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  1. - Top - End - #61
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    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Hi Don. You'll notice next to Knowledge it says 'any'. Since the IS sets up nights without sleeping theoretically he gets to read a lot...
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  2. - Top - End - #62
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    Default Re: Any Orc/Goblinoid Fans??

    How about the regen being vulnerable to acid? Kinda goes with the whole iron theme...
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  3. - Top - End - #63
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    How about the regen being vulnerable to acid? Kinda goes with the whole iron theme...
    That would work out quite well. Go for it.

  4. - Top - End - #64
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    Default Re: Any Orc/Goblinoid Fans??

    I tweaked the IS a little. WHile you peruse it I'll be working on the example guy.
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  5. - Top - End - #65
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    ElfPirate

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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    They only get teh Regen when drinking/covered in blood, but I get what you mean.

    The compulsion to kill comes from several things. Killing gives them blood to heal, and the healing is one of the few things left that they can feel. Some become addicted to it. Some just lose any sense of right or wrong because psychosis sets in when they can't feel anything emotionally, and they begin to stop feeling anything physically.

    Lemme think on it and I'll figure out a way past the regen unless it's okay as it stands. You'd have to keep fighting to get the blood for it, and fights risk more damage.
    Okay, I get it now. It is not blood lust which drives them as much as the sensation created by the healing ability; it is truly the only way that an IS can still feel alive. Thanks for making the regeneration overcome by something. There is an easier way to indicate that acid damage isn't healed however. Just like damage reduction, all you have to do is write the special quality of the weapon right after the amount of non-lethal damage healed each round. Therefore, if you write 'Regeneration 5 Acid', dnd players will understand what it means just as easily as when your write 'DR 10/Cold Iron'. If you will indulge me with another question about the fluff Mr. Bhu, then I must know: who developed the process for making the IS? I think it would be kewl if the IS were the result of some kind of 'super soldier' program initiated by the upper brass in the hobgoblin military. The program was rushed to completion, and as a consequence the arcane researchers who made the first IS were unaware of the emotional instability and homicidal tendencies that would come to be the horrifying legacy of the IS. The program was scrapped, and its existence all but forgotten, but tales of the ferocity of the IS would endure. Eventually a new generation of power hungry samurai emerged. It was a common belief among these young samurai that even having emotions was a weakness and an obstacle on the path of bushido. Thus they sought out the old lore and a means to re-create the perfection they thought had been achieved previously. An ocean of blood would flow from their folly.

  6. - Top - End - #66
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Level20Commoner View Post
    Okay, I get it now. It is not blood lust which drives them as much as the sensation created by the healing ability; it is truly the only way that an IS can still feel alive. Thanks for making the regeneration overcome by something. There is an easier way to indicate that acid damage isn't healed however. Just like damage reduction, all you have to do is write the special quality of the weapon right after the amount of non-lethal damage healed each round. Therefore, if you write 'Regeneration 5 Acid', dnd players will understand what it means just as easily as when your write 'DR 10/Cold Iron'. If you will indulge me with another question about the fluff Mr. Bhu, then I must know: who developed the process for making the IS? I think it would be kewl if the IS were the result of some kind of 'super soldier' program initiated by the upper brass in the hobgoblin military. The program was rushed to completion, and as a consequence the arcane researchers who made the first IS were unaware of the emotional instability and homicidal tendencies that would come to be the horrifying legacy of the IS. The program was scrapped, and its existence all but forgotten, but tales of the ferocity of the IS would endure. Eventually a new generation of power hungry samurai emerged. It was a common belief among these young samurai that even having emotions was a weakness and an obstacle on the path of bushido. Thus they sought out the old lore and a means to re-create the perfection they thought had been achieved previously. An ocean of blood would flow from their folly.
    This just made my skin crawl...

    Just wanted to say that.
    Quote Originally Posted by Cieyrin View Post
    That point can be debated, depending who we're talking about cooking.
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    "I know that you believe that you understand what you think I said, but I am not sure you realize that what you heard is not what I meant."

  7. - Top - End - #67
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    Spooky but awesome. Finished up the example NPC, and added some fluff. If it looks good to everyone I'll put up the next PrC.
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  8. - Top - End - #68
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    ElfPirate

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    Quote Originally Posted by DonThelonious View Post
    This just made my skin crawl...

    Just wanted to say that.
    Thanks. I try.

  9. - Top - End - #69
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    THE PSYCHOPATH

    [IMG]Picture URL[/IMG]

    Quote of Some Kind by a member of the class!

    A general description of whatever the class is!

    BECOMING A PSYCHOPATH
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    To qualify to become a Psychopath, a character must fulfill all the following criteria:
    Base Attack Bonus: +5
    Skills: Any Skill 5 Ranks
    Feats: Psychotic Mind [See bottom of Post], Improved Toughness or Toughness
    Special: Must of had some sort of episode upon taking the first level in this class showing his insanity.

    Class Skills
    Psychopath’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str)
    Skills Points at Each Level : 4 + Int Mod

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Psychotic Rage 1/Day, Psychosis
    2. +2    +3     +0     +3    Insane Rage, Psychotic Toughness
    3. +3    +3     +1     +3    Psychotic Rage 2/Day, Broken Mind
    4. +4    +4     +1     +4    Insane Rage, Paranoia
    5. +5    +4     +1     +4    Greater Psychotic Rage
    Weapon Proficiencies: The Psychopath gains no new weapon or armor proficiencies.

    Psychosis (Ex): Your Psychotic mind gets even worse and more of a mess. The save DC of the Psychotic mind feat increases to DC (12 + 1/2 HD + Class Levels) and if they fail, the spell (or Supernatural ability) fails and they are Stunned for 1 round.

    Psychotic Rage (Ex): Your tortured mind enables you and your body to fly into an psychotic frenzy. You become a machine of death striking with unlimited fury. When in Psychotic Rage you gain two of the following: +4 Str, +4 Con, +4 Dex bonus; and a +2 on Will Saves. However, in your fit of rage, you get careless and suffer a -2 penalty to AC. The rage lasts for a number of rounds equal to your (enhanced) Con Mod. Starting rage is a free action that must be done on your turn. When your rage ends, you become fatigued. At 1st Level you gain Psychotic Rage 1/Day and a 2nd use at 3rd Level.

    Insane Rage (Ex): Your rage becomes even more insane as your mind goes even deeper into psychosis. When you rage, you gain one of the following abilities. The ability always activates when you rage. Once an ability is chosen, it can not be changed. All abilities are Ex unless otherwise noted. You gain a second ability at 4th Level, but you can not choose the same one twice.

    Run Like the Wind!: While raging you start to move faster, and faster. You gain a +20ft bonus to your base land speed for the duration of the rage. This fast movement also makes you hard to hit, you gain a +2 Dodge bonus to AC. This ability functions in Light or Medium armor.

    Ha, Missed Me!: While raging your reflexes heighten as your able to dodge more things. You gain the Evasion ability and a +3 bonus to Reflex saves for the duration of the rage. This ability functions in Light or Medium armor.

    Tough as Nails: While raging your skin hardens and you simply shrug off pain. You gain DR 5/- and +2 Natural Armor for the duration of the rage. This ability functions in all types of armor.

    Iron Claws: While raging your hands and fingers elongate and the skin hardens around them becoming razor sharp. You gain 2 claw attacks which are primary natural weapons that deal 1d10 damage with a 20/x3 critical. The claws deal slashing and piercing damage and can be used as secondary natural weapons if using a manufactured weapon. The claws count as magic for overcoming DR; they also count as Light weapons for TWF. The claws last for the duration of the rage and can be used in all types of armor.

    Spazy: When you rage you spaz out, lashing out at everyone around you. When you begin and end a rage, you spaz hitting everyone adjacent to you. All the attacks use your highest BAB and use your primary weapon; only one attack is made against each creature. If your attack is successful, the creature must make a DC (10+Psycho Class Level+Str Mod) or be Dazed for 1 round. This ability functions when you start/end a rage and functions in all types of armor.

    Not Goin' Down: When you rage, your mind refuses to accept pain and twists your body's limits to allow it to fight longer despite wounds that would kill normal warriors. As long as your rage continues, you are not treated disabled a 0 Hp nor are you treated as dying from -1 to -9 Hp. Even if you are reduced to -10 hp, you can continue to fight normally until your rage ends or if you are reduced to -20hp, at which you will die. This ability does not prevent death from spell effects such as slay living or disintegrate.

    Bear Hug: When you rage you gain massive strength and have learned to use that strength to grapple your enemies and crush them. While raging you gain Improved Grapple and Improved Unarmed Strike for the duration of the rage. This functions in all types of armor.

    Heat of the Moment: When you rage your mind enters the heat of battle. Each blow leads to the next. Whenever you hit an enemy in melee, you gain a cumluative +1 to Damage Rolls and Critical Confirmation rolls for each successive attack. If you get a Critical Hit, you gain a cumluative +4 to Damage Rolls and Critical Confirmation. The bonuses applies to all attacks made. If you miss the bonus is halved, rounded down (+1 halved becomes +0). This lasts for the duration of the rage.

