are fun.
    Combat: You prefer your prey Humanoid. You'll charge into melee with anything as long as it has no obvious magic. Spellcasters can give you a fight when they have their meat shields running interference.
    Advancement: Predators are pretty similar, training (if you can call it that) exclusively in skills thar help them bring down prey.
    Resources: Predators generally have whatever they can steal, or whatever they're "paid" for killing off people.

    PREDATORS IN THE WORLD
    "Ah'll give yer three goats ta get rid of them damn halflins' down ta the holler."
    Everything but you is food. It cannot be stressed enough how much this shapes your outlook on life. Unless it's too powerful to fight, you are literally incapable of considering other beings as anything but something to kill.
    Daily Life: If you aren't stalking or eating prey, you're making (or stealing) the equipment to do so.
    Notables:
    Organizations: Predators are loners. They sometimes hire out to mercenaries, but not often.

    NPC Reaction
    You have a tendency to eat anyone smaller than you. Needless to say, this doesn't endear you to people.

    PREDATORS IN THE GAME
    This assumes the PC is a murderer who eats people. May be best off for NPC's or Evil parties.
    Adaptation: This is decent for any all Evil campaign.
    Encounters: Predators are usually encountered because they're hungry, and they like munching people.

    Sample Encounter
    EL x: The PC's are breaking camp, when a freakish, greasy two headed giant stumbles out of the woods and asks "You seen any damn halflins'?"


    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 PREDATOR

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


    Biclops Giant Racial Feats

    Double Hit
    You can really mess a guy up.
    Prerequisites: Biclops or Ettin, Power Atack
    Benefits: IF both of your melee attacks hit the same target, he must make a Fortitude Save (DC is 10 plus 1/2 HD plus Str Modifier) or be Dazed 1 Round.

    Pet Bear
    You have a pet Cave Bear. Seriously.
    Prerequisites: Biclops or Ettin, must be 10 HD
    Benefits: This is identical to the Wild Cohort, but you can only choose a Cave Bear (use Polar Bear stats).

    Predators Senses
    You can see at night.
    Prerequisites: Biclops or Ettin, Wis 15+
    Benefits: You gain Darkvision with a range of 90 ft.

    Improved Predators Senses
    You can sniff out food.
    Prerequisites: Biclops or Ettin
    Benefits: You gain the Scent ability listed in the MM.
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  7. - Top - End - #547
    Halfling in the Playground
     
    Lizardfolk

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    Scro from spelljammer?

  8. - Top - End - #548
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    Quote Originally Posted by Creyzi4j View Post
    Scro from spelljammer?
    http://www.spelljammer.org/monsters/...ions/Scro.html already been done
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  9. - Top - End - #549
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    How about possible orcs for darksun or dragonlance settings?

  10. - Top - End - #550
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    it's honestly amazing, baffeling, and surprising that you're still doing this after so long Bhu. What keeps you going?
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Creyzi4j View Post
    How about possible orcs for darksun or dragonlance settings?
    How well mapped is Dark Sun? Unless theres a totally unexplored corner I'd have to make the Orcs extradimensional invaders or something.

    I'd prolly have to do the same for Krynn.


    Quote Originally Posted by Draconi Redfir View Post
    it's honestly amazing, baffeling, and surprising that you're still doing this after so long Bhu. What keeps you going?
    Life has been hell lately, and I need a distraction. Homebrew provides that distraction :D
    Last edited by Bhu; 2017-05-27 at 04:51 PM.
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    Give me a moment to post new material. The minmaxboards and all my stuff on it went boom. I have my stuff backed up now, but I'm still helping with the rescue work.
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    The minmax boards have been resurrected, and I will be backing up my stuff asap. Once this is done new content will resume.
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    Desert Cyclops (Al-Qadim)
    Large Giant
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (-1 Size, +7 Natural), touch 9, flat-footed 16
    Base Attack/Grapple: +4/+13
    Attack: Slam +9 melee (1d4+6) or Greatclub +10 melee (2d8+9)
    Full Attack: 2 Slams +9 melee (1d4+6) or Greatclub +10 melee (2d8+9)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: ---
    Special Qualities: Low-Light Vision, See Truth
    Saves: Fort +8, Ref +2, Will +3
    Abilities: Str 22, Dex 10, Con 16, Int 8, Wis 12, Cha 8
    Skills: Intimidate +3, Sense Motive +13, Spot +3, Survival +3
    Feats: Power Attack, Cleave, Weapon Focus (Greatclub)
    Environment: Warm Desert
    Organization: Solitary, Family (2-6)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    The Desert Cyclops are 8 ft. tall Giants with rough, sand colored skin and one unblinking sky-blue eye.

    See Truth (Su): The Desert Cyclops has a +10 Enhancement Bonus to Sense Motive Checks.

    Combat: Desert Cyclops aren't much different than the average Ogre really.
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    DESERT CYCLOPS



    "Remorse for what? You people have done everything in the world to me. Doesn't that give me equal right?"

    The Desert Cyclops are 8 ft. tall Giants with rough, sand colored skin and one unblinking sky-blue eye.

    DESERT CYCLOPS RACIAL TRAITS
    · +12 Strength, +6 Constitution,+2 Wisdom, -2 Intelligence, -2 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant, giving them Low Light Vision
    · Base land speed 30 ft.
    · +6 Natural Armor Bonus.
    · See Truth (Su): The Desert Cyclops has a +10 Enhancement Bonus to Sense Motive Checks.
    · Racial Hit Dice: A Desert Cyclops begins with six levels of Giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. A Desert Cyclops' Giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1) and 3 Feats. Its class skills are Intimidate, Sense Motive, Spot, and Survival. Desert Cyclops are proficient with all Simple Weapons, and the Greatclub.
    · Automatic Languages: Giant. Bonus Languages: Common
    · Level Adjustment: +2
    · Favored Class: Ranger

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +1d10

    AGING EFFECTS
    Middle Age: 32
    Old: 49
    Venerable: 65
    Maximum Age: +1d20 years

    HEIGHT AND WEIGHT
    Base Height: Male: 8' Female: 7'9"
    Height Modifier: +2d12"
    Base Weight: Male: 320 lbs. Female: 280 lbs.
    Weight Modifier: x3d20 lbs.

    DESERT CYCLOPS CHARACTERS
    You have the same Racial HD/LA problem most Giants do, though you aren't as bad off as most.
    Adventuring Race: Desert Cyclops generally go on adventures to save members of their own race, revenge for persecution, and sometimes just plain un-guessable purposes.
    Character Development: Your race faces quite a bit of prejudice. You'll need to find a way to deal with that.
    Character Names:

    ROLEPLAYING A DESERT CYCLOPS
    The humans have a longstanding history of bigotry towards your race, and their persecution has left you with quite the chip on your shoulder.
    Personality: Desert Cyclops are as variable as humans in their personality.
    Behaviors: Given the animosity shown towards them, most are pretty reclusive. Some Cyclops murder anyone who sees them in order to keep their existence a secret.
    Language: Most Desert Cyclops speak Common.

    DESERT CYCLOPS SOCIETY
    Most Desert Cyclops are hermits or wandering small clans of nomads. They don't have a society larger than family units, or they adopt the culture of whatever civilization will accept them.
    Alignment : Most Desert Cyclops are Chaotic, and given their penchant for self interest are also likely Neutral as well.
    Lands : Desert Cyclops tend to live in barren desert wastelands. Since they consider sand a condiment with their food, this comes as little surprise.
    Settlements : The rare Desert Cyclops enters society as a professional, usually a job their ability to see the truth comes in handy for. They usually face much bigotry and false criminal accusations for pursuing this path though.
    Beliefs : Desert Cyclops are fairly individualistic in regards to religion.
    Relations: Humans generally despise the Desert Cyclops, and many atrocities are committed by both sides due to this.

    DESERT CYCLOPS ADVENTURES
    · A local noble has asked for your aid in determining which of his advisors is being truthful to him. Unfortunately, that answer is "none".
    · You take the chance on chatting with a stranger to assuage your loneliness, and discover he's on a quest to retrieve his wife from slavers. Sounds like fun.
    ·A Djinn approaches you making tons of false promises in exchange for your aid. You know it's all lies, but you also don't have the raw power needed to tell him to sod off...


    Bosk Racial Substitution Levels

    Ranger
    Level 2: You have different options with Combat Mastery
    Combat Mastery: In addition to the usual options you can choose Clubber for Combat Mastery: You gain Weapon Focus (Greatclub) at Level 2, Brutal Strike at Level 6, and Crushing Strike at Level 11.
    Level 7: Replace Woodland Stride with the Sandskimmer Feat.

