New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 4 of 50 FirstFirst 123456789101112131429 ... LastLast
Results 91 to 120 of 1475
  1. - Top - End - #91
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    Y'all will recall I promised some April Fools Daysness.



    Please also keep in mind these were written for silly, not for balance, though we can PEACH if you'd like.

    First up we have the Orc's Orc

    Spoiler
    Show
    THE INCREDIBLE ORC

    [IMG]Picture URL[/IMG]

    ”TOR ANGRY!”
    ”TOR SMASH PUNY HUMANS!”
    ”Tor secretly fear his habit of referring to himself in the 3rd person will one day spiral wildly out of control making him lapse into delusional self parody.”


    You’re big, your green, and you get stronger as you get madder! Not a copyright violation. Really we swear. Came up with the idea while on cold medicine. Yup. Yup.

    BECOMING AN INCREDIBLE ORC
    Incredible Orcs have usually survived some sort of gigantic unleashing or Arcane or Divine power. Instead of becoming dust like everything around them, they got big. Real big.

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Class Abilities: Rage
    Special: Must have survived being exposed to huge unleashing of mystical energies somehow, and lived. DM’s discretion.
    Feats: Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
    BAB: +6


    Class Skills
    The Incredible Orc’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Survival (Wis), and Swim (Str)
    Skills Points at Each Level : 2 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Holy Crap I’m Alive
    2. +2    +3     +0     +3    Your Puny Arrows Mean Nothing To Me
    3. +3    +3     +1     +3    My Fists Solve All My Problems
    4. +4    +4     +1     +4    ORC ANGRY!!
    5. +5    +4     +1     +4    Puny Humans Not Understand Orc
    6. +6    +5     +2     +5    Orc Smash Puny Human!
    7. +7    +5     +2     +5    Orc Does Not Need Bandaids
    8. +8    +6     +2     +6    You Dare Attack Orc!
    9. +9    +6     +3     +6    RAAAAAAH!!
    10.+10   +7     +3     +7   The Worlds Baddest Orc
    Weapon Proficiencies: Incredible Orcs gain no new weapon or armor proficiencies

    Holy Crap I’m Alive (Ex): When you rage now, your skin changes color to a hue of your choice (Grey, or bright Green/Red seem popular). You also gain Powerful Build (see page 13 of the Expanded Psionics Handbook) while Raging. Duration of your Rage now doubles.

    Your Puny Arrows Mean Nothing To Me (Ex): When Raging your Natural Armor Bonus increases by a number equal to your Incredible Orc Level.

    My Fists Solve All My Problems (Ex): You may now Sunder weapons or items with your unarmed strike attacks, and you do not provoke attacks of Opportunity when making Sunder attacks. In addition if you critical with an unarmed strike or a weapon you may make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If you do not succeed your opponent does not get a trip attack in return.

    ORC ANGRY!! (Ex): While Raging or Frenzying, you gain a cumulative +2 Enhancement Bonus to Strength each round you continue to Rage. This stacks with the Strength Bonus you get from Rage or Frenzy. Theoretically the only upper limit is the duration of your Rage.

    Puny Humans Not Understand Orc (Ex): When Raging you are now Large Size Class, gaining all the abilities listed on page 291 of the Monster Manual. You still also have the Powerful Build Ability. You may now Rage 1 additional time per day. Learn to get stretchy clothes or become embarrassingly naked when you get mad.

    Orc Smash Puny Human! (Ex): Any time you successfully strike something of a size class smaller than yourself or that has a Strength at least 10 points less than yours you may make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If you do not succeed your opponent does not get a trip attack in return. If you Critical with a melee weapon or unarmed Strike, you are considered to be using the Awesome Blow Feat, even if you would not qualify for it.

    Orc Does Not Need Bandaids (Ex): When Raging you gain Fast Healing 5. You may now Rage 1 additional time per day.

    You Dare Attack Orc! (Ex): You gain DR x/- when Raging. X is equal to your Incredible Orc level.

    RAAAAAH! (Ex): You gain Awesome Blow as a Bonus Feat, whether you meet the requirements or not. If you Critical with an attack your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or be Stunned 1d4 Rounds.

    The Worlds Baddest Orc (Ex): When Raging you now have Regeneration 5 instead of Fast Healing 5. You gain a +8 Enhancement Bonus to all Strength Checks, and Strength Based skill checks. Your carrying capacity is that of a creature 2 Size classes bigger. You may now Rage 1 additional time per day.

    PLAYING AN INCREDIBLE ORC
    Big, dumb, and ______ off. The stereotypical orc brawler boy. With a few extras of course…
    Combat: Hit it with your fist. If it can still move, hit it with your fist again until it stops. If that fails grab the neck and start choking. These are about the most complex tactics you can understand.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: Yourself. I’d say your fellow Orcs but they’re just a wee bit jealous and would secretly like to see you get whooped so you’d stop showing them up…

    INCREDIBLE ORCS IN THE WORLD
    ”Paw…..”
    ”Paw…..”
    ”Whut you want boy?”
    ”An orc just shoved his pinky thru mah brain Paw…”
    Generally you interact with the world with the back of your fist. It’s your way, or someone gets a beating.
    Daily Life: Fight some token mooks. Find who sent them. Beat him until he’s pulp. Wipe out half the city in the process. Beat down the city guard when they intervene. Beat down some heavily armed vagrants with lots of money when they intervene. You get the idea.
    Notables: Hork (CN Male Orc Barbarian 6/Incredible Orc 6) is an anomaly among his people: An orc that seems to be a nice enough guy. Unless you make him angry. You wouldn’t like him when he’s angry…
    Organizations: Most organizations will be devoted to hunting you down and wiping you out, not supporting you.

    NPC Reaction
    NPC’s generally run screaming once they realize that the usual process will not suffice for killing you. (i.e. the arrows don’t seem to be sticking in you…).

    INCREDIBLE ORCS IN THE GAME
    If you have a space in your campaign for delusional brawlers with bad tempers, look no further.
    Adaptation: Obviously not a serious class. Obviously only for really tongue in cheek campaigns. But darn it it would be so fun just once…
    Encounters: Usually PC’s will encounter one of you when your throwing someone they may or may not know through a wall, and then repeatedly jumping up and down on his head.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL 12: Hork has just been chased by puny human army who interrupted his lunch. Hork just want beanie-weanies. Why can’t puny humans just leave Hork alone? Oh look there’s 4 more of them over there. HORK SMASH!!!


    Hork
    CN Male Orc Barbarian 6/Incredible Orc 6
    Init +1 (+0 Raging), Senses: Listen +4, Spot -1, Dark Vision 60’
    Languages Orc, Common
    ------------------------------------------------
    AC 24, touch 15, flat-footed 23 (+1 Dex, +9 Armor, +4 Deflection)
    AC Raging 29, touch 12, flat-footed 29 (-1 Size, -1 Dex, +8 Natural Armor, +9 Armor, +4 Deflection)
    hp 102 (12 HD), 150 hp Raging
    Fort +12 (+18 Raging), Ref +5 (+4 Raging), Will +6 (+8 Raging)
    Uncanny Dodge, Improved Uncanny Dodge
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee Unarmed Strike +18/+13/+8 (1d10+6) or +3 Greatclub +21/+16/+11 (1d10+9)
    Melee Raging Unarmed Strike +24/+19/+14 (1d10+12) or +3 Greatclub +27/+22/+17 (1d10+15)
    Base Atk +12, Grp +18 (+30 Raging)
    Atk Options My Fists Solve All My Problems, Orc Smash Puny Human, Rage 3/day (20 rounds duration)
    -----------------------------------------------
    Abilities Str 22 (34 Raging), Dex 13 (11 Raging), Con 14 (23 Raging), Int 6, Wis 8, Cha 10
    SQ Light Sensitivity, Powerful Build, Fast Movement, Illiteracy, Trap Sense +2
    Feats Destructive Rage, Improved Grapple, Improved Unarmed Strike, Instantaneous Rage, Superior Unarmed Strike
    Skills Climb +8, Intimidate +10, Jump +8, Listen +4, Swim +8, Survival +5
    Possessions +5 Chain Shirt, +4 Ring of Protection, +3 Greatclub, 2445 GP




    I've always thought it was a shame they didn't have a Drunken Master type for non-monks...


    Spoiler
    Show
    ORC REDNECK

    [IMG]Picture URL[/IMG]

    ”EEEEEEEEEEEEEEEEEEEEHAAAAAAAAAAAAAAAAAAAAHHHHHH!! !!”

    Think of an Orc. A swaggering, loud-mouthed bully that looks down on women and strangers, and believes fanatically in his one true god. Now give him a pair of bib overalls, a jug of homemade whiskey, and badly stereotyped accent. Voila. You have the guaranteed to offend Orc Redneck.

    BECOMING AN ORC REDNECK
    Virtually all Orc Rednecks are Barbarians, some may have a bit of Scout or Ranger..