    Sadistic Glee*: Each swing of your weapon that connects sends waves of ecstasy through your psychotic mind. While drunk with the incredible pain that you have caused, mortal wounds seem like nicks and scratches. While you are raging, any damage you deal with melee (ranged weapons lack the intimacy to cause a psychotic reaction) weapons grants you a number of temporary hit points equal to 1/2 the damage dealt. You only can only gain temporary hit points once per round on your first hit. These temporary hit points last until your rage ends or the encounter ends, whichever comes first. For example, Level20Commoner is a 2nd level Psychopath and has just activated his Psychotic Rage. The deadly arc of his jagged greataxe rips into the tender flesh of his ogre mage opponent, dealing 20 damage in total. The sight (and perhaps the taste) of the pain he has just inflicted on the ogre mage causes Level20Commoner's mind to reel with Sadistic Glee, granting him 10 temporary hit points. These temporary hit points last until Level20Commoner's rage ends, or the ogre mage falls, whichever comes first.
    *Written by Level20Commoner

    Psychotic Toughness (Ex): Your twisted mind allows you to ignore pain and fight longer than a normal man. You gain Diehard as a bonus feat even if you do not meet the prereqs.

    Broken Mind (Ex): Your mind finally breaks and becomes truly a jumble of random thoughts and impulses that at times even have no meaning to you. As this happens, you become Immune to all Mind-effecting spells and abilities.

    Paranoia (Ex): Anyone and Everyone is watching. Someone is out to get you. That guy around the corner may jump you. That allyway there's a wizard going to blast you. You must always be alert and watching. You gain Uncanny Dodge and Alertness as a bonus feat.

    Greater Psychotic Rage (Ex): The pinnicle of psychotic fury, your mind finally unlocks your psychotic power. Your thoughts essentially explode and become violent impulses. You gain a +8 Str and a +6 to either Con or Dex; +4 Will Saves and -3 AC. While raging you strike about with all of your body trying to cause damage. Your unarmed strikes are now considered armed and do 1d6+Str Damage with a 20/x3 critical; if you have the Iron Claws rage ability, you manifest your claws instead but they deal 1d12 damage. Your rage causes your mind and body to spaz, allowing you to hit faster. You gain one additional unarmed attack at your highest BAB per round, but all the attacks made suffer a -3 penalty. Lastly, in this state of mind, your thoughts are so violent that they can even attack people trying to gain access to your mind. Anyone who targets you with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage when you are raging. All the bonuses supercede the ones from Psychotic Rage and have the same restrictions and lasts for 3 + (enhanced) Con Mod Rounds. At the end of the rage you become exhausted and take 5d6 Non-Leathal Damage.

    PLAYING A PSYCHOPATH
    You're unpredictable. You're mentally insane and psychotic, or at least you have your episodes. Most psychopaths have varying degrees of psychosis. Some are always off the deep end while others experience episodes where they burst into a furious frenzy.
    Combat: You rage and let your psychosis and insanity take over. You barely reconized friend from foe and are likely to take huge risks.
    Advancement: The only advancement is your condition either gets worse, or doesn't.
    Resources: Sometimes you're an outcast, sent away for your insanity. Other times you have friends who care for you and can help you.

    PSYCHOPATHS IN THE WORLD
    "There's something wrong with that damn goblin. He's crazy man!"
    Most people view you with mixed emotions. Some feel sad for you. Most don't like you fearing an another episode of insanity.
    Daily Life: It depends on the degree of your insanity. Some can go about normal life except always having to fear an episode. Others are always insane and thus lead a chaotic life of random events.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: The only organization for psychopaths is an asylum. The men in the white coats will be here shortly.

    NPC Reaction
    Once again, depending on the degree of insanity, people will react differently. However, most people learning that your insane/psychotic will distance themselves from you and always keep their eye on you. Most will not let you in their homes or close to them. They all fear an episode or outbreak and they don't want to be on the receiving end of one.

    PSYCHOPATH IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Anywhere!
    EL x: Level20Commoner was just your normal bar tender at first, but he had something about him that just made him different. First his bar, The d20, has risen to being the most popular bar in town. So much that Level20Commoner became somewhat wealthy. At first to save money, he was his own bouncer, learning how to use the battle axe to break up bar fights. He became one tough bar tender. Eventually he started to go off the deep end becoming more random and seemingly insane at times. Patrons sometimes found their food or drink with weird altercations, whether it was just different ingredients or...something else. Then one day he snapped. It was during the late night shift and a bar fight broke out and he was hit. He burst into a fury and killed both the half-orcs. After coming to his senses he realized what he did and proceded to hide the evidence. No one but him knew what happened that night and to this day no one does. Although sometimes he has to shut down his bar for a day or two for seemingly unknown reasons and sometimes you can hear the breaking of objects and shattering of glass and come in the next day and find signs of his destruction. The PC's could be in the bar when Level20Commoner experiences an episode or be hired to investigate the "disappearences" of a couple people that were on the receiving end of Level20Commoner's rage.


    Level20Commoner
    CN/Male/Human/Commoner 20/Psychopath 5
    Init +1, Senses: Listen +6, Spot +6,
    Languages Common, Elven
    ------------------------------------------------
    AC 13 (+2 Dex, +1 Ring of Protection), touch 13, flat-footed 11
    AC 12 (+2 Dex, +1 Ring of Protection, -3 Rage, +2 Nat. Armor) touch 10 flat-footed 10
    hp 115 (190 Raging) (20d4 +5d10 +75 HD)
    Fort +12 (+15 Rage), Ref +8, Will +11 (+15 Rage)
    ------------------------------------------------
    Speed 30ft. (6 squares)
    Melee +18 +1 Vicious Battle Axe (1d8+3 20/x3 +2d6) or +18/+13/+8 +1 Vicious Battle Axe (1d8+3 20/x3 +2d6)
    Melee (Rage) +22 +1 Vicious Battle Axe (1d8+11 20/x3 +2d6) or +20 Unarmed (1d6+5 20/x3) or +22/+17/+12 +1 Vicious Battle Axe (1d8+11 20/x3 +2d6) or +19/+14/+9 +1 Vicious Battle Axe (1d8+11 20/x3 +2d6) and +17 Unarmed (1d6+5 20/x3)
    Base Atk +15/+10/+5, Grp +16
    Atk Options Greater Psychotic Rage 2/Day, Power Attack, Cleave
    Combat Gear Potion of CSW
    -----------------------------------------------
    Abilities Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 10
    SQ Psychosis, Paranoia, Broken Mind, Psychotic Toughness, Insane Rage (Tough as Nails: DR 5/- and +2 Nat. Armor Raging) Insane Rage (Sadistic Glee)
    Feats Psychotic Mind, Improved Toughness, Skill Focus (Prof: Bar Tender), Skill Focus (Prof: Chef), Martial Weapon (Battle Axe), Weapon Focus (Battle Axe), Power Attack, Self-Sufficient, Cleave, Diehard
    Skills Handle Animal +9, Profession (Farmer) +32, Profession (Chef) +24 Use Rope +9
    Possessions +1 Vicious Battle Axe, Ring of Protection +1, Potion of CSW

    Spoiler
    Show

    Psychotic Mind [General Feat]
    Prereqs: --
    Benefits: You're mind is a jumbled mess of thoughts and complete madness. You're crazy and you like it. Any one trying to read your mind or detect your thoughts must succeed on a DC (12 + 1/2 HD) Will Save or be dazed for 1 round and the spell fails to detect your thoughts.
    Last edited by watsyurname529; 2008-03-31 at 07:33 PM.

  10. - Top - End - #70
    Bugbear in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    The Psychopath is my newest PrC. I'm having some trouble with the final ability, Greater Psychotic Rage. I want it to be something different and special and not just bonus increase from +4 to +6.

    Any suggestions welcome. Also, any ability suggestions for Insane Rage are also welcome.

  11. - Top - End - #71
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    Default Re: Any Orc/Goblinoid Fans??

    Handle Animal as a class skill?
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  12. - Top - End - #72
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    Default Re: Any Orc/Goblinoid Fans??

    That was added orginally because the Barbarian got it as a class skill and this class was based off it.

    Being insane can mean many things which not all of them can mean "hate animal". That and also the class suffers more from "Episodes" ala Psychotic Rage. So most of the time you can be fine and (relatively) normal until you suffer an episode.

  13. - Top - End - #73
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    Paranoia seems a tad powerful. I could see a Feat or Uncanny Dodge but not both.
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  14. - Top - End - #74
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    Default Re: Any Orc/Goblinoid Fans??

    When I think of pure psychotic rage I imagine a raging brute tearing into everything with just his bare hands. For the psychopaths capstone they could gain IUS and deal unarmed damage like a monk of equal character level. They could also be given a special rend ability. Treat their hands like magic weapons and give them some crazy bonus' to str and con.

    Just some thoughts.
    Quote Originally Posted by Cieyrin View Post
    That point can be debated, depending who we're talking about cooking.
    I play Lawful Evil. I love goblins. I like Prestige Classes.

    Visit Dwenty, a collaborative project I took part in with several other people from all over the world.

    Some of my Prestige Class work with the brilliant BHU

    Quote Originally Posted by Anonymous
    "I know that you believe that you understand what you think I said, but I am not sure you realize that what you heard is not what I meant."

  15. - Top - End - #75
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    Default Re: Any Orc/Goblinoid Fans??

    Lemme PEACH your smiths first and I'll look into the Psycho Wats.

    And speaking of PEACHing...