    Barbarian
    Level 1: Replace Woodland Stride with the Sandskimmer Feat.
    Level 14: The Bonus from Indomitable Will applies to Illusion spells instead of Enchantment.

    Cleric
    Level 1: Regardless of which deity they worship, Desert Cyclops always have access to choose the Truth Domain.
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    TRUTHSEEKER



    "Be truthful, Nature only ever favors the truth."

    Despite being Clerics of a despised minority, Truthseekers are much sought after for disputes in which the truthful party cannot be ascertained. While they have no legal power, the caliphs who frequently seek their advice do. Having a reputation as someone who cannot lie, or be lied too, gives them something of an uneven rep. Everyone wants to know the truth as long as it isn't about themselves.

    BECOMING A TRUTHSEEKER
    Almost all Truthseekers are Desert Cyclops Clerics.

    ENTRY REQUIREMENTS
    Race: Desert Cyclops
    Class Abilities: Access to the Truth Domain
    Feats: Truthseeker, Domain Spontaneity
    Skills: Knowledge (Religion) 4 ranks, Sense Motive 4 ranks


    Class Skills
    The Truthseeker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    See The Truth, +1 Level of Divine Casting Class
    2. +1    +3     +0     +3    Dispel Falsehood, +1 Level of Divine Casting Class
    3. +1    +3     +1     +3    Castigate, +1 Level of Divine Casting Class
    4. +2    +4     +1     +4    See The Truth, +1 Level of Divine Casting Class
    5. +2    +4     +1     +4    Dispel Falsehood, +1 Level of Divine Casting Class
    6. +3    +5     +2     +5    Castigate, +1 Level of Divine Casting Class
    7. +3    +5     +2     +5    See The Truth, +1 Level of Divine Casting Class
    8. +4    +6     +2     +6    Dispel Falsehood, +1 Level of Divine Casting Class
    9. +4    +6     +3     +6    Castigate, +1 Level of Divine Casting Class
    10.+5    +7     +3     +7   Speak the Truth, +1 Level of Divine Casting Class
    Weapon Proficiencies: A Truthseeker gains no new weapon or armor proficiencies.

    See The Truth (Su): At 1st Level you may Take 20 on Sense Motive Checks.

    At 4th Level when you cast Discern Lies it no longer requires Concentration, and now lasts 1 Minute per Level.

    At 7th Level when you cast True Seeing it can be further enhanced by magic, i.e. it can be used with a Crystal Ball or Clairvoyance/Cleairaudience.

    Dispel Falsehood (Sp): At 2nd Level when you cast Zone of Truth are also compelled to answer your questions if they fail a Save.

    At 5th Level you get a +4 on Caster Level Checks when using Dispel Magic against spells that conceal the truth (most Illusions, some Transmutation).

    At 8th Level when you cast Illusion Purge, the area increases to a 15 foot emanation.

    Castigate (Su): At 3rd Level whenever you succeed on a Sense Motive vs Bluff Check, the opponent takes damage equal to your Truthseeker Level.

    At 6th Level anyone making a Bluff Check within 15 feet of you takes damage equal to your Truthseeker Level.

    At 9th Level anyone using a skill, power, spell or effect to conceal their true nature (Disguise skill or Disguise Self for example) within 15 feet of you takes damage equal to your Truthseeker Level.

    Speak the Truth (Sp): At 10th Level you can cast Holy Word 3/day as a Spell-Like ability.

    PLAYING A TRUTHSEEKER
    Anytime there is a political or judicial dispute that has stalled, you are brought in to compel all sides to tell the truth. This inevitably leads to one or both sides discreetly trying to have you assassinated. Or someone publicly rying to destroy your credibility.
    Combat: As capable of combat as most Clerics, you generally refrain from it. You tend more towards the 'healer and purveyor of wisdom' archetype.
    Advancement: Advancement will depend on whether or not you have a patron. If not you will need survival skills. If so, your patron will likely pressure you to adapt to his needs.
    Resources: You will either have a wealthy patron, or be a despised outcast. There's rarely any middle ground with your kind.

    TRUTHSEEKERS IN THE WORLD
    "Honesty is overrated."
    You occupy an odd lace where you're spat on by society as a minority, yet the first in line to be called upon in times of trouble and unrest. Were you more vengeful, society might rue it's choices...
    Daily Life: Much of your time is spent tending to your congregation, and trying ti avoid notice. Inevitably though, you will be pulled back into the limelight and controversy.
    Notables:
    Organizations: Some organization or powerful individual almost always has temporary need of your services.

    NPC Reaction
    NPC's tend to be nervous around you. Even if they've done nothing wrong, they still seem to feel guilty.

    TRUTHSEEKERS IN THE GAME
    Truthseekers will make running a mystery damn difficult.
    Adaptation: This is meant for fairly serious campaigns set in Al-Qadim, but can be adapted.
    Encounters: PC's tens to encounter Truthseekers at trials, political counsels, or any meeting in which there are arguments.

    Sample Encounter
    EL 12: The PC's are involved in a brutal incident at the market bazaar, and are hauled before the local noble's court. Setting at their soon-to-be judge's side is a giant of a man with a single eye as clear and blue as the desert sky. His calm is unnerving, as is his beatific smile.


    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 TRUTHSEEKER

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


    Desert Cyclops Racial Feats

    Truthseeker
    You are adept at sniffing out Falsehoods.
    Prerequisites: Desert Cyclops, Cleric Level 1
    Benefits: Spells you cast from the Truth Domain are cast at +1 Caster Level.

    Sandstone
    You're tougher than usual.
    Prerequisites: Desert Cyclops, Con 19+
    Benefits: Your Natural Armor Bonus to AC improves to +9.

    Desert Sight
    You are well acquainted with desert travel.
    Prerequisites: Desert Cyclops
    Benefits: You cannot be Dazzled by sun glare or similar effects (see Sandstorm), nor do you take visibility penalties in duststorms or sandstorms.

    Improved Desert Sight
    You need never worry about mirages again.
    Prerequisites: Desert Sight
    Benefits: You are immune to Mirages and gain a +2 Racial Bonus on Willpower Saves against Illusions.
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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
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  18. - Top - End - #558
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    Barrowe

    Barrowe is an Acquired Template that can be applied to any Giant without any Subtypes. They are stooped, naked and filthy, covered in matted hair. Lurking in hillside caves or other underground lairs, they do not associate even with one another. If a Barrowe creates spawn, they vie for territory and the loser moves on. They often go out of their way to annihilate the Giant community they once belonged to, beginning with those they knew closest.

    Size and Type: Size increases 1 Category, Type becomes Undead.

    Hit Dice: All current and future Hit Dice become d12's. Additionally the Barrowe gains 1 Hit Die.

    Speed: Land speed is reduced by -5 feet.

    Armor Class: Increase Natural AC Bonus by +3 (plus whatever is gained from Size increase).

    Attacks: Recalculate BAB due to extra Hit Dice.

    Damage: Slam attack now does 1d8 plus Str Modifier.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Energy Drain (Su): Living creatures hit by a Barrowe's slam attack gain one negative level. The save DC is Charisma-based. For each such negative level bestowed, the Barrowe gains 5 temporary hit points.

    Create Spawn (Su): Any applicable Giant slain by a Barrowe becomes a Barrowe in 1d4 rounds. It is not under the control of it's creator.

    Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

    Damage Reduction (Ex): DR 5/Silver

    Blight (Su): Vegetation around the Barrowes lair dies of at the rate of 1 foot per day, eventually leaving a mile of barren rock around it's lair.

    Immunity to Cold damage

    Saves: Recalculate due to extra Hit Dice.

    Abilities: +4 Cha. As an Undead, the Barrowe has no Con Score. Remember to change Ability Scores due to Size increase.

    Skills: Recalculate due to extra Hit Dice.

    Feats: Recalculate due to extra Hit Dice.

    Environment: Mountains or Hills

    Organization: Solitary or Pack (2-3)

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---



    Cairn

    Cairn is an Acquired Template that can be applied to any Giant with the Earth Subtype. But for their glowing eyes and stiff movements they cannot be distinguished from living Giants. Undeath brings with it a need for isolation, so as long as the Cairns lair is avoided it will not be too troublesome.

    Size and Type: Size increases 1 Category, Type becomes Undead.

    Hit Dice: All current and future Hit Dice become d12's. Additionally the Cairn gains 1 Hit Die.

    Speed: Land speed is reduced by -5 feet.

    Armor Class: Increase Natural AC Bonus by +2 (plus whatever is gained from Size increase).