    ENTRY REQUIREMENTS
    Race: Orc
    Class Abilities: Rage, Illiteracy
    Skills: Profession (Distiller) 4 Ranks,
    Feats: Destructive Rage, Intimidating Rage, Instantaneous Rage
    Special: Cannot have bought off Illiteracy


    Class Skills
    The Orc Redneck’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str)
    Skills Points at Each Level : 4 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Drunken Rage
    2. +2    +3     +0     +3    Reckless
    3. +3    +3     +1     +3    Stone Drunk
    4. +4    +4     +1     +4    Drunken Rage
    5. +5    +4     +1     +4    Reckless
    6. +6    +5     +2     +5    Stone Drunk
    7. +7    +5     +2     +5    Reckless
    8. +8    +6     +2     +6    Drunken Rage
    9. +9    +6     +3     +6    Stone Drunk
    10.+10   +7     +3     +7    Rageaholic
    Weapon Proficiencies: Orc Rednecks gain no new weapon or armor proficiencies.

    Drunken Rage (Ex): At 1st level whenever the Orc Redneck is Intoxicated (defined as having taken ability damage from alcohol consumption), he may Rage at will. This does not count towards his normal limit of x times per day. He must also make a DC 20 Willpower Save when insulted, injured, angered, or frightened when he is Intoxicated or he goes berserk as well.

    At 4th level the Orc Redneck no longer has to make a Willpower Save when Intoxicated. He can also choose to fail a Fortitude Save vs alcohol.

    At 8th level when Intoxicated and Raging the Orc Redneck makes 1 additional attack per round at his highest Attack Bonus. This does not stack with similar affects such as Haste.

    Reckless (Ex): At 2nd level you may choose to become Reckless when Raging. For every –1 penalty you take to your AC, you do +2 damage.

    At 5th level when being Reckless you also gain a Luck Bonus to all Saving Throws equal to your AC penalty.

    At 7tj level your attacks use double the Strength modifier they normally would when you are Reckless (i.e. if you normally use your Strength Modifier it’s now double your Strength modifier, if it normally uses double your Strength Modifier, it’s now quadruple your Strength Modifier).

    Stone Drunk (Ex): At 3rd level when Intoxicated and Raging the Orc Redneck feels no pain. He is immune to Pain only effects such as Symbol of Pain or Wrack.

    At 6th level when Intoxicated and Raging you gain a Natural Armor Bonus equal to your Orc Redneck level.

    At 9th level when Intoxicated and Raging you gain DR/- equal to half your Orc Redneck level. This stacks with similar DR from other classes.

    Rageaholic (Ex): You may now Rage freely at will. Once you have finished Raging you must wait at least 3 rounds before Raging again.


    PLAYING AN ORC REDNECK
    You are oddly enough more tolerant than other Orcs. Maybe it’s the booze, but everyone is equal in Gruumsh’s eyes if he’s willing to buy some shine. Except the Elves. Elves are for hanging only. Except for the freaky ones. Uncle Jessi likes them freaky elves…
    Combat: Combat usually consists of shooting from behind cover, or yelling maniacally and pounding the opponent with whatever is at hand. Sometimes both at the same time if you can manage it.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: Orc Rednecks can always call on family. Blood is thicker than water, and you’re family is about as thick as they come.

    ORC REDNECKS IN THE WORLD
    ”Best homemade whiskey ever. Just don’t touch his sister.”
    To say that you are stereotyped, minimalized, looked down upon, and made fun of is soft pedaling it a bit. You are one hated sob. But you have a crossbow, a whackin’ stick, and a bad temper. That makes up for the rest of it cause it lets you have some fun. Well that, and fire. Fire is the answer to most of life’s problems. Especially elf problems.
    Daily Life: You live the life of a typical farmer slash illegal whiskey maker.
    Notables: Bubba (CN Male Orc Barbarian 6/Orc Redneck 6). Gruumsh didn’t make too many like Bubba. And the world thanks him for that…
    Organizations: The closest thing you have to an organization is running shine or family reunions.

    NPC Reaction
    NPC’s tend to make you the butt of their jokes, and endlessly stereotype you. They also spend a lot of time fleeing you because of it…

    ORC REDNECKS IN THE GAME
    Some of the Orc Rednecks abilities are over the top. Okay it was meant for that but still…
    Adaptation: This is obviously a goofy PrC, and probably offensive to some people as well. On the other hand it could be darn fun to roleplay the Orcs of Hazzard…
    Encounters: The PC’s will encounter you in the midst of a feud, running from the law, hunting, running shine, beating up elves, getting drunk, etc.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL 12: It’s a lovely day. A lovely day to watch the wind in the trees and relax in the grass. A lovely day to unwind munching on some wine and cheese. A lovely day to watch the naked Orc with the moonshine jug being chased by a group of Elven Paladins. Wait, what?


    Bubba
    CN Male Orc Barbarian 6/Orc Redneck 6
    Init +1, Senses: Listen +2, Spot +2, Dark Vision
    Languages Orc, Common
    ------------------------------------------------
    AC 18, touch 11, flat-footed 17 (+1 Dex, +7 Armor)
    AC Raging 16, touch 9, flat-footed 15 (-2 Rage, +1 Dex, +7 Armor)
    AC Raging Intoxicated 19, touch 9, flat-footed 18 (-2 Rage, +1 Dex, +3 Natural, +7 Armor)
    hp 90 (12 HD), 114 hp Raging
    Fort +13 (+15 Raging), Ref +5, Will +6 (+8 Raging)
    Uncanny Dodge, Improved Uncanny Dodge
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee +1 Brash Brutal Surge Club +18/+13/+8 (1d6+6)
    Melee Raging +1 Brash Brutal Surge Club +20/+15/+10 (1d6+8)
    Ranged +1 Explosive Sling (1d4+1+2d6 Fire)
    Base Atk +12, Grp +17 (+19 Raging)
    Atk Options Rage 3/day, Drunken Rage, Reckless
    Combat Gear 4 Cure Serious Wounds Potions
    -----------------------------------------------
    Abilities Str 20 (24 Raging), Dex 13, Con 16 (20 Raging), Int 6, Wis 8, Cha 10
    SQ Damage Reduction 2/-, Trap Sense +3, Fast Movement, Illiteracy
    Feats Destructive Rage, Instantaneous Rage, Intimidating Rage, Power Attack, Improved Sunder
    Skills Climb +5 (+7 Raging), Intimidate +7, Hide +4, Jump +5 (+7 Raging), Listen +2, Move Silently +4, Profession (Distiller) +7, Spot +2, Swim +5 (+7 Raging), Survival +2
    Possessions Explosive Sling, +1 Brash Brutal Surge Club, +5 Leather Armor, Bag of Holding II, 4 Cure Serious Wounds Potions, 240 GP



    April: When a young elves thoughts turn to large, hairy women...


    Spoiler
    Show
    ORC DOMINATRIX

    [IMG]Picture URL[/IMG]

    ”Mistwess wuvs Elfie. Elfie wuv Mistwess?”
    ”Look here you mind numbingly vulgar old crone…”
    CRACK!
    ”AAAAAAAIIIIIIIIIIEEEEEEEEE!!!!”
    ”WHAT WAS THAT!?!?!”
    ”I…I meant would you like for me to shave your back hair ma’am?”
    CRACK!
    ”AAAAAAAIIIIIIIIIIEEEEEEEEE!!!!”
    ”Yes actually. I’m due for a shave…”

    Orc society is usually described as being based on two unfortunate concepts. The first is that men are in charge and do everything (i.e. running about killing stuff for their god), and the women obey without question. The second is that slaves seem to form the basis of their economy, much like the Spartans. This means much work is done by the slaves, and there are several generations of bored Orc women who have repressed their natural tendencies towards hitting things to achieve a workable marriage with their husbands.

    However at some point the husbands have to go off to war, leaving the wives in charge of the slaves. You have to wonder why the slaves simply don’t revolt. The reason is a longstanding tradition among Orc women to let their hair down and take out their frustrations once the menfolk are gone (unbenknownst to said menfolk). It gives them a chance to vent, relax, regroup, and most importantly to beat the living hell out of some elves.

    BECOMING AN ORC DOMINATRIX
    The class requires a certain degree of innate magical ability, which can really be provided with almost any Divine or Arcane spellcaster class. Usually they have some mild magical talent (i.e. 1 level of something) or have dabbled. Due to their penchant for sneakiness most have a few levels of Rogue as well. Many are multiclass Rogue/Barbarian/Spellcasters.

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Gender: Female
    Skills: Intimidate 6 Ranks
    Feats: Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike
    Class Abilities: Must be able to cast at least 1 first level spell from the Enchantment school. Can be Divine or Arcane.


    Class Skills
    The Orc Dominatrixes class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana)(Int), Sense Motive (Cha), Spellcraft (Int), and Use Rope (Dex)
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    One of These Days Ralph…
    2. +1    +3     +0     +3    Black Leather
    3. +2    +3     +1     +3    Magic Whip
    4. +3    +4     +1     +4    POW…
    5. +3    +4     +1     +4    Black Leather
    6. +4    +5     +2     +5    Magic Whip
    7. +5    +5     +2     +5    Black Leather
    8. +6    +6     +2     +6    Right In The Kisser!
    9. +6    +6     +3     +6    Magic Whip
    10.+7    +7     +3     +7    Domestic Goddess
    Weapon Proficiencies: Orc Dominatrixes gain proficiency with the Whip and Light Armor if they do not already have it.