    PINE BENDERS



    "The cities may be yours, but the hills belong to me. You should have stayed in town."

    Pine Benders are Orcish Druids who give up the ability to shapeshift into animals and elementals in exchange for simple physical power: they can grow to giant size.

    BECOMING A PINE BENDER
    Orcs who become Druids are pretty rare. Temperamentally most aren't well suited to it, and the clash of mindsets of those who are inevitably lead to their being outcast from the tribe. After time alone in the woods many go insane, or begin to quest for personal power to make their place in the world. Most Pine Benders are rather combative Druids. Some may have a level or two of barbarian or Fighter.

    ENTRY REQUIREMENTS
    Race: Orc
    Class Abilities: Wild Shape
    Feats: Power Attack, Cleave
    Skills: Knowledge (Nature) 6 Ranks


    Class Skills
    The Pine Benderss class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (int), Heal (Wis), Intimidate (Cha), Knowledge (Nature)(Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Giant Shape (Powerful Build), Sun sight        +1 level of Divine Spellcasting Class
    2. +1    +3     +0     +3                                            +1 level of Divine Spellcasting Class
    3. +2    +3     +1     +3    Giant Shape (Large)
    4. +3    +4     +1     +4                                            +1 level of Divine Spellcasting Clas
    5. +3    +4     +1     +4    +1 level of Divine Spellcasting Class
    6. +4    +5     +2     +5    Giant Shape (Huge)    +1 Level of Divine Spellcasting Class
    7. +5    +5     +2     +5    +1 level of Divine Spellcasting Class
    8. +6    +6     +2     +6                                            +1 Level of Divine SPellcasting Class
    9. +6    +6     +3     +6    Giant Shape (Gargantuan)
    10.+7    +7     +3     +7    Giant Form                              +1 Level of Divine Spellcasting Class
    Weapon Proficiencies: Pine Benders are proficient with Simple Weapons and the Greatclub.

    Sun Sight (Ex): At 1st level the Pine Bender loses any Light Sensitivity it may have.

    Giant Shape (Su): Your Druid and Pine Bender levels stack for purposes of determining how many times per day you may Wild Shape and it's duration. Your Wild Shape is also different. You may no longer assume other forms, but you may grow in size and strength. You do not lose the ability to speak or cast spells, and any equipment worn upon your person (i.e. your clothes and any magic items occupying slots in your body) grow with you and do not cease to function. Weapons held in your hand increase in size with you as well. At 1st level you gain the Powerful Build ability (see page 12 of the Expanded Psionics Handbook) in Giant Shape, and a +4 Enhancement Bonus to your Strength and a +2 Enhancement Bonus to your Constitution. You also gain a Slam attack doing 1d3 plus Strength bonus. You get 2 Slam Attacks with a Full Attack.


    At 3rd level while in Giant Shape you actually become Large instead of having Powerful Build., and gain a +8 Enhancement Bonus to your Strength, +4 Enhancement Bonus to your Constitution, and your Natural Armor Class Bonus increases by +2. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d4 plus Strength bonus. You may also now catch and throw rocks as a Large Giant does (see Monster Manual page 119) while in Giant Shape. Size/Reach becomes 10'/10'.

    At 6th level you may become Huge while in Giant Shape, gaining a +16 Enhancement Bonus to Strength, a +8 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +5. You may now catch and throw rocks as a Huge Giant. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d6 plus Strength bonus. Size/Reach becomes 15'/15'.

    At 9th level you may become Gargantuan while in Giant Shape, gaining a +24 Enhancement Bonus to Strength, a +12 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +9. You may now catch and throw rocks as a Gargantuan Giant. Base Speed increases by +10 feet, and you gain a Slam attack doing 1d8 plus Strength bonus. Size/Reach becomes 20'/20'.

    Giant Form (Ex): At 10th level the Pine Bender's Type becomes Giant instead of Humanoid, but it still retains the Orc subtype, and is considered an orc for all other purposes. You also gain low light vision. You may now become Colossal while in Giant Shape, gaining a +32 Enhancement Bonus to Strength, a +16 Enhancement Bonus to Constitution, and your Natural Armor Class Bonus increases by +14. You may now catch and throw rocks as a Colossal Giant. Base Speed increases by +20 feet, and you gain a Slam attack doing 2d6 plus Strength bonus. Size/Reach becomes 30'/30'.

    PLAYING A PINE BENDER
    No one has ever liked you. And that's fine by you. You have enough power now to make your own way in the world, and to hell with anything that gets in your way. Leading others is of no real interest, but you don't intend to be a servant either.
    Combat: Pine Benders tend to use Giant Shape to it's maximum advantage, backing it up with spells as they go since they can cast while Giant Shaped.
    Advancement: Pine Benders are usually melee oriented Druids. The question is not so much whether to concentrate on being a Tank or a caster, but what sort of Tank you will be..
    Resources: Pine Benders are often loners and misfits. Too different to fit in with other Orcs, too orcish to fit in with other races. They pretty much have whatever they can summon and what few friends they can make to rely upon to help them.

    PINE BENDERS IN THE WORLD
    "I'd leave that old Orc up in the hills alone if I were you. All those skeletons hanging from trees around here are his doing."
    Most Pine Benders don't interact with society at all, believing they'll be rejected like they always have. This leads to a bad reputation which they usually do their best to enhance, hoping to be left alone. Of course the desperate seek them out for help anyway.
    Daily Life: Pine Benders tend to spend all their time studying or in accumulating more personal power (which they define as combat ability, they are still Orcs after all). They have no one to rely on sio their survival skills and fighting abilities are uppermost in their minds.
    Notables: San (CN Male Orc Druid 6/Pine Bender 6)
    Organizations: Pine Benders rarely have any organization. Most are hermits, serial killers, or obsessed with their research.

    NPC Reaction
    Since the Pine Benders have a very unsubtle method of making their displeasure known, most NPC's crap themselves when confronted by them. They fit the stereotype of the crazy old hermit with vast magical powers and an antisocial behavior problem perfectly.

    PINE BENDERS IN THE GAME
    Pine Benders fulfill pretty much the same role as a melee oriented Druid does.
    Adaptation: Pine Benders are odd druids, and probably not well accepted by the other Druids for their emphasis on personal power. They'll be odd men out in most situations, not really accepted by anyone.
    Encounters: Pine Benders tend to be wilderness hermits, so PC's will probably encounter them in the wild. Assuming the Pine Bender wishes to be encountered. SOme are bandits, some are wise men, some are even predators.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL 12: San takes the local hills outside of town to be his domain, and in his domain he decides who lives, and who dies. He's killed raiders and outlaws and mosters, but he's killed local townsfolk who've angered or annoyed him as well. Recently a young human girl was found dead near the hills, the corpse torn to pieces. The townsfolk are certain he did it. He's an Orc after all isn't he?? But there is evidence that points to another cause. He was spotted in several places that day. Even a druid can't be several places at once. And the tracks near her corpse were big, but they weren't an Orcs. The townsfolk have hired the PC's to take him out. But the PC's will discover along hte way, San might not be guilty, and finding him in his home ground isn't as easy as it seems...


    SAN
    CN Male Orc Druid 6/Pine Bender 6
    Init +1, Senses: Listen +12, Spot +9, Dark Vision 60'
    Languages Orc, Common
    ------------------------------------------------

    AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Armor)
    AC Giant Shape 18, touch 9, flat-footed 17 (-2 Size, +1 Dex, +5 Natural, +4 Armor) in GS
    hp 78 (12 HD) (126 hp in GS)
    Fort +12 (+16 in GS), Ref +5, Will +13
    +4 on Saves against Spell Like abilities of Fey
    ------------------------------------------------
    Speed 30 ft. ( 6 squares) (40' in Giant Shape)
    Melee +1 Collision Greatclub +12/+7 (1d10+13) (+18/+13 2d8+22 in Giant Shape)
    Melee Giant Shape 2 Slams +17 (1d4+11)
    Ranged +1 Thundering Returning Rock +15 (2d8+7) only in Giant Shape
    Base Atk +8, Grp +11 (+23 in GS)
    Atk Options Giant Shape (Large) 4/day, Rock Throwing/Catching
    Combat Gear 4 Potions of Cure Serious Wounds
    Druid Spells Prepared (CL 9th)
    0 (6/day, Save DC 13) Detect Magic, Guidance x2, Purify Food and Drink, Resistance x2
    1st (5/day, Save DC 14) Claws of the Bear, Foundation of Stone, Hawkeye, Jump, Longstrider
    2nd (5/day, Save DC 15) Body of the Sun, Bramble's, Cat's Grace, Owl's Wisdom, Tiger's Touch
    3rd (4/day, Save DC 16) Forestfold, Poison, Thornskin, Thunderous Roar
    4th (2/day, Save DC 17) Superior Magic Fang, Vortex of Teeth
    5th (1/day, Save DC 18) Stoneskin
    -----------------------------------------------
    Abilities Str 17 (33 in GS), Dex 12, Con 14 (22 in GS), Int 8, Wis 16, Cha 6
    SQ Animal Companion (Boar), Nature Sense, Resist Nature's Lure, Trackless Step, Wild Empathy, Woodland Stride
    Feats Brutal Throw, Cleave, Point Blank Shot, Power Attack, Power Throw
    Skills Concentration +8 (+12 in Giant Shape), Intimidate +6, Knowledge (Nature) +5, Listen +12, Spellcraft +5, Spot +9, Survival +9
    Possessions +1 Heavy Fortification Hide Armor, +1 Collision Greatclub, Bag of Holding Type IV, +1 Returning Thundering Rock, 4 Potions of Cure Serious Wounds, 2395 gp


    EPIC PINE BENDER

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Spells: The Pine Bender's Caster Level increases with each Epic level, but it's number of spells per day does not.
    Giant Shape: The Epic Pine Bender gains an additional use of Giant Shape every 4 levels after the 18th (7/day at 22, 8/day at 26, etc.).
    Bonus Feats: The Epic Pine Bender gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2008-12-22 at 04:16 AM.
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  16. - Top - End - #76
    Halfling in the Playground
     
    ElfPirate

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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by watsyurname529 View Post
    The Psychopath is my newest PrC. I'm having some trouble with the final ability, Greater Psychotic Rage. I want it to be something different and special and not just bonus increase from +4 to +6.