    Attacks: Recalculate BAB due to extra Hit Dice.

    Damage: Slam attack now does 1d10 plus Str Modifier.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Improved Rock Throwing (Ex): The damage of the Cairns thrown rocks improves by one step, and the range increment increases by 1.5 times previous range.

    Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

    Damage Reduction (Ex): DR 10/-

    Immunities (Ex): Cairn are immune to Cold damage and spells or effects with the Earth Descriptor.

    Blight (Su): Vegetation around the Cairns lair dies of at the rate of 1 foot per day, eventually leaving a mile of barren rock around it's lair.

    Saves: Recalculate due to extra Hit Dice.

    Abilities: +4 Cha. As an Undead, the Cairn has no Con Score. Remember to change Ability Scores due to Size increase.

    Skills: Recalculate due to extra Hit Dice.

    Feats: Recalculate due to extra Hit Dice.

    Environment: Mountains

    Organization: Solitary or Pair

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Always Neutral Evil.

    Advancement: Unchanged.

    Level Adjustment: ---



    Frostmourn

    Frostmourn is an Acquired Template that can be applied to any Giant with the Cold Subtype. They resembled withered corpses covered in a light frost, but can turn into small roving blizzards. Like the Barrowes, they hate their former communities and work to destroy them. The nature of their often arctic habitats disguise signs of their presence and activities.

    Size and Type: Size increases 1 Category, Type becomes Undead.

    Hit Dice: All current and future Hit Dice become d12's. Additionally the Frostmourn gains 1 Hit Die.

    Speed: Unchanged.

    Armor Class: Increase Natural AC Bonus by +5 (plus whatever is gained from Size increase).

    Attacks: Recalculate BAB due to extra Hit Dice.

    Damage: Slam attack now does 1d10 plus Str Modifier.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Freezing Touch (Su): When the Frostmourn makes a successful touch attack, Slam or Grapple it's opponent takes an additional +2d6 cold damage. If it's opponent is wearing metal armor, or the Frostmourn touches a metal item, it is affected by a Chill Metal spell.

    Blizzard Form (Su): As a Standard Action the Frostmourn can become Incorporeal, gaining a Fly speed equal to it's land speed with Perfect Maneuverability. It cannot make physical attacks during this time, but may switch back as a Move Action.

    Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

    Damage Reduction (Ex): DR 10/Magic

    Saves: Recalculate due to extra Hit Dice.

    Abilities: +2 Wis, +4 Cha, -4 Int. As an Undead, the Frostmourn has no Con Score. Remember to change Ability Scores due to Size increase.

    Skills: Recalculate due to extra Hit Dice.

    Feats: Recalculate due to extra Hit Dice.

    Environment: Any Arctic

    Organization: Solitary or Pair

    Challenge Rating:
    +2

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---



    Firegaunt

    Firegaunt is an Acquired Template that can be applied to any Giant with the Fire Subtype. They have deteriorated to the point that their internal fires leak from their bodies wherever there is an opening. Their jaws are slightly extended and muzzle-like, and clouds of smoke often hang above them. Subject to frequent rages, they often try to burn everything in sight.

    Size and Type: Size increases 1 Category, Type becomes Undead.

    Hit Dice: All current and future Hit Dice become d12's. Additionally the Firegaunt gains 1 Hit Die.

    Speed: Unchanged.

    Armor Class: Increase Natural AC Bonus by +6 (plus whatever is gained from Size increase).

    Attacks: Recalculate BAB due to extra Hit Dice.

    Damage: Slam attack now does 1d10 plus Str Modifier.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Burning Touch (Su): When the Firegaunt makes a successful touch attack, Slam or Grapple it's opponent takes an additional +2d6 fire damage. If it's opponent is wearing metal armor, or the Firegaunt touches a metal item, it is affected by a Heat Metal spell.

    Ashes to Ashes (Su): Only Resurrection or a more powerful spell will return a being slain by a Firegaunt.

    Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

    Damage Reduction (Ex):DR 10/Magic

    Saves: Recalculate due to extra Hit Dice.

    Abilities: +4 Cha, -4 Int. As an Undead, the Frostmourn has no Con Score. Remember to change Ability Scores due to Size increase.

    Skills: Recalculate due to extra Hit Dice.

    Feats: Recalculate due to extra Hit Dice.

    Environment: Unchanged.

    Organization: Solitary or Pair

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---



    Spectral Cloud

    Spectral Cloud is an Acquired Template that can be applied to any Giant with the Air Subtype. They often appear as swirling clouds of vapor before coalescing into a gaseous resemblance of their former living self. They hate the living, but rarely encounter them as they lair at the tops of high mountain peaks.

    Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal Subtype.

    Hit Dice: All current and future Hit Dice become d12's. Additionally the Spectral Cloud gains 2 Hit Dice.

    Speed: Movement speeds are replaced with Fly 120 ft. (Good)

    Armor Class: Natural AC Bonus to Armor Class is replaced with a Deflection Bonus.

    Attacks: Gains a Melee Touch Attack.

    Damage: Touch attack does 2d6 negative energy damage.

    Special Attacks: Retains all Special Attacks of the Base Creature except Rock Throwing (see below), plus gains the following:

    Energy Drain (Su): Living creatures hit by a Spectral Cloud's slam attack gain one negative level. The save DC is Charisma-based. For each such negative level bestowed, the Spectral Cloud gains 5 temporary hit points.

    Create Spawn (Su): Any applicable Giant slain by a Spectral Cloud becomes a Spectral Cloud in 1d4 rounds. It is not under the control of it's creator.

    Boulder Telekinesis (Su): The Spectral Cloud maintains some telekinetic pwoer associated with rock, allowing it to still throw rocks as it did in life. It is limited to Medium or smaller rocks within 50 feet of itself, and the range is 1.5 times normal. Instead of Str, the Cha modifier is added to attack and damage rolls.

    Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

    Damage Reduction (Ex): DR 15/Magic

    Immune to Cold damage

    +2 Turn Resistance

    Saves: Recalculate due to extra Hit Dice.

    Abilities: +4 Cha. As an Undead, the Spectral Cloud has no Con Score. Being Incorporeal it now has no Str Score as well.

    Skills: Recalculate due to extra Hit Dice.

    Feats: Recalculate due to extra Hit Dice.

    Environment: Unchanged.

    Organization: Solitary, though it may have Spawn

    Challenge Rating:
    +2

    Treasure: Unchanged.

    Alignment: Always Neutral Evil.

    Advancement: Unchanged.

    Level Adjustment: ---




    Temperament

    Temperament is an Acquired Template that can be applied to any Giant that can cast Spell-Like abilities doing electrical damage. THeir skin has blackened, and electricity arcs across their skin, and emanates from their eyes and mouth. They often summon their own personal storm cloud to hover over them, or become one themselves.

    Size and Type: Size increases 1 Category, Type becomes Undead.

    Hit Dice: All current and future Hit Dice become d12's. Additionally the Temperament gains 3 Hit Dice.

    Speed: Land and Swim speeds are -10 feet, but it gains Fly 40 ft. (Good)

    Armor Class: Increase Natural AC Bonus by +6 (plus whatever is gained from Size increase).

    Attacks: Recalculate BAB due to extra Hit Dice.

    Damage: Slam attack now does 1d10 plus Str Modifier.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Electric Touch (Su): When the Temperament makes a successful touch attack, Slam or Grapple it's opponent takes an additional +2d6 electricity damage.

    Draining Bolt (Su): The Temperament may cast Lightning Bolt at will as an 8th Level Sorcerer. Opponents who are successfully damaged by this lightning gain one negative level. The save DC is Charisma-based. For each such negative level bestowed, the Temperament gains 5 temporary hit points.

    Create Spawn (Su): Any applicable Giant slain by a Temperament becomes a Temperament in 1d4 rounds. It is not under the control of it's creator.

    Storm Cloud Form As a Standard Action the Temperament can become Incorporeal, increasing the Maneuverability of it's Flight to Perfect. It cannot make physical attacks during this time (with the exception of Draining Bolt), but may switch back as a Move Action.

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Damage Reduction (Ex): DR 15/Magic

    Immunities (Ex): Temperaments are immune to Cold and Electricity damage.

    +2 Turn Resistance

    Saves: Recalculate due to extra Hit Dice.

    Abilities: +4 Cha. As an Undead, the Temperament has no Con Score. Remember to change Ability Scores due to Size increase.

    Skills: Recalculate due to extra Hit Dice. Temperaments gain a +6 Racial Bonus to Intimidate Checks.