    One of These Days Ralph…(Ex): You may use this ability a number of times per day equal to your Charisma modifier. When you make a successful attack with an Unarmed Strike or Whip you may declare that you are using 1 use of this ability and your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier). If he fails, he is Stunned for 1 Round.

    Black Leather (Ex): At second level you take no Armor check penalties while wearing Light Armor.

    At 5th level you have no Arcane spell failure chance while wearing Light Armor.

    At 7th level you add your Charisma Bonus as an Enhancement Bonus to your Armor (i.e if you have a 14 Charisma, you are now wearing +2 Leather Armor). This is a Supernatural Ability.

    Magic Whip (Su): The effects of Magic Whip vary greatly depending on your former class levels. At 3rd level you may choose on of the following effects you qualify for:

    A) If you can Rage at least twice per day, your Barbarian and Orc Dominatrix levels stack for determining how many times per day you Rage. Attacks you make with a whip do lethal damage equal to your unarmed strike damage, and do not provoke attacks of opportunity. You may make whip attacks regardless of an opponents AC.

    B) If you have at least 3d6 Sneak Attack, your Rogue and Orc Dominatrix levels stack for determining how many dice of Sneak Attack damage you have. Attacks you make with a whip do lethal damage, and if your to hit roll hits by 5 or more or is a critical you add your Sneak Attack damage, whether your opponent is denied his Dex Bonus to AC or not. Attacks you make with your whip do not provoke attacks of opportunity. You may make whip attacks regardless of an opponents AC.

    C) If you may cast Arcane spells of at least second level, you may imbue your whip with any spell as a Standard Action. The next time you strike someone with the whip they also take the effects of the spell it is imbued with. Attacks you make with your whip do lethal damage and do not provoke attacks of opportunity. You may make whip attacks regardless of an opponents AC. Obviously your spell selection is limited to spells that target a single creature.

    Once chosen you may not change the effect you get with magic whip.

    At 6th level your powers with the whip increase. If you chose A, the Critical threshold for your Unarmed Strike and Whip attacks increases by half your Orc Dominatrix level, rounded up. For example a level 10 Orc Dominatrix would critical on a 15-20. If you chose B, you get a +4 Enhancement Bonus on any Trip or Disarm attack made while your opponent is Denied his Dex Bonus to AC, or Flat-footed (your Trip or Disarm attacks made with the whip do not provoke attacks of opportunity). If you chose C, the Save DC’s of spells imbued in your whip are +2 (this stacks with the Spell Focus Feat).

    At 9th level your powers increase again. If you chose A, your whip now does untyped damage on a Critical while Raging, ignoring Damage Reduction. If you chose B, whenever you successfully strike an opponent who is Flat-footed or Denied his Dex Bonus to AC he must make a Fortitude Save (Save DC is 10 plus half hit dice plus Charisma modifier) or be Paralyzed for 1d3 rounds. If you chose C, the Save DC’s of spells imbued in your whip are +4.

    POW…(Ex): You gain 2 extra daily uses of One of These Days Ralph. When using it the opponent is now automatically Stunned for 1d2 rounds on a successful Critical.

    Right In The Kisser! (Ex): You gain 2 extra daily uses of One of These Days Ralph. If he now fails the Save he is Stunned for 1d3 Rounds. On a Successful Critical hit he is Helpless for 1 Round instead if he fails the Save, or Stunned for 1d2 rounds if he makes it.

    Domestic Goddess (Su): You gain 2 extra daily uses of One of These Days Ralph. Instead of the normal effect you can decide to have them make a Willpower Save (Save DC is 10 plus half hit dice plus Charisma Modifier). If they fail and haven’t gone in the round yet, you decide what they will do this round. If they have gone, you decide what they will do next round.


    PLAYING AN ORC DOMINATRIX
    You lead a double life. A devoted and meek wife, and a ticked off elf-whooping amazon. The disparity in your private and public lives do cause some occasional grief for you, but Orc women seem to have a remarkable tolerance for pain (they have to since they’re barely second class citizens).
    Combat: OD’s who took option A will be looking to increase the number of times per day they can Rage, and their unarmed attack options. Choosers of B will want some Ambush Feats perhaps, or Feats allowing them some more options while flanking and such. They’ll be fighters who set targets up for the kill by their friends. Choosers of C will want to increase the power and variety of their spells.
    Advancement: Depending on which option you first choose with Magic Whip there are 3 very different paths to choose from with this PrC. If you went with A you’ll be focusing on melee combat. If you went with B, you’ll be focusing on using your Sneak Attack, and Trip/Disarm to it’s best extent. If you went with C, you’ll want to increase your caster level to get those really neat spells to imbue the whip with.
    Resources: Orc Dominatrixes can call upon one another for protection and aid, but that’s really all the resources they have. Their own society looks down upon them simply for being women. Other societies look down upon them for being Orcs. Life isn’t easy for them to say the least.


    ORC DOMINATRIXES IN THE WORLD
    ”Y’know Krusk…I think my wife is different somehow….”
    If your husband had any idea what you were up to when he’s gone he’d probably cough up his own spleen. Of course there’s always the chance he might like the idea of an equal partner (yeah right, we’re talkin’ Orcs here). There’s also the chance that eventually once he puts the axe down you’ll be well trained enough to simply repeatedly club him into submission with your fist.
    Daily Life: Slaves do much of the cooking, cleaning, and raising what little livestock or agriculture you have. That leaves you to raise your kids, tend to your husbands many wounds, and of course join a secret society devoted to one day overthrowing the Patriarchy. Plus you get to wear kewl leather armor.
    Notables: Barda (CN Female Orc, Sorcerer 1/Barbarian 5/Orc Dominatrix 6. Barda is the local headmistress of her group. By day she is the submissive Orc wife who tends to her husbands wounds and teaches the children. By night she meets clandestinely with the other Orc wives and plots to achieve power in the tribe. Or at least a way to break the priesthood of Gruumsh’s stranglehold on all aspects of the tribes life.
    Organizations: Orc Dominatrixes sometimes form loose cliques or clubs that help one another out. Especially when someone’s slave has escaped or their husband is being difficult. Or when they’ve finally gone overboard in the eyes of Orc society and gave hubby a whoopin and need to hide out.

    NPC Reaction
    NPC’s reaction tends to be disgust or pure terror. Which one rather depends on whether or not they’re currently a captive or an innocent bystander. There are other reactions, but we’ll leave those to the Mature Boards…

    ORC DOMINATRIXES IN THE GAME
    Be prepared for a lot of giggles when you announce you wanna play this thing. Especially by the male players. God knows we aren’t subtle.
    Adaptation: As classes go this one is kind of tongue in cheek, but it could be adapted to a serious campaign, especially a horror campaign.
    Encounters: PC’s will most likely encounter an Orc Dominatrix if they are taken captive by an Orc tribe. There are other ways but unfortunately we’ll once again leave those to the Mature Boards…

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: The PC’s have been asked to infiltrate and close a local Slave Auction house. Wanna guess who’s gonna try to outbid them on the local elves?


    Barda
    CN Female Orc Sorcerer 1/Barbarian 5/Orc Dominatrix 6
    Init +1, Senses: Listen +4, Spot -1, Dark Vision 60’
    Languages Orc, Common
    ------------------------------------------------
    AC 20, touch 11, flat-footed 19 (+1 Dex, +6 Armor, +3 Natural)
    AC while Raging 18, touch 9, flat-footed 17 (-2 Rage, +1 Dex, +6 Armor, +3 Natural)
    hp 74 (12 HD), 98 hp while Raging
    Fort +10 (+12 while Raging), Ref +4, Will +7 (+9 Raging)
    Uncanny Dodge, Improved Uncanny Dodge
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee +1 Paralysis Paralytic Burst Whip +14/+9 (1d10+4/17-20) or Unarmed Strike +13/+8 (1d10+4)
    Melee Raging +1 Paralysis Paralytic Burst Whip +16/+11 (1d10+6/17-20) or Unarmed Strike +15/+10 (1d10+6)
    Base Atk +9, Grp +13 (+15 while Raging)
    Atk Options Rage 3/day (6 rounds duration), One of These Days Ralph (3/day, DC 17), POW
    Combat Gear
    Spells Known (Caster Level 1) 0 (5/day, Save DC 11): Daze, Detect Magic, Flare, Touch of Fatigue
    1 (4/day, Save DC 12): Reduce Person, Shocking Grasp
    Supernatural Abilities Magic Whip
    -----------------------------------------------
    Abilities Str 18 (22 while Raging), Dex 13, Con 12 (16 while Raging), Int 8, Wis 9, Cha 13
    SQ Light Sensitivity, Fast Movement, Trap Sense +1, Black Leather
    Feats Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Instantaneous Rage, Intimidating Rage
    Skills Concentration +11 (+13 Raging), Intimidate +12, Jump +9 (+11 Raging), Knowledge (Arcana) +3, Listen +4, Sense Motive +5, Spellcraft +3
    Possessions +4 Menacing Leather Armor, +3 Amulet of Natural Armor, +1 Paralysis Paralytic Burst Whip, Shackles of Silence, 539 GP
    Last edited by Bhu; 2008-04-01 at 02:39 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

  2. - Top - End - #92
    Halfling in the Playground
     
    DonThelonious's Avatar

    Join Date
    Mar 2008
    Location
    Texas
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    Bhu those classes are why I love you. I laughed so hard I cried! I now want to play an Orcs Of Hazzard adventure, maybe make them recuring bad guy/allies...
    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."