    Any suggestions welcome. Also, any ability suggestions for Insane Rage are also welcome.
    For "Insane Rage", can you select the same ability twice? "Tough as nails" x 2 would be kewl (the other abilities seem pretty weak). Also taking the "Insane Rage" "Not Goin' Down" ability is a bit of a rip-off since you get "Psychotic Toughness" anyway. Here's a suggestion for an "Insane Rage" ability:

    Sadistic Glee (Ex): Each swing of your weapon that connects sends waves of ecstasy through your psychotic mind. While drunk with the incredible pain that you have caused, mortal wounds seem like nicks and scratches. While you are raging, any damage you deal with melee (ranged weapons lack the intimacy to cause a psychotic reaction) weapons grants you a number of temporary hit points equal to 1/4 the damage dealt. These temporary hit points last until your rage ends or the encounter ends, whichever comes first. For example, Sula the Unhinged is a 2nd level Psychopath and has just activated his Psychotic Rage. The deadly arc of his jagged greataxe rips into the tender flesh of his ogre mage opponent, dealing 20 damage in total. The sight (and perhaps the taste) of the pain he has just inflicted on the ogre mage causes Sula's mind to reel with Sadistic Glee, granting him 5 temporary hit points. These temporary hit points last until Sula's rage ends, or the ogre mage falls, whichever comes first.

  17. - Top - End - #77
    Firbolg in the Playground
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    Default Re: Any Orc/Goblinoid Fans??

    hmm, there seem to be plenty of Prc's around this thread, anyone mind if I dump some races I made a while back here (orc/goblin, orc/hobgoblin, goblin/hobgoblin and I'm thinking about working on a bugbear/kobold, plus goblin and orc subraces designed around being smarter but clumsier)
    Quote Originally Posted by Fawkes View Post
    Quote Originally Posted by Jayngfet View Post
    I don't care what you feel.
    That pretty much sums up the Jayngfet experience.
    Quote Originally Posted by Fawkes View Post
    something something Jayngfet experience.

  18. - Top - End - #78
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    Default Re: Any Orc/Goblinoid Fans??

    Well on the Paranoia ability I just added Alterness to give it some extra flavor as someone who's paranoid is going to have some good Spot/Listen checks.

    The Insane Rage abilities can not be taken twice although I can up them if you think none are really worth taking.

    The thing on Psychotic Toughness is that came before the "Not goin' Down" rage ability. Also, Diehard let's you take one standard/move action while in negetive and if you take a standard action, you take 1 hp damage and if you reach -10, you die. "Not goin' down" allows you to go to -10 with no penalty. I think I'll add some bonuses to saves showing their enhanced resilance. Or do you think it would be better to change Psychotic Toughness to add something different, like Nat. Armor, DR, SR, bonus to saves, etc.?

    I like the Greater Psychotic Rage idea Don. I'll find someway to write it the way I want.

    Edit: I improved all the Insane Rage abilities a bit. I also added two more, "Heat of the Moment" and "Sadistic Glee" which was by Level20Commoner. I changed it slightly to say you can only gain the temporary hitpoints once per round but at 1/2 damage delt.
    Last edited by watsyurname529; 2008-03-29 at 10:03 AM.

  19. - Top - End - #79
    Titan in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Jayngfet View Post
    hmm, there seem to be plenty of Prc's around this thread, anyone mind if I dump some races I made a while back here (orc/goblin, orc/hobgoblin, goblin/hobgoblin and I'm thinking about working on a bugbear/kobold, plus goblin and orc subraces designed around being smarter but clumsier)
    Sure, firre away!
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  20. - Top - End - #80
    Firbolg in the Playground
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    Sure, firre away!
    (looks through folders)I seem to have misplaced the hybrids but heres the caster


    golden orc

    first level warrior

    size/type:medium humanoid(orc)
    hit dice:1d8+1
    initiative+
    armor class:14(chain shirt)
    base attack/grapple:+1/+4
    attack:greatsword+2 melee(2d6)
    full attack:greatsword +2 melee(2d6)
    space/reach:5ft/5ft
    special attacks:spell like abilities
    special qualities:darkvision out to 60ft, light sensitivity
    saves:fort+3, ref+0,will-2
    abilities:str 15,dex 11, con 12, int 8, wis 7, cha 12
    skills:
    feats:improved initiative
    enviroment:temperate hills
    organization:solitary, pair, hunting party(1-2 gold orcs+1-8 orcs) or with band(one for every 20 orcs)
    challange rating:1
    treasure:standard
    alignment:often chaotic evil
    advancement: by character class
    level adjustment:+0

    gold orcs are the offspring and descendants of orcish arcane spellcasters above fifteenth level, usually sorcerers, though bards are not unknown, and wizards are nearly unheard of.

    gold orcs are often found leading groups of orcs, using their spell like abilities to keep in line anyone who opposes them

    a gold orcs skin ranges from gold to yellowish brown, their hair is always some shade of brown, their eyes are red.

    combat: gold orcs prefer to begin an attack from affar with magic missile and use weapons or shocking grasp in melee combat.

    spell like abilities: (at will) shocking grasp, (3/day)
    magic missile


    gold orcs as characters

    +2 strength, -2 intellegence, -2 wisdom

    base land speed is 30 feet

    darkvision out to 60 feet

    medium size

    light sensitivity:orcs are dazzled by bright light or within the radius of a daylight spell

    automatic languiges:common, orc, bonus languiges: dwarven, giant, gnoll, goblin, undercommon

    favored class:sorcerer


    I have a feeling I'm missing something or doing something badly, comments(silver goblins come later)
    Quote Originally Posted by Fawkes View Post
    Quote Originally Posted by Jayngfet View Post
    I don't care what you feel.
    That pretty much sums up the Jayngfet experience.
    Quote Originally Posted by Fawkes View Post
    something something Jayngfet experience.

  21. - Top - End - #81
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Do all Gold Orcs have the spell like abilities??

    Any thoughts on the Pine Bender guys?
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  22. - Top - End - #82
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    Default Re: Any Orc/Goblinoid Fans??

    BHU: You already know what I have to say about the Pine Bender.

    As far as the gold orcs go I am a little confused about a few things. First off the racial ability adjustments seem a little odd. My advice would be to make the adjustments -2 Str, -2 Int, +2 Cha. This would help balance SA, and makes more sense for a magically inclined sub-race.

    Also what ability score does their SAs fall under? Cha? Int?

    Lastly, aren't most tribal orcs afraid and superstitious about magic? This off shoot could be the byproduct of a splinter tribe that was driven off for their "evil juju". This tribe could have secreted itself away to further their arcane studies and over time became their own distinct race. Just some fluff thoughts.

    Its been awhile since this class has seen light, but it was my very first and probably most cherished PrC. Allow me to present!:


    Beast Rider
    Prestige Class
    By Don Thelonious


    "Without you, my friend, I am nothing."
    Dainna Gourlaglin to her Zuniceratops Mount 'Belloour'

    "Charge with me friend, and we will grind their bones to make the lands fertile!"
    Random Beast Rider

    Barbaric folk have long had their own champions, experts at mounted combat from the backs of allied beasts. The Beast Rider and her companion beast defend their tribes and clans with a vigor that far exceeds either individuals powers. Nothing can match the bond shared by a beast rider and her mount, a bond of friendship and devotion that cannot be fathomed by civilized outsiders.


    BECOMING A BEAST RIDER
    Beast Riders most often hail from the more savage and barbaric humanoid races, though any race with a barbaric counter-part can join their ranks, usually by entering military service in the defense of their communities. Occasionally member of the more civilized races will join this prestige class in order to escape the bonds of their 'civilized' world, although their softened nature often leaves much to be desired.

    ENTRY REQUIREMENTS
    To qualify to become a Beast Rider, a character must fulfill all the following criteria:
    Base Attack Bonus: +5
    Skills: Ride 8 Ranks, Handle Animal 4 Ranks, and Survival 8 Ranks
    Feats: Mounted Combat and Ride-By Attack
    Alignment: Any Non-Lawful
    Class Ability: Rage 1/Day
    Special: The first step on the path of the Beast Rider is going out into the wilds alone and making peaceful contact with a creature of the selected mounts type. The potential Beast Rider must then befriend and earn the complete trust of her future companion. This process takes at least one month during which the applicant and the beast learn to work together and believe in the abilities of one another.