    Feats: Recalculate due to extra Hit Dice.

    Environment: Mountains

    Organization: Solitary, though it may have Spawn

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  19. - Top - End - #559
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    War Drummer

    "Here comes the beast again."
    - war drummer before annihilating her enemies.


    Adventures: War drummers thrive in conflict and during long periods of peace or insufficient challenge may decide to bolster the forces of whatever group is around, otherwise they may adventure for any reason one may normally adventure.
    Characteristics: the War drummer is meant to be a throw weapon specialist that can change the tide of battle with every moment, as they either improve their allies´ abilities or use their own formidable combat skills to ensure victory, as a tradeoff they lose some spellcasting abilities, with judging by the races you must pick weren´t going to be that good anyway.
    Alignment: any, so long as they match the alignment of the bard variant they used to enter the class.
    Religion: same as their base race with a slightly higher propensity to devout themselves fully to their music.
    Background: backstory is for players to make.
    Races: orcs, goblinoids and giants have been the races more inclined to follow the path of the war drummer as they are most likely to mix music with war in such an unorthodox way and then to field more mix units that other races.
    Other Classes: standard bards tend to see them as undisciplined, if effective. While most classes that can tolerate their wild rhythm can appreciate one or more of their abilities during a battle.
    Role: a War drummer can act as an effective buffer and force multiplier for the party but can also cover other roles as a damage dealer, and providing limited casting.
    Adaptation: find a race or culture that´s properly warlike and fond of throw weapons, to breed a special kind of bard that uses those as his instrument.
    Prerequisites:
    To become a war drummer, a character must fulfill all the following criteria.
    skills: Perform (percussion instrument) 8 ranks
    bardic music: inspire courage +1
    race orc, goblinoid or giant.
    GAME RULE INFORMATION
    War drummers´ have the following game statistics.
    Abilities: war drummer´s benefits from a good Strength, Dexterity and Constitution, and they benefit from Charisma to keep their performance great and to benefit from their other bard class features.
    Alignment: any
    Hit Die: d8
    Class Skills
    The war drummer class skills (and the key ability for each skill) are...
    Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str),Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points per Level: x + Int modifier

    W[SIZE=1]ar drummer/SIZE]
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
    1st
    +1
    +2
    +2
    +0
    bardic music, tempered spirit, keep the beat +1 bard spellcasting level
    2nd
    +2
    +3
    +3
    +0
    War song, keep the beat ---
    3rd
    +3
    +3
    +3
    +1
    catchy tune +1 bard spellcasting level
    4th
    +4
    +4
    +1
    +1
    makes you think, Doesn´t it? ---
    5th
    +5
    +3
    +1
    +1
    Drum solo +1 bard spellcasting level

    Weapon and Armor Proficiency
    A war drummer gains Proficiency with all simple weapons and martial weapons. Plus, light and medium armor and shields. In their heavy diet of conflict war drummers can cast their spells with barely any movement and don´t incur any spell failure chance while casting bard spells in medium armor.
    Bardic Music: A war drummer adds her class level to his bard level to determine the number of times per day she can use her bardic music, the bardic music abilities she can employ, and the power of those abilities.

    Spells per Day/Spells Known: At all levels but 2nd and 4th, a war drummer gains new spells per day (and spells known, if applicable) as if she had also gained a level in bard. She does not, however, gain any other benefit a character of that class would have gained.

    Tempered spirit(Ex): you gain a bonus on concentration checks equal to twice your inspire courage bonus, and in addition any allies affected by one of your bardic music effect receives this bonus.

    Keep the beat(Su): at 2nd level whenever wielding a thrown weapon (or anything while using the throw anything feat) the War drummer acts as if affected by his inspire courage or affected by any one feat that replaces or modifies it at the bard´s choice (and only by that feat if it replaces inspire courage) without needing to activate his bardic music.

    War song (Su): Beginning at 2nd level, if you have at least 10 ranks in Perform (percussion instrument), you can use your music to inspire the brutality of a warrior in ranged attackers and the cunning of the ranged attackers on the warriors. When the war song is activated any ally (including yourself) within 30 ft can choose to treat its ranged attack rolls with ranged weapons as melee attacks for the duration of the effect, with last for as long as you keep concentration and for one round thereafter. For this attacks they use their melee attack bonus, including Strength bonus, feats, and so forth, to determine their attack bonus for each attack as normal, but they apply the standard modifiers for range penalties. Attacking into melee, through cover, and so forth incurs the standard penalties. In addition, they can use Power Attack with their ranged weapon attacks (adding two times the number subtracted from attack rolls as a bonus on damage rolls when throwing a two-handed weapon).

    Catchy tune(Su): at third level a war drummer can as a free action return any weapon he threw and hits an enemy this weapon appears in his hand after a few bounces, the last one of them on its percussion instrument (and of course this ability cannot be used without one of those), if the attack fails the weapon describes a more complicated path before it comes back to its wearer and it returns before the start of the next turn as if it possessed the returning weapon enhancement

    makes you think. Doesn´t it? (Su): With most of their life spent on the battlefield war drummers have an ingrained understanding of tactics and learn to apply their music in a different way as the situation merits. At 4th Whenever the war drummer uses the inspire courage bardic music effect he may swap the attack and damage bonuses on 1 on 1 basis and may also do the same for the bonus on saves against charms and fear but not between the two groups. As so she may with a +2 inspire courage bonus swap two points off the bonus on charms to the bonus on fear, leaving the bonuses at a total pf +0 against charms and +4 against fear but she may not swap any number of bonus points from attack to fear, charms to damage or any other such combination. In addition if she can use inspire competence the war drummer adds a competence bonus equal to her class level to the standard +2 competence bonus on a skill check, and can also affect as many allies as fit within the 30 ft range (including herself).

    Drum solo(Su):
    At 5th level whenever the war drummer scores a hit against an enemy with a throw attack he can as part of the same action he used to attack start a bardic music effect or maintain the concentration of another bardic music effect.

    hello, I just saw this thread and got inspired to make a class for it, based around the orc drummer in the kodo beast from warcraft III but without the need to have the beast around, any advice on the class would be welcome.
    Last edited by neriractor; 2017-10-03 at 06:33 PM.
    Quote Originally Posted by Coidzor View Post
    Ah, yes, trolls, the monsters that are such wusses their primary means of reproduction is being eaten by other creatures.
    Quote Originally Posted by 5ColouredWalker View Post
    With all this talk of half dragon cohorts I may need to scrap riding a actual Dragon given how unoptimized it is.
    hey, order a gig here: https://www.fiverr.com/neriractor

    I would really appreciate it.


  20. - Top - End - #560
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    Colossus (Spelljammer)
    Gargantuan Giant
    Hit Dice: 35d8+350 (507 hp)
    Initiative: -1
    Speed: 120 ft. (24 squares), Flight 60 ft. (Poor)
    Armor Class: 20 (-4 Size, -1 Dex, -1 Slow, +26 Natural), touch 4, flat-footed 20
    Base Attack/Grapple: +26/+63
    Attack: Slam +48 melee (2d8+25/19-20) or Rock +21 ranged (4d6+25)
    Full Attack: 2 Slams +48 melee (2d8+25/19-20) or Rock +21 ranged (4d6+25)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Rock Throwing, Stunning Clap
    Special Qualities: Low Light Vision, Immunities, Slow, DR 10/-
    Saves: Fort +29, Ref +8, Will +9
    Abilities: Str 60, Dex 6, Con 30, Int 8, Wis 6, Cha 14
    Skills: Climb +29, Jump +29, Listen +8, Spot +8, Wildspace Survival +8
    Feats: Awesome Blow, Cleave, Devastating Critical (Slam), Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Snatch, Multisnatch, Overwhelming Critical (Slam), Power Attack, Snatch, Weapon Focus (Slam)
    Environment: Wildspace
    Organization: Solitary or Group (2-6)
    Challenge Rating: 20
    Treasure: None
    Alignment: Any Chaotic
    Advancement: 36-56 HD (Gargantuan), 37+ HD (Colossal)
    Level Adjustment: ---

    The Colossi are odd creatures thought by many not to be 'true' Giants, but a result of divergent evolution. Their bodies are squat with no neck, small heads, and short legs. Overall their features are bulbous and exaggerated with jagged uneven teeth and stubby fingers. Hair and eyes can be virtually any color but black is most common. They wander wildspace looking for their homeworld Arhoad, but seem to have no idea how to describe it or how to get there. They wear crude clothing that they obviously couldn't make themselves.

    Rock Throwing (Ex): The range increment is 180 feet for a Colossus' thrown rocks.