  3. - Top - End - #93
    Bugbear in the Playground
     
    watsyurname529's Avatar

    Join Date
    Mar 2008
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    LOL! Those were great! I can't decide which I like the most. Those were great for a laugh.

  4. - Top - End - #94
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    So any more thoughts on the Pine Bender or Orc Thug? If not I'm posting the next one.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  5. - Top - End - #95
    Halfling in the Playground
     
    DonThelonious's Avatar

    Join Date
    Mar 2008
    Location
    Texas
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    Any thoughts or opiunions on my Beast Rider as well?
    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."

  6. - Top - End - #96
    Halfling in the Playground
     
    ElfPirate

    Join Date
    Dec 2007

    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    So any more thoughts on the Pine Bender or Orc Thug? If not I'm posting the next one.
    The Pine Bender is a good class because it fixes many of the problems I have with 'Wildshape' class feature. Good things about the Pine Bender:
    a) Name recognition. All of the fantastic tales about you are not simply attributed to the work of a giant bear or some such.
    b) You can speak and use armor, equipment, and other items normally.
    c) You can grapple an opponent with the condifence that you may actually succeed.
    c) No need to pick natural spell as a feat.
    d) Being a living catapult would be really kewl.
    e) You get to be Giant Man.

    The only thing I dislike about the Pine Bender is the damage of the Slam attack you gain while using 'Wildshape'. Way too low.

  7. - Top - End - #97
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    Believe it or not the Slam is identical to the damage regular giants of that size do.

    Beast Rider is good Don
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  8. - Top - End - #98
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    FISTS OF GRUUMSH



    "With the Gods themselves on my side who can stop me?"

    Warlocks aren't common among the Orcs, and many of them that do exist owe their powers due to divine lineage within their families past, or deals made with the Orcish pantheon for power...

    BECOMING A FIST OF GRUUMSH
    The Fists of Gruumsh are pretty much specialist Warlocks, and usually start as such.

    ENTRY REQUIREMENTS
    Race: Orc
    Class Abilities: Eldritch Blast 3d6
    Incantations: Eldritch Spear, Fell Flight
    Feats: Eldritch Claws, Grappling Blast (See Dragon Magazine #358)


    Class Skills
    The Fist of Gruumsh's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Planes, Religion) (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
    Skills Points at Each Level : 2 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Baghtru's Gift
    2. +1    +0     +0     +3    Eldritch Feat, +1 level of existing incantation using class
    3. +2    +1     +1     +3    +1 level of existing incantation using class
    4. +3    +1     +1     +4    Ilneval's Gift
    5. +3    +1     +1     +4    Eldritch Feat, +1 level of existing incantation using class
    6. +4    +2     +2     +5    +1 level of existing incantation using class
    7. +5    +2     +2     +5    Eldritch Feat, +1 level of existing incantation using class
    8. +6    +2     +2     +6    Gruumsh's Gift
    9. +6    +3     +3     +6    +1 level of existing incantation using class
    10.+7    +3     +3     +7    Burning Eye
    Weapon Proficiencies: The Fist of Gruumsh gains no new weapon or armor proficiencies.

    Incantations: At levels 2,3,5,6,7, and 9 the Fist of Gruumsh gains new Incantations as if they were warlock levels. I.E. a 6th level Warlock/6th level Fist has the same amount of Incantations as a 10th level Warlock.

    Baghtru's Gift (Su): When using your Eldritch Claws or Grappling Blast Feats your Eldritch Blast does additional damage. Add +1d6 damage for every 2 levels of Fist of Gruumsh.

    Eldritch Feats: At 2nd, 5th, and 7th level the Fist gains a Bonus Feat from the following list: Ability Focus (Eldritch Blast), Empower Spell Like Ability, Extra Invocation, Heighten Spell Like Ability, Maximize Spell Like Ability, Quicken Spell Like Ability, Spell Penetration, Sudden Ability Focus

    Ilneval's Gift (Su): A number of times per day equal to the Fists Charisma modifier (minimum of 1) the Fist can unleash an Eldritch Blast modified by Blast Incantations that does not allow a Saving Throw.

    Gruumsh's Gift (Su): When using your Eldritch Spear or Eldritch Glaive Incantations, your Eldritch Blast Criticals on an 18-20 doing x2 damage. This does not stack with other effects that increase critical threat ranges.

    Burning Eye (Su): At 10th level one of the Fists Eyes explodes into magical flame. he can see with it normally. A number of times per day equal to his Charisma modifier he can Take 20 on any roll as a Free Action.

    PLAYING A FIST OF GRUUMSH
    Orc culture is pretty conformist, and it only really respects power. Being as yours comes from the Gods you're allowed to be different to some extent, but you need to acquire and hold as much power as you can get. You're going to have too many rivals not to.
    Combat: Early on you'll be specializing in melee fighting most likely. Ranged combat will come with more levels.
    Advancement: Most Fists are pretty straight forward. They're combat Warlocks, and rarely deviate from that course.
    Resources: The Fists of Gruumsh are pretty much a religious cult, and usually have a decent place in the hierarchy of their tribe. Which means that they can ask their tribe for pretty much anything as long as it isn't obviously bad for the tribe or insanely over the top.

    FISTS OF GRUUMSH IN THE WORLD
    "See this scar? Got it from a skinny little Orc with burnin' fists. Watch out for them skinny orcs boy."
    Your life is interesting, in the Chinese sense of the term. The Gods are always scheming to use you against one another as a pawn of some kind. The priests and warchiefs are always scheming to get rid of you. The enemies of the tribe always make you a prominent target. You need a vacation really...
    Daily Life: The Orcish Gods granted you your powers so they tend to send you some interesting dreams, and meddle in your life. Your days are usually spent either training, dealing with whatever the gods have sent your way, or dealing with the machinations of jealous priests.
    Notables: Keth the Murderer (Warlock 6/Fist of Gruumsh 6). So called because of killing everyone in his tribe that opposed him to gain position as it's head.
    Organizations: The Fists of Gruumsh are allied closely to the Priests of the Orcish pantheon, but they have little more organization than that. Some do occasionally decide to take over, and band together to get rid of their opposition in the tribe.

    NPC Reaction
    Orcs with blazing fists and the ability to shoot eldritch blasts? The idea is terrifying to the average NPC, who prefers his Orcs to be stupid melee fighters he can easily get away from.

    FISTS OF GRUUMSH IN THE GAME
    Fists of Gruumsh are combat Warlocks as opposed to area control. With their abilities centering around Eldritch Blast they may be show offs if
    Adaptation: The Fists will be intriguing in an all Orc campaign, as t hey will either be bodyguards of the priests of Gruumsh or competing to supplant them.
    Encounters: Usually PC's will encounter a Fist of Gruumsh with a party of Orc clerics on some sort of mission for their gods. the Fists will be bodyguards basically.

    Sample Encounter
    EL 12: Now that he's assassinated everyone in the tribe who can oppose him, Keth is leading the tribe on night raids. Instead of theft they're destroying crops and livestock, and poisoning the wells. The hope is that sufficient damage will be done that the humans perish in he winter without food, or they'll leave before it can happen.


    Keth The Murderer
    CE Male Orc Warlock 6/Fist of Gruumsh 6
    Init +1, Senses: Listen -1, Spot -1, Dark Vision 60'
    Languages Orc, Common
    ------------------------------------------------
    AC 23, touch 14, flat-footed 22 (+1 Dex, +9 Armor, +3 Deflection)
    hp 66hp (12 HD)
    Fort +6, Ref +5, Will +9
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee 2 Eldritch Claws +11 melee (1d10+6d6+3) or +1 Unholy Surge Morningstar +12/+7 (1d8+4)
    Ranged Eldritch Blast +9 Ranged Touch (3d6)
    Base Atk +8, Grp +10
    Atk Options Eldritch Blast 3d6 (DC 18), Eldritch Claws +6d6 (DC 18), Grappling Blast +6d6 (DC 18), Earth's Embrace, Ilneval's Gift
    Combat Gear 4 Potions of Cure Serious Wounds
    Incantations Least: Dark Ones Own Luck, Eldritch Spear, Fell Flight
    Lesser: Brimstone Blast, Curse of Despair, Fell Flight
    -----------------------------------------------
    Abilities Str 16, Dex 13, Con 14, Int 6, Wis 8, Cha 16
    SQ Detect Magic, Damage Reduction 1/Cold Iron Decieve Item, Baghtru's Gift, Ilneval's Gift 3/day
    Feats Earth's Embrace, Eldritch Claws, Grappling Blast, Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike, Ability Focus (Eldritch Blast, B), Sudden Ability Focus (Eldritch Blast, B)
    Flaws
    Skills Concentration +4, Intimidate +5, Knowledge (Religion) +0, Spellcraft +0, Use Magic Device +10
    Possessions +5 Chain Shirt, +1 Unholy Surge Morningstar, Warlock's Scepter, +3 Ring of Protection, 4 Potions of Cure Serious Wounds, 1137 gp


    EPIC FIST OF GRUUMSH

    Hit Die: d6
    Skills Points at Each Level : 2 + int
    Invocations: The Epic Fist of Gruumsh' caster level continues to increase, but he does not gain new invocations.
    Baghtru's Gift: Baghtru's Gift continues to increase +1d6 for every 2 levels past the 20th.
    Bonus Feats: The Epic Fist of Gruumsh gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2008-12-25 at 03:28 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

  9. - Top - End - #99
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    Hmmm....Orc Warlocks don't seem to be popular...
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  10. - Top - End - #100
    Orc in the Playground
     
    Bago!!!'s Avatar

    Join Date
    Nov 2007
    Location
    Over there! NO! THERE!
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    OMG! AN ORC WARLOCK!!!!!