    Class Skills
    The Beast-Riders class skills (and key ability for each skill) are Craft (Any) (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (any) (Wis), Ride (Dex), Spot(Wis), and Survival (Wis)
    Skills Points at Each Level : 2 + Int Modifier

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Bonded Mount, Rage 1/Day, Ride Bonus
    2. +2    +3     +0     +3    Shared Rage
    3. +3    +3     +1     +3    Spirited Charge, Mounted Combat Bonus +1
    4. +4    +4     +1     +4    Mounted Uncanny Dodge
    5. +5    +4     +1     +4    Rage 2/day, Shared DR 1/-, War Chant 1/Day
    6. +6    +5     +2     +5    Superior Mounted Combat, Mounted Combat Bonus +2
    7. +7    +5     +2     +5    Improved Mounted Uncanny Dodge, Shared DR 2/-
    8. +8    +6     +2     +6    Superior Ride-By Attack 
    9. +9    +6     +3     +6    Mounted Combat Bonus +3, Shared DR 3/-
    10.+10   +7     +3     +7    Rage 3/day, War Chant 2/Day
    Weapon Proficiencies: Beast Riders are proficient with all simple and martial weapons. Beast Riders are limited to light or medium armor.

    Bonded Mount: A Beast Rider gains a special mount who is her friend and steed. This creature is often stronger and more intelligent than others of its type. A Beast Rider may have only one mount at a time. If the mount is slain, the Beast Rider is immediately stricken with utter sadness and severe depression. She takes a -4 penalty to all attack and damage rolls, as well as a -2 penalty to all Skill Checks and Saves. The mount-less Beast Rider is also stricken with an effect identical to a Slow spell for 1 week.
    These penalties persist for 1 month and cannot be negated by any spell or ability. If the Beast Rider is able to either resurrected or have the mounts body given a proper funeral, and then is the recipient of an atonement spell she will no longer suffer these penalties.

    A list of suitable mounts can be found at the bottom of this post.

    Rage(Ex): A Beast Rider can fly into a rage just as the Barbarian ability of the same name. She gains the standard +4 bonus to Strength, +4 bonus to Constitution, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class. This increases to 2/day at level 5 and finally 3/day at level 10. This ability stacks with the number of uses per day and any special rage abilities granted from another class.

    Ride Bonus (Ex): Beast Riders are indisputable riders. Beast Riders gain a bonus on all Ride checks equal to his/her class level.

    Shared Rage (Su): Beginning at 2nd level the Beast Rider and her mount have formed such a strong bond and have become so attuned to the others feelings that when the rider uses her Rage ability her mount also gains all the benefits and penalties that the rider gains. This ability only applies to the beast rider and her mount, and only if it is within 5 feet of her. The mounts rage ends when her rage ends, or as soon as she is no longer within 5 feet of her companion.

    Spirited Charge (Ex): At third level the Beast Rider gains Spirited Charge as a bonus feat.

    Mounted Combat Bonus (Ex): Beast riders are masters of fighting from the saddle. Starting at 3rd level she gains a +1 bonus to all attacks made from the back of her mount. This bonus increases to +2 at 6th level and +3 at 9th level.

    Mounted Uncanny Dodge (Ex): Starting at 4th level a Beast Rider and her mount gain the ability to react to danger before either of their individual senses would normally allow them to do so. This ability only functions while the beast rider is on her mount. They retain their Dex bonus’ to AC (if any) even if they are caught flat footed or struck by an invisible attacker. However they still lose their Dex bonus to AC if they are immobilized.
    This ability only works while mounted so it does not stack with Uncanny dodge from any other source.

    Shared Damage Reduction (Ex): Beginning at 5th level a mounted Beast Rider and her mount have seen enough combat together they are able to shrug off a small amount of injury from any blow or attack. Subtract 1 from the damage the Beast Rider or her mount takes each time either one is dealt damage from a weapon or natural attack. At 7th level and again at 9th level this reduction increases by 1 point. This ability only functions when the beast rider is astride her mount. If the beast rider has damage reduction from another source (such as barbarian levels) it does not stack with the damage reduction she and her beast share.

    War Chant (Su): Beginning at 5th level a Beast Rider is able to similar to Inspire Greatness much like a bard. 1/Day the Beast Rider can begin a chant to inspire greatness in herself and her mount, granting extra fighting capability. To inspire greatness, a Beast Rider must give up one of her daily Rage uses. She then begins to chant and the mount must be able to hear the chant. The effects of this ability manifest the next round and lasts for as long as the mount hears the Beast Rider chant and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), a commensurate number of temporary hit points (apply the targets constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as sleep.

    While chanting the beast rider is limited to only one standard action per round, though her mount may move and act normally during this time. When first activated this ability provokes attacks of opportunity, but only for that first round.
    At 10th level the beast rider gains one additional use of this ability per day.
    This ability is usable while raging. War Chant is a mind-affecting sonic ability.

    Superior Mounted Combat (Ex): At sixth level and higher a Beast Rider is able to use her Mounted Combat feat a number of times per round equal to her Dexterity modifier.

    Improved Mounted Uncanny Dodge (Ex): While mounted, and only while mounted, a beast rider and her mount of 7th level or higher can no longer be flanked; they can react to opponents on opposite sides of themselves as easily as they can react to a single attacker. This defense denies a rogue the ability to sneak attack the Beast Rider and her mount by flanking her, unless the attacker has four more levels than the total character level of the Beast Rider.
    This ability is only usable while mounted and does not stack with Improved Uncanny Dodge from any other sources of.

    Superior Ride-By Attack (Ex): Starting at 8th level a Beast Rider is able to make as many attacks as her BAB would allow, albeit at a -5 for each iterative attack, to each enemy she can reach during a charge.



    BEAST RIDER MOUNT PROGRESSION
    Code:
    Level BonusHD NA Adj. Str/Dex Adj Bonus Tricks       Special
    1-2	+2	+4	   +1	       3	   Empathic Link, Share Spells
    3-4	+4	+6	   +2	       4	   Evasion
    5-6	+6	+8	   +3	       5	   Devotion, Improved Speed 10’
    7-8	+8	+10	   +4	       6	   Improved Evasion
    9-10	+10	+12	   +5	       7	   Improved Speed 20’
    Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mounts base attack and base save bonuses. A special mounts base attack bonus is equal to that of a cleric of a level equal to the mounts HD. A mount has good Fortitude and Reflex saves (Treat as character of equal level to Beast Rider). The mount gains additional skill points, feats, and stat increases for these bonus HD as normal for advancing a monster’s Hit Dice.
    A mount size also improves as is normal for advancing a creatures HD.

    Natural Armor Adj.: The number on the table is an improvement to the mounts existing natural armor bonus.

    Str/Dex Adj.: Add this value to the mounts Strength and Dexterity scores.

    Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the beast rider might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The beast rider selects these bonus tricks, and once selected, they can’t be changed.

    Empathic Link (Su): The rider has an empathic link with her mount out to a distance of up to 1 mile. The rider cannot see through the mounts eyes, but they can communicate empathically Because of the limited nature of the link, only general emotional content can be communicated.
    Because of this empathic link, the rider has the same connection to an item or place that her mount does.

    Share Spells: At the Beast Riders option, she may have any spell (but not any spell-like ability) cast upon herself also affect her mount. The mount must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the animal again, even if it returns to the Beast Rider before the duration expires. A Beast Rider and her mount can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

    Evasion (Ex): If a Beast Riders mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Devotion (Ex): A Beast Riders mount gains a +4 morale bonus on Will saves against enchantment spells and effects.

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Beast Riders mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

    Improved Speed (Ex): The mounts speed increases by 10 feet at level 5-6. It increases by another 10 feet at level 9-10, for a max of +20 to its move speeds.


    BEAST RIDER MOUNT BEASTIARY
    At first level a beast rider chooses a type of mount from the following table. Once a mount is chosen it can only be changed if the previous mount dies.

    From The Monster Manual (Also available in the SRD):
    Bison, Dire Bear, Dire Boar, Rhinoceros, Dire Lion, Dire Tiger, Dire Wolf, Dire Wolverine, Deinonychus, or Megaraptor.
    Optional for Small Characters: Brown Bear, Boar, Giant Crocodile*, Lion, Tiger, Rhinoceros, Dire Ape, Dire Badger, Dire Bat, Dire Weasel.
    *More aquatic than land.

    Dinosaurs From The Dinosaur Menagerie:
    These dinosaurs and other prehistoric beasties are courtesy of the folks over at The Dinosaur Menagerie.
    *Denotes Aquatic
    **Denotes Mount for Small Character


    Basilosaurus*
    Bellesaurus
    Brontornis**
    Centrosaurus
    Ceratosaurus (I think the CR should be 6)
    Clidastes*
    Desmatasuchus**
    Dilophosaurus
    Epanterias
    Estemnosuchus
    Eustreptospondylus**
    Gasosaurus**
    Gorgosaurus
    Kentrosaurus**
    Ornithumimus**
    Pachycephalosaurus
    Pachyrhinosaurus
    Pawpawsaurus
    Protoceratops**
    Saurolophus
    Stokesosaurus
    Styracosaurus
    Vulcanodon
    Zuniceratops

    Once again a big Thank You to the guys from The Dinosaur Menagerie on WoTC forums!