    Stunning Clap (Ex): As a Standard Action the Colossus may clap it's hands together causing a sonic boom affecting everything in a 60' area centered on itself (it is immune to it's own clap). Everything in the Area is Deafened for 1d6 hours and must make a DC 52 Fortitude Save (Save DC is Str based) or be Stunned 1d4 rounds.

    Immunities: colossus are immune to poison, sleep effects, paralysis, stunning, disease, and fatigue/exhaustion. In Wildspace it creates the same atmosphere as a 15 ton ship, and uses as much as a 10 man crew.

    Slow (Ex): Colossi are permanently affected as if by a Slow spell. Antimagic will not affect this, but Haste will temporarily suspend it's effects.

    Combat: The Colossus aren't very bright, and tactics generally boil down to "I hit it with my fist until it stops moving".
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  21. - Top - End - #561
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    Default Re: Orc/Goblinoid Resources

    Hephaeston
    Huge Giant
    Hit Dice: 25d8+250 (362 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
    Base Attack/Grapple: +18/+40
    Attack: Slam +30 melee (3d6+14) or Battleaxe +32 melee (4d6+24/x3)
    Full Attack: 2 Slams +30 melee (3d6+14) or Battleaxe +32/+27/+22/+17 melee (4d6+24/x3)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Spell-Like Abilities, Oversized Weapon
    Special Qualities: Low Light Vision, Immunities, DR 15/Magic, Forger
    Saves: Fort +24, Ref +8, Will +12
    Abilities: Str 39, Dex 10, Con 30, Int 14, Wis 18, Cha 16
    Skills: Climb +14, Concentration +12, Craft (Weaponsmithing, any 2) +22, Knowledge (any one) +12, Listen +14, Spot +14, Survival +14
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Snatch, Large and in Charge, Multisnatch, Power Attack, Snatch
    Environment: Any mountain or underground
    Organization: Solitary
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +8

    The Hephaeston are 18-25' tall giants with dark skin resembling unworked iron. Their hair is worn long, and they usually only wear comfortable clothes that are safe to use in their forges. Forging weapons and other items are an obsession for the reclusive Hephaeston, but they do it largely for their own purposes. They do not seek the company of others, but can be persuaded to forge a weapon for another if promised large quantities of ore.

    Spell-Like Abilities (Sp): At Will: Heat Metal, Levitate. Levitate may only be used on iron or steel objects, and can move them 40 ft. per round up to a maximum range of 120 ft.
    1/day: Wall of Iron

    Oversized Weapon (Ex): A Hephaeston wields a great, two-handed battleaxe (big enough for Gargantuan creatures) without penalty.

    Immunities (Ex): Hephaeston are immune to Fire damage and Mind-Affecting Effects. They also gain a +2 Racial Bonus on Saving Throws against Spells or Spell-Like Abilities.

    Forger (Ex): Weapons forged by Hephaeston are of masterwork quality, but unlike normal masterwork weapons have a non-magical +2 Bonus to Attack and Damage rolls.

    Combat: Hephaeston usually dispatch opponents with huge iron weapons, occasionally using a spell-like ability where appropriate. If unarmed they attack with their fists, grabbing and flinging opponents.
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  22. - Top - End - #562
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    Gray Troll

    Grey Troll is an Acquired Template that can be applied to any Troll that has been brought to -10 hp via energy drain. They resemble normal trolls, but are tall and gangly with dry brittle skin the color of dust. The hair is usually bone white, and the eyes have been reduced to pinpoints of blue light in empty sockets. A connection to the Negative Material Plane keeps it going even when it would normally have expired, and it wanders the Underdark. Sometimes they assume control of small groups of normal Trolls, converting them to Gray Trolls as well.

    Size and Type: Type changes to Undead with the Giantblood Subtype.

    Hit Dice: Racial Hit Dice become d12's, recalculate HP.

    Speed: Unchanged.

    Armor Class: Natural Armor Class Bonus increases by +2.

    Attacks: Unchanged

    Damage: Unchanged

    Special Attacks: Retains all Special Attacks of the Base Creature plus gains the following:

    Poison (Su): Any creature the Gray Troll bites risks being poisoned. Injury, Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier with a +2 Racial Bonus), Initial damage is unconsciousness until the poison is Neutralized. Secondary damage is 2d6 Constitution. If the victim dies it acquires the Wight Template (or the Gray Troll template if it is a Troll).

    Special Qualities: Retains all Special Qualities of the Base Creature plus gains the following:

    Gaseous Form (Ex): Once per day as a Full Round Action the Gray Troll may use Gaseous Form as per the spell, with a few differences: It's move is twice it's base land speed, but it cannot move more than 5' above the ground, and instead of DR it gains the Incorporeal Subtype. It can remain in Gaseous Form 1 round per Racial Hit Die.

    Regeneration 8 (Ex): Gray Trolls cannot regenerate fire damage. They regenerate more quickly than living Trolls, regenerating 8 hp/round.

    Immunities (Ex): Gray Trolls are immune to Acid, Cold, and Electricity.

    Vulnerability (Ex): Gray Trolls in sunlight (or in the area of effect of a Daylight spell) are blinded until they leave and also take 1d6 fire damage per round. If brought to 0 hp they crumble into dust and do not rise. Gray Trolls take double damage from fire.

    Saves: Recalculate Saving Throws due to Type change.

    Abilities: +2 Str

    Skills: Unchanged

    Feats: unchanged

    Environment: Underground

    Organization: Unchanged

    Challenge Rating:
    +2

    Treasure: Unchanged

    Alignment: Unchanged

    Advancement: Unchanged

    Level Adjustment: +4
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    Spirit Troll

    Spirit Troll is an Acquired Template that can be applied to any Troll. It infuses them with the same elemental power as an Invisible Stalker. This makes it weaker in some respects but stronger in others. The influence of the Elemental Planes usually also alters the Trolls thinking quite significantly, and extreme Alignment changes are common. It's rare to see anyone employ the rituals necessary to create a Spirit Troll, and just as rare to see one willing to volunteer for it.

    Size and Type: Type changes to Elemental with the Air, Extraplanar, and Giantblood Subtypes.

    Hit Dice: The base creature gains 2 Hit Dice, and hp are recalculated.

    Speed: Unchanged.

    Armor Class: Natural AC Bonus lowers by -2.

    Attacks: Recalculate BAB due to extra Hit Dice.

    Damage: Claw damage increases to 2d4 plus Str Modifier.

    Special Attacks: Retains all Special Attacks of the Base Creature plus gains the following:

    Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

    Special Qualities: Retains all Special Qualities of the Base Creature plus gains the following:

    Improved Tracking (Ex): A Spirit Troll is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.

    Saves: Recalculate Saves due to Type Change and extra Hit Dice.

    Abilities: -4 Str, +4 Dex, +8 Int, +6 Wis, +4 Cha

    Skills: Recalculate Saves due to Type Change and extra Hit Dice. Move Silently, Search, and Survival are added to Class Skills.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Solitary

    Challenge Rating: +2

    Treasure: Unchanged

    Alignment: Usually Neutral

    Advancement: Unchanged.

    Level Adjustment: +4
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  24. - Top - End - #564
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    Default Re: Orc/Goblinoid Resources

    Spectral Troll

    Spectral Troll is an Acquired Template that can be applied to any Troll. They are jet-black undead trolls that disappear when the sunlight touches them. Exactly how they come to be is not known, and unlike most undead they can spawn different beings depending on what they kill.

    Size and Type: Type changes to Undead with the Giantblood Subtype.

    Hit Dice: The Base Creature gains 2 Hit Dice and all Racial Hit Dice become d12's (recalculate hp).

    Speed: Unchanged.

    Armor Class: Natural Armor Class Bonus increases by +2.

    Attacks: Recalculate BAB due to Type change and extra HD.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature.

    Special Qualities: Retains all Special Qualities of the Base Creature and gains the following:

    Damage Reduction 10/Silver or Magic

    Turn Resistance +2

    Spawn (Su): Any humanoid slain by a Spectral Troll becomes a Spectre in 1d4 rounds. Trolls slain become Spectral Trolls.

    Sunlight Vulnerability (Ex): Spectral Trolls vanish when exposed to sunlight or the effects of a Daylight spell. However when night falls or the spell ends they will reappear in the same spot.

    Saves: Recalculate Saves.

    Abilities: -2 Str, +2 Dex, +6 Int, +4 Wis, +4 Cha, Con becomes -.

    Skills: +8 Racial Bonus to hide in areas of darkness or dim light.

    Feats: Unchanged

    Environment: Unchanged.