    I love warlocks, but orc warlocks are just plain FUN!!!!

    I had this one Orc Warlock be a major villian to my first group. Totally pwned them all.

    But what are those two feats, Eldritch Claws and Eldritch grapple?

    Also, are you supposed to gain Eldritch Blast Die while gaining levels in this PrC?

    Will come up with more questions, ideas and... stuff later!
    Last edited by Bago!!!; 2008-04-05 at 09:33 PM.
    My life for Nerzhul!

    Join the Cult of the Damned, we have free donuts on fridays! -Bago!!!

    "There is a fine line between life and death. The thing is, I just don't give a damn." Lou

    Could use some helpful critique for my avatar that I made. Please?

  11. - Top - End - #101
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bago!!! View Post
    OMG! AN ORC WARLOCK!!!!!

    I love warlocks, but orc warlocks are just plain FUN!!!!

    I had this one Orc Warlock be a major villian to my first group. Totally pwned them all.

    But what are those two feats, Eldritch Claws and Eldritch grapple?

    Also, are you supposed to gain Eldritch Blast Die while gaining levels in this PrC?

    Will come up with more questions, ideas and... stuff later!
    They're from Dragon 358. Eldritch Claws lets you make 2 claw attacks per round dealing your Eldritch Blast Damage. Eldritch Grapple should'vebeen Grapling Blast. It lets you do your Eldritch Blast damage with a grapple check.

    Normal blast damage doesnt go up. But with Baghtru's Gift you do a lot more damage with it hwen using those Feats.
    Last edited by Bhu; 2008-04-06 at 02:20 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

  12. - Top - End - #102
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    ORC PIRATE



    "We don't take prisoners."

    Some Orcs learn to adopt the pirate lifestyle out of necessity. Outcast from their communities, and too brutal to make it in the civilized world of the other humanoids they survive by raiding at sea.

    BECOMING AN ORC PIRATE
    Usually you're just a typical orcish tribe member (i.e. Barbarian) forced into a nautical setting.

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Class Abilities: Rage (specifically the Whirling Frenzy Rage variant listed on page 65 of the Unearthed Arcana)
    Feats: Daylight Adaptation
    Skills: Climb 4 Ranks, Jump 4 Ranks, Survival 4 Ranks, Swim 4 Ranks
    Base Attack Bonus: +6

    Class Skills
    The Orc Pirate's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Reaver
    2. +2    +3     +0     +0    Able Seaman
    3. +3    +3     +1     +1    Bad Reputation +2
    4. +4    +4     +1     +1    Reaver
    5. +5    +4     +1     +1    Able Seaman
    6. +6    +5     +2     +2    Bad Reputation +4
    7. +7    +5     +2     +2    Able Seaman
    8. +8    +6     +2     +2    Reaver
    9. +9    +6     +3     +3    Bad Reputation +6
    10.+10   +7     +3     +3    Pirate Lord
    Weapon Proficiencies: Orc Pirates gain no new weapon or armor proficiencies.

    Reaver (Ex): Your Orc Pirate and barbarian levels stack for purposes of determining the number of times per day you may use your Rage.

    At 4th level you gain the variant Greater Rage Ability.

    At 8th level you gain the variant Mighty Rage

    Able Seaman (Ex): At 2nd, 5th, and 7th level the Orc Pirate can choose one skill he has at least 4 ranks in from the list below. From now on he may Take 10 as a Free Action when making a skill check with that skill. This can only be done in Light or no Armor, and with a Light or Medium load. Applicable skills are: Balance, Bluff, Climb, Intimidate, Jump, Knowledge (Geography, Local), Listen, Search, Sense Motive, Spot, Survival, Swim, Use Rope.

    Bad Reputation (Ex): Due to the Orc Pirate's incredibly bad reputation as a murderer and despoiler it gets a bonus to Intimidate checks. At 3rd level its +2, at 6th level it's +4, and at 9th level its +6.

    Pirate Lord (Su): At 10th level you have reached the peak of frightful reputations. When you go into Rage any living opponent within 30' of you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Panicked for 2d4 rounds if they have Hit Dice equal to or less than your own, or Shaken for 2d4 rounds if they have more Hit Dice.

    PLAYING AN ORC PIRATE
    Orcs that live near the sea often don't have the same options as their luckier inland brethren, as most of the available land is solid rock. Therefore to survive they must turn to a life of piracy to feed themselves. They also have to learn to adapt to living i nthe harsh light of the sun.
    Combat: Orc Pirates specialize in intimidation. Why fight if you can scare opponents into giving you what you want? If you never have to swing the sword, you don't risk death, and can simply execute the captives once you trick them into giving up. But you don't shirk from fighting either. That would make you look weak. The only time you take captives are when provisions are low, and you need meat.
    Advancement: Due to the necessities of survival, most Orc Pirate end up going down the same, short, brutal path. They really don't know of a better way, and would be skeptical if you showed them one.
    Resources: Most Orc Pirates only have themselves as a resource. And their fellow shipmates (if said shipmates don't have any other choice).

    ORC PIRATES IN THE WORLD
    "The Orcs haunt these waters midshipman. Adjust course to the south."
    Orc Pirates are even more brutal than most members of their profession. Death or injury is common for them, and they leave no survivors, and take no prisoners (except maybe as food). It's death for them if they're caught, and they know it.
    Daily Life: The daily life of an Orc Pirate is hard work maintaining the ship, repairing damage from raids, hunting for food, and preparing for the next fight.
    Notables: Kark (CE Male Orc Barbarian 6/Orc Pirate 6) Kark has made a name for himself, even among the Orc pirates. He is as hard and merciless as any pirate to ever walk the decks of a ship, and anyone encountering him can at best hope for a quick death. It'll be preferable to what usually happens..
    Organizations: Orc Pirates are never organized, and see each other as rivals for the most part. They only cooperate for mutual survival.

    NPC Reaction
    NPC's generally crap themselves at the sight of Orc Pirates. They're reputation is worse than even the most disturbed of human pirates. If you're caught by them you are dead one way or the other. At best it's a quick death, at worst you become provisions after being tortured.

    ORC PIRATES IN THE GAME
    Being that Orc Pirates are almost universally despised (even by other Orcs!), playing one as a PC will be difficult at best. Best to hide who you really are.
    Adaptation: Orc Pirates are great for nautical settings in an evil campaign. But on land they don't feel so good, and most will try to get back aboard a ship as soon as they can.
    Encounters: PC's will generally encounter Orc Pirates when the ship they're on is attacked, or if they're asked to hunt them down.

    Sample Encounter
    EL 12: Kark has recently acquired the Captain's position on his ship. And unlike the former captain he intends to raid inland instead of out to sea. The town the PC's are in is about to have an annual festival in celebration of Heironeous, and the Pirates intend to raise a little hell and do a little raiding during i.


    Kark
    CE Male Orc Barbarian 6/Orc Pirate 6
    Init +3, Senses: Listen +3, Spot +3, Dark Vision 60 ft.
    Languages Orc, Common
    ------------------------------------------------
    AC 22, touch 13, flat-footed 21 (+3 Dex, +9 Armor) Dodge, Mobility, Uncanny Dodge, Improved Uncanny Dodge
    AC during Rage 25, touch 16, flat-footed 21 (+3 Dex, +3 Dodge, +9 Armor)
    +2 to Flat-Footed AC
    hp 96 (12 HD)
    Fort +12, Ref +13 (+16 Rage), Will +3
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee +1 Great Axe +16/+11/+6 (1d12+4)
    Melee when Raging +1 Great Axe +17/+17/+12/+7 (1d12+7)
    Base Atk +12, Grp +15
    Atk Options Greater Rage 4/day, Instantaneous Rage, Intimidating Rage
    Combat Gear
    -----------------------------------------------
    Abilities Str 17 (23 Rage), Dex 16, Con 14, Int 6, Wis 8, Cha 12
    SQ Fast Movement, Illiteracy, Trap Sense +2, Bad Reputation +4
    Feats Daylight Adaptation, Instantaneous Rage, Intimidating Rage, Dodge, Mobility
    Skills Balance +7, Climb +7 (+10 Rage), Intimidate +7, Jump +7 (+10 Rage), Listen +3, Spot +3, Survival +3, Swim +7 (+10 Rage)
    Possessions +5 Deepdweller Speed Chain Shirt, Axe of the Sea Reavers, Devastation Gauntlets, Mask of Blood, Necklace of Warning, Ring of Water Breathing, Bag of Holding IV, 10 Potions of Cure Serious Wounds, 6 Potions of Protection from Arrows 2030 gp



    EPIC ORC PIRATE

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Rage The Epic Orc Pirate gains a new daily use of Rage at every 4 levels higher than 20th.
    Able Seaman The Epic Orc Pirate may choose another skill from the Able Seaman list at 21st level, and every three levels after (i.e. 24, 27, etc).
    Bad Reputation The Epic Orc Pirate gains an additional +2 to Intimidate checks at level 22 and every third level there after (i.e. 25, 28, etc.).
    Bonus Feats: The Epic Orc Pirate gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2008-12-29 at 06:12 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

  13. - Top - End - #103
    Ettin in the Playground
     
    Cieyrin's Avatar

    Join Date
    Nov 2007
    Location
    Wisconsin
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    I think the Orc Pirate is a bit too powerful, since they get Greater Rage a level early and Mighty Rage 4 levels early, as opposed to not at all @_@
    Goblin Cannon Crew avatar by Vrythas.
    Spoiler
    Show

    Gnome Gun Mage avatar by NEO|Phyte
    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

    My badges! :D
    My Homebrew
    The Gunslinger's Handbook
    Archetype Combo List!