    PLAYING A BEAST RIDER
    You and your mount are inseparable, and anyone trying to keep the two of you apart is most likely an enemy. You are a master of the woodlands and have close ties to nature, rangers, and druids. Your unique bond with your mount will often make you an outcast from the rest of society, so by default your mount is both your ally and closest friend.
    Combat: Try and keep to more open areas where you can put your devastating charge attacks to good use. Without your mount you loose a lot of your combat ability, so keep your mount close at all times. Choose your battles carefully, and when possible open any combat with a full charge.
    Advancement: As you advance in level you could choose to focus on either your rage ability, by gaining Rage focused feats. Other options can include focusing on your dealing more damage with your charge attacks or increasing your mounted combat prowess by completing the Mounted Combat tree.
    Resources: Most beast riders have only themselves, their mounts, and the great outdoors as their only resource. Beast riders who are strongly connected to a village or tribe can count on said community for some support when needed, in exchange for their services as both hunter and protector.

    BEAST RIDERS IN THE WORLD
    Of all the savages I have met, the beast riders are among the most noble. They are as brave and valorous as any paladin, as focused as any monk, and as close to their beast-mounts as any cleric is to his god. The relationship between mount and rider was something more akin to that of close simlings rather than master and servant as we 'civilized' folks would see it.
    From the pages of Mélos Iarvenno’s On the Natural History of Asteriothe
    The University of Theneka, 1447.

    Beast riders are seen as something of an oddity by most 'civilized' societies. In the savage lands they hail from beast riders are looked upon with equal parts admiration, respect, and fear. The beast riders connection to her beast mount makes many regular folk uncomfortable.
    Daily Life: A typical day for a beast rider usually involves seeing to the needs of her beast companion before taking care of herself. If the rider is part of a village or tribe than she will often check with her chief or warlord before going out for the day to hunt, train, or just be alone with her mount. Those that survive alone spend the better part of their day seeing to the needs of their continued survival.
    Notables: Estria Kyrie is among the most famous of the beast riders living in the Vangstel Mountain region. Her exploits against the dangerous hill giants of the mountain range are spoke of far and wide.
    Another notable beast rider is the deranged and evil Diltoor Grimjow, a CE orc who was able to bond with a ferocious gorgosaurus. The two make their homes in the deepest parts of the Gestira Plains. Both Diltoor and his companion are well known for their raids on caravans crossing the prarie, as well as occasional forays into the settled lands of the elves. Diltoor has a small clan of like-minded (and either very brave or very stupid) orcs and humans who have trickled in over the years.
    Organizations: There are no formal organizations dedicated to beast riders. Each individual must find, befriend, and bond their own mount without assistance from anyone else. Occasionally older, more experienced beast riders will mentor a younger rider for a year or so while they gain a firm grasp of what being a beast rider entails. After this period of time the younger rider will be asked to leave (or violently driven off in the case of evil riders), and will not be welcome in the company of their teacher for at least one year while they prove themselves worthy of holding the title Beast Rider.

    NPC Reaction
    NPC reactions very greatly from place to place. In locations and regions where noble and good beast riders battle evil creatures and dangerous monsters they are seen as local heroes. In places overrun with evil beast riders they are viewed with fear and hatred. NPCs from civilized lands do not have enough contact with beast riders to have formed any sort of opinion.

    BEAST RIDERS IN THE GAME
    Beast riders will wreak havoc on groups of enemies in open places. In narrower spaces like dungeons they will be at a distinct disadvantage and therefor may become a burden for the rest of the party.
    Adaptation: The beast rider PrC fits well into any campaign setting that has a high degree of primitive and barbaric cultures. In campaigns that center around larger communities and towns the beast rider will make for a strange figure and should cause quite a stir in town.
    Encounters: Most encounters with NPC beast riders will be when the adventurers are moving through the beast riders territory. Depending on the alignment of the beast rider these meetings can range from friendly exchanges of news and companionship to all out life or death brawls. Other times the beast rider will either be going on a mission for her village or tribe, or coming back from a mission.

    Sample Encounter: Estrias Fire


    The group has been walking through the thick woods all day, and as the sun begins to slowly sink beneath the horizon you search for a place to rest. The massive ancient trees begin to pool darkness as you come to a small clearing. To your surprise there is a large boar roasting on a spit over a cheery, roaring fire. As you approach the fire a female voice calls from the tree line a little further on, demanding you to identify yourselves and what your business in her camp is.
    As you respond you hear a deep, rumbling growl coming from the trees near the female voice. Then to your amazement a huge creature steps out of the growing darkness and into the light of the fire, balancing on two legs with the help of a tail twice the length of its body. It has a long snout full of dagger like teeth, two bone ridges running up either side of its snout, and three scythe like claws on the ends of its short arms.
    Mounted on the back of it is a lithe human woman, her thick mane of red hair hair caught up in a top knot. She looks down at you suspiciously.

    “My name is Estria Kyrie, this is my friend Rosthan, “she pats the dinosaur on the neck, “and we would be happy to share our fire and our food with fellow travelers.”

    Encounter Level 10:
    Estria Kyrie was never like the other girls of her tribe. When they were playing with dolls she was out stalking small animals. When the other girls began to notice boys, Estria was out in the woods for weeks at a time. When other girls began to marry, Estria was bringing down her fist big kill. Being so unlike the other girls she was shunned and took solace in stalking the woods alone.

    When Estria was just barely 15 the village bully, a brutish young man rumered to have the blood of orcs in his veins, tried to force himself on her. It was at this time that she was caught in the grip of a tremendous rage, and so struck the boy down with her bare hands. Already an outcast for her un-woman-like ways, she was quickly found guilty of murder and was summarily banished. With no home and nothing to call her own, Estria began adventuring.

    During her travels she learned she had an affinity for animals, in particular the big predators. Eventually she found herself alone in the middle of a huge forest far from civilization. It was here that she stumbled upon Rosthan, whose leg was badly injured and clearly infected. Using what little healing magics she had, Estria was able to heal Rosthans leg, and in so doing befriended the huge hunter.

    Since those long months in the woods Estria and Rosthan have been inseparable; traveling, hunting, and adventuring together. Estria considers Rosthan an equal which often makes other people uncomfortable, so they tend to avoid heavily populated or traveled areas. They usually prowl the foothills of the Vangstel Mts., hunting orcs and hill giants that stray to far from their valleys.

    Estria Kyrie
    Female Human Barbarian 5/Beast Rider5
    Hit Dice: 5d12+5d10+10(+30Raging) (90hp/110hp Raging)
    Initiative: +2 (Dex)
    Speed: 40ft. (8 squares)
    Armor Class: 18 (+5 Rhino Hide, +2 Dex, +1 Deflection), touch 13, flat-footed 16
    Base Attack/Grapple: +10/+12
    Attack: +15 (+17) melee +1 Vicious Bone Longspear (1d8+2d6+2(+4) /x3) or +13 melee Masterwork Shortsword (1d6+2 19-20/x2)
    Full Attack: +15/+10 (+17/+12) melee +1 Vicious Bone Longspear (1d8+2d6+2(+4) /x3) or +11/+6/ and offhand +11 (+13/+8/+13) melee two (2x) Masterwork Shortswords (1d6+2 +4 19-20/x2)
    Space/Reach: 5ft./5ft.
    Special Attacks: Rage4/day, Mounted Combat Bonus +1, Shared Rage, +2d6 Damage on all charge attacks (Rhino Hide), Vicious Longspear (Deals +2d6 to Target and 1d6 to Wielder).
    Special Qualities: Fast Movement, Improved Uncanny Dodge, Trap Sense +1, Bonded Mount, Shared Damage Reduction 1/-, Ride Bonus +5, Mounted Uncanny Dodge
    Saves: Fort +9/(+11), Ref +4 , Will +3/(+5)
    Abilities: Str 14/18, Dex 15, Con 12/16, Int 10, Wis 8, Cha 10
    Skills: Craft (Taxidermy) (Int) +4, Handle Animal (Cha) +15, Ride (Dex) +22, Survival (Wis) +11
    Feats: Two Weapon Fighting, Mounted Combat, Ride-by Attack, Weapon Focus (Longspear), Improved Critical (Longspear)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Chaotic Neutral
    ()Denotes Raging

    Languages: Common
    Equipment: Rhino Hide, +1 Vicious Bone Longspear, 2 Masterwork Shortswords, Ring of Protection +1, 2 Potions of Cure Light Wounds, Potion of Bears Endurance.


    Rosthan the Dilophosaurus
    Huge Animal
    Hit Dice: 10d8+30 (74 hp)
    Initiative: +3
    Speed: 60 ft. (12 squares)
    Armor Class: 26 (-2 size, +3 Dex, +16 natural), touch 12, flat-footed 24
    Base Attack/Grapple: +7/+11
    Attack: Bite +16 melee (2d6+10)
    Full Attack: Bite +16 melee (1d8+10) and 2 claws +14 melee (1d8+5)
    Space/Reach: 20 ft./10 ft.
    Special Attacks: Pounce, spit (See Estria Kyrie above for additional abilities)
    Special Qualities: Low-light vision, scent, Empathic Link, Share Spells, Evasion, Devotion, Improved Speed (See Estria Kyrie above for additional abilities)
    Saves: Fort +13, Ref +11, Will +4
    Abilities: Str 30, Dex 16, Con 22, Int 2, Wis 12, Cha 7
    Skills: Hide +0, Jump +24, Listen +6, Move Silently +5, Spot +2
    Feats: Multiattack, Power Attack
    Challenge Rating: 7 (When Alone)

    Combat

    Pounce (Ex): If Rosthan charges, it can make a full attack. This ability works even he carrying Estria.