    Organization: Solitary

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +3
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  25. - Top - End - #565
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    Trollhound
    Medium Magical Beast
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +3/+7 (+11 Attached)
    Attack: Bite +7 melee (1d6+6 plus disease)
    Full Attack: Bite +7 melee (1d6+6 plus disease)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Locking Jaws, Disease
    Special Qualities: Darkvision 60’, Regeneration 3, Scent
    Saves: Fort +5, Ref +5, Will +3
    Abilities: Str 18, Dex 15, Con 15, Int 3, Wis 14, Cha 10
    Skills: Hide +6, Listen +6, Move Silently +4, Spot +6, Survival +3 (+7 Track by Scent)
    Feats: Alertness, Track
    Environment: Any Temperate Land
    Organization: Solitary or Pack (6-11)
    Challenge Rating: 2
    Treasure: 1/10 coins; 50% goods; 50% items
    Alignment: Usually Chaotic Neutral
    Advancement: 4-6 HD (Medium), 7-12 HD (Large)
    Level Adjustment: ---

    Trollhounds look like large wolves with black pits for eyes and mangy black fur growing in patches. Their skin is a gangrenous mix of green and purple with black lips, and they smell like a rotting corpse. Despite their name they are no relation to Trolls, but they do have an affinity for them and are often found in Troll communities. They also have regenerative abilities similar to Trolls. Trollhound packs are matriarchal, and the average member lives for about 30 years. At that time their regenerative powers begin to fail and the pack devours them.

    Attach (Ex): If the Trollhound rolls a natural 20 with it's Bite Attack, it's jaws lock onto an opponents limb. Roll any die, if it comes up even the Trollhound has bitten an arm, if odds a leg. Effectively it is Grappling it's opponent, and gets a +4 Bonus to maintain the Grapple when it's jaws lock. It does it's Bite damage (plus disease) each round it maintains the hold, plus an additional effect depending on what limb it has bitten. The Trollhound loses it's Dexterity Bonus to AC while Attached, and it may be removed by Pinning it successfully in a Grapple, and it may be attacked by a weapon. If the Trollhound does damage with the Attach on an arm, that arm cannot be used until the damage has been healed. If a leg is damaged any Movement rates the victim has that require limbs are halved until the damage is healed.
    `
    Disease (Ex): Opponents who are bitten by the Trollhound must make a DC 13 Fortitude Save (Save DC is Constitution based) or contract any disease transmittable by Injury listed in the DMG. If they successfully Attach themselves the Save DC increases by +1 each round.

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

    Light Sensitivity (Ex): Trolhounds are dazzled in bright sunlight or within the radius of a Daylight spell.

    Skills: A Trollhound has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A Trollhound has a +4 racial bonus on Survival checks when tracking by scent.

    Combat: Trollhounds are fairly similar in tactics to wolves or Worgs.





    PACK LEADER

    Occasionally a Trollhound pack has quite the exceptional leader.

    BECOMING A PACK LEADER
    Being a larger and smarter than usual Trollhound.

    ENTRY REQUIREMENTS
    Race: Trollhound

    Class Skills
    The Pack Leader's class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +2     +0    +4 Int
    2. +2    +3     +3     +0    +4 Str
    3. +3    +3     +3     +1    Tracking
    Weapon Proficiencies: A Pack Leader gains no new weapon or armor proficiencies.

    Tracking (Ex): You may re-roll Survival Checks made to track opponents a number of times per day equal to your Wisdom Modifier as a Free Action (you may do this once per round).
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  26. - Top - End - #566
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    forgot to cross post this one

    B'ROHG GLADIATOR



    "Tor percolate!"

    "WRONG! Try again dumbass."

    "Tor...smash?"

    The B'rohg are often kidnapped for gladiatorial slaves, and are prized possessions of the arenas. Unable to return to their tribe, they take to learning the skills of their new profession well.

    BECOMING A B'ROHG GLADIATOR
    Most B'rohg qualify for this class considering how often they're kidnapped for the arenas.

    ENTRY REQUIREMENTS
    Race: B'rohg
    Class Abilities: Whirling Frenzy 1/day (see B'rohg Alternate Class Features)
    Feats: Multiweapon Fighting
    Skills: Intimidate or Perform 4 ranks


    Class Skills
    The B'rohg Gladiator's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis),and Spot (Cha).
    Skills Points at Each Level : 2 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Whirling Frenzy
    2. +2    +3     +0     +0    Improved Whirling Frenzy
    3. +3    +3     +1     +1    Multiweapon Defense
    4. +4    +4     +1     +1    Whirling Frenzy
    5. +5    +4     +1     +1    Improved Whirling Frenzy
    6. +6    +5     +2     +2    Multiweapon Defense
    7. +7    +5     +2     +2    Whirling Frenzy
    8. +8    +6     +2     +2    Improved Whirling Frenzy
    9. +9    +6     +3     +3    Multiweapon Defense
    10.+10   +7     +3     +3   Maelstrom
    Weapon Proficiencies: A B'rohg Gladiator gains proficiency with all Simple and Martial Weapons, and any 2 Exotic Weapons. They also gain proficiency with Light and Medium Armor, and Light Shields.

    Whirling Frenzy (Ex): At Levels 1, 4 and 7 you gain an additional daily use of Whirling Frenzy.

    Improved Whirling Frenzy (Ex): While using the Multiweapon Fighting feat during a Whirling Frenzy, you can make additional attacks during a Full Attack. At 2nd level you can make an extra attack with your second weapon using your highest base attack bonus for that weapon. At 5th level you can make an additional attack with your third weapon using your highest base attack bonus for that weapon. At 7th level you can make an additional attack with your fourth weapon using your highest base attack bonus for that weapon.

    Multiweapon Defense: At Level 3 you can choose two forego attacks with two of your four arms and use them for a +2 Shield Bonus. This Bonus increases to +4 at Level 6, and +6 at Level 9.

    Maelstrom (Ex): At Level 10, when making a Full Attack during a Whirling Frenzy you get 2 attacks each against all opponents within your Reach at your Highest BAB. You may do this once per Frenzy.

    PLAYING A B'ROHG GLADIATOR
    Look angry. Looking angry keeps people at bay. Keeping people away keeps you alive longer, giving you the opportunity to flee. Also, don't act too bright. If people think you're an animal, encourage them to underestimate you.
    Combat: Combat is all you know. It's all you're allowed to exist for. Kind of a bummer if you don't like fighting.
    Advancement: Unless you escape, you're training is dictated by your owner.
    Resources: Whatever your owner decides to give you, or that you can steal.

    B'ROHG GLADIATORS IN THE WORLD
    "Don't worry bout him none ma'am. We got him perfectly under control."
    Gladiators rarely interact with anyone but their owners or fellow slaves.
    Daily Life: Your days are either training to fight, fighting, or recovering. Occasionally you get the opportunity to go outside the arena as a guard/kneebreaker.
    Notables:
    Organizations: All gladiators are members of their owners household, which can be fairly humble to part of an empire spanning organization.

    NPC Reaction
    You're considered more animal than human. Most citizens find you terrifying.

    B'ROHG GLADIATORS IN THE GAME
    This class assumes the PC is a slave, or escaped slave. Could be troublesome for the group as a whole.
    Adaptation: This is meant for Dark Sun, but could be adapted.
    Encounters: Gladiators are only encountered in the ring, or as guards/muscle. Escaped slaves are generally found hiding alone in the wilds.

    Sample Encounter
    EL x: The PrC's stumble upon an escaped gladiatorial slave while exploring some ruins. They aren't sure who is more surprised.


    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 B'ROHG GLADIATOR

    Hit Die: d12
    Skills Points at Each Level : 2 + int
    Whirling Frenzy You gain an additional daily use of Whirling Frenzy at Level 21 and every three levels thereafter.
    Multiweapon Defense Your Shield Bonus increases an additional +2 at Level 23 and every 3 Levels thereafter.
    Bonus Feats: The Epic B'rohg Gladiator gains a Bonus Feat every 4 levels higher than 20th


    B'rohg Racial Feats

    B'rohg Opportunist
    It's not wise to give you an opening.
    Prerequisites: B'rohg, BAB +6, Combat Reflexes, Multiweapon Fighting
    Benefits: When making an Attack of Opportunity, you may attack with up to all 4 weapons, taking the usual Penalties.

    B'rohg Charge
    It's also not wise to stand in front of you.
    Prerequisites: B'rohg, BAB +6, Multiweapon Fighting
    Benefits: When making a charge you may attack with up to all 4 weapons, taking the usual Penalties.