  14. - Top - End - #104
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    They also never get Tireless Rage or Indomitable will, and lose most of their Damage Reduction. I can shuffle the abilities around a bit...
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  15. - Top - End - #105
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    I edited the example for Fists of Gruumsh a bit. How bout if I switch the level 10 and 8 abilities on the Pirate??
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  16. - Top - End - #106
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    Well the Pirate doesn't seem to have gotten any interest sooooo....


    ORC SERGEANT



    "Where there's a whip, there's a way. And when the whip doesn't work just kill and eat one of the men in front of the rest of them. Perks 'em up right quick."

    Orc Sergeants are whip wielding masters of pain, inspiring their troops in battle with the threat of torture and death if they fail.

    BECOMING AN ORC SERGEANT
    Most Orc Sergeants begin as Barbarians, and end up becoming marshals.

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Class Abilities: Marshal's Aura (any 1 Major), Rage
    Base Attack Bonus: +5
    Feats: Weapon Proficiency (Whip), Intimidating Rage
    Skills: Intimidate 8 Ranks
    Alignment: Cannot be Good


    Class Skills
    The Orc Sergeant's class skills (and the key ability for each skill) are Climb (str), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Profession (Torture, Wis), Search (Wis), Sense Motive (Wis), and Spot (Wis)
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Drill Sergeant
    2. +1    +3     +0     +3    Interrogation 
    3. +2    +3     +1     +3    Aura of Terror
    4. +3    +4     +1     +4    Drill Sergeant
    5. +3    +4     +1     +4    Interrogation
    6. +4    +5     +2     +5    Aura of Terror
    7. +5    +5     +2     +5    Interrogation
    8. +6    +6     +2     +6    Drill Sergeant
    9. +6    +6     +3     +6    Aura of Terror
    10.+7    +7     +3     +7    Whip of Terror
    Weapon Proficiencies: Orc Sergeant's gain no new weapon proficiencies.

    Drill Sergeant (Ex): At 1st level your Orc Sergeant and Marshal levels stack for determining the number of Auras known, and maximum possible bonus given.

    At 4th level the bonus of the Orc Sergeants Auras are +2 higher when the Sergeant is Raging (i.e. if the Orc Sergeants Aura Bonus is normally +2, it is +4 while he is Raging).

    At 8th level the Orc Sergeant gains a new Major Aura: Rage. Whenever the Orc Sergeant has this Aura on, all allies within it's range go into Rage as per the Barbarian ability. If the ally has Rage, this does not use up one of his daily uses of Rage.

    Interrogation (Su): At 2nd level you do not provoke an attack of opportunity when attacking with your whip.

    At 5th level you may do lethal damage with whip attacks. Your whip now does 1d6+ Strength bonus.

    At 7th level you may attack opponents with your whip regardless of their Armor or Natural Armor Bonus, and you may use it for Sunder attacks.

    Aura of Terror (Su): At 3rd level any opponent within 30' when the Orc Sergeant Rages, charges, or cracks his whip must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Panicked for 1d6 rounds. If the opponent succeeds in his save he is Shaken for 2d4 rounds instead. Aura of Terror may be used once per day per point of Charisma modifier (minimum of 1).

    At 6th level this increases to a range of 60'.

    At 9th level the opponent is Panicked for 2d4 rounds, or Shaken for 3d6 instead.

    Whip of Terror (Su): You may use this ability a number of times per day equal to your Charisma modifier (minimum of 1). The next attack with your whip criticals on an 18-20, does x4 damage on a successful crit, and leaves your opponent Stunned for 1d4 rounds if you hit with the whip successfully.(opponent does not get a Saving Throw).

    PLAYING AN ORC SERGEANT
    You are by all accounts a merciless, black hearted, miserable bastard. And worse you're intent on taking it out on the rest of the known world. Death rates in your profession are higher than the infantry because quite frankly even your own men would like to see you dead.
    Combat: Charisma is your linchpin attribute, so you may as well load up on Feats that combo well with it like Intimidating Rage. Save some for Extra Rage too.
    Advancement: You're pretty straightforward. Your job is to make the opposing side go 'AAAAAAAAAAAH!' in a reasonably quick fashion.
    Resources: Orc Sergeants are usually the employees of large armies of mercenaries, or perhaps even by their tribe. As an official employee they will have access to the military's resources (within reasonable limits), but will also have additional duties.

    ORC SERGEANTS IN THE WORLD
    "i'd rather face the Paladins than the Sergeant. I have a better chance of living. Or at least of dying quickly."
    Orc Sergeants tend to be a brutal breed, even moreso than the usual Orc. It's an old cliche that most Orc Sergeants learn the art of inspiring heroics from their parents by making their peers watch as they slowly burn said parents alive.
    Daily Life: Your responsible for keeping the men in shape, and in line. Since Orcs really don't have a human idea of 'morale' you won't be keeping they're spirits up, you'll be ensuring they know whats waiting for them on your tables if they screw up. You also spy somewhat for your bosses.
    Notables: Brekka (CE Male Orc Barbarian 3/Marshal 3/Orc Sergeant 6) has recently graduated from his apprenticeship so to speak. He is quite eager to prove himself, and ambitious enough to want to become the new Warchief of his tribe...
    Organizations: Orc Sergeants are only loosely organized. They all had to learn from someone (apprenticeship in this job is a nightmare), and they often remember old colleagues. Not always necessarily fondly...

    NPC Reaction
    Most NPC humanoids would gladly fall on their own sword than end up being interrogated by the Orc Sergeant. So would most Orcs.

    ORC SERGEANTS IN THE GAME
    Orc Sergeants are that perfect evil Orc bad guy. He's probably not the BBEG, but he makes a nice lieutenant.
    Adaptation: Orc Sergeants are pretty evil. To be honest they'll have to be in an evil campaign, or at least an all orc one. Many other peoples wouldn't put up with a monster like this guy.
    Encounters: Usually PC's will see an Orc Sergeant convincing his men to do better at killing them by cracking his whip. If they're really unlucky they'll be getting interrogated by one.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL 12: A group of Orcs led by a particularly ugly, whip-wielding sergeant has been coming into town wreaking havoc. The townspeople have sworn a vow of non-violence and have asked the PC's to take care of things for them. Friggin' peasantry...


    Breka
    CE Male Orc Barbarian 3/Marshal 3/Orc Sergeant 6
    Init +0, Senses: Listen +16, Spot +13,
    Languages Orc, Common
    ------------------------------------------------
    AC 21, touch 12, flat-footed 21 (+9 Armor, +2 Deflection) Uncanny Dodge
    Raging AC 17, touch 8, flat-footed 17 (-2 Rage, +9 Armor) Uncanny Dodge
    hp 72 (12 HD) 84 hp Raging
    Fort +12 (+14 Rage), Ref +4, Will +10 (+12 Rage)
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee +1 Implacable Whip +10/+5 (1d6+2)
    Base Atk +9, Grp +10 (+12 Rage)
    Atk Options Rage 2/day, Aura of Terror 2/day (DC:18)
    Combat Gear 4 Potions of Bark Skin (+5), 2 Cure Serious Wounds Potions
    Minor Auras (+2, +4 w/Cloak or Raging, +6 w/Cloak and Rage) Art of War, Demand Fortitude, Force of Will, Over the Top, Watchful Eye
    Major Auras (+1, +3 if Raging) Hardy Soldiers, Motivate Urgency, Resilient Troops
    -----------------------------------------------
    Abilities Str 12 (16 Rage), Dex 10, Con 12 (16 Rage), Int 13, Wis 12, Cha 14 (18 w/Cloak)
    SQ Illiterate, Trap Sense +1, Fast Movement, Drill Sergeant, Interrogation
    Feats Skill Focus (Diplomacy, B), Intimidating Rage, Exotic Weapon Proficiency:Whip, Combat Expertise, Improved Trip, Extra Rage
    Skills Climb +10, Diplomacy +5(+7 cloak), Gather Information +11 (+13 cloak), Intimidate +17 (+19 cloak), Knowledge (Local) +7, Listen +16, Profession (Torture) +11, Search +10, Sense Motive +7, Spot +13, Survival +10, Swim +7
    Possessions +1 Implacable Whip, +4 Styptic Breastplate, Cloak of Charisma +4, +2 Ring of Protection, 4 Potions of Bark Skin (+5), 2 Cure Serious Wounds Potions, 89 GP