    Spit (Ex): As a standard action, a dilophosaurus can spit up a gooey, black substance at an opponent within 60 feet. Any opponent hit with this attack must succeed on a DC 18 Reflex save or be blinded for 1d6 rounds. The save DC is Constitution based.

    Empathic Link (Su): Rosthan has an empathic link with Estria out to a distance of up to 1 mile. She cannot see through her mounts eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
    Because of this empathic link, Estria has the same connection to an item or place that her Mount does.

    Share Spells (Ex): At Estrias option, she may have any spell (but not any spell-like ability) cast upon herself also affect her Rosthan. Rosthan must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Rosthan if it moves farther than 5 feet away and will not affect the animal again, even if it returns to within 5 feet of Estria before the duration expires. Estria and her mount can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

    Evasion (Ex): If Rosthan is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Devotion (Ex): As a beast riders mount Rosthan gains a +4 morale bonus on Will saves against enchantment spells and effects

    Tricks Known:
    Combat Riding (attack, come, defend, down, guard, and heel)
    Guarding (attack, defend, down, and guard)
    Hunting (attack, down, fetch, heel, seek, and track).
    Skills
    A dilophosaurus has a +4 racial bonus on Jump and Move Silently checks.
    Last edited by DonThelonious; 2008-03-29 at 09:10 PM.
    Quote Originally Posted by Cieyrin View Post
    That point can be debated, depending who we're talking about cooking.
    I play Lawful Evil. I love goblins. I like Prestige Classes.

    Visit Dwenty, a collaborative project I took part in with several other people from all over the world.

    Some of my Prestige Class work with the brilliant BHU

    Quote Originally Posted by Anonymous
    "I know that you believe that you understand what you think I said, but I am not sure you realize that what you heard is not what I meant."

  23. - Top - End - #83
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    Quote Originally Posted by Bhu View Post
    Do all Gold Orcs have the spell like abilities??

    Any thoughts on the Pine Bender guys?
    yep

    and I kinda like the pine benders, they seem to be the kind who ignore battle plan and go cast warp wood on the siege golem.

    how's everyone feel about the gold orcs?
    Last edited by Jayngfet; 2008-03-30 at 03:49 AM.
    Quote Originally Posted by Fawkes View Post
    Quote Originally Posted by Jayngfet View Post
    I don't care what you feel.
    That pretty much sums up the Jayngfet experience.
    Quote Originally Posted by Fawkes View Post
    something something Jayngfet experience.

  24. - Top - End - #84
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    Quote Originally Posted by watsyurname529 View Post

    The thing on Psychotic Toughness is that came before the "Not goin' Down" rage ability. Also, Diehard let's you take one standard/move action while in negative and if you take a standard action, you take 1 hp damage and if you reach -10, you die. "Not goin' down" allows you to go to -10 with no penalty. I think I'll add some bonuses to saves showing their enhanced resilience. Or do you think it would be better to change Psychotic Toughness to add something different, like Nat. Armor, DR, SR, bonus to saves, etc.?

    Edit: I improved all the Insane Rage abilities a bit. I also added two more, "Heat of the Moment" and "Sadistic Glee" which was by Level20Commoner. I changed it slightly to say you can only gain the temporary hit points once per round but at 1/2 damage dealt.
    While I wholly approve of the substitution of my handle for the name of the psychotic barbarian, you forgot to replace one instance of 'Sula' with 'Level20Commoner'. Also, I should have clarified what I meant by 'pretty weak'. While most of your 'insane rage' abilities are useful in and of themselves, they do not help a melee-type character fulfill his purpose in life, which, if I may be so blunt, is hackin' and heavin'. My clarification notwithstanding, your edit to 'Run like the Wind' makes it a viable option now. As for the nuances of 'Die Hard' vs. 'Psychotic Toughness', I say just open your copy of Complete Warrior, copy and paste the 'Deathless Frenzy' ability of the Frenzied Berserker under the 'Not goin Down' ability and be done with it. This just occurred to me, it would be kewl if you could put the allip ability: "Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage." into your PRC somehow. Before I forget, I should say how much I have enjoyed reading this Prc. Excellent work.

  25. - Top - End - #85
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    Quote Originally Posted by Level20Commoner
    While I wholly approve of the substitution of my handle for the name of the psychotic barbarian, you forgot to replace one instance of 'Sula' with 'Level20Commoner'
    Lol, found and edited.

    Quote Originally Posted by Level20Commoner
    Also, I should have clarified what I meant by 'pretty weak'. While most of your 'insane rage' abilities are useful in and of themselves, they do not help a melee-type character fulfill his purpose in life, which, if I may be so blunt, is hackin' and heavin'. My clarification notwithstanding, your edit to 'Run like the Wind' makes it a viable option now. As for the nuances of 'Die Hard' vs. 'Psychotic Toughness', I say just open your copy of Complete Warrior, copy and paste the 'Deathless Frenzy' ability of the Frenzied Berserker under the 'Not goin Down' ability and be done with it.
    Okay, I see what you mean. I know some of them would be obivious choices to an optimizer but I added some of them for flavor and choice. Anyway, I did what you suggested and got my copy of CW and pretty much copied/pasted 'Deathless Frenzy' with the exception I added the limit of -20hp is death.

    Quote Originally Posted by Level20Commoner
    This just occurred to me, it would be kewl if you could put the allip ability: "Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage." into your PRC somehow. Before I forget, I should say how much I have enjoyed reading this Prc. Excellent work.
    Interesting idea. I'll add that into the Greater Psychotic Rage ability. So when they rage if they are targeted with those affects, the caster takes the Wis damage. Thank you for the compliment and thank you for the criticism.

  26. - Top - End - #86
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    Well since no one objects to the Pine Bender I guess I don't need to worry about it being possibly over powered :D

    Next up:



    ORC THUG



    "Where's the money Lebowski?"

    Occasionally Orcs are outcast from their tribe for a number of reasons. Perhaps they were on the losing side of a political fight, or committed some crime not worthy of killing them quickly. These poor souls left to die sometimes survive, and on rare occasions will find a hiding place in the more lawless towns and cities. Only to find that no one will hire them. No one who obeys the law anyway. They end up being cheap muscle for the Guilds in larger cities, or for gangs in smaller places. Rarely are they allowed to achieve any rank of note, other than perhaps as a bodyguard or executioner. Unless they achieve that rank through murder...

    BECOMING AN ORC THUG
    Most Orc Thugs were originally tribal warriors (i.e. Barbarian's), who were forced to scrounge to survive (i.e. take a few rogue levels for ambush purposes) before coming upon a city.

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Class Features: Sneak Attack +2d6, Rage
    Skills: Hide 6 Ranks, Intimidate 6 Ranks, Move Silently 6 Ranks, Survival 6 Ranks
    Feats: Intimidating Rage, Instantaneous Rage


    Class Skills
    The Orc Thug's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str)
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Stabbing People Is Fun
    2. +2    +3     +0     +0    Ambush Feat
    3. +3    +3     +1     +1    Raging Death
    4. +4    +4     +1     +1    Ambushing People Is Fun
    5. +5    +4     +1     +1    Ambush Feat
    6. +6    +5     +2     +2    Raging Death
    7. +7    +5     +2     +2    Ambush Feat
    8. +8    +6     +2     +2    Getting Mad Is Fun
    9. +9    +6     +3     +3    Raging Death
    10.+10   +7     +3     +3    Master of the Ambush
    Weapon Proficiencies: Orc Thugs gain no new weapon or armor proficiencies.

    Stabbing People Is Fun (Ex): Your Orc Thug levels stack with your Barbarian levels for purposes of determining how many times per day you can Rage. Your Orc Thug levels also stack with your Rogue levels for purposes of determining how many dice of Sneak Attack damage you have.

    Ambush Feat: The Orc Thug gains an Ambush Feat as a Bonus Feat at 2nd, 5th, and 7th level. Ambush Feats are listed on page 74 of the Complete Scoundrel.

    Raging Death(Ex): You gain certain abilities while raging and while your opponent is denied his Dexterity Bonus to AC. At 3rd level in any situation in which you are Raging, and could Sneak Attack your opponent, if you roll a critical hit you have a +4 bonus on your confirmation roll. This does not stack with other effects that give bonuses to confirming critical rolls.

    At 6th level you also increase the threat range of your weapon by 1 (i.e. if it would normally critical on a 19-20, it now threatens a critical on an 18-20. This does not stack with other effects that increase your weapons critical threat range.

    At 9th level if you successfully confirm a critical against an opponent they have a -2 penalty to their Armor Class for a number of rounds equal to your strength modifier.

    Ambushing People Is Fun (Ex): When using Ambush Feats you give up 2d6 less dice of Sneak Attack. For example if the Feat requires you to give up +3d6 Sneak Attack for it's effect, you are only required to give up +1d6. If it only requires you to give up 2d6, you may get the benefit of the Ambush Feat for free. You may only do this while Raging.