    B'rohg Rend
    In fact you're best opposed from a distance.
    Prerequisites: B'rohg, BAB +11, Multiweapon Fighting
    Benefits: If you successfully hit with two or more weapons in a round, your opponent takes an additional 1d6 damage per successful hit.

    B'rohg Rock Thrower
    Unless you have rocks...
    Prerequisites: B'rohg, Multiweapon Fighting, Point Blank Shot
    Benefits: You may throw multiple rocks per round, taking the same penalties for using multiple weapons in melee.
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  27. - Top - End - #567
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    Default Re: Orc/Goblinoid Resources

    Gargantua Troll (Mystara Campaign)
    Huge Giant
    Hit Dice: 24d8+168 (276 hp)
    Initiative: +2
    Speed: 60 ft. (12 squares)
    Armor Class: 22 (-2 Size, +2 Dex, +12 Natural), touch 10, flat-footed 20
    Base Attack/Grapple: +18/+40
    Attack: Claw +30 melee (2d6+14) or Club +30 melee (4d6+14) or Rock +30 Ranged (2d8+14)
    Full Attack: 2 Claws +30 melee (2d6+14)and 1 Bite +25 melee (2d8+7) or Club +30/+25/+20/+15 melee (4d6+14) or Rock +30 Ranged (2d8+14)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rend (4d6+21), Rock Throwing, Swallow Whole
    Special Qualities: Darkvision 90’, Low Light Vision, Regeneration 10, Scent, Rock Catching
    Saves: Fort +21, Ref +10, Will +9
    Abilities: Str 39, Dex 14, Con 24, Int 6, Wis 9, Cha 6
    Skills: Climb +18, Jump +17, Listen +11, Spot +11
    Feats: Alertness, Awesome Blow, Fling Enemy, Improved Bull Rush, Improved Snatch, Iron Will, Power Attack, Snatch, Track
    Environment: Any
    Organization: Solitary
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: BY Character Class
    Level Adjustment: ---

    Gargantua is a well known mage and lunatic in the land of Mystara. His obsession with crafting huge versions of regular monsters and sending them out into the world is well known. Thankfully there are very few Troll Gargantuas, as the world would likely be scoured clean of life if there weren't enough mages to put them down.

    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+21 points of damage.

    Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 140 feet for a Gargantua Troll's thrown rocks.

    Swallow Whole (Ex): A Troll can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Troll's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Huge Troll’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

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

    Rock Catching (Ex):
    A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).

    Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

    Combat: Troll Gargantua's fight very similar to Trolls. They have however lifted a few fighting techniques from their Giant kin.
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  28. - Top - End - #568
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    Default Re: Orc/Goblinoid Resources

    a brief return to gobbinses

    GOBLIN DIPLOMAT



    Diplomacy is the art of saying 'Nice doggie' until you can find a rock.

    Many realms like Zakhara have civilized Goblins, as opposed to the more usual tribal stuff. This creates a need for negotiators to represent Goblinoid business, and like all the other races Goblins cheat. Thus was born the Goblin Diplomatic Corps.

    BECOMING A GOBLIN DIPLOMAT
    Any Goblin with Beguiler training will do.

    ENTRY REQUIREMENTS
    Race: Any Goblinoid
    Class Abilities: Surprise Casting (Move Action)
    Skills: Bluff 4 ranks, Diplomacy 4 ranks, Gather Information 4 ranks, Sense Motive 4 ranks
    Feats: Silent Spell, Still Spell


    Class Skills
    The Goblin Diplomat's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana, local, nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Master of Diplomacy, +1 to Level of existing Arcane Casting Class
    2. +1    +0     +0     +3    Sneaky Spell, +1 to Level of existing Arcane Casting Class
    3. +1    +1     +1     +3    Spell Resistance, +1 to Level of existing Arcane Casting Class
    4. +2    +1     +1     +4    Master of Diplomacy, +1 to Level of existing Arcane Casting Class
    5. +2    +1     +1     +4    Sneaky Spell, +1 to Level of existing Arcane Casting Class
    6. +3    +2     +2     +5    Spell Resistance, +1 to Level of existing Arcane Casting Class
    7. +3    +2     +2     +5    Master of Diplomacy, +1 to Level of existing Arcane Casting Class
    8. +4    +2     +2     +6    Sneaky Spell, +1 to Level of existing Arcane Casting Class
    9. +4    +3     +3     +6    Spell Resistance, +1 to Level of existing Arcane Casting Class
    10.+5    +3     +3     +7   Versatility, +1 to Level of existing Arcane Casting Class
    Weapon Proficiencies: A Diplomat gains no new weapon or armor proficiencies.

    Master of Diplomacy (Ex): At Levels 1, 4, and 7 choose any class skill. You may always Take 10 on that class skill.

    Sneaky Spell (Ex): At Level 2 you gain the Quicken Spell Feat, and may use it despite being a spontaneous caster.

    At Level 5 you may cast Silenced Spells as normal instead of a Full Round Action.

    At Level 8 you may cast Stilled Spells as normal instead of a Full Round Action.

    Spell Resistance (Ex): At 3rd Level you gain Spell Resistance equal to (10 plus your Goblin Diplomat Level) against spells from the Divination school.

    At 6th Level this also extends to spells from the Enchantment school.

    At 9th Level this also extends to spells from the Necromancy school.

    Versatility (Ex): Choose any 2 Metamagic Feats you qualify for as Bonus Feats, and you may now use them as normal instead of a Full Round Action.

    PLAYING A GOBLIN DIPLOMAT
    The world is your chew toy, you judge need to give it the occasional gentle nudge to remind it that. And by gentle nudge I mean "blatant mind control".
    Combat: Combat is not what you were meant for. There are hirelings for that, your goal is to hide till it's all over.
    Advancement: Advancement will depend on who your client is, or if you're a freelancer who works for hire. Government or trade employed Diplomats generally have their training paid for (and therefore have limits placed on them).
    Resources: You usually have the full might of the government, assuming you're still working for them (or they need you).

    GOBLIN DIPLOMATS IN THE WORLD
    "Why do they call him Fibber Jones? Well..."
    People generally are glad to see you. Not because you're evil, but because you're a nagging pain in the ass. Diplomats are aware of the optics of using their powers, so they generally don't unless they have to. This has made them reeeeally tough negotiators tho.
    Daily Life: You're usually knee deep in negotiations (i.e. arguing).
    Notables:
    Organizations: Goblin Diplomats are usually employed by their government or large trade organizations.

    NPC Reaction
    Unlike most goblins, your appearance inspires sigh of regret and eye-rolling as opposed to calls for security.

    GOBLIN DIPLOMATS IN THE GAME
    This is not usually a Prestige Class that screams 'adventurer'. But parties could definitely use your services.
    Adaptation: This is meant for campaigns with civilized Goblins, but the premise is easily shifted to a non-racial PrC.
    Encounters: PC's generally don't encounter Diplomats directly. It's more likely they fight with their servants.

    Sample Encounter
    EL 12: The PC's are guarding a local bank, when some Goblins demand entry. After they are rebuffed, they bring in a negotiator. The PC's aren't sure if this is a distraction or a refreshing change of pace...


    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 GOBLIN DIPLOMAT

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Spellcasting While Caster Level continues to increase, you do not gain additional spells per day.
    Bonus Feats: The Epic Goblin Diplomat gains a Bonus Feat every 3 levels higher than 20th
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  29. - Top - End - #569
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    Default Re: Orc/Goblinoid Resources

    AMITOK



    "Grrrrrr..."

    Amitok are the brute relatives of Hobgoblins. They are broad shouldered, powerful, and covered in white or blue-grey fur. Their hairless faces and hands are pale blue, and their fingers are clawed. Small tusks jut from their lower jaw.

    AMITOK RACIAL TRAITS
    · +6 Str, +2 Con, -4 Int, +2 Wis, -2 Cha
    · Size Class: Medium
    · Humanoid with the Goblinoid Subtype
    · Base speed 30 ft.
    · Dark Vision 60'
    · +3 Natural AC Bonus
    · Poison Resistance: Amitok gain a +4 Racial Bonus on saving throws against poison.
    · Snow Camouflage (Ex): In snowy, arctic environments, the Amitok gain the Camouflage ability (see the Ranger ability of the same name in the PH).
    · An Amitok has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +3 Fort Save, +0 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Jump, Listen, Move Silently, Spot and Survival. It also gets 1 Feat. Amitok get Cold Resistance and Improved Cold Resistance as Bonus Feats.
    · Amitok have a Primary Claw attack doing 1d4 plus Str Modifier, with 2 Claws on a Full Attack.
    · Amitok automatically speak Goblin. Bonus languages are rare, as it would require someone making peaceful contact with their remote and hostile tribe.
    · Level Adjustment: +1
    · Favored Class: Barbarian

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 5'10" Female: 5'8"
    Height Modifier: +2d10"
    Base Weight: Male: 500 lbs Female: 400 lbs
    Weight Modifier: x5 lbs.