    EPIC ORC SERGEANT

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Aura of Terror The Epic Orc Sergeant's Save DC continues to improve by I1 every 2 levels.
    Bonus Feats: The Epic Orc Sergeant gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2009-01-06 at 06:09 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

  17. - Top - End - #107
    Firbolg in the Playground
    Join Date
    Nov 2007
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    sorry for the delay on goblinoids, ill post tiem saturday if I'm avalable,



    and shouldn't pain totem be a race? It is obvious from birth.
    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 - #108
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Jayngfet View Post
    sorry for the delay on goblinoids, ill post tiem saturday if I'm avalable,



    and shouldn't pain totem be a race? It is obvious from birth.
    That was kinda just class fluff. Sorta like most of the PrC's based on fiendish or celestial heritage Feats.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  19. - Top - End - #109
    Firbolg in the Playground
    Join Date
    Nov 2007
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    silver goblin racials (same kinda backstory as gold orc)


    ______________

    the silver goblin is the same as a noted

    -4 strength +2 dexterity -2 wisdom +2 charisma +2 intelligence

    base land speed 30 feet(these replace racial adjustments)

    special attacks(caster level equals hit die): grease(3/day), expeditious retreat(1/day)

    favored class:sorcerer
    Last edited by Jayngfet; 2008-04-11 at 11:09 PM.
    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.

  20. - Top - End - #110
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    Well I guess the Orc Sergeant must be okay seeing as I've had no feedback....


    Maybe I should switch to Goblinoids...
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  21. - Top - End - #111
    Firbolg in the Playground
    Join Date
    Nov 2007
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    Well I guess the Orc Sergeant must be okay seeing as I've had no feedback....


    Maybe I should switch to Goblinoids...
    who doesn't love goblinoids?


    wop
    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.

  22. - Top - End - #112
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    One more shot at an Orc class (Im almost caught up to what I have in the wizards thread anyway):

    KEEPER



    "Damn me? I've been damned long before I met you Edward Harley..."

    Keepers are defenders of their tribes. Despite this they are shunned even by their own fellows. The Keepers collect children who are stillborn or die young, and keep their souls in ceremonial clay jars. The dead children are fed a mixture of bits of food every day mixed with the Keepers own blood. They may send these souls out to spy or murder enemies of the tribe (and incidentally their own enemies as well, which is why they are feared). Should the Keeper be killed or taken, and is unable to feed the souls, they will become angry. Eventually they will go mad and slaughter every living thing in the area, making them undead as well.

    BECOMING A KEEPER
    Most Keepers begin as Spirit Shamans.

    ENTRY REQUIREMENTS
    Class Abilities: Ghost Warrior
    Skills: Knowledge (Religion) 4 ranks
    Alignment: Keepers cannot be Good or Lawful
    Spells: Must be a Divine spellcaster and able to cast Circle Dance
    Special: Must be related to a Keeper who is willing to accept you as an apprentice. You may no longer cast spells from the Conjuration (Healing) subschool.



    Class Skills
    The Keeper's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
    Skills Points at Each Level : 4 + int

    Hit Dice: d4

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Collect Soul, Contract With the Dead, Dead Soul
    2. +1    +0     +0     +3    +1 level of existing Divine spellcasting class
    3. +1    +1     +1     +3    Empower Soul
    4. +2    +1     +1     +4    +1 level of existing Divine spellcasting class
    5. +2    +1     +1     +4    +1 level of existing Divine spellcasting class
    6. +3    +2     +2     +5    Empower Soul
    7. +3    +2     +2     +5    +1 level of existing Divine spellcasting class
    8. +4    +2     +2     +6    +1 level of existing Divine spellcasting class
    9. +4    +3     +3     +6    Empower Soul
    10.+5    +3     +3     +7    Corrupted Soul
    Weapon Proficiencies: Keepers gain no new weapon or armor proficiencies.

    Collect Soul (Su): When a young child dies (must be the equivalent of an 8 year old or younger human) you may perform a ritual as a Standard Action to snare their soul as long as it's performed within 6 hours of the actual death, and place it into a large clay jar (Hardness:2, Hit Points:5), which becomes enchanted during the ritual to provide the Soul a home. You may then use Contract With the Dead as long as you do so within the next 24 hours.

    Contract With the Dead (Su): When using your Collect Soul ability you may enter into a contract with 1 dead soul per point of Constitution you have. The initial Contract is a ritual requiring 100 GP in materials, and takes 12 hours. Every day you will begin the morning performing the rituals needed to ensure the contract is met. This requires 1 hit point of blood and 1 ounce of food per soul, and takes 10 minutes plus 5 minutes per soul. So long as you remain faithful to these rituals, the souls will obey you and live within the jars, being nurtured by your power. Should these rituals be ignored, they get a DC 20 Willpower Save each hour you are late (with a cumulative +1 to the roll each save past the first if it's not successful). If they fail they must wait another hour, unless you begin the rituals. If they succeed, they will do 1 point of temporary Con damage each to you (you do not need to be present), and are free to do as they please unless you attempt to reinforce the contract (See below). You may stipulate into the contract when it is made (or at a later time) another Keeper who may perform the rituals on your behalf until you return, or who may take your place if you are dead. You may not Contract with a child you have personally slain. To reinforce a Contract you must make a Level vs Level check against 1 Dead Soul at a time (you must be within 60' of them) as a Full Round Action. If successful, they must obey you again. If not, they will likely attack.

    Dead Soul: Once you have collected and contracted a Dead Soul it becomes the following:

    Dead Soul
    Medium Undead (Incorporeal, Chaotic, Evil)
    Hit Dice: Hit Dice and hp same as the Keepers
    Initiative: +7
    Speed: Fly 50 ft. (10 squares), Perfect
    Armor Class: 14 (+3 Dex, +1 Deflection), touch 14, flat-footed 14
    Base Attack/Grapple: Same as the Keepers.
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Manifestation, Horrific Appearance
    Special Qualities: Rejuvenation, Turn Resistance+4
    Saves: Saves same as the Keepers
    Abilities: Str -, Dex 17, Con -, Int 10, Wis 12, Cha 12
    Skills: Hide +17, Intimidate +7, Knowledge (any 1) +4, Listen +17, Move Silently +14, Search +14, Spot +17
    Feats: Ability Focus (Horrific Appearance), Alertness, Improved Initiative
    Challenge Rating: n/a
    Treasure: None
    Alignment: Always Chaotic Evil

    Manifestation (Su): Identical to Ghosts ability on page 118 of Monster Manual.

    Horrific Appearance (Su): Identical to Ghosts ability on page 118 of Monster Manual.

    Rejuvenation (Su): Identical to Ghosts ability on page 118 of Monster Manual. To get rid of a Dead Soul, it's Keeper must be slain, it's clay jar destroyed, and Dispel Evil is cast.

    Skills: Dead Souls get a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

    Whenever the Keeper goes up in level it's Dead Souls gain 4 skill points, and all their stats that say "same as Keeper" increase to match his. It also gets 1 Feat every 3 levels like normal. A Dead Soul appears as it would in life at it's current age. i.e. if it's new it appears to be an infants corpse (or at least a young child's). If it would now be 30 years old, it appears as the corpse of a 30 year old. It has some choice in it's appearance, making changes to horrify onlookers.

    Empower Soul (Su): As you get more powerful so do your Dead Souls. At levels 3, 6, and 9 it may choose a new Special Attack. It can choose any one of the Special Attacks listed by the Ghost Template on page 118 of the Monster Manual, or from one of the following:

    Hound (Su): Once the Dead Soul has successfully attacked a living creature, it will always know it's location so long as it is alive and on the same Plane, regardless of distance. As a Full Round Action it may immediately appear at the victims location, or flee back to where it came from.

    Spectral Stalker (Ex): Even when manifested the Dead Soul is permanently invisible as per the Greater Invisibility Spell. This may not be dispelled by Invisibility Purge, but the Dead Soul can still be sensed by Detect Spirits. The Keeper may still see the Soul normally.

    Eat Mind (Su): As a Full Round Action the Dead Soul may make a touch attack. If it is successful the opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice, plus Charisma modifier) or be Feebleminded as per the spell.

    Note: If a Dead Soul escapes your control, it's BAB/Saves/Hit Points change to that of an Undead of it's Hit Dice.

    Corrupted Soul (Su): All spells from the Necromancy school or that have the Evil descriptor are added to your spell list.

    PLAYING A KEEPER
    People don't like you, and for darned good reason. Your spies can be invisible, anywhere, at any time. They can kill with impunity. And if you get killed, they get released. Even your allies don't like you, since you have power enough to win leadership of the tribe.
    Combat: You yourself aren't a combatant, but the souls under your care are. They defend and protect you, and brutally murder anyone that angers you.
    Advancement: Keepers tend to progress as Keepers first, and Shamans second. Their major source of power is the Souls at their command and they want to make them as powerful as possible.
    Resources: Your only friends are the souls you keep in jars. No one else knows you, and no one else wants to know you.