    Getting Mad Is Fun (Ex): You may channel the power of your Rage into a tremendous blow. You may give up one daily use of your Rage to add your Sneak Attack damage to your next strike if it is successful, even if your opponent isn't in a position to be Sneak Attacked (i.e. Flat-footed or Denied his Dexterity Bonus to AC).

    Master of the Ambush (Ex): You get a competence Bonus equal to the number of Ambush Feats you have to critical confirmation rolls. This does not stack with other effects that give a bonus to critical confirmation rolls.

    PLAYING AN ORC THUG
    You are a bad, bad man. People fear you, and they should fear you. You can't make them respect you, but you can make sure they realize you'll cut out their eyes if they make you angry. In other words your extremely antisocial, and have what could charitably be called anger issues.
    Combat: Get as many of the good Ambush Feats as you can, and center your focus around using your Sneak Attack ability.
    Advancement: You were meant to be an urban guerilla fighter, ambushing victims and overwhelming them with your physical power. Orc Thugs tend to follow this concept and rarely deviate from it much.
    Resources: You have possibly the resources of whatever gang or Guild employs you for equipment and training. But even they may look down on you, or just expect you to brute force your way through any problems.

    ORC THUGS IN THE WORLD
    "I know! Let's turn him over to Mongo!"
    Orc Thugs are in a tight spot. They're hunted by he law where they live, their tribe will kill them if they return, and the Guild will kill them if they leave. In the meantime the Guild may feel free to use you as cannon fodder.
    Daily Life: Due to your problems with light most of your day is spent sleeping. At night time you'll get a list of targets and where to find them and what to do. Then you get to go bash heads while avoiding the local city guard.
    Notables: Tor (CN Male Barbarian 3/Rogue 3/Orc Thug 6) is a local enforcer for organized crime. Unlike most thugs, he isn't specific to one organization, and hires to whoever will pay him.
    Organizations: Orc Thugs themselves rarely have an organization devoted to them, but are usually part of a Guild or outlaw gang of some kind.

    NPC Reaction
    NPC's hope to never encounter an Orc Thug. It means they owe money to bad people, or they've stolen from bad people, or bad people want them hurt. Neither of these options is really a good one.

    ORC THUGS IN THE GAME
    Orc Thugs won't affect game play all that much, they'll just give he local hitmen a bit of flavor perhaps.
    Adaptation: Orc Thugs are fairly easy to adapt to any campaign. Thieve's Guilds aren't all that picky about hiring cheap muscle, and Orc's in a town won't have many other options.
    Encounters: PC's will most likely enconter an Orc Thug when the local Thieve's GUild wants to warn them to leave town, shake them down for info, take their life or money, etc.

    Sample Encounter
    EL 12: The PC's are warned to get out of town by the local Thieve's Guild. The warning is served up by Tor. Until he learns the PC's are in town to smuggle out several families of Orcs outcast just as he was. He helps them out, and then ends up framed for murder. Obviously no one will believe a professional killer isn't guilty of a hit, especially an Orc. Even worse, he's been not so subtly informed the PC's are responsible for his situation. Now they have to clear him, while dodging the mob, quite possibly the authorities as well, and an enraged Tor who is out for blood.



    TOR
    CN Male Orc Barbarian 3/Rogue 3/Orc Thug 6
    Init +2, Senses: Listen +7, Spot +10, Dark Vision 60'
    Languages Orc, Common
    ------------------------------------------------
    AC 18, touch 12, flat-footed 16 (+2 Dex, +6 Armor)
    AC 16, touch 10, flat-footed 14 (-2 Rage, +2 Dex, +6 Armor)
    hp 80 (12 HD) (104 hp in Rage)
    Fort +11 (+13 Rage), Ref +8, Will +4 (+6 Rage)
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee +1 Keen Brash Berserker Falchion +16/+11/+6 (2d4+6/15-20)
    (+1 Keen Brash Berserker Falchion +20/+15/+10 2d4+1d8+9/15-20 Raging)
    Unarmed Strike +15/+10/+5 (1d10+6)
    (Unarmed Strike +19/+14/+9 1d10+9 Raging)
    Base Atk +11, Grp +15 (+17 Rage)
    Atk Options Rage 3/day, Sneak Atack +5d6, Evasion, Uncanny Dodge
    Combat Gear 4 Potions of Cure Serious Wounds
    -----------------------------------------------
    Abilities Str 18 (22 Rage), Dex 14, Con 15 (19 Rage), Int 10, Wis 10, Cha 6
    SQ Fast Movement, Illiteracy, Trap Sense +2
    Feats Improved Unarmed Strike, Intimidating Rage, Intimidating Strike, Instantaneous Rage, Superior Unarmed Strike, Telling Blow, Throat Punch

    Skills Climb +14, Hide +12 (+17), Intimidate +8, Knowledge (Local) +5, Listen +7, Move Silently +12 (+17), Search +4, Spot +10, Survival +6
    Possessions +2 Shadow Silent Moves Hide Armor, +1 Brash Berserker Keen Falchion, Bear Helm, Belt of Growth, Deathstrike Bracers, Goggles of Day, Retributive Amulet, Bag of Holding Type IV, 4 Potions of Cure Serious Wounds, 3960 gp


    EPIC ORC THUG

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Ambush Feats: The Epic Orc Thug gains an additional Bonus Ambush Feat at 21st level, and every 3 levels thereafter (i.e. level 24, level 27, etc.).
    Bonus Feats: The Epic Orc Thug gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2008-12-23 at 03:59 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  27. - Top - End - #87
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    ElfPirate

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    Quote Originally Posted by Bhu View Post
    Well since no one objects to the Pine Bender I guess I don't need to worry about it being possibly over powered :D

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Class Features: Sneak Attack +2d6, Rage
    Skills: Hide 6 Ranks, Intimidate 6 Ranks, Move Silently 6 Ranks, Survival 6 Ranks
    Feats: Intimidating Rage, Instantaneous Rage

    Ambushing People Is Fun (Ex): When using Ambush Feats you give up 2d6 less dice of Sneak Attack. For example if the Feat requires you to give up +3d6 Sneak Attack for it's effect, you are only required to give up +1d6. You may only do this while Raging.

    Getting Mad Is Fun (Ex): You may channel the power of your Rage into a tremendous blow. You may give up one daily use of your Rage to add your Sneak Attack damage to your next strike if it is successful, whether the damage can normally be applied or not.

    ORC THUGS IN THE WORLD
    "I know! Let's turn him over to Mongo!"
    Mongo crush puny Lebowski! This class looks like another winner, Mr. Bhu. It would be great fun to role play (I can picture an orc with raybans and a baseball bat making his rounds) while mechanically it still brings a lot to the table (good Bab + sneak attack). I have a couple of questions: 1) would a half-orc count as being orchish, 2) for the 'Ambushing People is Fun' ability, does the reduction in sneak attack dice allow an ambush feat to be tacked on for free? (can I make all of my sneak attacks arterial strikes and hamstring attacks without reducing my sneak attack dice), and 3) For the 'Getting Mad is Fun' ability, does it allow an Orc Thug to sneak attack creatures which are normally immune to sneak attacks, or does it simply allow an Orc Thug to sneak attack a creature which is vulnerable to sneak attacks in a situation which would not normally qualify for sneak attack damage. In other words, would it allow Mongo to sneak attack a necropolitan commoner who is flatfooted, a human commoner who isn't flatfooted, or perhaps both?

  28. - Top - End - #88
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Level20Commoner View Post
    Mongo crush puny Lebowski! This class looks like another winner, Mr. Bhu. It would be great fun to role play (I can picture an orc with raybans and a baseball bat making his rounds) while mechanically it still brings a lot to the table (good Bab + sneak attack). I have a couple of questions: 1) would a half-orc count as being orchish, 2) for the 'Ambushing People is Fun' ability, does the reduction in sneak attack dice allow an ambush feat to be tacked on for free? (can I make all of my sneak attacks arterial strikes and hamstring attacks without reducing my sneak attack dice), and 3) For the 'Getting Mad is Fun' ability, does it allow an Orc Thug to sneak attack creatures which are normally immune to sneak attacks, or does it simply allow an Orc Thug to sneak attack a creature which is vulnerable to sneak attacks in a situation which would not normally qualify for sneak attack damage. In other words, would it allow Mongo to sneak attack a necropolitan commoner who is flatfooted, a human commoner who isn't flatfooted, or perhaps both?
    Half-Orcs count as Orcses :D

    Yes that means you will be able to use some ambush Feats for free

    It means that you do the sneak attack damage even if your opponent isn't flat-footed or denied dex bonus to ac

    Thanks man. I'll reword it a lil when I get home from work tonight.

    And I'll be posting an April Fool's Day Surprise
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  29. - Top - End - #89
    Bugbear in the Playground
     
    watsyurname529's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Ah, the Orc Thug is back! Looking over it again, a small nitpick on the sample character. I would add his unarmed attack to his melee attacks since you have IUS and SUS as feats. For Level 12 it's 1d10 unarmed damage.

    Anyway, I have finished the final ability of the Psychopath, Greater Psychotic Rage! Tell me whatcha all think!
    Last edited by watsyurname529; 2008-03-31 at 05:52 PM.

  30. - Top - End - #90
    Bugbear in the Playground
     
    watsyurname529's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Well I finished the Sample Character which is...Level20Commoner! Lol.

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