    AMITOK CHARACTERS
    Most people will look down on you because they consider you an unintelligent brute. And..you kind of are a brute, but you don't feel that lets people give you the short end. Which is the polite way of saying you beat up a lot of civilized people.
    Adventuring Race: Why members of this class go on adventures.
    Character Development: Try to find a reason you would tolerate the other members of the party, let alone work with them. Unless they're all Amitok as well, or your leader has ordered you to, you aren't really a 'joiner'.
    Character Names:

    ROLEPLAYING AN AMITOK
    Quick generalization about playing a member of this race.
    Personality: Fear is not allowed among your people. Even if you're afraid, you're required to charge toward the source of your fear. You've quickly learned to make screams of terror sound like barbaric war cries.
    Behaviors: The Amitok are obsessed with survival at any cost, so you spend much time refining the necessary skills.
    Language: Amitok speak a degenerated version of Goblin, and have no written language.

    AMITOK SOCIETY
    The Amitok are primitives with only the barest semblance of society. Neandertals are more advanced than they are.
    Alignment : Amitok are only concerned with the tribes survival, so almost all of them are Neutraal, and most are Evil as well.
    Lands : Amitok generally only live in arctic or subarctic climates with cave systems, and a lack of other nearby races.
    Settlements : Amitok do not leave their region unless cast out.
    Beliefs : Virtually all Amitok worship Cryonax. How and why this has happened is unknown at this point.
    Relations: Amitok hate and despise most other races, even other Goblinoids, and consider them food. Some tribes will occasionally partner with Quaggoths, whom they are often mistaken for.

    AMITOK ADVENTURES
    · A Frost Giant has moved in on your tribes territory, and you think it's time he got shown the door.
    · Priests of a strange foreign race claim to be here to 'return' you to the worship of their heathen God. They're little too, so stomping them should be easy.
    · Cryonax has sent the Shamans visions of never ending winter, in which your people overrun the world. Now they want you to hwlp make it a reality. As if you knew something about making it snow.



    Amitok Racial Feats

    Loyalty
    The Amitok are well known for being fanatic in defense of their homes.
    Prerequisites: Amitok
    Benefits: When defending their homes or one another the Amitok gain a +2 Morale Bonus on Attack rolls. If exiled, the DM may optionally rule this Bonus applies to the Amitok's new home/adopted family (assuming it gets one).


    Fury
    Amitok are also infamous for their anger
    Prerequisites: Amitok, Loyalty, Rage
    Benefits: When defending their homes or one another (or when using Rage) the Amitok gain a +2 Morale Bonus on Damage rolls.


    Fearless
    The Amitok will attack anything.
    Prerequisites: Amitok, Loyalty, 6 Hit DIce
    Benefits: You are now Immune to Fear.


    Ice Cohort
    You have a companion of a sort.
    Prerequisites: Amitok, 7 Hit Dice
    Benefits: This is identical to the Wild Cohort Feat, except you gain a Hoar Fox as a Cohort. At 13th Level you may choose a Winter Wolf instead


    Amitok Racial Substitution Levels

    Barbarian
    Level 1: Amitok use the Trap Sense variant listed on page 41 of Frostburn. Instead of Fast Movement you gain Snowrunner as a Bonus Feat.

    Cleric
    Level 1: The only Domains Amitok Clerics get are Cold and Evil.
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  30. - Top - End - #570
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    HALF-GOBLIN



    "Racism springs from ignorance."

    Half-Goblins generally are taller than a Goblin, but shorter than a Human. While their features are a mix of the two, they have human eyes, and can easily pass for human in the right light.

    HALF-GOBLIN RACIAL TRAITS
    · +2 Dex, -2 Cha
    · Size Class: Medium
    · Humanoid with the Goblinoid and Human Subtypes
    · Base speed 30 ft.
    · Dark Vision 60'
    · Mixed Blood: A Half-Goblin is considered both Human and Goblin for purposes of things that would affect either race (spells, items, etc).
    · Half-Goblins automatically speak Common and Goblin. Bonus languages include Draconic, Giant, Gnoll, Elven, and Orc.
    · Level Adjustment: +0
    · Favored Class: Fighter

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 4'7" Female: 4'5"
    Height Modifier: +2d8 inches
    Base Weight: Male: 100 lbs. Female: 80 lbs.
    Weight Modifier: x(2d4) lbs.

    HALF-GOBLIN CHARACTERS
    A lot of your people make decent Rogues, but eschew the class for emotional reasons. For some reason many of you believe Fighter is the best and most obvious way to prove yourself to your parents.
    Adventuring Race: Half-Goblins go on adventures for a variety of reasons. Many of them do so for redemption, in an ill advised quest to make up for the sins of the Goblin race. Most do it as a way of finding acceptance in a world that despises them.
    Character Development: You will have few allies. Try to be as resourceful, and as flexible as you can.
    Character Names: Half-Goblins use either Human or Goblin names depending on which parent they live with.

    ROLEPLAYING A HALF-GOBLIN
    If you're raised by Humans you feel the need to prove you're trustworthy, and have rejected evil. If you were raised by Goblins, you feel the need to prove you are one of them. Either way, you have a long, hard road ahead of you.
    Personality: Half-Goblins tend to have strong levels of paranoia and anxiety.
    Behaviors: Half-Goblins generally try to remain as far beneath the notice of others as possible, as being on anyone's radar generally means bad times ahead for them.
    Language: Half-Goblins use the language of the parent who raised them.

    HALF-GOBLIN SOCIETY
    Half-Goblins are the ultimate outcasts, as no one wants anything to do with them, and as a result they either have no cultural ties, or perhaps form a small subculture of their own. Generally they're spiritually and socially adrift.
    Alignment : Half-Goblins trend towards being completely Neutral. They reject the evil of the Goblinoids, and few who claim to be 'Good' have ever treated them well.
    Lands : Half-Goblins are usually restricted to the Icewind Dale or the Dustwall Mountains.
    Settlements : Half-Goblins don't like to spread out, their only strength is in numbers..
    Beliefs : Half-Goblins tend to worship the same pantheon as the parent they ended up with.
    Relations: Half-Goblins are the target of pretty virulent racism. Both parent races despise them, as they consider their parents traitors. Half-Orc's live with the stigma that they are most likely the product of non-consent, but the majority of humanoids cannot believe a Goblin could force a human, so the relationship must be a willing one. Which means they're traitors, and the Half-Goblin is a walking incarnation of their perceived betrayal. It's obvious hokum, but the belief steadfastly persists.

    HALF-GOBLIN ADVENTURES
    · A lynch mob is out to get your tribe due to recent Goblin raids. You have been assigned to get the Goblins to stop molesting the human settlements by sabotaging their efforts.
    · Another lynch mob blames you for various crimes you are innocent of, and you're off, fleeing the law while trying to prove your innocence.
    · Yet another lynch mob wants you and your family dead just because you exist. You intend to smuggle the family out of the city, and then maybe get some justice.



    Half-Goblin Racial Feats

    Redeemer
    You are dedicated to opposing evil, especially evil goblinoids.
    Prerequisites: Half-Goblin, Good Alignment
    Benefits: You gain a +2 Morale Bonus on Attack rolls against anything not of Good Alignment.


    Devout
    Your struggle against Evil continues.
    Prerequisites: Redeemer
    Benefits: You gain a +2 Morale Bonus on Damage rolls against anything not of Good Alignment.


    Partisan
    Sometimes you go under cover.
    Prerequisites: Devout, Bluff 4 ranks
    Benefits: You gain a a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks agaisnt Goblinoids.


    Goblin Dodge
    Even in armor you're adept at dodging blows.
    Prerequisites: Half-Goblin, Dodge
    Benefits: Your Dodge Bonus is now against all Opponents, not just one.



    Half-Goblin Racial Substitution Levels

    Fighter
    Level 4: Replace Fighter Feat with Armored Versatility.
    Armored Versatility (Ex): The Armor Check Penalty of Armor you wear is decreased by 2.

    Hexblade
    Level 4: Replace Summon Familiar with Evasion (Same as the Rogue Ability)

    Scout
    Level 4: Add Goblin Dodge to the list of Bonus Feats you can take.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
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