    KEEPERS IN THE WORLD
    "The old orc woman in the hills can help you. For a price. Willing to risk your soul Krusk?"
    Keepers rarely interact with the world unless they have a lust for power. Otherwise they gather spirits, and deal almost solely with them living as hermits. They resent intrusions, even from their own tribal chieftains, and charge a heavy toll for their services.
    Daily Life: Most of a Keepers daily life is taken up by caring for their spirits, and learning more of the mystic arts.
    Notables: The Barrens Hag (Spirit Shaman 6/Keeper 6) is an old Orc woman living on her own in the badlands. She keeps the Dead Souls of the nearby tribes, and will help them for a price.
    Organizations: Organizations for Keepers don't exist. A Keeper passes her art to her own daughter, or a suitable orphan taken under her wing. That way care of the spirits may pass to her apprentice on her death, and the tribe won't become devastated by the dead souls.

    NPC Reaction
    NPC's are usually completely terrified of Keepers (as is anyone with any common sense).

    KEEPERS IN THE GAME
    Keepers are creepy to say the least. They are better as NPC's than players.
    Adaptation: Keepers are best for campaigns that are all Orc and stay in one general area. Especially horror campaigns.
    Encounters: People usually encounter the Keeper's spirits. They only encounter the Keeper if they survive the spirit's attacks and manage to track them back to their master.

    Sample Encounter
    EL 12: In a recent attempt to gain revenge on an Orc village that has been raiding the town, one of the less Lawful PC's rode down several non combatants. Now some of them appear to be haunting him, and the local Cleric says the only way to be rid of them is to confront the Orc giving the power.


    The Barrens Hag
    CE Female Orc Spirit Shaman 6/Keeper 6
    Init +0, Senses: Listen +5, Spot +3, Dark Vision 60'
    Languages Orc, Common
    ------------------------------------------------
    AC 18, touch 10, flat-footed 18 (+3 Natural, +5 Armor)
    hp 66 (12 HD)
    Fort +9, Ref +4, Will +11
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Quarterstaff of Battle +7/+2 melee (1d6+2) or +1 Profane Burst Sling +7 Ranged (1d4+1+1d6)
    Base Atk +7, Grp +8
    Atk Options Chastise Spirits (6d6, DC:17), Ghost Warrior
    Combat Gear 2 Potions of Cure Serious Wounds
    Spells Prepared (CL 9th) 0 (DC 11, 6/day): Detect Magic, Detect Poison, Guidance, Resistance x3
    1st (DC 12, 7/day): Beget Bogun, Cloudburst, Obscuring Mist, Omen of Peril x3, Snakes Swiftness
    2nd (DC 13, 6/day): Barkskin, Creeping Cold, Frost Breath, Heat Metal, Mass Snakes Swiftness, Wracking Touch
    3rd (DC 14, 6/day): Corona of Cold, Dehydrate, Forestfold, Giant's Wrath, Infestation of Maggots, Spirit Jaws
    -----------------------------------------------
    Abilities Str 12, Dex 10, Con 15, Int 10, Wis 13, Cha 13
    SQ Spirit Guide (Vulture), Wild Empathy +7, Detect Spirits, Blessing of the Spirits, Follow the Guide, Collect Soul, Contract With the Dead, Dead Soul, Empower Soul, Light Sensitivity
    Feats Combat Casting, Corrupt Spell, Eschew Materials, Greater Spell Penetration, Spell Penetration
    Skills Concentration +10, Craft (Pottery)+6, Intimidate +9, Knowledge (Geography, History, Local, Nature, Religion) +4, Listen +5, Spellcraft +4, Spot +3, Survival +5
    Possessions Quarterstaff of Battle, +1 Profane Burst Sling, Amulet or Natural Armor +3, Bracers of Armor +5, 2 Potions of Cure Serious Wounds, 600 GP

    3 Dead Souls
    Medium Undead (Incorporeal, Chaotic, Evil)
    Hit Dice: 12 HD (66 hp)
    Initiative: +7
    Speed: Fly 50 ft. (10 squares), Perfect
    Armor Class: 14 (+3 Dex, +1 Deflection), touch 14, flat-footed 14
    Base Attack/Grapple: +7/+8
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Manifestation, Horrific Appearance
    Special Qualities: Rejuvenation, Turn Resistance+4
    Saves: Fort +9, Ref +4, Will +11
    Abilities: Str -, Dex 17, Con -, Int 10, Wis 12, Cha 12
    Skills: Hide +21, Intimidate +13, Knowledge (any 1) +4, Listen +23, Move Silently +16, Search +14, Spot +23
    Feats: Ability Focus (Horrific Appearance, 1 other ability), Alertness, Improved Initiative, Stealthy
    Challenge Rating:
    Treasure: None
    Alignment: Always Chaotic Evil

    Soul 1: Hound, Corrupting Gaze
    Soul 2: Spectral Stalker, Frightful Moan
    Soul 3: Eat Mind, Malevolence


    EPIC KEEPER

    Hit Die: d4
    Skills Points at Each Level : 4 + int
    Spellcasting The Epic Keeper's caster level is equal to her class level. Her number of spells per day doesn't increase after 20th level.
    Empower Soul The Epic Keeper's Dead Souls gain another ability at Level 22, and every 3 levels thereafter.
    Bonus Feats: The Epic Keeper gains a Bonus feat for every 3 levels higher than the 20th.
    Last edited by Bhu; 2009-01-06 at 06:10 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

  23. - Top - End - #113
    Firbolg in the Playground
    Join Date
    Nov 2007
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    some of these PrC's seem evil rather than nongood.
    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 - #114
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    Well some of them could theoretically be pulled off by a neutral party, so I just put non good.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  25. - Top - End - #115
    Bugbear in the Playground
     
    RationalGoblin's Avatar

    Join Date
    Mar 2006
    Location
    Pandora's Box
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    I like your Orc PrC's, Bhu. All except the Orc Pirate, which I feel could be easier represented by merely Rogue/Fighter levels.

    I don't play Warlocks, but the Fists of Grummush sound great.

    The Orc Sergant sounds incredibly cruel, which is good.

    Keepers... Eh, I never liked the Orc Druids from Ebberon, but these guys are great! Like a very, very evil version of the Druids.

    I'll keep commenting on the other PrC's when I have time.

    By the way, I'd be even happier if someone put up Goblin-centric PrC's, as there seems to be only a few of them.
    Rational Goblin Avatar by C-Lam. Thanks!

    Ixtlan, World of Exploration, my campaign setting. Currently on hiatus.

  26. - Top - End - #116
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by CrazyFatGoblin View Post
    I like your Orc PrC's, Bhu. All except the Orc Pirate, which I feel could be easier represented by merely Rogue/Fighter levels.

    I don't play Warlocks, but the Fists of Grummush sound great.

    The Orc Sergant sounds incredibly cruel, which is good.

    Keepers... Eh, I never liked the Orc Druids from Ebberon, but these guys are great! Like a very, very evil version of the Druids.

    I'll keep commenting on the other PrC's when I have time.

    By the way, I'd be even happier if someone put up Goblin-centric PrC's, as there seems to be only a few of them.
    Thats kinda my fault. When I inherited the project, I thoought the easiest way to energize people and get things moving would be to concentrate on one chapter at a time. The first chapter was Orcs. Unfortuenately things seem to have stalled. I have too many problems in rl to deal with to be incredibly motivated, and I cant seem to get others motivated. But I did promise to keep it going till the original author comes back. At least he'll have plenty of PrC's to choose from. I'll switch to Goblins as soon as I get teh rest of the PrC's I've done posted and the one I'm working on now done.
    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 - #117
    Bugbear in the Playground
     
    watsyurname529's Avatar

    Join Date
    Mar 2008
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by CrazyFatGoblin View Post
    I like your Orc PrC's, Bhu. All except the Orc Pirate, which I feel could be easier represented by merely Rogue/Fighter levels.

    I don't play Warlocks, but the Fists of Grummush sound great.

    The Orc Sergant sounds incredibly cruel, which is good.

    Keepers... Eh, I never liked the Orc Druids from Ebberon, but these guys are great! Like a very, very evil version of the Druids.

    I'll keep commenting on the other PrC's when I have time.

    By the way, I'd be even happier if someone put up Goblin-centric PrC's, as there seems to be only a few of them.
    On the goblin PrC comment, both DonT and myself have created quite a few goblin centered PrC's (Don for goblins, myself for Hobgoblins) but have not transferred them over here.

  28. - Top - End - #118
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    Hey Wats! Nice to see you back. I was afeared you had left!
    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 - #119
    Titan in the Playground
     
    Bhu's Avatar

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

    Default Re: Any Orc/Goblinoid Fans??

    I might have some ideas for spiffing up the Orc Pirate. Wile I work on those any questions about the Keeper or shall I post another PrC?
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  30. - Top - End - #120
    Bugbear in the Playground
     
    dyslexicfaser's Avatar

    Join Date
    May 2007
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    Woah, a PrC for MARSHALS?

    Bizarre. But cool.

    One thing, though, about Drill Sergeant 4: It's way easier to pick up one of the MiC whips (usually about 20k) that can deal lethal damage and have a nifty ability to two to boot. Maybe an ability like the Ghost Faced Killer (I think that's the one I'm thinking of, it might be Avenging Executioner), where when you kill someone in front of them it terrifies the rest?
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

    Spoiler
    Show

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •