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Bhu
2015-01-10, 06:22 PM
CRAG GIANT

http://Picture URL if you have one

"What depths will I sink to for revenge? Depths? I am at the bottom of the world, I cannot sink any farther..."

Crag Giants are 25' tall with long, thick black hair and skin ranging from grey to brown.

CRAG GIANT RACIAL TRAITS
· +28 Strength, +12 Constitution, +2 Wisdom, -4 Intelligence (minimum 3).
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
· Giant, giving them Low Light Vision
· Base land speed 40 ft.
· Rock Throwing (Ex): The range increment is 140 feet for a Crag Giant’s thrown rocks.
· +12 Natural Armor Bonus.
· Racial Hit Dice: A Crag Giant begins with sixteen levels of Giant, which provide 16d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +10, Ref +5, and Will +5. A Crag Giants Giant levels give it skill points equal to 19 × (2 + Int modifier, minimum 1) and 6 Feats. Its class skills are Climb, Craft, Listen, Spot and Survival.
· Crag Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common, Elven.
· Level Adjustment: +6
· Favored Class: Barbarian or Cleric (usual Domains are Rolling Thunder or Sky Blitz, see here. (http://www.athas.org/articles/revised-domains)


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

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

HEIGHT AND WEIGHT
Base Height: Male: 20 ft Female: 18 ft.
Height Modifier: +2d4 ft.
Base Weight: Male: 6000 lbs. Female: 4500 lbs.
Weight Modifier: x100 lbs.

CRAG GIANT CHARACTERS
Given their prohibition from leaving their homes, it is unlikely the PC's will be playing a Crag Giant. But assuming they find a way, they make good beatsticks as usual.
Adventuring Race: What few Crag Giants adventure do so almost exclusively to find a means of revenge against the Mind Lords.
Character Development: The majority of Crag Giants are mere barbarians, but many have a very strong connection to the Plane of Elemental Air, and thus become potent Clerics.
Character Names:

ROLEPLAYING A CRAG GIANT
No one understands. The other races least of all. One day you will find a way back, a way to make the Mind Lords pay. You would burn the world if necessary...
Personality: Crag Giants tend to fall into one of several categories: madmen, raging berserks, or lonely figures crippled by despair. Their race is dying and they see no way to stop it or obtain revenge on those responsible.
Behaviors: Many Crag Giants are overwhelmed by depression and anger over being forced from their homeland, and it has not gotten any better over the past millennia. They are better off left alone.
Language: Crag Giants speak their own variant of Giant, and most speak an archaic version of Common as well. They have no written alphabet.

CRAG GIANT SOCIETY
The Crag Giants are a primitive, tribal society. Their reputation for savagery is sometimes undeserved, as they are not so bad as the Beastheads for example. Although they may fall to such a level if their downfall persists and a way is not found to reverse the decline of their species.
Alignment : Crag Giants are universally Chaotic. While the bulk of them are also Good, Neutral and Evil are certainly far from unknown among them.
Lands : Crag Giants are restricted to the Jungles of the Lonely Butte.
Settlements : They would like to return to their homelands in the Thunder Mountains, if they could find a way around the Mind Lords.
Beliefs : Crag Giant Clerics almost universally align themselves with the Elemental Plane of Air.
Relations: Crag Giants can be violent, and unless approached properly, and carefully, it usually ends in death.

CRAG GIANT ADVENTURES
· A madman has been proselytizing about destroying the Mind Lords, and he seems to be gaining a following. You have been tasked with defusing things before he ends up being the death of your people.
· Rumor has reached the ears of your people of a way to seek revenge on the Mind Lords. Much has been invested in screening you from possible Divinations to go out and see if these rumors are true.
· Any of your people venturing down to the Sea do not return. You have been asked to find out why.

Crag Giant Racial Substitution Levels

Druid
Level 1: Replace the Druid's Animal Companion with a Small Air Elemental instead.

Cleric
Level 1: Instead of being able to spontaneously cast Cure or Inflict spells, you may now spontaneously cast spells with the Electricity descriptor.

Barbarian
Level 1: Replace Rage with Thundering Rage
Thundering Rage (Su): This is identical to normal Rage, except that the Barbarian does not get a Bonus to Strength and Constitution. Instead he gains Electricity Resistance equal to his Constitution Modifier, and his melee and thrown weapon attacks do an additional +1d6 Electricity damage. This stacks if the weapon also does bonus Electricity damage.
Level 11: Replace Greater Rage with Greater Thundering Rage
Greater Thundering Rage (Su): Electricity Resistance increases to (Con Modifier plus 5). Electrical damage of your attacks increases to +3d6.
Level 20: Replace Mighty Rage with Mighty Thundering Rage
Mighty Thundering Rage (Su): You are now immune to Electricity damage while Raging. Electrical damage of your attacks increases to +4d6 (with an additional +1d6 upon a successfully confirmed Critical).

Bhu
2015-01-23, 10:51 PM
THUNDERER

http://Picture URL

"RAAAAHHH!!!"

Thunderers are Crag Giant Clerics specializing in throwing bolts of lightning, and who enjoy playing in the rare storms that frequent their lonely home.

BECOMING A THUNDERER
Virtually all Crag Giant Clerics become Thunderers.

ENTRY REQUIREMENTS
Race: Crag Giant
Domains: Must have access to the Rolling Thunder and Sky Blitz Domains.
Feats: Domain Focus, Lightning Thrower
Skills: Knowledge (Religion) 4 ranks, Spellcraft 4 ranks


Class Skills
The Thunderer's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Thunder, +1 Level of Divine Spellcasting Class
2. +1 +3 +0 +3 Lightning
3. +2 +3 +1 +3 Energy Resistance 5 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
4. +3 +4 +1 +4 Thunder, +1 Level of Divine Spellcasting Class
5. +3 +4 +1 +4 Lightning
6. +4 +5 +2 +5 Energy Resistance 10 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
7. +5 +5 +2 +5 Thunder, +1 Level of Divine Spellcasting Class
8. +6 +6 +2 +6 Lightning
9. +6 +6 +3 +6 Energy Resistance 15 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
10.+7 +7 +3 +7 Stormfriend, +1 Level of Divine Spellcasting Class

Weapon Proficiencies: A Thunderer gains no new weapon or armor proficiencies.

Thunder (Su): At 1st Level your spells with the Electricity descriptor are accompanied by a clap of thunder, and if your opponent fails his saving throw against the spell he is also Deafened for 1d4 rounds. Creatures immune to Sonic damage are immune to this effect.

At 4th Level the opponent is permanently Deafened.

At 7th Level the opponent is also Stunned 1d6 rounds.

Lightning: At 2nd Level you gain Repeat Spell as a Bonus Feat whether or not you meet the qualifications.

At 5th Level, spells enhanced by the Repeat Spell Feat that have the Electricity Descriptor only use a spell slot two Levels higher than normal.

At 8th Level, spells enhanced by the Repeat Spell Feat that have the Electricity Descriptor only use a spell slot one Level higher than normal.

Stormfriend (Su): At 10th Level you become immune to Electricity and Sonic damage.

PLAYING A THUNDERER
You are among the last of your kind. You must not let your traditions or the traditions of your people die out.
Combat: Thunderers prefer fighting at range with their damaging energy spells.
Advancement: Thunderers are focused on keeping their traditions alive, and are as a consequence quite conservative. Most advance along pretty similar lines.
Resources: Thunderers have access to whatever meager resources are available to the Crag Giant community.

THUNDERERS IN THE WORLD
"He has problems enough, I'd leave him well alone if I were you."
Thunderers tend to be lonely, mysterious figures to the tribe, who may not understand divine magic so well.
Daily Life: Much of your life is prayer and contemplation. You do your best to educate the tribe, and try to think upon someway to avert your races inevitable downfall.
Notables:
Organizations: Thunderers associate only loosely, and generally only come together in defense of their people. They are also at the fore front of any effort to gain revenge upon the Mind Lords.

NPC Reaction
Given the savage nature of the Crag Giants, they tend to make NPC's quite nervous, regardless of their occupation.

THUNDERERS IN THE GAME
This PrC assumes you are a member of a race restricted in it's movements, which may make it better for NPC's (unless getting rid of the Mind Lords is a campaign focus).
Adaptation: This is obviously meant for Dark Sun, but could be adapted with some work.
Encounters: Thunderers are rarely found outside the Lonely Butte, and then only on missions of revenge

Sample Encounter
EL 12: The PC's have been sent to contact an infamous Cleric, who also turns out to be a primitive Giant who views outsiders as easily squishable enemies.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC THUNDERER

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




Crag Giant Racial Feats

Improved Shocking Rage
Your rage bring the thunder and the lightning.
Prerequisites: Crag Giant, Shocking Rage
Benefits: If you successfully do electrical damage to an opponent while Raging you may do an additional 1d5 Sonic damage as well. If you successfully Stun an opponent while Raging, he is also Deafened for the same duration.


Lightning Thrower
You are well known for your abilities with electricity.
Prerequisites: Crag Giant, Divine spellcaster
Benefits: Add the following spells to your spell list: Arc of Lightning, Call Lightning Storm, Chain Lightning, Electric Loop, Lightning Bolt, Stormrage, Stun Ray, and Thunderhead.


Shocking Spell
Your spells doing electrical damage leave foes stunned.
Prerequisites: Crag Giant
Benefits: If a spell you cast that does electrical damage successfully damages an opponent, he is Stunned for 1 round. This Feat may only be applied to spells with the Electricity descriptor, and uses a spell slot one level higher than the spell's actual level.


Shocking Rage
Your rage is quite shocking.
Prerequisites: Crag Giant, Thundering Rage
Benefits: If you successfully deal Electricity damage to an Opponent while Raging, he must make a Fortitude Save (DC is 10 plus 1/2 your Hit Dice, plus your Constitution Modifier) or be Stunned 1 round.

Bhu
2015-02-15, 02:14 AM
Desert Giant (Athas)
Huge Giant
Hit Dice: 14d8+84 (147 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +10/+32
Attack: Slam +22 melee (1d6+14) or Spiked Club +22 melee (2d6+14) or Spear +22 ranged (3d6+14) or Rock +22 ranged (2d8+14)
Full Attack: 2 Slams +22 melee (1d6+14) or Spiked Club +22/+17 melee (2d6+14) or Spear +22 ranged (3d6+14) or Rock +22 ranged (2d8+14)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock Throwing
Special Qualities: Low Light Vision, PR 20
Saves: Fort +15, Ref +4, Will +6
Abilities: Str 38, Dex 10, Con 22, Int 6, Wis 15, Cha 11
Skills: Climb +16, Craft (any 1) +1, Intimidate +3, Handle Animal +3, Listen +5, Spot +5
Feats: Brutal Throw, Far Shot, Point Blank Shot, Power Attack, Power Throw
Environment: Sea of Silt/Tablelands
Organization: Solitary or Family (2-5), or Tribe (21-30 +35% noncombatants plus 30-40 herd animals)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By Character Class
Level Adjustment: +6

The Desert Giants of Athas resemble humans with exaggerated features and dark red or black skin. Their brown hair is coarse, and they often sell it to merchants for rope making. They live on islands in the Sea of Silt.

Rock Throwing (Ex): The range increment is 140 feet for a Desert Giant’s thrown rocks or thrown weapons.

Power Resistance: Desert Giants have Power Resistance equal to 12 plus CR.

Combat: Desert Giants throw rocks and spears to dissuade outsiders. If anyone is stupid enough to continue towards them they wade into the fray with large spiked clubs.

Bhu
2015-02-21, 09:38 PM
DESERT GIANT

http://Picture URL if you have one

"Mmeeaatt..."

Desert Giants resemble humans with dark red or jet black skin and exaggerated facial features. They stand 20 to 25 feet tall, and weigh 6 to 8 tons.

DESERT GIANT RACIAL TRAITS
· +28 Strength, +12 Constitution, +4 Wisdom, -4 Intelligence (minimum 3).
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
· Giant, giving them Low Light Vision
· Base land speed 40 ft.
· Rock Throwing (Ex): The range increment is 140 feet for a Crag Giant’s thrown rocks.
· +12 Natural Armor Bonus.
· Power Resistance: Desert Giants have Power Resistance equal to 12 plus CR.
· Racial Hit Dice: A Desert Giant begins with fourteen levels of Giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. A Desert Giants Giant levels give it skill points equal to 17 × (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Craft, Handle Animal, Intimidate, Listen, and Spot.
· Desert Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +6
· Favored Class: Barbarian

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

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

HEIGHT AND WEIGHT
Base Height: Male: 20 ft Female: 18 ft.
Height Modifier: +2d4 ft.
Base Weight: Male: 6000 lbs. Female: 4500 lbs.
Weight Modifier: x100 lbs.

DESERT GIANT CHARACTERS
As usual, given their Racial HD and LA, Desert Giants prefer to be non-casters.
Adventuring Race: Desert Giants are infrequent travelers given the dangers of their home region, so most who adventure have been exiled, or are on a quest for power.
Character Development: Their natural Power Resistance makes Desert Giants decent anti-caster/manifester fighters.
Character Names:

ROLEPLAYING A RACE
You don't like strangers, and are generally pretty xenophobic. You have a plan to kill everyone you meet just in case. It's hard for you to make non-Giant acquaintances, and even harder to trust them.
Personality: Desert Giants are usually content to raise their animal flocks, with occasional raids for essentials along the Silt Sea. They generally aren't trustful, especially of strangers. You're basically a paranoid hillbilly who lives in the desert.
Behaviors: You like to practice rock throwing and hunting whenever possible. The harsh life of the desert makes constant refinement of your skills a necessity.
Language: Desert Giants speak the Giant language, but have no written alphabet.

DESERT GIANT SOCIETY
The Desert Giants are a primitive society of Shepherds, most of whom are trapped on islands in the Sea of Silt. Still not quite as savage as the Beastheads, but they have little qualms about eating other races in times of famine.
Alignment : The bulk of the Desert Giants are Neutral Evil, with small pockets of purely Neutral Giants.
Lands : Desert Giants live on 'islands' in the Sea of Silt, preferring the coolness of large caves while their flocks wander outside.
Settlements : Desert Giants usually do not have the option to emigrate from their homes. The Sea of Silt makes mass migration impossible.
Beliefs : Desert Giants have few religious beliefs or preferences, as with most Athasians.
Relations: While the Giants trade their hair to ropemakers, they are not fond of visitors. Coming within throwing distance of their village is not advisable. Plus food is not always readily available, and the Giants are omnivores who will devour anything within reach.

DESERT GIANT ADVENTURES
· Something in the Silt has been taking Kanks from the herd. Something you haven't been able to see or catch. Now it's taking the clan chiefs daughter, and you have been tasked with finding and disposing of it.
· A horribly damaged Beasthead Giant came up from the Silt and died raving about the end of the world this dawn. Exposure may have finished it off, but the damage done to it was purposeful, and you have been charged with shoring up the tribes defenses while finding out what happened.
· The tribes chief has been unwell. He talks often of seeing Shadows move, and seems cold to the touch, and he has killed tribesmen randomly in...odd ways. You are being sent out into the world to find a cure.


Desert Giant or Plains Giant Racial Substitution Levels

Ranger
Levels 1, 6, 11: New options for Combat Mastery.
Combat Mastery (Ex): Quicksand Style gains you the following Feats: Combat Expertise (1st), Improved Trip (6th), and Sand Snare (11th). Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th).
Level 3: Replace Endurance with Heat Endurance
Heat Endurance: You gain Heat Endurance as a Bonus Feat.
Level 4: Replace Animal Companion with one from Sandstorm list (or for something more Athas appropriate).
Level 4: Replace Woodland Stride with Sandskimmer
Sandskimmer: You gain Sandskimmer as a Bonus Feat.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
Level 10: Replace Blindsense with Tremor Sense 15'.
Level 20: Replace Blindsight with Tremor Sense 30'.

Barbarian
Level 1: Replace Fast Movement with Silt-Fighting
Silt-Fighting (Ex): You gain Silt Fighter as a Bonus Feat.
Level 3: Replace Trap Sense with Silt Trap Sense
Silt Trap Sense (Ex): Your Trap Sense Bonus is now received against natural hazards of the Silt Sea (and also applies to his AC against same). Hazards being various terrain features.

Bhu
2015-03-21, 05:41 PM
I'm trying to find rules somewhere for silt. If athasorg hasn't made any I'll just do my own and finish this up qucik after.

Bhu
2015-04-16, 08:57 PM
SILT HUNTER

http://Picture URL

"The Silt is a place without expectation."

Silt Hunters are the most dangerous of the Desert Giants: those who know the secret roads through the Silt Sea, and who hunt inside it. Giants are dangerous enough without the Silt. Some wear Silters to keep out the dust, and some use psionics to simply supply themselves with air while sealing their orifices.

BECOMING A SILT HUNTER
Any Desert or Plains Giant with the appropriate Feats will do.

ENTRY REQUIREMENTS
Race: Desert Giant or Plains Giant
Feats: Silt-Walker, Silt-Fighter
Skills: Knowledge (Nature) 4 ranks, Survival 4 ranks
Class Features: Must have 6 Levels in either Barbarian, Ranger or Scout.

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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Silt Fighting
2. +2 +3 +0 +0 Fighting Style
3. +3 +3 +1 +1 Silt Sense
4. +4 +4 +1 +1 Silt Fighting
5. +5 +4 +1 +1 Fighting Style
6. +6 +5 +2 +2 Silt Sense
7. +7 +5 +2 +2 Silt Fighting
8. +8 +6 +2 +2 Fighting Style
9. +9 +6 +3 +3 Silt Sense
10.+10 +7 +3 +3 Silt Master

Weapon Proficiencies: A Silt Hunter gains no new weapon or armor proficiencies.

Silt Fighting (Ex): At 1st Level you learn to use the Silt to your advantage. You gain a +4 on Hide Checks and do not take a Size Penalty to Hide Checks while within the Silt.

At 4th Level you can throw Silt in the face of an opponent a a Standard Action. Your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Wisdom Modifier) or be blinded for 1d6 rounds, plus take 1d6 damage as the Silt digs into his eyes. If he fails the Save by rolling a Natural 1, he also chokes on the Silt, and is Nauseated for 1 round. Opponents with the Silt Subtype who fail the Save are only blinded one round.

At 7th Level you can pull someone under the Silt by Pinning them during a Grapple Check. Opponents who are pulled under take the normal effects of a failed Grapple, as well as the suffocating effects of the Silt (see below).

Fighting Style (Ex): At Level 2, 5, and 8 you gain some sort of bonus depending on which class (Barbarian, Rogue or Scout) you took to qualify for Silt Hunter. Barbarians gain an additional use of Rage per day at each of these Levels. Rogues gain an additional die of Sneak Attack at each of these Levels. Scouts gain an additional Skirmish die at Levels 2 and 5, and at Level 8 they can use their Skirmish dice without moving if they make a Full Attack.

Silt Sense (Ex): At Level 3 you gain Tremorsense 20 ft. while standing in Silt that is at least as high as your waist. This increases by an additional 20 ft. at Levels 6 and 9.

Silt Master (Ex): At Level 10 you gain the Silt Subtype, and as a Standard Action you can whip up a cloud of Silt. Opponents within 30 ft. must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Wisdom Modifier) or be blinded for 1d6 rounds, plus take 1d6 damage as the Silt digs into his eyes. If he fails the Save by rolling a Natural 1, he also chokes on the Silt, and is Nauseated for 1 round. Opponents with the Silt Subtype who fail the Save are only blinded one round.

PLAYING A SILT HUNTER
You are the idol of your people. You alone are brave enough to risk the shallows of the Silt Sea to go raiding. You alone will confront the various horrors that await within the Silt.
Combat: You are specialized to fighting within the Sea of Silt. You can still do well enough fighting in plain old desert, but the Sea is your true home.
Advancement: Advancement among Silt Hunters who actually live is strikingly similar. Your mission is dangerous enough that you require certain skills, and you have little time for trial and error.
Resources: Silt Hunters are quite important to the tribes survival, so if you need something that will aid you in stopping danger to them they will give it willingly.

SILT HUNTERS IN THE WORLD
"We'd all be dead if it weren't for him."
You confront monsters your people people find terrifying. It takes a lot to frighten a Giant, but the Silt Sea is full of such terrors. It leaves you a bit shell shocked at times, but you realize if not for you, no one else is there to fill your place until you train the next generation.
Daily Life: Much of your time is spent hunting, or learning what you can about survival within the Silt Sea. In good times you can feel free to relax, and perhaps learn new things not related to your tribes needs from yo as a hunter, but in bad times you will find little rest.
Notables:
Organizations: Silt Hunters from the same clan form a loose alliance, but beyond that you have little in the way of organization.

NPC Reaction
NPC's are not generally pleased to see large Giants armed to the teeth hiding in the sand.

SILT HUNTERS IN THE GAME
This assumes you are a tribal warrior that your people depend on, making it best for NPC's.
Adaptation: This is meant for Athasian Giants, but could be adapted with some work.
Encounters: PC's generally only see Silt Hunters if they are trading with the Giants or accidentally blunder into their territory. Though if times get rough they may encounter a raiding party.

Sample Encounter
EL 12: The PC's are on the run in the Sea of Silt when they encounter a Giant wrestling with some sort of Horror, who appeals to them for aid. The Giant, not the Horror. Horrors don't generally appeal to anyone


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SILT HUNTER

Hit Die: d8
Skills Points at Each Level : 4 + int
Fighting Style At Level 22 and every 3 Levels thereafter you gain another use of Rage or die of Sneak Attack/Skirmish depending on which option you took.
Bonus Feats: The Epic Silt Hunter gains a Bonus Feat every 3 levels higher than 20th


Desert Giant or Plains Giant Racial Feats

Silt-Walker
You have learned the many secret roads through the Sea of Silt, and walk it's shallows
Prerequisites: Desert Giant or Plains Giant
Benefits: You no longer take movement penalties in deep Silt (see below), and gain a +2 Bonus to Survival Checks in the Sea of Silt.

Silt-Fighter
You have learned to fight while in silt up to your chest.
Prerequisites: Desert Giant or Plains Giant, Silt-Walker
Benefits: You no longer take penalties for fighting in deep Silt (see Silt rules below).

Silt-Stalker
Your normally hostile mind blinds those who use psionic powers to find you.
Prerequisites: Desert Giant or Plains Giant, Silt-Walker, Hostile Mind
Benefits: The benefits of your Hostile Mind Feat now apply to powers of the Clairsentience discipline instead.

Silt-Caster
Certain spells work better for you when cast in the Silt.
Prerequisites: Desert Giant or Plains Giant, must have levels in any spellcasting class
Benefits: When within the area of the Silt Sea you may cast the following spells as a Free Action if you know them: Awaken Sand, Blast of Sand, Choking Sands, Control Sand, Flaywind Burst, Freedom of Breath, Haboob, Sandform, Sand Storm, Storm Mote. Wall of Sand, and Waste Strider.


Sea of Silt rules

The Sea of Silt is effectively composed of Slipsand (see Sandstorm page 25). In addition it is prone to Dust Storms when winds are high (Sandstorm Page 16) This dust is very clingy, and has effects similar to Moondust (Sandstorm page 23). Giants and other being who are large enough to stand on the bottom take the same penalties for fighting underwater if the Silt is more than waist high (they do not get a Swim Check to lessen these penalties like they would in water) along with stirring up clouds of dust. They also take a -10 ft. penalty to Land Speed.

Silt Subtype
Creatures with the Silt Subtype ignore the suffocation hazards of Silt, take no penalties while fighting in it, and take no penalty to their movement speed.

Bhu
2015-05-07, 11:58 PM
a quickee for da Orc fans! :smallbiggrin:

CHOSEN OF DUKAGSH

http://Picture URL

"Keen thought advances the cause of our people more than keen blades."

Chosen of Dukagsh are specialist war priests who have dedicated themselves to ensuring the Scro remember history, and therefore do not repeat it, and continue to advance technologically and militarily. They seek eternal perfection that cannot be achieved.

BECOMING A CHOSEN OF DUKAGSH
A Scro Cleric with the right stuff will do.

ENTRY REQUIREMENTS
Race: Scro
Patron: Dukagsh
Domains: Must have access to the Orc and War Domains
Feats: Extend Spell, Persistent Spell
Skills: Concentration 6 ranks, Knowledge (Arcane) 6 ranks, must speak Elven


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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +0 +0 +2 Expanded Spellcasting, +1 Level of existing Divine casting class
2. +2 +0 +0 +3 Expanded Spellcasting, +1 Level of existing Divine casting class
3. +3 +1 +1 +3 Expanded Spellcasting, +1 Level of existing Divine casting class
4. +4 +1 +1 +4 Expanded Spellcasting, +1 Level of existing Divine casting class
5. +5 +1 +1 +4 Expanded Spellcasting, +1 Level of existing Divine casting class
6. +6 +2 +2 +5 Expanded Spellcasting, +1 Level of existing Divine casting class
7. +7 +2 +2 +5 Expanded Spellcasting, +1 Level of existing Divine casting class
8. +8 +2 +2 +6 Expanded Spellcasting, +1 Level of existing Divine casting class
9. +9 +3 +3 +6 Expanded Spellcasting, +1 Level of existing Divine casting class
10.+10 +3 +3 +7 Expanded Spellcasting, +1 Level of existing Divine casting class

Weapon Proficiencies: A Chosen of Dukagsh gains proficiency with Martial Weapons, and gains Improved Unarmed Strike as a Bonus Feat if he does not already possess it.

Expanded Spellcasting: Upon attaining each new Level of Chosen, you may add two Arcane spells from the Wizard list to your Cleric spell list. They must be a spell of any Level you can cast (i.e. if you can cast 3rd Level Cleric spells they must be a Wizard spell of 3rd Level or less. You may now cast them as Cleric spells of the same Level.

PLAYING A CHOSEN OF DUKAGSH
Never rest, never surrender. Failure is just a minor setback, a test from Dukagsh. A test you must pass for your people to succeed. You can never ave enough knowledge, never be quick or strong enough, never be satisfied.
Combat: Combat is your second major preoccupation in life (the first being the ascendance of the Scro race). You continually experiment with new tactics and ideas, never letting your skills get rusty. You realize the Scro must be forever on the bleeding edge of military development to achieve your goals.
Advancement: Due to the experimentation, you have a great deal more leeway than most military clerics do in your development. Well, as long as you get results anyway..
Resources: If your mission is for the Church, the military, or of vital importance to your people you may well be showered with gifts if such are available.

CHOSEN OF DUKAGSH IN THE WORLD
"Sometimes I think he needs a break before he blows a blood vessel...but I'd never tell him that."
It is rare that you are seen off the battlefield, or in the fortifications of the Church. The common Scro hold you in awe, as you are indeed semi-mythical to them. You spend so much time at war the Elves are more likely to know your name than your own people.
Daily Life: You have no free time. If you are not performing your holy duties you are fighting. If you are not fighting you are training. If you are not training you are studying in the hopes of making a break through that will allow your species to succeed where others have failed.
Notables:
Organizations: The Chosen are formally members of both the Scro military and the Church of Dukagsh. Despite this they sometimes find the means and time to form various little cliques dedicated to some martial pursuit or study.

NPC Reaction
NPC's know your appearance is bad news, so they depart the vicinity. Your appearance means war is coming.

CHOSEN OF DUKAGSH IN THE GAME
This assumes that you are a religious fanatic, dedicated to the military service of your species. Which can be a problem in campaigns that aren't all Scro.
Adaptation: This is generally meant for serious Spelljammer campaigns, but can be adapted with a little work.
Encounters: PC's generally only meet Chosen when all hell is about to break loose. Either war is coming, or death is arriving in some fashion.

Sample Encounter
EL 12: The PC's are approached by a Scro priest who claims his squad has been wiped out by an ancient evil he has accidentally awakened, after failing to recognize certain warnings. He needs a new squad to help seal the thing back up again, and unfortunately you're all that's available within both his budget and time constraints.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CHOSEN OF DUKAGSH

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

Bhu
2015-05-23, 05:31 PM
another quickee for da gobbinses!

MIDNIGHTER

http://Picture URL

"You are now a member of the Elite! You are the fist that will end the Elven presence once and for all!"

Midnighters were a group of Hobgoblin spies who have stolen the secrets of Elven swordmagic. They are now Duskblades in the Hobgoblin military. They function as an elite unit of specialists.

BECOMING A MIDNIGHTER
Any Hobgoblin with the appropriate class will do.

ENTRY REQUIREMENTS
Race: Hobgoblins
BAB: +6
Class Features: Arcane Chanelling
Feats: Arcane Strike
Skills: Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks


Class Skills
The Midnighter's class skills (and the key ability for each skill) are Climb (Str) Concentration (Con), Knowledge (Any)(Int), Ride (Dex, Spellcraft (Int).
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Armored Mage (Heavy Shield), +1 Level of existing Arcane Casting Class
2. +2 +3 +0 +3 Improved Arcane Channeling, +1 Level of existing Arcane Casting Class
3. +3 +3 +1 +3 Disruptive Strike, +1 Level of existing Arcane Casting Class
4. +4 +4 +1 +4 Armored Mage (Heavy Armor), +1 Level of existing Arcane Casting Class
5. +5 +4 +1 +4 Improved Arcane Channeling, +1 Level of existing Arcane Casting Class
6. +6 +5 +2 +5 Disruptive Strike, +1 Level of existing Arcane Casting Class
7. +7 +5 +2 +5 Armored Mage (Lesser Check Penalty), +1 Level of existing Arcane Casting Class
8. +8 +6 +2 +6 Improved Arcane Channeling, +1 Level of existing Arcane Casting Class
9. +9 +6 +3 +6 Disruptive Strike, +1 Level of existing Arcane Casting Class
10.+10 +7 +3 +7 Master of the Dark, +1 Level of existing Arcane Casting Class

Weapon Proficiencies: Midnighters gain no new weapon or armor proficiencies.

Armored Mage (Ex): The Armored Mage ability you learned as a Duskblade. At 1st Level you can now use Heavy Shields, and at 4th Level you can use Heavy Armor. At 7th Level you lower the Armor Check Penalty of Armor you wear by half (round down).

Improved Arcane Channeling (Su): At 2nd Level you can use your Arcane Channeling with Ranged weapons, but your range is limited to 30 ft. This increases to 60 ft at level 5, and 90 ft. at Level 9.

Disruptive Strike (Su): Beginning at 3rd Level you may "lose" one spell of any Level, and make a melee attack as a Standard Action. If the attack is successful the victim must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or lose the ability to use supernatural powers for a number of rounds equal to the spells level. At 3rd Level he only loses Spells or Powers. At 6th Level this includes Spell-Like Abilities. At 9th Level this includes Supernatural Abilities.

Master of the Dark: At 10th level, you can cast any touch spell you know as part of a full attack action (melee only), and the spell affects each target you hit in melee combat that round. Doing so does not discharge the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round. Spells that would last longer than 1 round get their full duration, and affect all attacks made in that time.

PLAYING A MIDNIGHTER
You tend to be smugger than the average Hobgoblin, but you have the skills necessary to back it up. At least you hope so, because you'll be called on to prove that eventually.
Combat: You prefer to fight from range once you can. Your disruptive strike comes in handy to nullify enemy casters.
Advancement: Being part of the military, others have a say in your advancement and training.
Resources: So long as your mission is sponsored by the Hobgoblin military, or for the advancement of your people, you have the option of plenty of help.

MIDNIGHTERS IN THE WORLD
"I'd tell him he's too big for his britches, but he can make fire. I leave fire alone."
Elves hate you for stealing their secrets. Everyone else hates you because you're an ass. Unfortunately this leaves you open to schemes of assassination or blackmail as no one wants to help you.
Daily Life: Much of your time is occupied by either training or missions.
Notables:
Organizations: The only organization you are allowed to join is the Hobgoblin military, and deserters are shot.

NPC Reaction
NPC's react to you the same as any other marauding Hobgoblin: fear and uncertainty.

MIDNIGHTERS IN THE GAME
This assumes, as per usual, that the PC is part of a military or fleeing from one. Could be disruptive.
Adaptation: This is probably meant for all Hobgoblin Campaigns, unless your PC has one heckuva backstory.
Encounters: Midnighters are generally encountered fighting Elves or casters, as they specialize in killing them.

Sample Encounter
EL 12: The PC's are calmly escorting a Gnome caravan, when the Elven guards at the front scream a few profanities and begin exchanging arrows with a few Hobgoblins. Not because they were attacking. They just unleashed hell just because. And of course the Gnome foreman wants you to do something about it.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MIDNIGHTER

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

Bhu
2015-06-15, 02:17 AM
one more orc

DAYWALKER

http://Picture URL

"I imagine this comes as quite a surprise to you."

Daywalkers are chosen from among the best of Orc-kind and subjected to rigorous training and magical surgeries. Unlike normal Orcs they become immune to the glare of the sun, and eventually to fatigue as well. They are untiring saboteurs in Gruumsh's war on the other races.

BECOMING A DAYWALKER
Any typical Orc warrior will do.

ENTRY REQUIREMENTS
Race: Orc (or if you prefer, any race with Light Sensitivity)
Feats: Racial Prodigy, Racial Scion (http://www.minmaxboards.com/index.php?topic=165.msg718#msg718)
Skills: Listen 4 ranks, Survival 4 ranks
BAB: +6


Class Skills
The Daywalker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Daywalker
2. +2 +3 +0 +0 Untiring
3. +3 +3 +1 +1 Sneak Attack +1d6
4. +4 +4 +1 +1 Daywalker
5. +5 +4 +1 +1 Untiring
6. +6 +5 +2 +2 Sneak Attack +2d6
7. +7 +5 +2 +2 Daywalker
8. +8 +6 +2 +2 Untiring
9. +9 +6 +3 +3 Sneak Attack +3d6
10.+10 +7 +3 +3 Daylight Assassin

Weapon Proficiencies: A Daywalker gains no new weapon or armor proficiencies.

Daywalker (Ex): At 1st Level you are no longer subjected to Light Sensitivity.

At 4th Level you can no longer be Dazzled.

At 7th Level you can no longer be Blinded by attacks based on Light, and gain a +2 Bonus on Saves against Spells with the Light descriptor.

Untiring (Ex): At second Level you cannot become Exhausted, though you can still become Fatigued.

At 5th Level you are immune to being Fatigued, and to Sleep effects.

At 8th Level you gain a +2 Bonus on Fortitude Saves, or on any Save against anything that would leave you Dazed, Stunned, Helpless, or Unconscious.

Sneak Attack (Ex): Identical to the Rogue Ability. You gain 1 die of Sneak Attack at Levels 3, 6, and 9.

Daylight Assassin (Ex): At 10th Level you become immune to non-lethal damage from non-magical sources. You now die at negative (10 plus your Con score) hit points.

PLAYING A DAYWALKER
You are the absolute best the Orc army has to offer. They've invested a lot in your training, and even more in your transformation. You can't let them down.
Combat: Daywalkers may be able to walk in the daylight, but this doesn't necessarily make them safer, as most of their comrades can't For this reason most of them specialize in guerrilla warfare.
Advancement: Being that you're an elite military unit, your advancement depends on your commanding officer. Unless you go AWOL.
Resources: You have all the resources the Orc military can muster until you go on a mission, after that you need to rely on your wits.

DAYWALKERS IN THE WORLD
"Orcs immune to sunlight? What are you smoking?"
You do not interact with the world at all. Even most other Orcs regard you as something like a myth due to your rarity. And you intend to keep it that way. The enemy can't defend against a weapon it doesn't know about.
Daily Life: You're either training or on a mission. There are few exceptions, other than downtime due to new magical surgery.
Notables:
Organizations: You belong to your races military, and them alone. Any thoughts otherwise and they kill you. And your family.

NPC Reaction
You're perceived as any other Orc, which is to say not nicely.

DAYWALKERS IN THE GAME
This is best for all Orc campaigns, as explaining your presence otherwise would be convoluted, and the party would constantly be pursued by the Orc military.
Adaptation: This could be better suited to NPC's due to it's nature.
Encounters: A good Daywalker should never be caught by the PC's if he's doing his job. The PC's will usually only encounter them performing sabotage before an Orc Invasion.

Sample Encounter
EL 12: The PC's stumble across an Orc attempting to poison the cities water supply. He flees with the help of several others, showing no aversion to daylight at all.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC DAYWALKER

Hit Die: d12
Skills Points at Each Level : 4 + int
Sneak Attack At Level 22 and every 3 Levels thereafter you gain another Sneak Attack die.
Bonus Feats: The Epic Daywalker gains a Bonus Feat every 2 levels higher than 20th

inuyasha
2015-06-16, 10:17 AM
Lately I've discovered a fun 3rd party book by Mongoose from their encyclopedia arcane series about crossbreeding in strange magical ways, making stuff in the same manner as the owlbear, and using it I've created a few hybrids involving goblins, one involving orcs, and one involving trolls. Would this be a good place to put them? They're fairly minor but I enjoy them nonetheless, and they seem to fit the criteria of this thread.

Bhu
2015-06-18, 01:45 AM
Sure go ahead

Bhu
2015-07-11, 03:12 PM
one for the gobbin fans


SUNSCORCH ADEPT

http://Picture URL

"Tiamat holds sway here, not Maglubiyet. I suggest you gentlemen leave."

Sunscorch Adepts are Hobgoblins who have turned from Maglubiyet to worship the Goddess of their Dragon masters.

BECOMING A SUNSCORCH ADEPT
Any Dragonfire Adept of the right race will do.

ENTRY REQUIREMENTS
Race: Sunscorch Hobgoblin
Draconic Invocations: Must be able to use Lesser Draconic Invocations
Skills: Knowledge (Arcana, Religion) 4 ranks
Feats: Clinging Breath, Enlarge Breath


Class Skills
The Sunscorch Adept's class skills (and the key ability for each skill) Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually)(Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Armored Adept, Invocations
2. +1 +0 +0 +3 Breath Weapon +1d6
3. +1 +1 +1 +3 Azure Mysteries
4. +2 +1 +1 +4 Armored Adept
5. +2 +1 +1 +4 Breath Weapon +1d6
6. +3 +2 +2 +5 Azure Mysteries
7. +3 +2 +2 +5 Armored Adept
8. +4 +2 +2 +6 Breath Weapon +1d6
9. +4 +3 +3 +6 Azure Mysteries
10.+5 +3 +3 +7 Draconic Apotheosis

Weapon Proficiencies: A Sunscorch Adept gains proficiency with Light and Medium Armor, and Light Shields..

Armored Adept (Ex): At 1st Level you do not suffer arcane spell failure when wearing Light Armor.

At 4th Level you also do not suffer arcane spell failure when using a Light Shield.

At 7th Level you may wear Medium Armor without penalty.

Invocations: Your Dragonfire Adept and Sunscorch Adept Levels stack for purposes of determining how many Draconic Invocations you know.

Breath Weapon (Su): Your Breath Weapon does an additional +1d6 damage at Levels 2, 5, and 8.

Azure Mysteries: At Levels 3, 6, and 9 you learn a new Draconic Invocation unique to this class. It does not count towards the maximum amount of Invocations you can know. See below for details.

Draconic Apotheosis (Ex): At 10th Level your Type changes to Dragon, giving you the following benefits: Darkvision 60 ft. low-light vision, immunity to Paralysis and Sleep. Additionally when using the Lightning Breath Effect you do an additional +2d6 damage.

PLAYING A SUNSCORCH ADEPT
You are the Masters right hand. Given that he is immortal you will never be anything but, but maybe there's a chance you can gain immortality too
Combat: You have minions for combat, and do not indulge unless you must. It helps keep people from realizing what you're capable of
Advancement: You do as the Master says, and as such he has control over your actions. You learn what he is willing to teach you.
Resources: So long as you are doing your Master's bidding you have whatever resources he is willing to give you.

SUNSCORCH ADEPTS IN THE WORLD
"Fanaticism is ugly, no matter what color it is."
You are the voice of your Master. For the most part many will assume you are the leader of your particular organization, when in fact you are merely a puppet who acts as it's public face. If things fall apart so much that the Dragon must reveal itself, things are bad indeed. Or war has come.
Daily Life: Your days are full of both arcane study, and tending to the businesses of your master..
Notables:
Organizations: Usually you belong to the Church of Tiamat, as well as whichever organization has been formed by your Draconic Patron.

NPC Reaction
Being that you work for Evil Dragons, working for their Evil Dragon God, people are generally less than pleased to see you.

SUNSCORCH ADEPTS IN THE GAME
This assumes you are the fanatic servant of a Blue Dragon, and Tiamat by proxy. Could make things awkward for the party.
Adaptation: Unless the party is Evil, or the PC is willing to put a lot of effort into fooling the other party members, this might be best as an NPC.
Encounters: Adepts are usually only encountered working for their masters.

Sample Encounter
EL 12: The PC's are hired to guard a desert caravan. It turns out to be more than they bargained for, when they arrive at a desert oasis run by a Blue Dragon, and a very odd Hobgoblin as his lieutenant.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SUNSCORCH ADEPT

Hit Die: d8
Skills Points at Each Level : 4 + int
Invocations You caster level continues to increase but you do not learn new invocations.
Breath Weapon At Level 22 and every three levels thereafter your Breath Weapon increases by +1d6.
Bonus Feats: The Epic Sunscorch Adept gains a Bonus Feat every 3 levels higher than 20th


NEW DRACONIC INVOCATIONS


Oasis
Lesser, 4th
Effectively this Invocation functions as the Hallucinatory Terrain spell.

A Soldiers Disguise
Greater, 6th
Effectively this Invocation functions as the Veil spell.

Deception
Greater, 5th
Effectively this Invocation functions as the Mislead spell.

Bhu
2015-07-24, 07:10 PM
Plains Giant (Athas)
Huge Giant
Hit Dice: 16d8+96 (168 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 22 (-2 Size, +2 Dex, +12 Natural), touch 10, flat-footed 20
Base Attack/Grapple: +12/+34
Attack: Slam +24 melee (1d6+14) or Stone Knife +24 melee (1d8+14) or Rock +24 ranged (2d8+14)
Full Attack: 2 Slams +24 melee (1d6+14) or Stone Knife +24/+19/+14 melee (1d8+14) or Rock +24 ranged (2d8+14)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock Throwing
Special Qualities: Low Light Vision, PR 20
Saves: Fort +16, Ref +7, Will +7
Abilities: Str 38, Dex 14, Con 22, Int 6, Wis 15, Cha 11
Skills: Climb +16, Craft (any 1) +3, Intimidate +3, Handle Animal +3, Listen +5, Spot +5
Feats: Brutal Throw, Far Shot, Improved Initiative, Point Blank Shot, Power Attack, Power Throw
Environment: Sea of Silt/Tablelands
Organization: Solitary or Family (2-5), or Tribe (21-30 +35% noncombatants plus 30-40 herd animals)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: By Character Class
Level Adjustment: +7

Plains Giants are rust or dark brown Giants vaguely resembling Elves. Their long hair is light brown or blond and like the Desert Giants they often sell it to ropemakers. They live on islands in the Sea of Silt that have plenty of vegetation, which they prefer to meat.

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

Power Resistance: Plains Giants have Power Resistance equal to 12 plus CR.

Combat: Plains Giants throw rocks before charging in with stone knives or clubs.

Bhu
2015-07-31, 08:07 PM
PLAINS GIANT

http://Picture URL if you have one

"You're going to haggle with me over the price of my hair? Really?"

Plains Giants are rust or dark brown Giants vaguely resembling Elves. Their long hair is light brown or blond and like the Desert Giants they often sell it to ropemakers, though theirs is considered to be of higher quality.

PLAINS GIANT RACIAL TRAITS
· +28 Strength, +4 Dex, +12 Constitution, +4 Wisdom, -4 Intelligence (minimum 3).
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
· Giant, giving them Low Light Vision
· Base land speed 50 ft.
· Rock Throwing (Ex): The range increment is 140 feet for a Crag Giant’s thrown rocks.
· +12 Natural Armor Bonus.
· Power Resistance: Plains Giants have Power Resistance equal to 12 plus CR.
· Racial Hit Dice: A Plains Giant begins with sixteen levels of Giant, which provide 16d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +10, Ref +5, and Will +5. A Desert Giants Giant levels give it skill points equal to 19 × (2 + Int modifier, minimum 1) and 6 Feats. Its class skills are Climb, Craft, Handle Animal, Intimidate, Listen, and Spot.
· Plains Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +7
· Favored Class: Barbarian


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

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

HEIGHT AND WEIGHT
Base Height: Male: 20 ft Female: 18 ft.
Height Modifier: +2d4 ft.
Base Weight: Male: 6000 lbs. Female: 4500 lbs.
Weight Modifier: x100 lbs.

PLAINS GIANT CHARACTERS
Casters are a bad route as usual for most Giants. Just about anything else not relying on Int is good though.
Adventuring Race: Plains Giants go on adventures for curiosity, to escape the Sea of Silt, or hire out as mercenaries in desperate times.
Character Development: Mechanically the Plains Giants are pretty similar to the Desert Giants, and make decent antipsionic/caster fighters.
Character Names:

ROLEPLAYING A PLAINS GIANT
Much less xenophobic than the Desert Giant, you are also more industrious. Plains Giant hirelings are a fairly common site, and many of your people hire out to gain services for your Silt-locked brethren they might not have otherwise.
Personality: You like to be busy with something. Idleness is foreign to you.
Behaviors: Plains Giants spend much of their time refining their skills. The harsh life of the Silt makes it necessary.
Language: Plains Giants speak the Giant language, but have no written alphabet.

PLAINS GIANT SOCIETY
While they are still shepherds, the Plains Giants are not nearly as savage as the Desert Giants (and definitely not as bad as the Beastheads). The braver ones often travel the world if they can manage to escape the Silt.
Alignment : Plains Giant society is Chaotic Good for the most part, though some have Neutral tendencies.
Lands : Plains Giants live on islands in the Sea of Silt, preferring ones with plenty of vegetation.
Settlements : Plains Giants usually do not have the option to emigrate from their homes. The Sea of Silt makes mass migration impossible.
Beliefs : Plains Giants have few religious beliefs or preferences, as with most Athasians.
Relations: Unlike their relatives the Desert Giants, the Plains Giants get along relatively well with the other races, and many will temporarily hire out as workers.

PLAINS GIANT ADVENTURES
· The traders who come to make rope from your tribe's hair are days late. You need the supplies they bring, which mean you need to venture out into the Silt to find what has gone wrong
· Silt Horrors have encircled the island, making you wonder if they are being driven by something. The tribe has a desperate plan to distract them long enough for you to get past them and bring help.
· A member of the tribe has gone missing. She has been seen at night in the distance in the Silt, but disappears before anyone can approach. You have been volunteered to solve this.

Bhu
2015-09-01, 08:06 PM
Beasthead Giant (Athas)
Huge Giant (Psionic)
Hit Dice: 15d8+90 (157 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 24 (-2 Size, +3 Dex, +13 Natural), touch 11, flat-footed 21
Base Attack/Grapple: +11/+32
Attack: Slam +22 melee (1d6+13) or Weapon +22 melee or Rock +12 ranged (2d8+13) plus Beasthead
Full Attack: 2 Slams +22 melee (1d6+13) or Weapon +22/+17/+12 melee or Rock +12 ranged (2d8+13) plus Beasthead
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock Throwing, Psionics, Beast Head
Special Qualities: Low Light Vision, PR 28
Saves: Fort +15, Ref +8, Will +7
Abilities: Str 36, Dex 16, Con 22, Int 6, Wis 15, Cha 16
Skills: Autohypnosis +7, Climb +17, Listen +7, Spot +6
Feats: Improved Multiattack, Multiattack, Narrow Mind, Psionic Mastery, Psionic Meditation, Unconditional Power
Environment: Sea of Silt
Organization: Solitary or Family (3-6)
Challenge Rating: 16
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By Character Class
Level Adjustment: +9

Beastheads are shorter than most Athasian Giants. They are pale pink or alabaster mutations with the heads of local beasts who live on islands in the Sea of Silt. Exactly who or what is responsible for their condition is unknown.

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

Psionics: Beasthead Giants can Manifest Psionic Powers as a Wilder whose Level is equal to their Hit Dice. If they take Levels in Wilder these Levels stack.

Beast Head: Beast head Giants often have a monstrous head that gives them a Secondary Natural Attack. Common heads are Eagle (2d6+Str Modifier bite), Goat (2d6+Str Modifier Gore), or Wolf (2d6+Ste Modifier bite). Less common are the Id Fiend (2d6+Str Modifier), or Kirre (Bite 1d8+Str Modifier and Gore 2d6+Str Modifier). Rarest is the Braxat (May use Breath Weapon every 1d4 rounds doing 2d10 acid damage in a 15' Cone, DC 23 Reflex Save for half damage, Save DC is Constitution based).

Power Resistance: Beasthead Giants have Power Resistance equal to 12 plus CR.

Combat: Beastheads usually use rocks, slings and spears and occasionally psionic powers at range. Up close they prefer staves, clubs and their natural weapons.

Bhu
2015-09-28, 05:45 PM
BEASTHEAD GIANT

http://Picture URL if you have one

'You give Tor tribute, or Tor will eat your heads. Tor is bastard at heart."

Mutant Giants with pink or alabaster skin, and the head of animals/magical beasts. Despite being shorter than most other Athasian Giants, they are more powerful given their psionic abilities

BEASTHEAD GIANT RACIAL TRAITS
· ++26 Strength, +6 Dexterity, +12 Constitution, +4 Wisdom, +6 Charisma, -4 Intelligence (minimum 3).
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
· Giant, giving them Low Light Vision
· Base land speed 50 ft.
· Rock Throwing (Ex): The range increment is 140 feet for a Crag Giant’s thrown rocks.
· +12 Natural Armor Bonus.
· Psionics: Beasthead Giants can Manifest Psionic Powers as a Wilder whose Level is equal to their Hit Dice. If they take Levels in Wilder these Levels stack.
· Beasthead: Beast head Giants often have a monstrous head that gives them a Secondary Natural Attack doing 2d6 plus Str Modifier.
· Power Resistance: Beasthead Giants have Power Resistance equal to 12 plus CR.
· Racial Hit Dice: A Plains Giant begins with sixteen levels of Giant, which provide 15d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +9, Ref +5, and Will +5. A Desert Giants Giant levels give it skill points equal to 18 × (2 + Int modifier, minimum 1) and 6 Feats. Its class skills are Autohypnosis, Climb, Listen, and Spot.
· Plains Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +9
· Favored Class: Wilder

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

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

HEIGHT AND WEIGHT
Base Height: Male: 15 ft. Female: 13 ft.
Height Modifier: +2d4 ft.
Base Weight: Male: 5000 lbs. Female: 4000 lbs.
Weight Modifier: 100 lbs.

BEASTHEAD GIANT CHARACTERS
Beastheads make pretty decent melee tanks with their psionic powers backing them up.
Adventuring Race: Beastheads are xenophobic savages. They rarely leave their islands, so for one to be an adventurer it would need to be an outcast or have suffered some cathartic event.
Character Development: Beastheads have a little more flexibility since their racial levels stack with Wilder Levels for manifesting, but they still have a pretty massive racial LA.
Character Names:

ROLEPLAYING A BEASTHEAD GIANT
Defense of your island and it's herds are your top priority. Being smaller than some Giants you can't roam the Silt as freely, and casters want your blood for their magic.
Personality: You kill anything that comes within sight of your home. There is no question, there is no quarter.
Behaviors: Typical behavior for the Beastheads is virtually unknown, as their society is rarely observed, if at all.
Language: Beastheads have no writen language, and usually speak the Giant tongue.

BEASTHEAD GIANT SOCIETY
Beastheads are at the stone age level, having a society and culture only in the loosest sense.
Alignment : Beastheads are almost universally Neutral Evil, with some few being Neutral or Chaotic Neutral.
Lands : Much like the other common Giants of Athas, the Beastheads live on islands in the Sea of Silt..
Settlements : The Beastheads do not settle. They keep to themselves.
Beliefs : Beastheads have few religious beliefs or preferences, as with most Athasians.
Relations: Xenophobia is strong in the Beastheads. They rarely pick fights other than to keep creatures from their homes, but their savage nature makes it impossible to get along with them. Casters use their blood as a component for spellcasting, so they hate outsiders.

BEASTHEAD GIANT ADVENTURES
· Somehow a Silt Horror has taking a liking to you, and you now refer to him as your pet critter. Mom is pissed, and has thrown you off the island.
· A being claiming to be a God has appeared in the Sea of Silt, and has declared that you will lead an all powerful army of the Damned in the final battle for control of the world. Personally you think he's nuts, but he did vaporize the entire island you were on with a wave of his hand, so Go Armageddon!
· You want a mate. The available women have told you to do something heroic, and worthy of their favor. You think their favor is overrated, but whatever. So you go out and kill some Templar or other. Now you have potential wives squabbling over you, and a slavering horde of the Templar's buddies screaming for your heart. Romance is not as great as the storytellers say...

Beasthead Giant Racial Substitution Levels

Ranger
Levels 1, 6, 11: New options for Combat Mastery.
Combat Mastery (Ex): Quicksand Style gains you the following Feats: Combat Expertise (1st), Improved Trip (6th), and Sand Snare (11th). Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th).
Level 3: Replace Endurance with Heat Endurance
Heat Endurance: You gain Heat Endurance as a Bonus Feat.
Level 4: Replace Animal Companion with one from Sandstorm list (or for something more Athas appropriate).
Level 4: Replace Woodland Stride with Sandskimmer
Sandskimmer: You gain Sandskimmer as a Bonus Feat.

Barbarian
Level 1: Replace Fast Movement with Silt-Fighting
Silt-Fighting (Ex): You gain Silt Fighter as a Bonus Feat.
Level 3: Replace Trap Sense with Silt Trap Sense
Silt Trap Sense (Ex): Your Trap Sense Bonus is now received against natural hazards of the Silt Sea (and also applies to his AC against same). Hazards being various terrain features.

Wilder
Level 1: You have a slightly different Powers List.
Powers: You get alternative powers at each level. At each Level you may switch one Power from your list for a Power from the Egoist or Psychic Warrior Lists. The Powers must be of the same Level.

Bhu
2015-11-01, 09:24 PM
MAULER

http://Picture URL

"ROOOOAAAARRR!"

Maulers are animalistic Beasthead Giants who have somehow tapped into the powers and abilities of the animal whose head they have.

BECOMING A MAULER
A Beasthead Giant with any Racial Feat will do.

ENTRY REQUIREMENTS
Race: Beasthead Giant
Feats: Any 1 Racial Feat, Psionic Fist
Skills: Any 2 Racial skills 8 ranks or higher


Class Skills
The Mauler's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Listen (Wis) and Spot (Wis).
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Psychic Combat
2. +1 +3 +0 +3 Hardened Body
3. +2 +3 +1 +3 Beast Totem
4. +3 +4 +1 +4 Psychic Combat
5. +3 +4 +1 +4 Hardened Body
6. +4 +5 +2 +5 Beast Totem
7. +5 +5 +2 +5 Psychic Combat
8. +6 +6 +2 +6 Hardened Body
9. +6 +6 +3 +6 Beast Totem
10.+7 +7 +3 +7 Veteran Mauler

Weapon Proficiencies: A Mauler gains no new weapon or armor proficiencies.

Psychic Combat: At Levels 1, 4 and 7 you gain a cumulative +1 Bonus to Autohypnosis and Concentration Checks. You also add any one Psionic Power whose Range is Personal to your List of powers available. The power must be of a Level you can Manifest, and can come from any list.

Hardened Body (Ex): At 2nd Level you do not die until you have reached negative (10 plus your Con Modifer) hit points, and you may fight and move normally when at or below 0 hit points. For example, if you have a Con Modifier of +4, you may fight to -14 hit points. At 5th Level you gain a +2 Morale Bonus to attack and damage rolls when at less than 50% of your maximum hit points. At 8th Level your Natural Armor Bonus improves by an amount equal to your Con Modifier.

Beast Totem: At 3rd Level you may communicate telepathically with any member of the species whose head you have out to a range of 120 ft., and they automatically regard you as Friendly. At 6th Level you may use Psionic Dominate on them as a Psi-Like Ability 3/day. At 9th Level you may Summon one or more members of their species 1/day as a Supernatural Ability (this otherwise works like the Summon Monster spell). If the creatures CR is 11 or higher you Summon 1. If it's CR 10 or lower you get 1s4+1.

Veteran Mauler:

PLAYING A MAULER
Maulers have some sort of odd psychic connection to the beast whose head they have, Or they're raving lunatics whose bestial nature reinforces their psionic power. No one's really determined to find out.
Combat: Maulers are generally melee brutes who use their psionic powers to boost their combat abilities. They more animal than anything else, and rarely make good tacticians.
Advancement: Maulers are pretty much on their own with no experieenced hands to guide them most of the time. So while no one places limits on their development, they tend to be remarkably similar due to the demands of survival.
Resources: Maulers are pretty much on their own, unless they have family willing to aid them.

MAULERS IN THE WORLD
"Is he eating that Spinewyrm?"
Maulers interact with the world by violently murdering parts of it. Approaching them is not remotely safe at all.
Daily Life: Pretty much the same as any other stone age primitive, you spend your days clawing for survival.
Notables:
Organizations: Maulers have no organization. Unless they're part of a family or extended clan, they're on their own.

NPC Reaction
PC's regard you pretty much the way they regard any giant monster.

MAULERS IN THE GAME
This kind of requires you to be a member of a race most other races are terrified of. This will cause problems depending on what the rest of the party is, and where it goes.
Adaptation: This is obviously meant for Dark Sun only, and would require some adaptation for other campaigns.
Encounters: Maulers don't travel much. If you want to find them you go to them, and they aren't known for welcoming visitors.

Sample Encounter
EL 12: The PC's have been hired by a group of merchants desperate to know who has been attacking their routes in the Sea of Silt.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MAULER

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


Beasthead Giant Racial Feats


Aprig Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Bitten opponents must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Con Modifier) or contract the Red Ache (see diseases in the DMG).


Bear Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. It also gains Improved Grab. If it succeeds with it's Bite Attack it can automatically attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's Bite damage with a Grapple Check.


Boneclaw Head
Prerequisites: Beasthead Giant, 9+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest Inflict Pain 3/day as a Psilike Ability.


Braxat Head
Prerequisites: Beasthead Giant, 6+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Once every 1d4 rounds it can breathe Acid in a 30 ft. cone of acid doing 6d6 damage.


Carru Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Gore Attack. They also gain a Trample Attack doing 2d8 plus one and a half times Str damage (Reflex Save for half damage, Save DC is Str based).


Cha'Thrang Head
Prerequisites: Beasthead Giant, 6+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous. Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Str.


Drik Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it does 4d4 plus one and a half times Str damage with a successful Charge attack.


Eagle Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a +8 Racial Bonus on Spot Checks.


Erdland Head
Prerequisites: Beasthead Giant, 9+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally the Erdland can cast the following as a Psilike Ability 3/day: Psionic Dominate.


Fordorran Head
Prerequisites: Beasthead Giant, 6+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally is can Manifest Concussion Blast at will as a Psilike Ability.


Goat Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a +4 Racial Bonus to Jump Checks and Fortitude Saves to avoid harm from things it has eaten (such as ingested poisons).


Gorak Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can cast the Hypnotism at will as a Spell-Like Ability.


Hatori Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. It also gains a Burrow speed of 30 ft.


Id Fiend Head
Prerequisites: Beasthead Giant, 6+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally once every 1d4 rounds it can emanate Fear (as per the spell) in a 60 ft. Cone. Save DC is Charisma based.


Jaguar Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. In addition, the Beasthead can make a Full Attack on a Charge.


Jankx Head
Prerequisites: Beasthead Giant, 6+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous. Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Dex.


Kirre Head
Prerequisites: Beasthead Giant, 12+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as a Psilike Ability: Id Insinuation, Psychic Crush, Thought Shield.


Klar Head
Prerequisites: Beasthead Giant, 12+
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as Psilike Abilities: Control Body, Control Sound, Telekinetic Force.


Lizard Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a +4 Racial Bonus on Balance and Climb Checks.


Mekillot Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Tongue Attack. It's reach with it's tongue is 20 ft with it's tongue. Additionally if it makes a successful Tongue attack against a Medium or smaller opponent, it can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity. It does it's Tongue damage with a successful Grapple Check.


Pterrax Head
Prerequisites: Beasthead Giant, 9+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following powers 3/day as a Psilike Ability: Animal Affinity, Mindlink, Thicken Skin.


Raclinn Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it may enter Rage (as per the Barbarian ability) 1/day. This stacks with daily uses of Rage you gain from Barbarian Levels.


Razorwing Head
Prerequisites: Beasthead Giant, 6+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a Flight speed (Average) equal to 60 ft., but loses this ability in an Antimagic or Null Psionics Field.


Ruve Head
Prerequisites: Beasthead Giant, 15+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as Psilike Abilities: Psionic Dimensional Anchor, Psionic Dimension Door, Psionic Teleport.


Sand Howler Head
Prerequisites: Beasthead Giant, 12+
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a Gaze Attack: Paralysis 2d4 rounds, Fortitude Save negates (Save DC is Charisma based), 30 feet.


Silk Wyrm Head
Prerequisites: Beasthead Giant, 6+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can drain it's opponents blood, doing 1 point of temporary Constitution damage with a successful Grapple Check.


Silt Eel Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it becomes immune to the effects of Silt, and may make Swim Checks to move through it.


Sitak Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it may communicate Telepathically with a range of 60 ft.


Sloth Head
Prerequisites: Beasthead Giant, 3+ ND
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a Climb speed equal to it's base Land Speed.


Snake Head
Prerequisites: Beasthead Giant, 6+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous. Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Con.


Tembo Head
Prerequisites: Beasthead Giant, 9+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it's Bite bestows 1 negative Level (Fortitude Save to remove, Save DC is Charisma based).


Tigone Head
Prerequisites: Beasthead Giant, 12+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as Psilike Abilities: Clairvoyant Sense, Danger Sense, and Ubiquitous Vision


Wolf Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains the Scent ability.


Zhakal Head
Prerequisites: Beasthead Giant, 9+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. It may also Manifest the following Powers as Psilike Abilities 3/day: Cloud Mind, Ego Whip, Mindlink.


Z'tal Head
Prerequisites: Beasthead Giant, 3+ HD
Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally once every 1d4 rounds the Beasthead may scream. All living creatures within 60 ft. that can hear him must make a Fortitude Save (Save DC is Charisma based) or be Deafened and Dazed for 1d3 rounds.

Bhu
2015-11-21, 09:46 PM
Desert Giant (Al-Qadim)
Huge Giant
Hit Dice: 13d8+65 (123 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 19 (-2 Size, +11 Natural), touch 8, flat-footed 19
Base Attack/Grapple: +9/+27
Attack: Slam +17 melee (1d6+10) or Weapon +17 melee
Full Attack: 2 Slams +17 melee (1d6+10) or Weapon +17/+12 melee
Space/Reach: 15 ft./15 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Desert Camouflage, Curse
Saves: Fort +13, Ref +4, Will +6
Abilities: Str 31, Dex 10, Con 21, Int 10, Wis 14, Cha 11
Skills: Craft (Weaponsmithing) +8, Handle Animal +8, Hide +0, Listen +8, Move Silently +6, Ride +8, Spot +8
Feats: Far Shot, Mounted Combat, Point Blank Shot, Ride-By Attack, Spirited Charge
Environment: Warm Desert
Organization: Solitary or Tribe (21-30 +35% noncombatants plus 30-40 herd animals)
Challenge Rating: 7 (8 for Sand-Shifter)
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +5

The Desert Giants are a once great civilization of Al-Qadim reduced to nomadic ruin by the anger of the Gods. They resemble wrinkled elders even at a young age as their skin ever more resembles the stone and sand they are slowly becoming. Their eyes are a pale blue until the change is upon them, and when they darken to brown it is a sign the Giant doesn't have much longer.

Desert Camouflage (Ex): A Desert Giant who is unobserved in Desert Terrain and who makes a Hide Check as a Full Round Action he gets a +8 Bonus on the Hide Check.

Curse (Ex): Whenever a Desert Giant goes up an age category (from Middle Age to Old for example) they must make a Fortitude Save. Save DC is 25 at Middle Age, DC 30 at Old, and Giants reaching Venerable automatically fail. The first time the Giant fails it begins to fossilize, and is Slowed as per the spell. The second time the penalties from being slowed increase to -2. At Venerable they permanently turn to Stone.

Combat: Desert Giants prefer to fight with spears, mounted if possible. It isn't usual to fins something that can bear their weight but they have been seen riding Rocs, truly gigantic lizards and insects, and undead abominations cobbled together from loose bones. Chieftains often wield scimitars, and if they have no mounts Desert Giants rely on ambush tactics.



Desert Giant Sand-Shifter
1 in 10 Desert Giants is gifted with the ability to recall their ancestors from stone and sand. So long as they are in a desert environment they can Summon 1d6 Desert Giants 1/week. These Giants will remain and fight for 2d6 rounds before crumbling into dust again. Some are able to summon the undead mounts the Desert Giants ride into battle.

Bhu
2015-12-01, 07:45 PM
DESERT GIANT

http://Picture URL if you have one

"We have been abandoned even by the Gods. Why should your needs matter to us, you who still have their blessings?

Desert Giants are nomadic herders following the rains in Al-Qadim. They are weathered and craggy, with even their children looking aged. Their eyes are a piercing blue, turning brown when their impending fossilization arrives.

DESERT GIANT RACIAL TRAITS
· +20 Strength, +10 Constitution, +4 Wisdom.
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
· Giant, giving them Low Light Vision
· Base land speed 40 ft.
· +11 Natural Armor Bonus.
· Desert Camouflage (Ex): A Desert Giant who is unobserved in Desert Terrain and who makes a Hide Check as a Full Round Action he gets a +8 Bonus on the Hide Check.
· Curse (Ex): Whenever a Desert Giant goes up an age category (from Middle Age to Old for example) they must make a Fortitude Save. Save DC is 25 at Middle Age, DC 30 at Old, and Giants reaching Venerable automatically fail. The first time the Giant fails it begins to fossilize, and is Slowed as per the spell. The second time the penalties from being slowed increase to -2. At Venerable they permanently turn to Stone.
· Racial Hit Dice: A Desert Giant begins with thirteen levels of Giant, which provide 13d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +8, Ref +4, and Will +4. A Desert Giants Giant levels give it skill points equal to 16 × (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Craft (Weaponsmithing), Handle Animal, Hide, Listen, Move Silently, Ride, Speak Language and Spot.
· Plains Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +5
· Favored Class: Ranger


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

AGING EFFECTS
Middle Age: 175
Old: 263
Venerable: 400

HEIGHT AND WEIGHT
Base Height: Male: 15 ft. Female: 13 ft.
Height Modifier: +2d4 ft.
Base Weight: Male: 5000 lbs. Female: 4000 lbs.
Weight Modifier: 100 lbs.


DESERT GIANT CHARACTERS
Desert Giants make decent mounted combat fighters. They aren't very prone to worship, so few would be divine casters.
Adventuring Race: Most Desert Giants who adventure do so for very personal reasons or to aid their tribe. They try to avoid entanglements of any kind, and their aloofness doesn't endear them to many.
Character Development: You won't likely be a caster of any kind, so worries about Racial HD are mollified somewhat. You still don't really greak the traditional Giant role of terrifying beatstick though.
Character Names:

ROLEPLAYING A DESERT GIANT
You are dour to a fault, often being referred to as a walking cloud of despair. You would do anything to end your races curse, but you have long since lost hope.
Personality: The Desert Giants have long felt ignored and forgotten by all, and in return see no reason to take into account the feelings, laws and needs of anyone who doesn't care about them (i.e. just about every other living thing). They aren't quite sociopaths, but they can be very self-centered.
Behaviors: Due to their depression, most Desert Giants just concentrate on survival. Most have quietly accepted their lot, and do nothing to better life or improve their situation. The few who have not accepted their curse are generally filled with apoplectic rage.
Language: Desert Giants speak the Giant and Common tongues, and often speak several other languages due to their travels.

DESERT GIANT SOCIETY
The Desert Giants are nomadic shepherds, following the rains from place to place. Their herds will strip farmlands bare, and the Giants care not as their curse has created in them apathy and despair. Many towns actually give them tribute to make them go away.
Alignment : Most Desert Giants are truly Neutral, caring only about themselves and their own kind.
Lands : Desert Giants prefer the scrub plains and deserts of Zakhara.
Settlements : But being nomads never settle in any place for long.
Beliefs : Desert Giants have a curse laid upon them by the Gods, which makes most of them fairly antitheist. Others take the opposite tack, and are more devout than most in hopes of finding relief for their people.
Relations: Desert Giants are willing to trade for necessities, and often work as mercenaries in lean times. However their curse makes them standoffish, and uncaring of the rights of others at times.

DESERT GIANT ADVENTURES
· Rumors have reached you of a set of texts discovered in remote ruins that explain the fate of your people. Moreover, it also states how their curse can be removed. You will stop at nothing to possess it.
· The Ancestors your people summon when defense is needed are no longer returning to their graves in the sand, instead making lonely treks into the desert. They do not communicate or give explanation. You have been tasked with discovering why.
· The rains now bring Black Clouds of Vengeance that seem to pursue your people. Many blame your eternal rivals the Genies, but you suspect otherwise. You intend to see if your suspicions are correct.


Desert Giant Racial Substitution Levels

Ranger
Levels 1, 6, 11: New options for Combat Mastery.
Combat Mastery (Ex):
Level 3: Replace Endurance with Heat Endurance
Heat Endurance: You gain Heat Endurance as a Bonus Feat.
Level 4: Replace Animal Companion with one from Sandstorm list.
Level 4: Replace Woodland Stride with Sandskimmer
Sandskimmer: You gain Sandskimmer as a Bonus Feat.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
Level 10: Replace Blindsense with Tremor Sense 15'.
Level 20: Replace Blindsight with Tremor Sense 30'.

Barbarian
Level 1: Replace Rage with Hurling Rage
Hurling Rage (Ex): At Level 1 the Desert Giant gains Hurling Rage. This has all the drawbacks of Rage but different benefits. The Giant gains the Throw Anything feat as a bonus feat. However, since he depends on brute strength more than skill, he can throw anything (not just weapons) he can lift as a light load. If the item is an improvised weapon, he takes a -2 penalty on his attack roll instead of the normal -4. (See Chapter 4 of Complete Warrior to determine the amount of damage the thrown weapon does). The range increment of a thrown weapon or improvised weapon wielded by a hulking hurler is 10 feet + 5 feet per size category the hulking hurler is beyond Large (this is a modification of the Throw Anything feat). He also gains a +2 Bonus to Willpower Checks.
Level 11: Replace Greater Rage with Greater Hurling Rage
Greater Hurling Rage (Ex): At Level 11 while Raging, the Desert Giant effectively gains the Fling Enemy Feat. Unlike normal uses of the Feat your victim lands prone, and takes 1d6 falling damage for every 10 feet he is thrown. He no longer takes penalties to attack rolls for improvised weapons. He also gains a +3 Bonus to Willpower Checks.
Level 20: Replace Mighty Rage with Mighty Hurling Rage
Mighty Hurling Rage (Ex): At Level 20 you get a +4 Bonus on attack and damage rolls with thrown weapons (including improvised weapons). This Bonus also applies to the damage dealt to flung opponents. The critical threat range with any weapon you throw increases by 1. He also gains a +4 Bonus to Willpower Checks.

Bhu
2015-12-19, 05:50 PM
SAND-SHIFTER

http://Picture URL

"Too much good fortune can make you smug and unaware. Happiness should be like an oasis, the greener for the desert that surrounds it."

Sand-Shifters are roughly one in 10 Desert Giants, blessed with the ability to create and control mounts for the tribe, as well as call up it's fallen to defend it once again.

BECOMING A SAND-SHIFTER
Just about any Desert Giant with the Sand Shifter Feat qualifies.

ENTRY REQUIREMENTS
Race: Desert Giant
Feats: Sand Shifter, Mounted Combat
Skills: Handle Animal (8 ranks), Knowledge (Nature) 8 ranks


Class Skills
The Sand-Shifter's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (Any)(Wis), Listen (Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Desert Lore
2. +1 +0 +0 +3 Create Mount
3. +2 +1 +1 +3 Call Ancestors
4. +3 +1 +1 +4 Desert Lore
5. +3 +1 +1 +4 Create Mount
6. +4 +2 +2 +5 Call Ancestors
7. +5 +2 +2 +5 Desert Lore
8. +6 +2 +2 +6 Create Mount
9. +6 +3 +3 +6 Call Ancestors
10.+7 +3 +3 +7 Desert Secrets

Weapon Proficiencies: A Sand-Shifter gains no new weapon or armor proficiencies.

Desert Lore (Su): At 1st Level you can use Handle Animal to direct any Animal or Vermin created using your (or an others) Create Mount ability, and they always see you and other Desert Giants as Friendly.

At 4th Level you can do the same for any Elemental created using your (or an others) Create Mount ability.

At 7th Level you can doe the same for any Undead created using your (or an others) Create Mount abilty.

Create Mount (Su): At 2nd Level you can Create Mount 1/week, and gain an additional weekly use at Levels 5 and 8. You can create a number of Mounts equal to your Charisma Modifier at 2nd Level, This increases to (Cha Mod times 2) at 5th Level, and (Cha Mod times 3 at 8th Level). At 2nd Level you may Create Mounts by expanding a number of Animals or Vermin to Gargantuan size by applying the Titanic Template (see Fiend Folio). At 5th Level you may use it to create Earth Steeds (see Earth Steed Template). At 8th Level you may use it to create Pale Horses (see Pale Horse Template). The Steeds serve yourself and other Desert Giants for a number of days equal to your Cha Modifier). Note they serve as steeds only. They will fight only to defend themselves, unless you can order them via your Desert Lore ability. Desert Giants without this ability must make do.

Call Ancestors (Su): At Level 3 when you Summon 1d3 Ancestors instead of 1. This increases to 1d4+1 at Level 6, and 1d4 plus your Cha Modifier (minimum of +1) at Level 9.

Desert Secrets (Ex): Mounts or Ancestors you summon gain a +2 to attack and damage rolls, and saving throws while within 120 ft. of you.

PLAYING A SAND-SHIFTER
You provided a necessary service for the tribe, in both mobility and defense. Mounts are hard to come by, and the ones you summon are quite needed to fill the gaps sometimes.
Combat: Usually you will summon up several Ancestors and fight with them.
Advancement: How you advance generally depends upon the needs of the tribe.
Resources: Whatever meager resources the tribe has to offer are yours if it helps their survival.

SAND-SHIFTERS IN THE WORLD
"He speaks for the Ancestors, therefore he speaks for us."
Without you the tribe would feel some loss, without Sand-Shifters at all they would be bereft. Your survival is put at a premium, because their survival depends on you.
Daily Life: Much of your time is spent tending to the needs of the tribe.
Notables:
Organizations: Sand-Shifters always look out for their fellow Desert Giants, but they have no real organization.

NPC Reaction
NPC's who don't know better tend to think of you as a horrifying necromancer, those who do still feel afraid of you (you are a Giant after all).

SAND-SHIFTERS IN THE GAME
Foes of the Desert Giants will prioritize making you a target.
Adaptation: This is meant solely for the Al-Qadim setting (or at least one using the Desert Giants).
Encounters: Sand-Shifters are encountered wherever Desert Giants may be found..

Sample Encounter
EL 12: The caravan leader whose goods the PC's are guarding flips off a giant, who raises a hand, bringing up 3 more giants from the sand. You just knew this assignment would suck.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SAND-SHIFTER

Hit Die: d8
Skills Points at Each Level : 4 + int
Call Ancestors When using this Ability you now summon 2d4 plus Cha Modifier Ancestors.
Bonus Feats: The Epic Sand-Shifter gains a Bonus Feat every 3 levels higher than 20th


Desert Giant Racial Feats

Sand Shifter
You talk to dead people, and amazingly they listen.
Prerequisites: Desert Giant, Cha 15+
Benefits: Once per day you can summon an Ancestor from the desert sands for 1 round per Hit Die you possess. An Ancestor is a CR 7 Desert Giant with the Ancestor Template. The Ancestor will obey any of your commands, with the exception of harming other Desert Giants whom it will defend if you do not order otherwise.

Improved Desert Camouflage
You are not here. Truly.
Prerequisites: Desert Giant, Hide 4 ranks
Benefits: You can use the Hide skill in any natural desert terrain, even if the terrain doesn’t grant cover or concealment.

Sand-Sense
You can sense other creatures moving through the sand.
Prerequisites: Desert Giant, Sand Shifter, Wis 15+
Benefits: While standing in the desert Sands you effectively have Blindsight with a 60 ft. range (this is a Supernatural ability).

Power of the Desert
You can call upon the powers of the desert.
Prerequisites: Desert Giant, Sand-Sense
Benefits: You have a +2 Bonus on attack and damage rolls and Fortitude Save as long as you maintain contact with the desert sands. This is a Supernatural Ability.

Bhu
2015-12-28, 10:07 PM
Earth Steed

Earth Steed is an Acquired Template that can be applied to any Huge or larger Elemental with the Earth Subtype, and no other Elemental Subtypes. It changes the Elemental into a quadrupedal, vaguely camel-like shape.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

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

Brownout (Ex): At will as a Standard action, the Earth Steed can create brownout conditions in a 20 ft area surrounding it. Any character in brownout conditions caused by a sandstorm takes a –4 penalty on Dexterity-based skill checks, as well as Search checks, Spot checks, and any other checks that rely on vision (including attack rolls).

Trample (Ex): The Earth Steed gains a Trample attack doing 2d12 plus one and a half times Str Modifier damage. Opponents can make a Reflex Save for half damage (Save DC is Str Based).

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

Friend of the Desert (Ex): The Earth Steed will willingly serve as a mount or beast of burden to any Desert Giant, but unless they have 4+ Levels in the Sand-Shifter class they cannot convince it to do anything else.

Saves: Unchanged.

Abilities: Int is reduced to 2. +2 Str

Skills: Adjust Skills due to Int Penalty.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: ---

Bhu
2016-01-05, 10:03 PM
Pale Horse
Huge Undead
Hit Dice: 19d12 (193 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 20 (-2 Size, +1 Dex, +11 Natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+27
Attack: Hoof +17 melee (2d4+10)
Full Attack: 2 Hooves +17 melee (2d4+10) and 1 Bite +17 melee (2d4+5 plus 1d8 Con Drain)
Space/Reach: 15 ft./10 ft.
Special Attacks: Deadly Bite, Fear Aura
Special Qualities: Undead traits, Darkvision 60 ft., DR 5/Adamantine and Bludgeoning, Immune to Cold damage
Saves: Fort +6, Ref +7, Will +13
Abilities: Str 30, Dex 12, Con -, Int 2, Wis 14, Cha 20
Skills: Listen +13, Spot +13
Feats: Improved Multiattack, Multiattack, Run, 4 more
Environment: Warm Desert
Organization: Solitary (see text)
Challenge Rating: 9
Treasure: None
Alignment: Neutral Evil
Advancement: 20-28 HD (Huge), 29-57 HD (Gargantuan
Level Adjustment: ---

Pale Horses are vaguely horse shaped juggernauts of bone called up from the desert by the Sand-Shifters. Normally they serve for a time and crumble back into the sand, but rumors whisper of Pale Horses roaming the night sands alone. Such sightings are considered a very ill omen or premonition of death.

Deadly Bite (Su): Living creatures hit by a Horses bite attack must succeed on a DC 24 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

Fear Aura (Su): Pale Horses are shrouded in a dreadful aura of death and evil. Creatures of less than 9 HD in a 60-foot radius that look at the Horse must succeed on a Will save or be affected as though by a Fear Spell from a sorcerer whose Level is equal to the Horses Hit Dice. A creature that successfully saves cannot be affected again by the same Horses aura for 24 hours.

Combat: Pale Horses left to their own devices will attack any living thing not a Desert Giant, and so must be restrained or guided by a Sand-Shifter, They tend to charge straight into opponents, teeth gnashing all the way.

Blake Hannon
2016-01-07, 07:32 AM
Question: is this thread just for stats, or is fluff acceptable too?

Bhu
2016-01-12, 11:06 PM
fluff is good :smallbiggrin:

Bhu
2016-01-25, 08:33 PM
Ancestor

Ancestor is an Acquired Template temporarily applied to any Desert Giant. They are the Undead forms of Desert Giants who have turned to stone from their Curse temporarily brought back to a semblance of life.

Size and Type: Size is unchanged, Type changes to Undead.

Hit Dice: All current Hit Dice become d12's, and hit points are recalculated.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases by +4.

Attacks: Unchanged.

Damage: Slam attack damage increases to 2d6 plus Str modifier.

Special Attacks: Retains all Special Attacks.

Special Qualities: Retains all Special Qualities except it's Curse, plus gains the following:

Damage Reduction 5/- (Ex)

Saves: Unchanged.

Abilities: +2 Str, -2 Dex, -4 Wis, -2 Cha. Int drops to 2. As an Undead being the Ancestor has no Con score.

Skills: Recalculate skills due to Int Penalty.

Feats: Unchanged.

Environment: Unchanged.

Organization: Varies (see Sand-Shifter above).

Challenge Rating: +0

Treasure: None

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: ---

Bhu
2016-02-10, 02:42 AM
a preview of whats next whilst i finish the sand shifters capstone

Jungle Giant (Al-Qadim)
Huge Giant
Hit Dice: 11d8+44 (93 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 17 (-2 Size, +2 Dex, +7 Natural), touch 10, flat-footed 17
Base Attack/Grapple: +8/+25
Attack: Slam +15 melee (1d6+9) or Composite Longbow (+9 Str Bonus) +15 melee (3d6+9/x3)
Full Attack: 2 Slams +15 melee (1d6+9) or Composite Longbow (+9 Str Bonus) +15 melee (3d6+9/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Poison Use
Special Qualities: Low Light Vision, Jungle Camouflage
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 28, Dex 14, Con 18, Int 12, Wis 15, Cha 11
Skills: Climb +17, Craft (any 3) +7, Hide +2 (+6 in Jungles), Listen +6, Move Silently +6, Spot +6, Survival +6
Feats: Far Shot, Improved Precise Shot, Point Blank Shot, Precise Shot
Environment: Warm Forest
Organization: Solitary or Tribe (21-30 +35% noncombatants plus 1d6 Giant Dragonflies)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +5


Jungle Giants are tall, thin Giants with muddy yellow skin and pale green hair. They often have tattoos, elaborate feather head dresses, and filed teeth. Carnivorous to a fault they can strip an area clean of life if they remain for very long. Unlike other Giants, they are willing to befriend humanoids with similar ideas, and who can prove themselves.

Poison Use (Ex): Jungle Giants are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. They often poison their arrows. Injury, DC 27, Initial Damage is 1d6 Dex, Secondary Damage is Paralyzed for 2d6 rounds.

Jungle Camouflage (Ex): THis is identical to the Ranger's Camouflage ability listed in the PHB, but is only usable in Warm Forests.

Skills: Jungle Giants get a +4 Racial Bonus to Hide Checks in their native environment. They also have a +8 Racial Ability to Climb Checks, and may always Take 10 on a Climb Check, even if rushed or threatened.

Combat: Jungle Giants prefer their great longbows for combat and hunting, usually tipping their arrows with poison. If forced into melee they rely on improvised clubs.

Bhu
2016-02-29, 08:06 PM
JUNGLE GIANT

http://Picture URL if you have one

"You brought home a WHAT?"

Jungle Giants are tall, thin Giants with muddy yellow skin and pale green hair. They often have tattoos, elaborate feather head dresses, and filed teeth. Carnivorous to a fault they can strip an area clean of life if they remain for very long. Unlike other Giants, they are willing to befriend humanoids with similar ideas, and who can prove themselves.

JUNGLE GIANT RACIAL TRAITS
· +18 Strength, +4 Dexterity, +8 Constitution, +2 Intelligence, +4 Wisdom
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
· Giant, giving them Low Light Vision
· Base land speed 40 ft.
· Base climb speed 20 ft.
· +7 Natural Armor Bonus.
· Poison Use (Ex): Jungle Giants are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. They often poison their arrows. Injury, DC 27, Initial Damage is 1d6 Dex, Secondary Damage is Paralyzed for 2d6 rounds.
· Jungle Camouflage (Ex): This is identical to the Ranger's Camouflage ability listed in the PHB, but is only usable in Warm Forests.
· Racial Hit Dice: A Jungle Giant begins with eleven levels of Giant, which provide 11d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +3, and Will +3. A Desert Giants Giant levels give it skill points equal to 16 × (2 + Int modifier, minimum 1) and 4 Feats. Its class skills are Climb, Craft, Hide, Listen, Move Silently, Spot, and Survival. Jungle Giants get a +4 Racial Bonus to Hide Checks in their native environment. They also have a +8 Racial Ability to Climb Checks, and may always Take 10 on a Climb Check, even if rushed or threatened.
· Jungle Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common, any nearby humanoid race.
· Level Adjustment: +5
· Favored Class: Scout

STARTING AGE
Adulthood: 20
Barbarian, Rogue, Sorcerer: +2d4
Bard, Fighter, Paladin, Ranger: +3d6
Cleric, Druid, Monk, Wizard: +4d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
Base Height: Male: 15 ft. Female: 13 ft.
Height Modifier: +2d4 ft.
Base Weight: Male: 2500 lbs. Female: 2000 lbs.
Weight Modifier: 100 lbs.

JUNGLE GIANT CHARACTERS
Jungle Giants have the same LA problems most Giants do. However their proficiency with poisons and bows makes them good ranged fighters.
Adventuring Race: Not normally the adventuring type, Jungle Giants tend to do so only out of revenge or necessity.
Character Development: With your poison crafting skills you probably make a pretty decent assassin of some sort.
Character Names:

ROLEPLAYING A JUNGLE GIANT
You are curious and welcoming to all, but cannot abide weakness. Life is about survival and you cannot afford slackers.
Personality: Self-sufficiency is the order of the day. Skills you know already must be perfected, and skills you do not have should be attained.
Behaviors: Jungle Giants are fond of learning new skills that increase their survivability.
Language: Jungle Giants speak Giant, and perhaps those of nearby races.

JUNGLE GIANT SOCIETY
Being strict carnivores, the Jungle Giants are nomadic by nature. They are closely knit families of hunters, or loners who may be outcasts. Unlike other Giants they get along perfectly well with Humanoids as long as the individual can contribute to the hunt.
Alignment : With some exceptions most of the Jungle Giants are purely Neutral (but their isolationism breeds exceptions).
Lands : Jungle Giants live in the Jungles of Al-Qadim.
Settlements : When they become over populated, or are cast out, most Giants move to the nearby savannahs. They try to return to the jungles as soon as possible, given that they are less proficient in the grasslands.
Beliefs : Religion is uncommon among the Giants, but is not unknown. It varies from one individual to another.
Relations: Jungle Giants have no patience for those who cannot carry their own weight and will often leave them behind. That being said any being who proves himself capable is welcome to join them.

JUNGLE GIANT ADVENTURES
· Rumors have reached you of drums coming from an old ruined temple deep in the jungle. You have been sent to investigate.
· Jinn have been raising hell in the jungle, and somehow they seem to outnumber your people. You have been sent to acquire help.
· An enormous Dragonfly is rumored to have appeared, and the Dragonflies your people keep as pets no longer seem to obey...

Jungle Giant Racial Substitution Levels

Ranger
Level 1: Replace Animal Empathy with Trapper
Trapper (Ex): You gain Trapfinding (as per the Rogue Ability) and Disable Device as a Class Skill.
Level 3: Replace Endurance with Heat Endurance
Heat Endurance: You gain Heat Endurance as a Bonus Feat.
Level 4: Replace Animal Companion with Improved Favored Enemy.
Improved Favored Enemy (Ex): Choose one Favored Enemy. Your Bonus increases by +4 for that particular Enemy.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Levels 8: Replace Camouflage with Skill Mastery
Skill Mastery (Ex): Identical to the Rogue ability listed in the PHB.


Barbarian
Level 1: Replace Rage with the Whirling Frenzy variant from Unearthed Arcana.

Bhu
2016-03-30, 09:13 PM
REEF PIRATE

http://Picture URL

"No I don't have a pet bird, why the hell does everyone ask that?"

Reef Pirates are those Reef Giants who have gone from plundering the ocean for tradeable goods, to just straight up plundering.

BECOMING A REEF PIRATE
Any non-Good Reef Giant might do.

ENTRY REQUIREMENTS
Race: Reef Giant
Alignment: Can't be Good
Feats: Reef Guardian, Reef Pirate
Skills: Hide 8 ranks, Move Silently 8 ranks


Class Skills
The Reef Pirate's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Use Rope (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Pirate Magic
2. +1 +0 +0 +3 Giant to Ship Combat
3. +1 +1 +1 +3 Cannon
4. +2 +1 +1 +4 Pirate Magic
5. +2 +1 +1 +4 Giant to Ship Combat
6. +3 +2 +2 +5 Cannon
7. +3 +2 +2 +5 Pirate Magic
8. +4 +2 +2 +6 Giant to Ship Combat
9. +4 +3 +3 +6 Cannon
10.+5 +3 +3 +7 Veteran Raider

Weapon Proficiencies: Reef Pirates gain no new weapon or armor proficiencies.

Pirate Magic (Sp): You gain new Spell-Like Abilities you can cast 1/day:

1st Level: Waterspout
4th Level: Depthsurge
7th Level: Doom of the Seas

Giant to Ship Combat (Ex): At 2nd Level your ranged and melee attacks do +2d6 damage to ships.

At 5th Level, the Hardness of ships you attack is halved (rounded down).

At 8th Level each time you successfully damage a ship it's Seaworthiness and Shiphandling Ratings are reduced by 1 (see Stormwrack). Maximum total Penalty is -4.

Cannon (Su): At 3rd Level, when using your Rock Throwing ability, successful rock hits do an additional die of damage (for example if they normally do 2d8 damage they now deal 3d8). You gain one more additional die at Levels 6 and 9.

Veteran Raider (Sp): Choose any two Spell-Like Abilities you have. You may now cast them 3/day.

PLAYING A REEF PIRATE
You aren't the jolly, singing pirate of myth. You sink ships, and their crews for a living. You are a monster in every sense of the word.
Combat: You generally soften up ships with your rock throwing and SLA's, and then plunder them for goodies once they have sank.
Advancement: Most Reef Pirates focus on becoming more efficient killers.
Resources: Reef Pirates are generally loners or small groups. They have what resources they can take by force.

REEF PIRATES IN THE WORLD
Seriously, DO NOT ask him about parrots..."
You got tired of raiding the reefs for stuff to trade, and being screamed at by the Merfolk and others for despoiling the sea. Now they scream at you for polluting the sea because you bring down ships. Some people are never satisfied.
Daily Life: Most of your time is spent looking for ships to plunder, or enjoying the fruits of your labor...and occasionally fleeing for your life.
Notables:
Organizations: Most Reef Pirates don't operate in groups larger than three, though some join maritime Thieve's Guilds as muscle.

NPC Reaction
Being that you're a criminal, people generally aren't happy to see you.

REEF PIRATES IN THE GAME
This PrC assumes you are a wanted criminal, so it might be best for Evil only campaigns.
Adaptation: Reef Giants are generally Al-Qadim, but this can be adapted for aquatic Giants for other campaigns.
Encounters: PC's usually encounter Reef Giants while guarding merchant ships.

Sample Encounter

EL 22: "Hey look guys, there some wingnut on the beach throwing rocks at us..."


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC REEF PIRATE

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


Reef Giant Racial Feats

Sea Witch
You may control the ocean to a small extent.
Prerequisites: Reef Giant, Cha 15, any 1 other Racial Feat
Benefits: You may cast Control Currents 1/day as a Spell-Like Ability.

Reef Pirate
You have turned to plundering nearby ships instead of relying on trade.
Prerequisites: Reef Giant, Wis 18, any 1 other Racial Feat
Benefits: You may cast Detect Ship and Wake Trail 1/day as a Spell-Like Ability.

Reef Guardian
You are hard to surprise.
Prerequisites: Reef Giant, Wis 18
Benefits: You may cast Tojanida Sight 1/day

Water Witch
You're harder to hit in water.
Prerequisites: Reef Giant, Cha 15
Benefits: You may cast Turbidity 1/day as a Spell-Like Ability.

Bhu
2016-04-29, 08:47 PM
a preview whilst I finish the Kuru

Reef Giant (Al-Qadim)
Huge Giant
Hit Dice: 18d8+108 (189 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Swim 30 ft.
Armor Class: 24 (-2 Size, +12 Natural, +4 Hide), touch 8, flat-footed 24
Base Attack/Grapple: +13/+31
Attack: Slam +25 melee (1d6+10) or Trident +25 melee (3d6+10) or Rock +25 ranged (2d8+10)
Full Attack: 2 Slams +25 melee (1d6+10) or Trident +25/+20/+15 melee (3d6+10) or Rock +25 ranged (2d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock Throwing, Whirlpool
Special Qualities: Low Light Vision, Water Immunity, Hold Breath
Saves: Fort +17, Ref +6, Will +9
Abilities: Str 30, Dex 10, Con 22, Int 12, Wis 16, Cha 15
Skills: Climb +10, Concentration +16, Craft (any one) +11, Diplomacy +12, Handle Animal +5, Intimidate +12, Listen +13, Spot +13, Swim +18
Feats: Ability Focus (Whirlpool), Awesome Blow, Brutal Throw, Improved Bull Rush, Large and in Charge, Power Attack, Power Throw
Environment: Warm or Temperate Aquatic
Organization: Solitary or Family (2-5)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By Character Class
Level Adjustment: +7

Reef Giants are barrel-chested loners with coppery skin and manes of long white hair. They spend most of their lives alone until marriage, and live in mansions built on lonely island mountains. Eldest daughters live with the parents until death, at which time they inherit the mansion and other males vie for their attention.

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

Whirlpool (Sp): Reef Giants can cast Maelstrom (see Stormwrack) 1/day.

Water Immunity (Ex): Reef Giants have Spell Resistance equal to 15 plus their CR against any Spell with the Water, Cold, or Ice descriptors. If the spell allows for a Saving Throw instead of Spell Resistance they are completely immune to it's effects.

Hold Breath (Ex): A Reef Giant may stay hold it's breath for a number of hours equal to it's Con Modifier before it risks drowning or suffocation.

Combat: Reef Giants usually only throw rocks at ships, preferring their tridents or Whirlpool against others.

Bhu
2016-05-23, 07:16 PM
Reef Giant (Al-Qadim)
Huge Giant
Hit Dice: 18d8+108 (189 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Swim 30 ft.
Armor Class: 24 (-2 Size, +12 Natural, +4 Hide), touch 8, flat-footed 24
Base Attack/Grapple: +13/+31
Attack: Slam +25 melee (1d6+10) or Trident +25 melee (3d6+10) or Rock +25 ranged (2d8+10)
Full Attack: 2 Slams +25 melee (1d6+10) or Trident +25/+20/+15 melee (3d6+10) or Rock +25 ranged (2d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock Throwing, Whirlpool
Special Qualities: Low Light Vision, Water Immunity, Hold Breath
Saves: Fort +17, Ref +6, Will +9
Abilities: Str 30, Dex 10, Con 22, Int 12, Wis 16, Cha 15
Skills: Climb +10, Concentration +16, Craft (any one) +11, Diplomacy +12, Handle Animal +5, Intimidate +12, Listen +13, Spot +13, Swim +18
Feats: Ability Focus (Whirlpool), Awesome Blow, Brutal Throw, Improved Bull Rush, Large and in Charge, Power Attack, Power Throw
Environment: Warm or Temperate Aquatic
Organization: Solitary or Family (2-5)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By Character Class
Level Adjustment: +7

Reef Giants are barrel-chested loners with coppery skin and manes of long white hair. They spend most of their lives alone until marriage, and live in mansions built on lonely island mountains. Eldest daughters live with the parents until death, at which time they inherit the mansion and other males vie for their attention.

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

Whirlpool (Sp): Reef Giants can cast Maelstrom (see Stormwrack) 1/day.

Water Immunity (Ex): Reef Giants have Spell Resistance equal to 15 plus their CR against any Spell with the Water, Cold, or Ice descriptors. If the spell allows for a Saving Throw instead of Spell Resistance they are completely immune to it's effects.

Hold Breath (Ex): A Reef Giant may stay hold it's breath for a number of hours equal to it's Con Modifier before it risks drowning or suffocation.

Combat: Reef Giants usually only throw rocks at ships, preferring their tridents or Whirlpool against others.



REEF GIANT

http://Picture URL if you have one

"So what can you give me for this pearl the size of a sharks head?"

Reef Giants are barrel-chested loners with coppery skin and manes of long white hair. They spend most of their lives alone until marriage, and live in mansions built on lonely island mountains. Eldest daughters live with the parents until death, at which time they inherit the mansion and other males vie for their attention.

REEF GIANT RACIAL TRAITS
· +20 Strength, +12 Constitution, +2 Intelligence, +6 Wisdom, +4 Charisma
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
· Giant, giving them Low Light Vision
· Base land speed 40 ft.
· Base swim speed 30 ft.
· +12 Natural Armor Bonus.
· Rock Throwing (Ex): The range increment is 140 feet for a Reef Giant’s thrown rocks.
· Whirlpool (Sp): Reef Giants can cast Maelstrom (see Stormwrack) 1/day.
· Water Immunity (Ex): Reef Giants have Spell Resistance equal to 15 plus their CR against any Spell with the Water, Cold, or Ice descriptors. If the spell allows for a Saving Throw instead of Spell Resistance they are completely immune to it's effects.
· Hold Breath (Ex): A Reef Giant may stay hold it's breath for a number of hours equal to it's Con Modifier before it risks drowning or suffocation.
· Racial Hit Dice: A Jungle Giant begins with eleven levels of Giant, which provide 18d8 Hit Dice, a base attack bonus of +13, and base saving throw bonuses of Fort +11, Ref +6, and Will +6. A Desert Giants Giant levels give it skill points equal to 21 × (2 + Int modifier, minimum 1) and 7 Feats. Its class skills are Climb, Concentrate, Craft, Diplomacy, Handle Animal, Intimidate, Listen, Move Silently, Spot, and Swim. They also have a +8 Racial Ability to Swim Checks, and may always Take 10 on a Swim Check, even if rushed or threatened.
· Jungle Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Aquan, any nearby humanoid race.
· Level Adjustment: +7
· Favored Class: Scout

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

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

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

REEF GIANT CHARACTERS
As always you have issues with LA if you wanna be a caster. But on the plus side you're amphibious and have a nasty SLA.
Adventuring Race: Reef Giants are solitary, but easy to anger. if one is going adventuring something has made him mad or interfered with his life.
Character Development: Your Whirlpool ability makes you quite nasty in the water, but once it's done you're pretty much like any other giant. But if you're in an aquatic campaign this guy is prolly one of the best ways to go.
Character Names:

ROLEPLAYING A REEF GIANT
The island life is the life for you. No people nearby to interfere with your day, just peace and quiet. Which considering that you tend to run about naked is probably good for all concerned...
Personality: Much like the Jungle Giants you strive to be self sufficient, both to increase your odds of survival and to attract a mate.
Behaviors: Diving, surfing and fishing are common past times. Raiding the nearby sea for trade goods is also common, and has sometimes given them a bad reputation.
Language: Giant. Bonus Languages: Common, Aquan, any nearby humanoid race.

REEF GIANT SOCIETY
Reef Giants are largely solitary, and other than trading they avoid company. They tend to concentrate on family life as opposed to anything else, along with the protection and development of their reefs. Some also have a side business as goat farmers.
Alignment : Reef Giants are largely Neutral and Good. Their neutrality puts them in good stead with most races, which is useful since their living relies on trade.
Lands : Reef giants live in the tropics or sub-tropics, usually on islands or land masses with coral reefs nearby.
Settlements : The Reef Giants have no interest in moving, and no predators or population problems requiring them to do so.
Beliefs : Reef Giants are fairly individualistic, and may or may not worship gods.
Relations: The Reef Giants are avid traders, and are well liked by most races (though they have little tolerance for Evil). Most races do, however, find their tendencies to walk about naked disconcerting.

REEF GIANT ADVENTURES
· A strange, foreign giant has joined the suitors competing for your sister hand in marriage. Your parents don't trust him, and have tasked you to find out who he is and what he wants.
· Evil ray-like creatures have begun infesting the local waters, much to your displeasure. If they keep eating all the fish you'll starve, but you can't kill all of them by yourself.
· Your goats have revolted and suddenly appear capable of speech. They intend to chase you off your island, and you can't help but feel the old Druid in the mountains is responsible. Mostly because you keep seeing him nearby laughing his ass off.

Reef Giant Racial Substitution Levels

Ranger
Level 1: Replace the Track Feat with Track in Water (see Stormwrack pg. 51).
Level 2: You have new options with Combat Style:
Combat Style (Ex):
Level 4: You have new options with Animal Companion (see Stormwrack page 50).
Level 7: Replace Woodland Stride with the version on page 51 of Stormwrack.
Improved Favored Enemy (Ex): Choose one Favored Enemy. Your Bonus increases by +4 for that particular Enemy.

Scout
Reef Giant Druids gain the alternative Class Features on page 51 of Stormwrack.

Druid
Reef Giant Druids gain the alternative Class Features on page 50 of Stormwrack.

Bhu
2016-06-30, 06:59 PM
REEF PIRATE

http://Picture URL

"No I don't have a pet bird, why the hell does everyone ask that?"

Reef Pirates are those Reef Giants who have gone from plundering the ocean for tradeable goods, to just straight up plundering.

BECOMING A REEF PIRATE
Any non-Good Reef Giant might do.

ENTRY REQUIREMENTS
Race: Reef Giant
Alignment: Can't be Good
Feats: Reef Guardian, Reef Pirate
Skills: Hide 8 ranks, Move Silently 8 ranks


Class Skills
The Reef Pirate's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Use Rope (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Pirate Magic
2. +1 +0 +0 +3 Giant to Ship Combat
3. +1 +1 +1 +3 Cannon
4. +2 +1 +1 +4 Pirate Magic
5. +2 +1 +1 +4 Giant to Ship Combat
6. +3 +2 +2 +5 Cannon
7. +3 +2 +2 +5 Pirate Magic
8. +4 +2 +2 +6 Giant to Ship Combat
9. +4 +3 +3 +6 Cannon
10.+5 +3 +3 +7 Veteran Raider

Weapon Proficiencies: Reef Pirates gain no new weapon or armor proficiencies.

Pirate Magic (Sp): You gain new Spell-Like Abilities you can cast 1/day:

1st Level: Waterspout
4th Level: Depthsurge
7th Level: Doom of the Seas

Giant to Ship Combat (Ex): At 2nd Level your ranged and melee attacks do +2d6 damage to ships.

At 5th Level, the Hardness of ships you attack is halved (rounded down).

At 8th Level each time you successfully damage a ship it's Seaworthiness and Shiphandling Ratings are reduced by 1 (see Stormwrack). Maximum total Penalty is -4.

Cannon (Su): At 3rd Level, when using your Rock Throwing ability, successful rock hits do an additional die of damage (for example if they normally do 2d8 damage they now deal 3d8). You gain one more additional die at Levels 6 and 9.

Veteran Raider (Sp): Choose any two Spell-Like Abilities you have. You may now cast them 3/day.

PLAYING A REEF PIRATE
You aren't the jolly, singing pirate of myth. You sink ships, and their crews for a living. You are a monster in every sense of the word.
Combat: You generally soften up ships with your rock throwing and SLA's, and then plunder them for goodies once they have sank.
Advancement: Most Reef Pirates focus on becoming more efficient killers.
Resources: Reef Pirates are generally loners or small groups. They have what resources they can take by force.

REEF PIRATES IN THE WORLD
Seriously, DO NOT ask him about parrots..."
You got tired of raiding the reefs for stuff to trade, and being screamed at by the Merfolk and others for despoiling the sea. Now they scream at you for polluting the sea because you bring down ships. Some people are never satisfied.
Daily Life: Most of your time is spent looking for ships to plunder, or enjoying the fruits of your labor...and occasionally fleeing for your life.
Notables:
Organizations: Most Reef Pirates don't operate in groups larger than three, though some join maritime Thieve's Guilds as muscle.

NPC Reaction
Being that you're a criminal, people generally aren't happy to see you.

REEF PIRATES IN THE GAME
This PrC assumes you are a wanted criminal, so it might be best for Evil only campaigns.
Adaptation: Reef Giants are generally Al-Qadim, but this can be adapted for aquatic Giants for other campaigns.
Encounters: PC's usually encounter Reef Giants while guarding merchant ships.

Sample Encounter

EL 22: "Hey look guys, there some wingnut on the beach throwing rocks at us..."


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC REEF PIRATE

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


Reef Giant Racial Feats

Sea Witch
You may control the ocean to a small extent.
Prerequisites: Reef Giant, Cha 15, any 1 other Racial Feat
Benefits: You may cast Control Currents 1/day as a Spell-Like Ability.

Reef Pirate
You have turned to plundering nearby ships instead of relying on trade.
Prerequisites: Reef Giant, Wis 18, any 1 other Racial Feat
Benefits: You may cast Detect Ship and Wake Trail 1/day as a Spell-Like Ability.

Reef Guardian
You are hard to surprise.
Prerequisites: Reef Giant, Wis 18
Benefits: You may cast Tojanida Sight 1/day

Water Witch
You're harder to hit in water.
Prerequisites: Reef Giant, Cha 15
Benefits: You may cast Turbidity 1/day as a Spell-Like Ability.

Bhu
2016-07-24, 06:20 PM
preview of our next critter whilst i finish Reef Pirate

Ogre Giant (Al-Qadim)
Huge Giant
Hit Dice: 14d8+84 (147 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-2 Size, -1 Dex, +10 Natural), touch 7, flat-footed 17
Base Attack/Grapple: +10/+28
Attack: Slam +18 melee (1d6+10) or Rock +18 melee (2d8+10)
Full Attack: 2 Slams +18 melee (1d6+10) or Rock +18 melee (2d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock Throwing
Special Qualities: Low Light Vision, Temperamental
Saves: Fort +15, Ref +3, Will +7
Abilities: Str 30, Dex 8, Con 22, Int 6, Wis 16, Cha 11
Skills: Climb +12, Handle Animal +3, Intimidate +6, Listen +6, Spot +6
Feats: Brutal Throw, Far Shot, Point Blank Shot, Power Attack, Power Throw
Environment: Warm Desert or Mountains
Organization: Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By Character Class
Level Adjustment: +5

Ogre Giants are furry giants with elephant like ears, tusks jutting from their bottom jaw, and more than likely with one eye as well. Their brown or umber fur fades into gray with old age.

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

Temperamental (Ex): Ogre Giants become confused and angered easily, and dealing with other beings causes them great stress. Any time an Ogre Giant becomes angry, Confused (as per the spell), is subject to any compulsion causing any emotional effect, or is required to make a certain Skill Checks (Bluff, Diplomacy, Intimidate, or Sense Motive) it must make a DC 15 Willpower Save. Until it has had 8 hours rest each Save DC gains a cumulative +1, making failure somewhat inevitable if the Giant isn't left alone. If it fails the Save it goes into Frenzy (this is identical to the ability listed in the Complete Warrior).

Combat: Ogre Giants live in out of the way places to avoid fights, and often rain down rocks upon intruders to chase them away. Dealing with them up close is likewise inadvisable due to the risk of their losing control.

Bhu
2016-08-22, 06:07 PM
OGRE GIANT

http://Picture URL if you have one

"YOU SHOULDN'T HAVE COME HERE!"

Ogre Giants are furry giants with elephant like ears, tusks jutting from their bottom jaw, and more than likely with one eye as well. Their brown or umber fur fades into gray with old age, and elder Giants have pure gray faces.

OGRE GIANT RACIAL TRAITS
· +20 Strength, +12 Constitution, +6 Wisdom, -2 Dexterity, -4 Intelligence (minimum 3)
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
· Giant, giving them Low Light Vision
· Base land speed 40 ft.
· +10 Natural Armor Bonus.
· Rock Throwing (Ex): The range increment is 140 feet for an Ogre Giant’s thrown rocks.
· Temperamental (Ex): Ogre Giants become confused and angered easily, and dealing with other beings causes them great stress. Any time an Ogre Giant becomes angry, Confused (as per the spell), is subject to any compulsion causing any emotional effect, or is required to make a certain Skill Checks (Bluff, Diplomacy, Intimidate, or Sense Motive) it must make a DC 15 Willpower Save. Until it has had 8 hours rest each Save DC gains a cumulative +1, making failure somewhat inevitable if the Giant isn't left alone. If it fails the Save it goes into Frenzy (this is identical to the ability listed in the Complete Warrior).
· Racial Hit Dice: An Ogre Giant begins with fourteen levels of Giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. An Ogre Giants Giant levels give it skill points equal to 17 × (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Handle Animal, Intimidate, Listen, and Spot.
· Ogre Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common, Midani, any nearby humanoid race.
· Level Adjustment: +5
· Favored Class: Barbarian

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

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

HEIGHT AND WEIGHT
Base Height: Male: 16 ft. Female: 14 ft.
Height Modifier: +2d4 ft.
Base Weight: Male: 8000 lbs. Female: 7500 lbs.
Weight Modifier: x 200 lbs

OGRE GIANT CHARACTERS
Ogre Giants are awful arcane casters, and Racial Hit Dice give them issues with divine casting (which they might otherwise be good at).
Adventuring Race: Generally Ogre Giants only leave their mountains when paid to, or when seeking vengeance. Revenge is by far the most common reason.
Character Development: Given their temper issues it is strongly recommended to maximize an Ogre Giants Willpower Save.
Character Names:

ROLEPLAYING AN OGRE GIANT
Given their instability, Ogre Giants are best used in small groups of all Ogre Giants. It's inevitable they'll kill anyone else.
Personality: Ogre Giants as a whole are violently psychologically unstable, but there is one thing that can keep them focused: revenge. An Ogre Giant will do just about anything to revenge themselves on those who have wronged him or who have violated their Cairns.
Behaviors: Typical behaviors for a member of this race..
Language: Ogre Giants speak Giant, but have no written language.

OGRE GIANT SOCIETY
Ogre Giants only have the barest beginnings of culture, not even wearing clothes or using much in the way of tools. They live in small paternal clans and trade for goods they need, usually by wiping out the traders target of choice.
Alignment : The vast majority of the Ogre Giant race is Chaotic Neutral. For the most part they are as uncaring about civilization as most animals, but madness runs strongly in their race.
Lands : Ogre Giants are generally restricted to desert mountains.
Settlements : Ogre Giants only live in secluded areas difficult to get to.
Beliefs : Few Ogre Giants participate in religion.
Relations: Ogre Giants only tolerate their own kind well, and even then only in small families. They suffer from some combination of anxiety and psychosis that makes them berserk in crowds or when confused or upset. They'll tolerate the occasional lone being (usually an Ogre Magi) or small trade group, as despite their ferocious appearance they don't eat sentient beings.

OGRE GIANT ADVENTURES
· The Ogre Magi you guard has effectively disappeared. You need the money and food he promised to feed the family. You've raided enough to keep them in provisions a while, but now you need to find out what happened to him.
· Something is killing the humans you depend on for trade. Something small that can hide in cracks in the mountains beyond your reach. You need to hire some mercenaries or gain some tiny friends.
· You recently went berserk after waking up in a strange place surrounded by crowds, and are now on the run trying to find out what the hell is going on.


Ogre Giant Racial Substitution Levels

Ranger
Level 2: You have additional options with Combat Mastery
Combat Mastery: If you choose the Berserker Path, you can Rage 1/day at 2nd Level, and an additional time per day at Levels 6 and 11. If you choose the Rock Thrower Path you gain the Point Blank Shot at 2nd Level, Far Shot at 6th Level, and the Penetrating Shot Feat at 11th Level.

Scout
Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Rock Tossing
Rock Tossing (Ex): The Scout gains +1d6 damage with thrown weapons at 1st Level, and an additional +1d6 at Levels 5, 9, 13, and 17. At 3rd Level the Scout gains a +1 Competence Bonus on Attack rolls with thrown weapons. This increases by +1 at Levels 7, 11, 15, and 19.

Barbarian
Level 1: Replace Rage with Frenzy from Complete Warrior. You get Greater Frenzy at 11th Level, and Tireless Frenzy at 17th Level. At Level 20 you gain Mighty Frenzy (Str Bonus from Frenzy is +14).

Bhu
2016-09-28, 06:24 PM
GUARDIAN

http://Picture URL

"Sure he's crazy, and he randomly tears down a hill or two. But Ghawl is a damn fine bodyguard otherwise.

Guardians are Ogre Giants who are the bodyguards/watchmen for Ogre Magi or powerful casters. In exchange for money and goods they smite anything that isn't their benefactor.

BECOMING A GUARDIAN
Generally being a willing Ogre Giant is all thats needed.

ENTRY REQUIREMENTS
Race: Ogre Giant
Feats: Confident Anger, Angry Critical
Skills: Intimidate and Listen 4 ranks
Class Abilities: Frenzy


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

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Frenzy 1/day
2. +2 +3 +0 +0 Mental Defenses
3. +3 +3 +1 +1 Improved Frenzy
4. +4 +4 +1 +1 Frenzy 2/day
5. +5 +4 +1 +1 Mental Defenses
6. +6 +5 +2 +2 Improved Frenzy
7. +7 +5 +2 +2 Frenzy 3/day
8. +8 +6 +2 +2 Mental Defenses
9. +9 +6 +3 +3 Improved Frenzy
10.+10 +7 +3 +3 Greater Frenzy

Weapon Proficiencies: A Guardian gains no new weapon or armor proficiencies.

Frenzy (Ex): At 1st Level a Guardian can willingly Frenzy 1/day (see Complete Warrior). He gains an additional daily use of Frenzy at Levels 4 and 7.

Mental Defenses (Ex): At 2nd Level the Guardian gains a +1 Resistance Bonus on Willpower Saves. This increases to +2 at Level 5, and +3 at Level 8.

Improved Frenzy (Ex): At 3rd Level you take 1 point less non-lethal damage when in a Frenzy (this includes Frenzy due to you racial Temperamental quality). At 6th Level you take no non-lethal damage when in a Frenzy. At 9th Level you may re-roll one attack roll and one damage roll per encounter, but must keep the new result. You must be in Frenzy while using this ability.

Greater Frenzy (Ex): At 10th Level you gain the Greater Frenzy ability (see Complete Warrior).

PLAYING A GUARDIAN
Your clans welfare depends on you doing your job to the best of your ability. Without the Master you have to go back to raiding for food or makeshift, stumbling attempts to cultivate it your self. You are not a farmer on the best of days.
Combat: Combat more than likely begins with you asking "Who goes there?", and then going insane when someone or something gives you the wrong answer. It ends with you regaining consciousness and wandering who all these dead people are.
Advancement: Advancement for you means "smash stuff better". Guardians aren't renowned for their intellectual prowess.
Resources: You have the resources your benefactor allows, or what you can scrounge on your own.

GUARDIANS IN THE WORLD
"Yeah Mohammed the Sorcerer lives up on the mountain, but you won't get past the doorman..."
Ogre Giants don't interact with the world. They only meet visitors trying to see their master, and there are few enough of those.
Daily Life: Aside from teachings or interviews by the master you just stand guard. You don't even really need to raise alarm, your frenzy makes more than enough noise as it is.
Notables:
Organizations: You have your family, and whatever organization your Master may belong to, but Ogre Giants aren't meant for company.

NPC Reaction
Given your species reputation for instability, NPC's generally leave you well enough alone..

GUARDIANS IN THE GAME
This PrC ties the PC to a Master of some sort, so unless the Master is another PC he won't be moving around much..
Adaptation: Obviously this is meant for Al-Qadim, but it can be used for Giants in other settings.
Encounters: Guardians will only be encountered within the vicinity of their employers.

Sample Encounter
EL x: The PC's have been asked to contact a mysterious Saha'ir who resides on a lonely mountain, as no one has been able to reach him. Seeing the huge monstrosity sitting at the foot pf the gateway you can see why.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC GUARDIAN

Hit Die: d12
Skills Points at Each Level : 2 + int
Frenzy The Epic Guardian gains an additional daily use of Frenzy at Level 24, and every 4 Levels thereafter.
Bonus Feats: The Epic Guardian gains a Bonus Feat every 3 levels higher than 20th


Ogre Giant Racial Feats

Confident Anger
Your blows are surer when angry.
Prerequisites: Ogre Giant
Benefits:When using Rage or Frenzy (including your Temperamental ability) you may re-roll any natural 1 when making an attack roll.

Angry Critical
Your attacks made when lost in anger are more likely to injure opponents.
Prerequisites: Ogre Giant, Confident Anger
Benefits: The critical threat range of attacks you make when using Rage or Frenzy (including your Temperamental ability), increases by 1. In other words if it normally threatens a critical hit on a 20, it now threatens one on a 19-20. You may choose this Feat twice, increasing your critical threat range by 2.

Unstoppable Fury
It's best not to make you angry.
Prerequisites: Ogre Giant, Angry Critical x2
Benefits: Once per Frenzy you may re-roll any failed critical confirmation roll.

The Power of Rage
You're quite destructive when you're angry.
Prerequisites: Ogre Giant
Benefits: You do an additional die of damage when using Rage or Frenzy (including your Temperamental ability). For example if you attack with a Slam doing 1d6 plus Str, it now does 2d6 plus Str.

Bhu
2016-10-31, 07:34 PM
Island Giant (Al-Qadim)
Huge Giant (Aquatic, Shapeshifter)
Hit Dice: 14d8+70 (133 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Swim 40 ft.
Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +10/+28
Attack: Slam +18 melee (1d6+10) or Rock +18 melee (2d8+10)
Full Attack: 2 Slams +18 melee (1d6+10) or Rock +18 melee (2d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock Throwing, Shapechange
Special Qualities: Low Light Vision, Rock Catching, Amphibious, Resistance
Saves: Fort +14, Ref +4, Will +6
Abilities: Str 30, Dex 10, Con 20, Int 8, Wis 14, Cha 16
Skills: Climb +10, Listen +6, Spot +6, Swim +18 Males also have Intimidate +12, Jump +10 Females have Bluff +8, Diplomacy +7
Feats: Brutal Throw, Far Shot, Point Blank Shot, Power Attack, Power Throw
Environment: Warm Islands
Organization: Solitary
Challenge Rating: 8 (9 Females)
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +6 (+7 Females)

Island Giants are primitive omnivores hated by other Giants and smaller races alike. Most are cyclopean and have 1 or more horns, and many have beastlike features such as spines, goats hindquarters, or long reptilian tails. Skin varies from sky blue to gray to tan. The males are sterile, and the females reproduce by changing form to seduce Genies, humanoids, or other Giants whom they then kill and devour. Island Giants are cannibalistic and will devour each other in time of need.

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

Shapechange (Su): Female Island Giants can cast Shapechange at Will, however they are limited to Giants, and Humanoids.

Rock Catching (Ex): An Island Giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

Resistance (Ex): Island Giants gain a +2 on Saving Throws against Spells, Spell-Like Abilities, or Supernatural Abilities.

Skills: Island Giants get a +8 racial Bonus on Swim Checks and may always Take 10 on a Swim Check. They may use the Run Action while moving in a straight line.

Combat: Island Giants prefer to heave boulders, though the females may attempt to infiltrate ship crews and destroy them from within.

Bhu
2016-11-28, 11:42 PM
ISLAND GIANT

http://Picture URL if you have one

"Lets see how long it lives once we pull it's legs off..."

Island Giants are primitive omnivores hated by other Giants and smaller races alike. Most are cyclopean and have 1 or more horns, and many have beastlike features such as spines, goats hindquarters, or long reptilian tails. Skin varies from sky blue to gray to tan. The males are sterile, and the females reproduce by changing form to seduce Genies, humanoids, or other Giants whom they then kill and devour. Island Giants are cannibalistic and will devour each other in time of need.

ISLAND GIANT RACIAL TRAITS
· +20 Strength, +10 Constitution, +4 Wisdom, +6 Charisma, -4 Intelligence (minimum 3)
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
· Giant, giving them Low Light Vision
· Base land speed 40 ft.
· Base swim speed 40 ft.
· +10 Natural Armor Bonus.
· Rock Throwing (Ex): The range increment is 140 feet for an Island Giant’s thrown rocks.
· Shapechange (Su): Female Island Giants can cast Shapechange at Will, however they are limited to Giants, and Humanoids.
· Rock Catching (Ex): An Island Giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
· Amphibious (Ex): Island Giants can breathe both air and water.
· Resistance (Ex): Island Giants gain a +2 on Saving Throws against Spells, Spell-Like Abilities, or Supernatural Abilities.
· Racial Hit Dice: An Island Giant begins with fourteen levels of Giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. An Ogre Giants Giant levels give it skill points equal to 17 × (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Listen, Spot, and Swim. Males also have Intimidate, Jump, while females have have Bluff, and Diplomacy.
· Island Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common, Midani, any nearby humanoid race.
· Level Adjustment: +6 (+7 if Female)
· Favored Class: Barbarian

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

AGING EFFECTS
Middle Age: 175
Old: 263
Venerable: 350
Maximum Age: Island Giants who are well fed and aren't killed early in life can theoretically live well past 1000 years.

HEIGHT AND WEIGHT
Base Height: Male: 14 ft. Female: 12 ft.
Height Modifier: +2d4 ft.
Base Weight: Male: 7500 lbs. Female: 7000 lbs.
Weight Modifier: x200 lbs.

ISLAND GIANT CHARACTERS
Males are simple beatsticks. Female Island Giants, however, have some nifty options they can pursue via their shapechanging ability.
Adventuring Race: It's a rare Island Giant who would go adventuring, and it would usually be for revenge or power. Their undying hate is legendary.
Character Development: Try to find a reason your PC would work with others. Likely you are a very unusual Giant for this sort, and you may be adventuring because you're a young outcast who needs help to survive..
Character Names:

ROLEPLAYING AN ISLAND GIANT
Island Giants will really only work in an all Evil campaign, unless the Giants personality has somehow undergone some sort of metamorphosis. They're really too savage to get along with most parties.
Personality: Extreme cruelty is the norm for Island Giants. There is no act too brutal, too foul, or too evil for them to perform. Torture, cannibalism and mutilation are common acts.
Behaviors: Island Giants typically spend most of their time looking for food or trying to alleviate boredom. Dedicated omnivores, they will eat anything, even carrion. As for their entertainments, those are best left unspoken.
Language: Island Giants have no written language, and their spoken language is sometimes a degenerate mish mash of Common, Giant, Midani and other languages due to their remoteness.

ISLAND GIANT SOCIETY
Island Giants are hateful, almost rabid creatures, and as a result live solitary lives. They even resort to cannibalism to chase of their own young if they prove reluctant to leave home. The Island Giants are effectively stone age brutes who live bleak, cruel lives. Maybe one in 60 live to see adulthood.
Alignment : Island Giants are almost universally both Chaotic and Evil. They are despised even by other evil Giants.
Lands : Island Giants live on remote islands out to sea.
Settlements : Younger Giants, or those who have been displaced, live beneath the waves, but they still prefer to live far from civilization.
Beliefs : Island Giants do not have much in the way of religious leanings, and there are few Gods who would have them anyway.
Relations: Other races are food, or to be tortured and pulled apart for amusement. Even the females, who rely on other races for procreation, have no emotional attachment to their lovers or spawn.

ISLAND GIANT ADVENTURES
· A group of four heavily armed drifters wrecked on the island, and left you for dead before escaping. You have now recovered and swam to the mainland intent on making all drifters pay for their mistakes.
· The time has come to inflict more of your spawn upon the world, and you have assumed the usual magical disguise in order to seduce a mate. Yet all the local humanoids seem totally disinterested in sex, which is totally unlike them. You suspect magic is at work, and set out to end it so you may create more of your species...or at least get some strange.
· You have woken up with some form of enlightenment and now have a sense of remorse. Cast out by the other Giants you now walk the Earth in order to find out what happened.



Island Giant Racial Substitution Levels

Rogue
Level 10: You have additional options with Special Ability (female only)
Special Ability: You can now use your Shapechange ability to become Outsiders, but only Genies.

Scout
Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Rock Tossing
Rock Tossing (Ex): The Scout gains +1d6 damage with thrown weapons at 1st Level, and an additional +1d6 at Levels 5, 9, 13, and 17. At 3rd Level the Scout gains a +1 Competence Bonus on Attack rolls with thrown weapons. This increases by +1 at Levels 7, 11, 15, and 19.

Bhu
2016-12-17, 10:24 PM
B'rohg (Dark Sun)
Large Giant
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 Size, +4 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Slam +8 melee (1d4+6) or Shortspear +8 melee (1d8+6) or Rock +3 Ranged (2d6+6)
Full Attack: 4 Slams +8 melee (1d4+6) or Shortspear +8 melee (1d8+6) or Rock +3 Ranged (2d6+6)
Multiweapon Attack Shortspear +6/+4/+4/+4 melee (1d8+6) or Rock +1/-1/-1/-1 Ranged (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock Throwing, Multiweapon Training
Special Qualities: Low Light Vision
Saves: Fort +7, Ref +1, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 6, Wis 10, Cha 6
Skills: Climb +8, Listen +2, Spot +2, Survival +2
Feats: Large and in Charge, Multiweapon Fighting
Environment: Any Land
Organization: Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +4

B'rohg are odd four armed primitives in some way related to Athasian giants. They have burnt orange skin and long black hair with flat noses.

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

Multiweapon Training (Ex): The B'rohg reduces it's Penalties when fighting with Multiple weapons by 2. For Example if it doesn't have any Multiweapon Fighting Feats it would normally take -6 with the primary hands and -10 with the off hands. The B'rohg takes -4/-8 respectively, and this stacks with Mutiweapon Fighting Feats.

Combat: B'rohg fight with either short spears or clubs, though some older ones use a pair of spears and a pair of shields. Unless a leader is present they generally do simple frontal assaults and fight to the death.

Bhu
2017-01-03, 08:02 PM
B'ROHG

http://Picture URL if you have one

"RAAAGH!"

B'rohg are odd four armed primitives in some way related to Athasian giants. They have burnt orange skin and long black hair with flat noses.

B'ROHG RACIAL TRAITS
· +12 Strength, +6 Constitution, -4 Intelligence (minimum 3), -4 Cha
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space is 10', Reach is 10'.
· Giant, giving them Low Light Vision
· Base land speed 40 ft.
· +4 Natural Armor Bonus.
· Rock Throwing (Ex): The range increment is 120 feet for a B'Rohg’s thrown rocks.
· Multiweapon Training (Ex): The B'rohg reduces it's Penalties when fighting with Multiple weapons by 2. For Example if it doesn't have any Multiweapon Fighting Feats it would normally take -6 with the primary hands and -10 with the off hands. The B'rohg takes -4/-8 respectively, and this stacks with Multiweapon Fighting Feats.
· Racial Hit Dice: A B'rohg begins with five levels of Giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. A B'rohg's Giant levels give it skill points equal to 8 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Climb, Listen, Spot, and Survival.
· B'rohg have a Primary Slam attack doing 1d4 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: B'rohg. Bonus Languages: Common, Giant.
· Level Adjustment: +4
· Favored Class: Barbarian

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

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

HEIGHT AND WEIGHT
Base Height: Male: 10 ft. Female: 8 ft.
Height Modifier: +2d4 ft.
Base Weight: Male: 1000 lbs. Female: 800 lbs.
Weight Modifier: x(2d8) lbs.

B'ROHG CHARACTERS
As usual, Hit Dice and LA preclude most casters. Though you have some decent multiweapon fighting options available if you go pure beatstick.
Adventuring Race: Escaped gladiators feel too ashamed to return to their tribe, and are the only ones likely to become adventurers (as quite frankly they have no other option but living alone in the wilderness).
Character Development: You'll get a lot of prejudice for being a member of this race, so plan accordingly.
Character Names:

ROLEPLAYING A B'ROHG
Due to their primitive natures the B'rohg are looked down upon by almost everyone, with most civilized races considering them little more than animals.
Personality: You are neither suspicious nor superstitious, and are generally curious or in awe of things you should probably leave well enough alone.
Behaviors: Being primitive nomads, the B'rohg's existence requires most of their waking moments dedicated to simple survival.
Language: B'rohg speak their own language consisting of grunts and sign language.

B'ROHG SOCIETY
The B'rohg are stone age, nomadic primitives with little to no culture. For the most part they can't even learn modern languages. They produce nothing, and contribute to civilization only as gladiatorial slaves. Unlike many races, they appear to have no defined gender roles.
Alignment : Being close to animals, most B'rohg are Neutral.
Lands : Due to their nomadic nature the B'rohg can be found virtually anywhere on Athas.
Settlements : Having no homelands, the B'rohg have no settlements as well.
Beliefs : The B'rohg do not appear to have a religion.
Relations: Other races consider the B'rohg as animals or slaves only. For their part, the B'rohg will eat the other races if hard pressed.

B'ROHG ADVENTURES
· You were a gladiatorial slave until a disaster of some sort wiped out the city you were in, leaving everything dead but you. You know journey to find out what happened, and why you were spared.
· Your master has promised you freedom if you hunt down a man for him. Skeptical, you agree. Things have taken an odd turn since then...
· Psychic surgery has altered you, and granted you human level intelligence. Now you look for a place in the world. Your tribe won't take you back, no one wants an intelligent B'rohg, and your benefactors apparently consider making you intelligent an unwelcome side effect of their experiment.


B'rohg Racial Substitution Levels

Ranger
Level 2: You have different options with Combat Mastery
Combat Mastery: You have Multiweapon Fighting instead of Two-Weapon Fighting. At 2nd level you get Multiweapon Fighting. At 6th Level you have Improved Multiweapon Fighting. At 11th Level you gain Greater Multiweapon Fighting.
Level 4: You have different options with Animal Companion. See Page 1 of Terrors of Athas.
Level 7: Replace Woodland Stride with the Sandskimmer Feat (see Sandstorm).


Barbarian
Level 1: Replace Rage with Whirling Frenzy (see here http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm )

Bhu
2017-01-31, 12:35 AM
Colossus (Spelljammer)
Gargantuan Giant
Hit Dice: 35d8+350 (507 hp)
Initiative: -1
Speed: 120 ft. (24 squares), Flight 60 ft. (Poor)
Armor Class: 20 (-4 Size, -1 Dex, -1 Slow, +26 Natural), touch 4, flat-footed 20
Base Attack/Grapple: +26/+63
Attack: Slam +48 melee (2d8+25/19-20) or Rock +21 ranged (4d6+25)
Full Attack: 2 Slams +48 melee (2d8+25/19-20) or Rock +21 ranged (4d6+25)
Space/Reach: 20 ft./20 ft.
Special Attacks: Rock Throwing, Stunning Clap
Special Qualities: Low Light Vision, Immunities, Slow, DR 10/-
Saves: Fort +29, Ref +8, Will +9
Abilities: Str 60, Dex 6, Con 30, Int 8, Wis 6, Cha 14
Skills: Climb +29, Jump +29, Listen +8, Spot +8, Wildspace Survival +8
Feats: Awesome Blow, Cleave, Devastating Critical (Slam), Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Snatch, Multisnatch, Overwhelming Critical (Slam), Power Attack, Snatch, Weapon Focus (Slam)
Environment: Wildspace
Organization: Solitary or Group (2-6)
Challenge Rating: 20
Treasure: None
Alignment: Any Chaotic
Advancement: 36-56 HD (Gargantuan), 37+ HD (Colossal)
Level Adjustment: ---

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

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

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

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

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

Combat: The Colossus aren't very bright, and tactics generally boil down to "I hit it with my fist until it stops moving".

Bhu
2017-01-31, 12:36 AM
Fhoimorien Giant (Birthright)
Large Giant (Earth, Air)
Hit Dice: 13d8+36 (94 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Size, +8 Natural), touch 9, flat-footed 17
Base Attack/Grapple: +9/+19
Attack: Slam +16 melee (1d6+8) or Club +16 melee (1d8+8) or or Rock +16 ranged (2d6+8)
Full Attack: 2 Slams +16 melee (1d6+8) or Club +16 melee (1d8+8) or or Rock +16 ranged (2d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock Throwing, Spell-Like Abilities
Special Qualities: Low Light Vision, Uncanny Dodge, Camouflage
Saves: Fort +11, Ref +4, Will +6
Abilities: Str 26, Dex 10, Con 16, Int 8, Wis 14, Cha 16
Skills: Climb +12, Listen +6, Knowledge (Nature) +3, Spot +6
Feats: Brutal Throw, Power Attack, Power Throw
Environment: Any Forest, Swamp or Underground
Organization: Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By Character Class
Level Adjustment: +4


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

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

Uncanny Dodge (Ex): This is identical to the Rogue ability listed in the PHB.

Camouflage (Ex): This is identical to the Ranger ability listed in the PHB.

Spell-Like Abilities (Sp): 1/day: Animate Objects (stone only), Passwall, Stone Tell
2/day: Gaseous Form. Unlike normal while in Gaseous Form they have a Flight Speed of 50 (Perfect).

Combat: Fhoimoriens use their gaseous forms to find vantage points to fling boulders at opponents, or to cross chasms to finish them off after doing so.

Bhu
2017-02-10, 11:45 PM
FHOIMORIEN GIANTS

http://Picture URL if you have one

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

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

FHOIMORIEN GIANT RACIAL TRAITS
· +16 Strength, +6 Constitution, +4 Wis, +6 Cha, -2 Intelligence
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space is 10', Reach is 10'.
· Giant, giving them Low Light Vision. You also have the Earth and Air Subtypes.
· Base land speed 30 ft.
· +8 Natural Armor Bonus.
· Rock Throwing (Ex): The range increment is 180 feet for a Fhoimorien Giant's thrown rocks.
· Spell-Like Abilities (Sp): 1/day: Animate Objects (stone only), Passwall, Stone Tell
2/day: Gaseous Form. Unlike normal while in Gaseous Form they have a Flight Speed of 50 (Perfect).
· Uncanny Dodge (Ex): This is identical to the Rogue ability listed in the PHB.
· Camouflage (Ex): This is identical to the Ranger ability listed in the PHB.
· Racial Hit Dice: A Fhoimorien begins with thirteen levels of Giant, which provide 13d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +8, Ref +4, and Will +4. A Fhoimorien's Giant levels give it skill points equal to 16 × (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Listen, Knowledge (Nature), and Spot.
· Fhoimorien have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +4
· Favored Class: Sorcerer

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

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

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

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

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

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

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



Fhoimorien Giant Racial Substitution Levels

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

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

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


NEW INVOCATIONS

Lesser

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

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

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


Lesser

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

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

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

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


Greater

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

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

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


Dark

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

Earth Lord
Dark; 9th
You gain the use of Undermaster as per the spell (see Spell Compendium).

Bhu
2017-02-24, 08:17 PM
Hi guys. Sorry for the work in progress. I head in teh 28th for surgery so I'm pressed for time doing preparations. Will be back soon.

RAIDER

http://Picture URL

"Death! Death to all who oppose us!"

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

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

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


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

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 War Magic
2. +1 +0 +0 +3 Earth Magic, +1 Level of Arcane Casting Class
3. +1 +1 +1 +3 Air Magic, +1 Level of Arcane Casting Class
4. +2 +1 +1 +4 War Magic
5. +2 +1 +1 +4 Earth Magic, +1 Level of Arcane Casting Class
6. +3 +2 +2 +5 Air Magic, +1 Level of Arcane Casting Class
7. +3 +2 +2 +5 War Magic
8. +4 +2 +2 +6 Earth Magic, +1 Level of Arcane Casting Class
9. +4 +3 +3 +6 Air Magic, +1 Level of Arcane Casting Class
10.+5 +3 +3 +7 Veteran Raider, +1 Level of Arcane Casting Class

Weapon Proficiencies: A Raider gains proficiency with the Greatclub.

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

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

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

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

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

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

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

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

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

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

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

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


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC RAIDER

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


Fhoimorien Giant Racial Feats

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


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


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


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

lynx502
2017-03-05, 11:28 AM
I hope everything works out good for you. :smallsmile:

Bhu
2017-03-13, 07:16 PM
I hope everything works out good for you. :smallsmile:

Doing better than I was (see my thread in friendly banter)

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

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

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

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

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

Combat: The Biclopes prefer throwing rocks to soften up foes, before charging in with clubs.

Bhu
2017-04-15, 06:48 PM
BICLOPS

http://Picture URL if you have one

"Grruuuh!"

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

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

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

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

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

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

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

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

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


Biclops Racial Substitution Levels

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


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

Fighter
Level 1: You lose your 1st Level Bonus Feat. However, you are considered to have Two Weapon Fighting for purposes of qualifying for other Feats, nor do you need to meet hre Dexterity prerequisite for any Feat that requires Two Weapon Fighting

Bhu
2017-05-24, 08:52 PM
PREDATOR

http://Picture URL

"I hungry..."

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

BECOMING A PREDATOR
Any sufficiently motivated Biclops will qualify.

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


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

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Favored Enemy (Humanoid) +2
2. +2 +3 +0 +0 Improved Favored Enemy
3. +3 +3 +1 +1 Rend
4. +4 +4 +1 +1 Favored Enemy (Humanoid) +4
5. +5 +4 +1 +1 Improved Favored Enemy
6. +6 +5 +2 +2 Rend
7. +7 +5 +2 +2 Favored Enemy (Humanoid) +6
8. +8 +6 +2 +2 Improved Favored Enemy
9. +9 +6 +3 +3 Rend
10.+10 +7 +3 +3 Apex Predator

Weapon Proficiencies: A Predator is proficient with Martial Weapons, and Light and Medium Armor.

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

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

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

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

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

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

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

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

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

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

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

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

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


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC PREDATOR

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


Biclops Giant Racial Feats

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

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

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

Improved Predators Senses
You can sniff out food.
Prerequisites: Biclops or Ettin
Benefits: You gain the Scent ability listed in the MM.

Creyzi4j
2017-05-24, 08:53 PM
Scro from spelljammer?

Bhu
2017-05-24, 09:47 PM
Scro from spelljammer?

http://www.spelljammer.org/monsters/conversions/Scro.html already been done

Creyzi4j
2017-05-25, 01:38 PM
How about possible orcs for darksun or dragonlance settings?

Draconi Redfir
2017-05-26, 02:44 AM
it's honestly amazing, baffeling, and surprising that you're still doing this after so long Bhu. What keeps you going?

Bhu
2017-05-27, 04:49 PM
How about possible orcs for darksun or dragonlance settings?

How well mapped is Dark Sun? Unless theres a totally unexplored corner I'd have to make the Orcs extradimensional invaders or something.

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



it's honestly amazing, baffeling, and surprising that you're still doing this after so long Bhu. What keeps you going?

Life has been hell lately, and I need a distraction. Homebrew provides that distraction :D

Bhu
2017-06-20, 09:21 PM
Give me a moment to post new material. The minmaxboards and all my stuff on it went boom. I have my stuff backed up now, but I'm still helping with the rescue work.

Bhu
2017-06-30, 05:13 PM
The minmax boards have been resurrected, and I will be backing up my stuff asap. Once this is done new content will resume.

Bhu
2017-07-12, 07:29 PM
Desert Cyclops (Al-Qadim)
Large Giant
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 Size, +7 Natural), touch 9, flat-footed 16
Base Attack/Grapple: +4/+13
Attack: Slam +9 melee (1d4+6) or Greatclub +10 melee (2d8+9)
Full Attack: 2 Slams +9 melee (1d4+6) or Greatclub +10 melee (2d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: ---
Special Qualities: Low-Light Vision, See Truth
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 22, Dex 10, Con 16, Int 8, Wis 12, Cha 8
Skills: Intimidate +3, Sense Motive +13, Spot +3, Survival +3
Feats: Power Attack, Cleave, Weapon Focus (Greatclub)
Environment: Warm Desert
Organization: Solitary, Family (2-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +2

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

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

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

Bhu
2017-08-02, 11:12 PM
DESERT CYCLOPS

http://Picture URL if you have one

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

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

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

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

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

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

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

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

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

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


Bosk Racial Substitution Levels

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

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

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

Bhu
2017-08-16, 09:19 PM
TRUTHSEEKER

http://Picture URL

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

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

BECOMING A TRUTHSEEKER
Almost all Truthseekers are Desert Cyclops Clerics.

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


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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 See The Truth, +1 Level of Divine Casting Class
2. +1 +3 +0 +3 Dispel Falsehood, +1 Level of Divine Casting Class
3. +1 +3 +1 +3 Castigate, +1 Level of Divine Casting Class
4. +2 +4 +1 +4 See The Truth, +1 Level of Divine Casting Class
5. +2 +4 +1 +4 Dispel Falsehood, +1 Level of Divine Casting Class
6. +3 +5 +2 +5 Castigate, +1 Level of Divine Casting Class
7. +3 +5 +2 +5 See The Truth, +1 Level of Divine Casting Class
8. +4 +6 +2 +6 Dispel Falsehood, +1 Level of Divine Casting Class
9. +4 +6 +3 +6 Castigate, +1 Level of Divine Casting Class
10.+5 +7 +3 +7 Speak the Truth, +1 Level of Divine Casting Class

Weapon Proficiencies: A Truthseeker gains no new weapon or armor proficiencies.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC TRUTHSEEKER

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


Desert Cyclops Racial Feats

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

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

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

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

Bhu
2017-09-07, 02:18 AM
Chaos Giant

Chaos Giant is an Acquired Template that can be applied to Titans. The origins of Chaos Giants are unknown, but many lay the blame at the feet of the Queen of Chaos or other Chaotic Evil deities. Most of the current Chaos Giants live in either Limbo or the Abyss. They often have minor physical deformities that don't really seem to hinder them, as well as forms that are always slightly shifting.

Size and Type: Unchanged, other than gaining the Evil Subtype

Hit Dice: Unchanged (remember to recalculate hp if Con changes).

Speed: Usually unchanged.

Armor Class: Usually unchanged.

Attacks: Usually unchanged.

Damage: Usually unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, but has a different list of Spell-Like Abilities:

Spell-Like Abilities (Sp): At will: Animate Dead, Bestow Curse, Create Greater Undead, Deeper Darkness, Divine Power, Fear, Greater Dispel Magic, Invisibility, Invisibility Purge, Major Creation, Persistent Image, Summon Monster VI, Touch of Idiocy.

3/Day: Shades, Summon Monster IX, Word of Chaos.

1/Day: Gate, Planar Perinarch, Polymorph Any Object, Storm of Vengeance.

It also gains the following:

Fury (Su): When it has been reduced to 50% or less of it's maximum hit points the Chaos Giant becomes the center of a Whirlwind spell that moves with him, and which he is immune to.

Aura of Chaos (Su): Chaos Giants are surrounded by an aura of unease and shifting probability. Any creature adjacent to one takes a -2 Penalty to both Attack rolls and Armor Class. Unfortunately this also makes it difficult for them to relate to others, and Chaos Giants take a -2 Penalty on Diplomacy Checks, and a -4 Penalty to their Leadership Score if they have the Leadership Feat.

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

Madness (Ex): All Chaos Giants suffer from some form of permanent insanity due to their curse. Choose one from the following:

Motor Tension (Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.)

Expectations of Doom (Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.)

Vigilance (Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.)

Phobia (A DC 40 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was.)

Shifting Form (Ex): Chaos Giants receive this ability as opposed to the Base Creatures Change Shape ability. Their form in unstable, and randomly alters itself at will, rendering them immune to Polymorph spells. They can temporarily take control over this, assuming the form of any living being their own Size Category.

Saves: May need recalculating due to Ability Score changes.

Abilities: A Chaos Giant has a 'pool' of 167 points to spread among it's ability scores at random. No score may be less than 3 or higher than 45. Every 24 hours these scores randomly reset, possibly necessitating hit point, saves, skill points, and other features to be recalculated.

Skills: Unchanged.

Feats: Feats may be rechosen.

Environment: Any Chaotic Evil aligned Plane.

Organization: Usually solitary.

Challenge Rating: +0

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +0

Bhu
2017-09-25, 11:49 PM
Barrowe

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

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

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

Speed: Land speed is reduced by -5 feet.

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

Attacks: Recalculate BAB due to extra Hit Dice.

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

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

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

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

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

Damage Reduction (Ex): DR 5/Silver

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

Immunity to Cold damage

Saves: Recalculate due to extra Hit Dice.

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

Skills: Recalculate due to extra Hit Dice.

Feats: Recalculate due to extra Hit Dice.

Environment: Mountains or Hills

Organization: Solitary or Pack (2-3)

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---



Cairn

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

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

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

Speed: Land speed is reduced by -5 feet.

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

Attacks: Recalculate BAB due to extra Hit Dice.

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

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

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

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

Damage Reduction (Ex): DR 10/-

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

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

Saves: Recalculate due to extra Hit Dice.

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

Skills: Recalculate due to extra Hit Dice.

Feats: Recalculate due to extra Hit Dice.

Environment: Mountains

Organization: Solitary or Pair

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged.

Level Adjustment: ---



Frostmourn

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

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

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

Speed: Unchanged.

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

Attacks: Recalculate BAB due to extra Hit Dice.

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

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

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

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

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

Damage Reduction (Ex): DR 10/Magic

Saves: Recalculate due to extra Hit Dice.

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

Skills: Recalculate due to extra Hit Dice.

Feats: Recalculate due to extra Hit Dice.

Environment: Any Arctic

Organization: Solitary or Pair

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---



Firegaunt

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

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

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

Speed: Unchanged.

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

Attacks: Recalculate BAB due to extra Hit Dice.

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

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

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

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

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

Damage Reduction (Ex):DR 10/Magic

Saves: Recalculate due to extra Hit Dice.

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

Skills: Recalculate due to extra Hit Dice.

Feats: Recalculate due to extra Hit Dice.

Environment: Unchanged.

Organization: Solitary or Pair

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---



Spectral Cloud

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

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

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

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

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

Attacks: Gains a Melee Touch Attack.

Damage: Touch attack does 2d6 negative energy damage.

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

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

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

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

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

Damage Reduction (Ex): DR 15/Magic

Immune to Cold damage

+2 Turn Resistance

Saves: Recalculate due to extra Hit Dice.

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

Skills: Recalculate due to extra Hit Dice.

Feats: Recalculate due to extra Hit Dice.

Environment: Unchanged.

Organization: Solitary, though it may have Spawn

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged.

Level Adjustment: ---




Temperament

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

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

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

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

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

Attacks: Recalculate BAB due to extra Hit Dice.

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

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

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

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

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

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

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

Damage Reduction (Ex): DR 15/Magic

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

+2 Turn Resistance

Saves: Recalculate due to extra Hit Dice.

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

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

Feats: Recalculate due to extra Hit Dice.

Environment: Mountains

Organization: Solitary, though it may have Spawn

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

neriractor
2017-10-03, 06:31 PM
War Drummer
https://www.hiveworkshop.com/attachments/orc-drummer-jpg.133075/
"Here comes the beast again." - war drummer before annihilating her enemies.


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

W[SIZE=1]ar drummer/SIZE]


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+1

+2

+2

+0
bardic music, tempered spirit, keep the beat
+1 bard spellcasting level


2nd

+2

+3

+3

+0
War song, keep the beat
---

3rd

+3

+3

+3

+1
catchy tune
+1 bard spellcasting level

4th

+4

+4

+1

+1
makes you think, Doesn´t it?
---

5th

+5

+3

+1

+1
Drum solo
+1 bard spellcasting level



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

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

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

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

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

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

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

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

hello, I just saw this thread and got inspired to make a class for it, based around the orc drummer in the kodo beast from warcraft III but without the need to have the beast around, any advice on the class would be welcome.

Bhu
2017-11-05, 09:39 PM
Colossus (Spelljammer)
Gargantuan Giant
Hit Dice: 35d8+350 (507 hp)
Initiative: -1
Speed: 120 ft. (24 squares), Flight 60 ft. (Poor)
Armor Class: 20 (-4 Size, -1 Dex, -1 Slow, +26 Natural), touch 4, flat-footed 20
Base Attack/Grapple: +26/+63
Attack: Slam +48 melee (2d8+25/19-20) or Rock +21 ranged (4d6+25)
Full Attack: 2 Slams +48 melee (2d8+25/19-20) or Rock +21 ranged (4d6+25)
Space/Reach: 20 ft./20 ft.
Special Attacks: Rock Throwing, Stunning Clap
Special Qualities: Low Light Vision, Immunities, Slow, DR 10/-
Saves: Fort +29, Ref +8, Will +9
Abilities: Str 60, Dex 6, Con 30, Int 8, Wis 6, Cha 14
Skills: Climb +29, Jump +29, Listen +8, Spot +8, Wildspace Survival +8
Feats: Awesome Blow, Cleave, Devastating Critical (Slam), Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Snatch, Multisnatch, Overwhelming Critical (Slam), Power Attack, Snatch, Weapon Focus (Slam)
Environment: Wildspace
Organization: Solitary or Group (2-6)
Challenge Rating: 20
Treasure: None
Alignment: Any Chaotic
Advancement: 36-56 HD (Gargantuan), 37+ HD (Colossal)
Level Adjustment: ---

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

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

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

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

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

Combat: The Colossus aren't very bright, and tactics generally boil down to "I hit it with my fist until it stops moving".

Bhu
2017-12-04, 08:08 PM
Hephaeston
Huge Giant
Hit Dice: 25d8+250 (362 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +18/+40
Attack: Slam +30 melee (3d6+14) or Battleaxe +32 melee (4d6+24/x3)
Full Attack: 2 Slams +30 melee (3d6+14) or Battleaxe +32/+27/+22/+17 melee (4d6+24/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-Like Abilities, Oversized Weapon
Special Qualities: Low Light Vision, Immunities, DR 15/Magic, Forger
Saves: Fort +24, Ref +8, Will +12
Abilities: Str 39, Dex 10, Con 30, Int 14, Wis 18, Cha 16
Skills: Climb +14, Concentration +12, Craft (Weaponsmithing, any 2) +22, Knowledge (any one) +12, Listen +14, Spot +14, Survival +14
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Snatch, Large and in Charge, Multisnatch, Power Attack, Snatch
Environment: Any mountain or underground
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +8

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

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

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

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

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

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

Bhu
2017-12-25, 08:45 PM
Gray Troll

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

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

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

Speed: Unchanged.

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

Attacks: Unchanged

Damage: Unchanged

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

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

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

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

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

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

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

Saves: Recalculate Saving Throws due to Type change.

Abilities: +2 Str

Skills: Unchanged

Feats: unchanged

Environment: Underground

Organization: Unchanged

Challenge Rating: +2

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: +4

Bhu
2018-01-14, 10:23 PM
Spirit Troll

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

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

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

Speed: Unchanged.

Armor Class: Natural AC Bonus lowers by -2.

Attacks: Recalculate BAB due to extra Hit Dice.

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

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

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

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

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

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

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

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

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary

Challenge Rating: +2

Treasure: Unchanged

Alignment: Usually Neutral

Advancement: Unchanged.

Level Adjustment: +4

Bhu
2018-02-18, 10:32 PM
Spectral Troll

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

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

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

Speed: Unchanged.

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

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

Damage: Unchanged.

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

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

Damage Reduction 10/Silver or Magic

Turn Resistance +2

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

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

Saves: Recalculate Saves.

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

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

Feats: Unchanged

Environment: Unchanged.

Organization: Solitary

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +3

Bhu
2018-03-12, 10:07 PM
Trollhound
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+7 (+11 Attached)
Attack: Bite +7 melee (1d6+6 plus disease)
Full Attack: Bite +7 melee (1d6+6 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Locking Jaws, Disease
Special Qualities: Darkvision 60’, Regeneration 3, Scent
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 18, Dex 15, Con 15, Int 3, Wis 14, Cha 10
Skills: Hide +6, Listen +6, Move Silently +4, Spot +6, Survival +3 (+7 Track by Scent)
Feats: Alertness, Track
Environment: Any Temperate Land
Organization: Solitary or Pack (6-11)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually Chaotic Neutral
Advancement: 4-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: ---

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

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

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

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

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

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





PACK LEADER

Occasionally a Trollhound pack has quite the exceptional leader.

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

ENTRY REQUIREMENTS
Race: Trollhound

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

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 +4 Int
2. +2 +3 +3 +0 +4 Str
3. +3 +3 +3 +1 Tracking


Weapon Proficiencies: A Pack Leader gains no new weapon or armor proficiencies.

Tracking (Ex): You may re-roll Survival Checks made to track opponents a number of times per day equal to your Wisdom Modifier as a Free Action (you may do this once per round).

Bhu
2018-04-03, 09:02 PM
forgot to cross post this one

B'ROHG GLADIATOR

http://Picture URL

"Tor percolate!"

"WRONG! Try again dumbass."

"Tor...smash?"

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

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

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


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

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Whirling Frenzy
2. +2 +3 +0 +0 Improved Whirling Frenzy
3. +3 +3 +1 +1 Multiweapon Defense
4. +4 +4 +1 +1 Whirling Frenzy
5. +5 +4 +1 +1 Improved Whirling Frenzy
6. +6 +5 +2 +2 Multiweapon Defense
7. +7 +5 +2 +2 Whirling Frenzy
8. +8 +6 +2 +2 Improved Whirling Frenzy
9. +9 +6 +3 +3 Multiweapon Defense
10.+10 +7 +3 +3 Maelstrom

Weapon Proficiencies: A B'rohg Gladiator gains proficiency with all Simple and Martial Weapons, and any 2 Exotic Weapons. They also gain proficiency with Light and Medium Armor, and Light Shields.

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

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

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

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

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

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

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

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

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


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC B'ROHG GLADIATOR

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


B'rohg Racial Feats

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

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

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

B'rohg Rock Thrower
Unless you have rocks...
Prerequisites: B'rohg, Multiweapon Fighting, Point Blank Shot
Benefits: You may throw multiple rocks per round, taking the same penalties for using multiple weapons in melee.

Bhu
2018-05-07, 11:50 PM
Gargantua Troll (Mystara Campaign)
Huge Giant
Hit Dice: 24d8+168 (276 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 22 (-2 Size, +2 Dex, +12 Natural), touch 10, flat-footed 20
Base Attack/Grapple: +18/+40
Attack: Claw +30 melee (2d6+14) or Club +30 melee (4d6+14) or Rock +30 Ranged (2d8+14)
Full Attack: 2 Claws +30 melee (2d6+14)and 1 Bite +25 melee (2d8+7) or Club +30/+25/+20/+15 melee (4d6+14) or Rock +30 Ranged (2d8+14)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rend (4d6+21), Rock Throwing, Swallow Whole
Special Qualities: Darkvision 90’, Low Light Vision, Regeneration 10, Scent, Rock Catching
Saves: Fort +21, Ref +10, Will +9
Abilities: Str 39, Dex 14, Con 24, Int 6, Wis 9, Cha 6
Skills: Climb +18, Jump +17, Listen +11, Spot +11
Feats: Alertness, Awesome Blow, Fling Enemy, Improved Bull Rush, Improved Snatch, Iron Will, Power Attack, Snatch, Track
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: BY Character Class
Level Adjustment: ---

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

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

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

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

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

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

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

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

Combat: Troll Gargantua's fight very similar to Trolls. They have however lifted a few fighting techniques from their Giant kin.

Bhu
2018-05-27, 08:14 PM
a brief return to gobbinses

GOBLIN DIPLOMAT

http://Picture URL

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

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

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

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


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

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Master of Diplomacy, +1 to Level of existing Arcane Casting Class
2. +1 +0 +0 +3 Sneaky Spell, +1 to Level of existing Arcane Casting Class
3. +1 +1 +1 +3 Spell Resistance, +1 to Level of existing Arcane Casting Class
4. +2 +1 +1 +4 Master of Diplomacy, +1 to Level of existing Arcane Casting Class
5. +2 +1 +1 +4 Sneaky Spell, +1 to Level of existing Arcane Casting Class
6. +3 +2 +2 +5 Spell Resistance, +1 to Level of existing Arcane Casting Class
7. +3 +2 +2 +5 Master of Diplomacy, +1 to Level of existing Arcane Casting Class
8. +4 +2 +2 +6 Sneaky Spell, +1 to Level of existing Arcane Casting Class
9. +4 +3 +3 +6 Spell Resistance, +1 to Level of existing Arcane Casting Class
10.+5 +3 +3 +7 Versatility, +1 to Level of existing Arcane Casting Class

Weapon Proficiencies: A Diplomat gains no new weapon or armor proficiencies.

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

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

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

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

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

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

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

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

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

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

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

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

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


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC GOBLIN DIPLOMAT

Hit Die: d6
Skills Points at Each Level : 6 + int
Spellcasting While Caster Level continues to increase, you do not gain additional spells per day.
Bonus Feats: The Epic Goblin Diplomat gains a Bonus Feat every 3 levels higher than 20th

Bhu
2018-05-27, 08:15 PM
AMITOK

http://Picture URL if you have one

"Grrrrrr..."

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

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

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

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

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

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

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

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

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



Amitok Racial Feats

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


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


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


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


Amitok Racial Substitution Levels

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

Cleric
Level 1: The only Domains Amitok Clerics get are Cold and Evil.

Bhu
2018-06-20, 12:04 AM
HALF-GOBLIN

http://Picture URL if you have one

"Racism springs from ignorance."

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

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

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

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

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

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

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

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

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



Half-Goblin Racial Feats

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


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


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


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



Half-Goblin Racial Substitution Levels

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

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

Scout
Level 4: Add Goblin Dodge to the list of Bonus Feats you can take.

Bhu
2018-07-21, 07:55 PM
AMITOK SHAMAN

http://Picture URL

"IT IS TABOO!"

At some point in the dim past your ancestors were turned away from the Goblinoid pantheon to that of Cryonax. Even you, his priesthood do not know the details (which were easily enough lost given that you have no written language).

BECOMING AN AMITOK SHAMAN
Just about Amitok with Cleric levels will do.

ENTRY REQUIREMENTS
Race: Amitok
Domain Spells: Cold and Evil
Patron: Must have Cryonax as a Patron
Skills: Knowledge (Religion, The Planes) 4 ranks
Feats: Domain Focus (Cold, Evil)


Class Skills
The Amitok Shaman's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int) and Survival (Wis).
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Eschew Materials
2. +1 +3 +0 +3 Battle Fury (+1), +1 Level of existing Divine casting class
3. +2 +3 +1 +3 Improved Strength (+2 Str)
4. +3 +4 +1 +4 Flash Frost Spell, +1 Level of existing Divine casting class
5. +3 +4 +1 +4 Battle Fury (+2)
6. +4 +5 +2 +5 Improved Strength (+4 Str), +1 Level of existing Divine casting class
7. +5 +5 +2 +5 Piercing Cold
8. +6 +6 +2 +6 Battle Fury (+3), +1 Level of existing Divine casting class
9. +6 +6 +3 +6 Large Form
10.+7 +7 +3 +7 Servitor of Cryonax, +1 Level of existing Divine casting class

Weapon Proficiencies: An Amitok Shaman gains no new weapon or armor proficiencies.

Eschew Materials: At 1st Level you gain Eschew Materials as a Bonus Feat (see Magic of Faerun).

Battle Fury (Ex): At 2nd Level you gain a +1 Morale Bonus to Attack rolls. This improves to +2 at Level 5, and +3 at Level 8.

Improved Strength: At 3rd Level you gain a +2 Inherent Bonus to Str. This increases to +4 at Level 6.

Flash Frost Spell: At 4th Level you gain Flash Frost Spell as a Bonus Feat (see PHBII).

Piercing Cold: At 7th Level you gain Piercing Cold as a Bonus Feat (see Frostburn).

Large Form (Ex): At 9th Level your Size increases to Large.

Servitor of Cryonax Ex): At 10th Level your Type changes to Outsider with the Air, Cold and Evil Subtypes. You also gain DR 10/Magic.

PLAYING AN AMITOK SHAMAN
You are the man. You rule by divine right, and no one so much as says boo to you. You also grovel before the Archomental and his servants, but that's in private...
Combat: Unlike most priests you relish combat. You're pretty much built for it.
Advancement: You do as Cryonax demands, you have no other choice.
Resources: You can demand anything you want of the tribe, not that it matters much. Cryonax may occasionally loan you aid.

AMITOK SHAMANS IN THE WORLD
"There's Grunt again. Staring of into the snow talking to himself."
You live in an ivory tower (well, more like an icy cave really...) and only descend from on high to make pronouncements from Cryonax.
Daily Life: Much of your life is spent waiting for your god to tell you what to do next, or doing whatever he ordered last time.
Notables:
Organizations: You work for Cryonax, and no distractions are allowed. Not that there's much in the way of distractions for a tribal shaman whose people are just barely at the stone age.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

AMITOK SHAMANS IN THE GAME
This PrC assumes one of the PC's is a catspaw of an Archomental. This may not bode well for party unity depending on whatver the others play.
Adaptation: This is meant for an all evil party obviously.
Encounters: PC's will generally see Amitok Shamans when they encounter their tribes in any numbers.

Sample Encounter
EL 12: Th PC's round a corner in the arctic wastes and see a huge group of furry mouth-frothers taking on a White Dragon. The PC's quickly reverse course.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC AMITOK SHAMAN

Hit Die: d8
Skills Points at Each Level : 2 + int
Spellcasting Your caster Level continues to increase, but you do not gain additional spells per day.
Bonus Feats: The Epic Amitok Shaman gains a Bonus Feat every 3 levels higher than 20th

Bhu
2018-08-26, 08:02 PM
REDEEMER

http://Picture URL

“People who claim that they're evil are usually no worse than the rest of us... It's people who claim that they're good, or any way better than the rest of us, that you have to be wary of.”

Redeemers are Half-Goblins dedicated to fighting Evil, particularly Evil Humanoids. But they fight in less of a "kill em all and let the Gods sort em out" aense, and more from a sincere belief that anyone can be reformed given enough time.

BECOMING A REDEEMER
A Half-Goblin Fighter will do.

ENTRY REQUIREMENTS
Race: Half-Goblin
Class Abilities: Armored Versatility
Feats: Devout, Redeemer, Weapon Focus


Class Skills
The Redeemer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Foe of Evil +4
2. +2 +3 +0 +0 Uncanny Dodge
3. +3 +3 +1 +1 Harrier
4. +4 +4 +1 +1 Foe of Evil +6
5. +5 +4 +1 +1 Improved Uncanny Dodge
6. +6 +5 +2 +2 Harrier
7. +7 +5 +2 +2 Foe of Evil +8
8. +8 +6 +2 +2 Superior Uncanny Dodge
9. +9 +6 +3 +3 Harrier
10.+10 +7 +3 +3 Foe of Evil +10

Weapon Proficiencies: A Redeemer gains no new weapon or armor proficiencies.

Foe of Evil (Ex): Your Bonuses from the Redeemer, Devout, and Partisan Feats increase to +4 against Evil opponents only. They increase again at 4th Level (+6), 7th Level (+8), and 10th Level (+10).

Uncanny Dodge (Ex): Identical to the Rogue ability of the same name listed in the PHB.

Harrier (Ex): Choose one weapon you have the Weapon Focus Feat for. The critical threat range for that weapon improves by 1 against Evil foes (i.e. if it normally criticals on a natural 20, it now does so on a critical 19-20).

At 6th Level the critical threat range increases by 2 (i.e. now would critical on an 18-20), and by 9th level it increases by 3 (17-20).

Improved Uncanny Dodge (Ex): Identical to the Rogue ability of the same name listed in the PHB.

Superior Uncanny Dodge (Ex): You do not lose your Dexterity Bonus to AC, and are immune to being flanked.

PLAYING A REDEEMER
You work to save the Goblinoids from themselves, and from their evil gods most of all. You feel certain if you could turn the races from Maglubiyet you could bring them around to a better life.
Combat: You are dedicated to fighting Evil. It is literally your life's work.
Advancement: Your advancement is largely left to the winds of chance. You train in whats available, when it's needed.
Resources: Unless you can find a fairly liberal patron, you're reduced to whatever scraps you can find.

REDEEMERS IN THE WORLD
"HEY (beeeeeeeep)!"
Redeemers are always the focus of controversy. Goblins and other primarily evil humanoids see you as opponents trying to bring down their religion. Other humanoid see you as apologists for those races because you insist not all of them are Evil. And then there's the racists. It's like some days when you just can't win.
Daily Life: Your days are busy. There's barely even enough time for training.
Notables:
Organizations: The Redeemers are a social organization attempting to become something like an Order of Knights. Their focus is on social justice and stopping both bigotry, and the excesses of the Goblinoid religion that presses for war.

NPC Reaction
You're the low guy on the totem pole no matter where you go. The Goblins hate you, the non-Goblins hate you. Any day you aren't the target of a mob is a good day.

REDEEMERS IN THE GAME
This class assumes the PC is a member of a hated minority, which may be triggery for some.
Adaptation: This assumes Goblins are evil, and are prolific enough to have mixed race children. Your campaign may not fit thiis.
Encounters: Redeemers are encountered where ever Goblins or anti-goblinoid prejudice occur.

Sample Encounter
EL 12: The PC's encounter a group of Goblins fighting some sort of warrior, and intervene on his half. Turns out he's somewhat Goblin-ish himeslf.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC REDEEMER

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

Bhu
2018-10-03, 09:59 PM
Hoar Fox
Small Magical Beast (Cold)
Hit Dice: 2d10+4 (15 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+1 Size, +3 Dex, +4 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +2/-1
Attack: Nip +6 melee (1d6+1)
Full Attack: Nip +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: Darkvision 60 ft., Scent
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 3, Wis 13, Cha 10
Skills: Hide +7 (+15 in snow), Listen +5, Move Silently +5, Spot +4, Survival +4
Feats: Alertness, Weapon Finesse
Environment: Any Cold Land
Organization: Solitary, Pair of Family (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 3 HD (Small), 4-6 HD (Medium)
Level Adjustment: ---

Hoar Foxes roam the arctic in small familial packs. They appear as large foxes with silver-grey fur that turns white in winter.

Breath Weapon (Su): Every 1d4 rounds the Hoar Fox can breathe a 30 ft. cone doing 2d6 cold damage. DC 13 Reflex Save for half damage, Save DC is Con based.

Skills: Arctic Foxes get a +8 Racial Bonus on Hide Checks in snow. They also have a +1 Racial Bonus on Listen, Move Silently and Spot Checks.

Combat: Fox packs usually open with their breath weapon before retreating, only to run by and spit ice a few rounds later again.

Bhu
2018-10-29, 06:49 PM
Orughi (Dragonlance)
Medium Giant
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Swim 60 ft.
Armor Class: 16 (+3 Natural. +3 Hide), touch 10, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Weapon +7 melee or +3 Ranged
Full Attack: Weapon +7 melee or +3 Ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 18, Dex 10, Con 15, Int 6, Wis 10, Cha 7
Skills: Listen +3, Spot +3, Swim +13
Feats: Exotic Weapon Proficiency (Tonkk), Weapon Focus (Tonkk)
Environment: Warm or Temperate Forest, Hills, and Mountains
Organization: Solitary, pair, gang (3-4), or band (5-8), or Tribe (21-30 +35% noncombatants)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +1

The Orughi are an offshoot of Ogres dwelling on remote islands north of Ansalon. They are much shorter than most Ogres being as tall as tall humans, with oily grey skin and golden hair. Their webbed hands and feet make them very capable swimmers. They have no official government with the eldest males of each family jointly ruling the tribe. They worship Zeboim, and an easy way to tell if a village of crude wooden shacks belongs to the Orughi are the stone towers they build to honor her.

Hold Breath (Ex): An Orughi can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning.

Combat: The Orguhi prefer to lure opponents into the sea or fight from a distance with their Tonkks. They are also fond of daggers and battle axes.

Bhu
2018-11-19, 05:22 PM
ORUGHI

http://Picture URL if you have one

"Please tell me that isn't a jellyfish..."

The Orughi are an offshoot of Ogres dwelling on remote islands north of Ansalon. They are much shorter than most Ogres being as tall as tall humans, with oily grey skin and golden hair. Their webbed hands and feet make them very capable swimmers. They have no official government with the eldest males of each family jointly ruling the tribe. They worship Zeboim, and an easy way to tell if a village of crude wooden shacks belongs to the Orughi are the stone towers they build to honor her.


ORUGHI RACIAL TRAITS
· +8 Strength, +4 Constitution, -4 Intelligence, -4 Charisma.
· Size Class: Medium Size.
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· Base swim speed 60 ft.
· +3 Natural Armor Bonus.
· Hold Breath (Ex): An Orughi can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning.
· Racial Hit Dice: An Orughi begins with four levels of Giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. An Orughi's Giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Listen, Spot and Swim. Stonecrown Ogres are proficient with all Simple Weapons, and Light and Medium Armor. They are also proficient with Tonkks.
· Ogres have a Primary Slam attack doing 2d4 plus Strength Bonus. They get 2 Slams with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common, Orog, Goblin
· Level Adjustment: +2
· Favored Class: Fighter

STARTING AGE
Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 32
Old: 49
Venerable: 65
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: Male: 3'9" Female: 3'7"
Height Modifier: +2d4"
Base Weight: Male: 150 lbs. Female: 110 lbs.
Weight Modifier: x (2d6) lbs.

ORUGHI CHARACTERS
Like most Ogre variants, the Orughi are meant for melee. They can be Wisdom based casters, but their Hit Dice and racial LA make this very sub-optimal.
Adventuring Race: Orughi generally only leave their homes when ordered by the Nzunta or their goddess.
Character Development: Orughi are meant for underwater combat, so you may as well specialize in that if it's a sea going campaign.
Character Names:

ROLEPLAYING AN ORUGHI
You look down on other races because you make slaves of them, despite being slaves yourselves. The Nzunta can be cruel to you, and you visit their cruelty a thousand fold upon others.
Personality: You pretty much do your best to live up to every bad stereotype of the Ogre race.
Behaviors: You much prefer to spend your time hunting and fishing to any other activities.
Language: Orughi speak their own dialect of the Giant language.

ORUGHI SOCIETY
The Orughi are barely outside of the stone age other than metal working. They live in crude wooden shacks and sink any ships that pass close to their homes.
Alignment : Due to their religion and dire past, the Orughi are almost universally Chaotic Evil.
Lands : The Orughi live on remote islands to the north of Ansalon.
Settlements : The Orughi do not settle.
Beliefs : Zeboim is the deity of choice for the Orughi.
Relations: Orughi see the other races as slaves or enemies for the most part.

ORUGHI ADVENTURES
· Your master wants you to harass some seaside towns in Ansalon. To serve as a distraction for whatever he is doing.
· An Aboleth has taken residence, and you have been told to move him along.
·A ship wrecks on your coastline during a hurricane, and unfortunately it has murderhobos...



Tonkk (Exotic Weapon)
Cost: 50 GP
Damage (M): If you succeed in a ranged attack roll you entangle an opponent. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity. Huge or larger creatures are unaffected by a Tonnk. A flying creature must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A Tonnk does not function underwater. Each round the victim can make a DC 17 Str Check to free itself. Until it does, the Orughi can make an Opposed Str Check eash round. If it succeeds it pulls the entangled opponent 10 ft. closer to itself.
Critical: n/a
Range Increment: 20 ft. (max range is 50 ft.)
Weight: 10 lbs.
Type: n/a

Orughi Racial Substitution Levels

Fighter
Any even numbered Level: You may take a Racial Feat instead of a Fighter Feat at even numbered Levels.

Barbarian
Level 1: Fast Movement can be either your land or swim speed.

Bhu
2018-12-02, 11:38 PM
NZUNTA FOOTSOLDIER

http://Picture URL

"Is that a tentacle? IS THAT A TENTACLE?"

You have been a taught to serve and worship the Nzuntas as have all your kind. You are the army of the Nzunta empire, as well as it's only visible face. You keep the outside world from knowing of the Nzunta until they return to rule the world as they claim prophecy has foretold.

BECOMING A NZUNTA FOOTSOLDIER
Any Orughi proficient with weapons will do.

ENTRY REQUIREMENTS
Race: Orughi
Feats: Exotic Weapon Proficiency (Tonnk), and any 1 other combat related Feat
Skills: Climb (4 ranks), Intimidate (4 ranks)


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

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Aquatic Warrior
2. +2 +3 +0 +0 Tohkk Warfare
3. +3 +3 +1 +1 Blessings of Zeboim
4. +4 +4 +1 +1 Aquatic Warrior
5. +5 +4 +1 +1 Tohkk Warfare
6. +6 +5 +2 +2 Blessings of Zeboim
7. +7 +5 +2 +2 Aquatic Warrior
8. +8 +6 +2 +2 Tohkk Warfare
9. +9 +6 +3 +3 Blessings of Zeboim
10.+10 +7 +3 +3 Veteran

Weapon Proficiencies: A Nzunta Footsoldier gains no new weapon or armor proficiencies.

Aquatic Warrior (Ex): At 1st Level you gain the Aquatic Subtype, but remain capable of breathing air. At 4th Level you gain Blindsense with a 30 foot radius when under water. At 7th Level your attacks no longer take the -2 penalty for being used underwater.

Tonkk Warfare (Ex): At Levels 2, 5 and 8 you may choose one of the following Bonus Feats: Able Sniper, Brutal Throw, Far Shot, Greater Weapon Focus (Tonkk), Point Blank Shot, Precise Shot, Ranged Disarm, Weapon Focus (Tonkk).

Blessings of Zeboim: At Levels 3, 6 and 9 you gain one of the Blessings of Zeboim from the following list:

Aboleth's Tentacles (Ex): (Prerequisite: 9th Level) The Footsoldier gains two additional tentacle attacks with a Full Attack that do 1d6 plus half Str damage. Opponent who are successfully struck by these tentacles must make a Fortitude Save (Save DC is Con based) or be unable to breathe for 1d6 rounds (see drowning rules in DMG).

Amphi-Dragon's Breath (Su): Once every 1d4 rounds the Footsoldier can breathe a 60 foot line of Acid doing 5d6 damage (Reflex save for half damage, Save DC is Con based).

Dragon's Fear (Ex): When the Footsoldier attacks or charges all living creatures within 30 ft. must wake a Willpower Save (Save DC is Cha based), or become Shaken for 2d4 rounds. If the Save is successful, that opponent is immune to this Footsoldier's Frightful Presence for 24 hours.

Imp's Cold (Ex): A Footsoldier’s body generates intense cold, causing opponents to take an extra 1d4 points of
cold damage every time it succeeds with an Unarmed strike, grapple or natural attack. Creatures attacking a Footsoldier unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

Kalothagh Spines (Ex): Any creatures within 5 feet of a Footsoldier must succeed at a Reflex save each round or take 1d6 piercing damage. The save DC is Dexterity-based. Any creature hurt by a Footsoldier’s spines through this method or its attack must succeed at a Reflex save, or the barbed spines will hook in the creature’s flesh, causing the spine to detach from the Footsoldier. Removing the spines results in another 1d4 points of damage. A Footsoldier is assumed to have 2d8+16 spines at any given time. It takes one week for its spines to grow back.

Magori's Blood (Ex): Whenever an opponent within 5 feet of the Footsoldier deals damage to it with a slashing or piercing
weapon, he must make a DC Reflex save or take 2d4 points of acid damage as the Footsoldier’s blood splatters him. Success
negates all damage. The save DC is Constitution-based.

Veteran: So long as you are touching the sea you are immune to critical hits.

PLAYING A NZUNTA FOOTSOLDIER
The Nzunta are Gods, the true rulers of the world. You were born to serve them, and they will reward you when the world is theirs again.
Combat: You try to lure opponents into the water where they are more vulnerable. You're also fond of ambushing ships, pulling sailors off the decks.
Advancement: How you advance depends entirely on your masters.
Resources: You have what you can steal or what the Nzunta give you.

NZUNTA FOOTSOLDIERS IN THE WORLD
"If you see tall stone towers on an island, give it a wide berth."
As far as the world knows the Orughi are marauding brutes, much like any other. No one suspects your hidden masters.
Daily Life: Much of your day is spent hunting and fishing unless your masters need you. Or a ship sails too close.
Notables:
Organizations: Being servants of the Nzunta, you pretty much aren't allowed to have other ties.

NPC Reaction
You're a monster, NPC's treat you much like any other monster.

NZUNTA FOOTSOLDIERS IN THE GAME
This assumes the PC is the servant of an evil empire hellbent on world domination (or at least they consider themselves that). Might be best as an NPC class.
Adaptation: This is meant for Evil Campaigns set in the oceans of the Forgotten Realms.
Encounters: The Orughi and their masters only exist on remote islands north of Ansalon.

Sample Encounter
EL x: The PC's run aground in a horrible storm. The superstitious crew is terrified of the stone towers on the island. Turns out they have reason to be.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC NZUNTA FOOTSOLDIER

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



Orughi Racial Feats

Further Blessings of Zeboim
You have been especially blessed by the Sea Goddess.
Prerequisites: Orughi, Blessings of Zeboim
Benefits: This Feat can be chosen multiple times, and must be chosen for a different blessing each time:

Aboleth's Tentacles (Ex): (Prerequisite: 9th Level) Opponents who fail a Save vs your tentacle attack now permanently lose the ability to breathe air, becoming able to breathe water instead. Remove Disease, Heal or Mass Heal will cure this.

Amphi-Dragon's Breath (Su): Your Breath Weapon does 8d6 damage.

Dragon's Fear (Ex): Opponents who fail their Save vs your Frightful Presence they are Frightened instead of Shaken.

Imp's Cold (Ex): Your cold damage increases to2d4.

Kalothagh Spines (Ex): Your spines now regrow instantly, effectively giving you unlimited spines.

Magori's Blood (Ex): A successful Save now only halves damage instead of negating it.

Bhu
2018-12-17, 09:16 PM
Jagre (Maztica)
Huge Giant
Hit Dice: 12d8+36 (90 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Size, -1 Dex, +5 Natural, +4 Hide), touch 8, flat-footed 17
Base Attack/Grapple: +9/+20
Attack: Slam +15 melee (1d6+7) or Weapon +15 melee
Full Attack: 2 Slams +15 melee (1d6+7) or Weapon +15 melee
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Displacer Beast Armor
Saves: Fort +11, Ref +5, Will +8
Abilities: Str 24, Dex 8, Con 16, Int 10, Wis 14, Cha 10
Skills: Climb +7, Hide +7, Listen +7, Move Silently +7, Spot +7, Survival +5
Feats: Alertness, Dodge, Iron Will, Lightning Reflexes, Stealthy
Environment: Any
Organization: Solitary, pair, gang (3-4), or band (5-8), or Tribe (21-30 +35% noncombatants)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Any Evil
Advancement: By Character Class
Level Adjustment: +3

Jagre are high level Jaguar Knights loyal to the God of war Zaltec. As a reward they have been changed into 16' tall Ogre-like monstrosities bearing the mark of the Viperhand on their chests. Normally armed with clubs or macas, they wear the enchanted hides of Displacer Beasts as Armor.

Displacer Beast Armor: All Jagre are given a set of +1 Hide armor. Some go so far as to endure rituals bonding this armor to their skin making it impossible to remove. A Jagre wearing it may change into a Displacer Beast at will (this ability only works for the Jagre). This works exactly like Alternate Form with the following exceptions: It gains all the Special Qualities of it's Displacer Beast Form, and it still gains the Armor Bonus from it's armor.

Combat: Jagre are equally divided between those who enjoy attacking as beasts, and those who like beating opponents to death with weapons. They generally aren't subtle.

Bhu
2018-12-31, 11:18 PM
JAGRE

http://Picture URL if you have one

"You will bow to Zaltec."

Jagre are high level Jaguar Knights loyal to the God of war Zaltec. As a reward they have been changed into 16' tall Ogre-like monstrosities bearing the mark of the Viperhand on their chests. Normally armed with clubs or macas, they wear the enchanted hides of Displacer Beasts as Armor. In Displacer Beast form their fur is colored similar to that of a jaguar.

JAGRE RACIAL TRAITS
� +14 Strength, +6 Constitution, +4 Wisdom, -2 Dexterity
� Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
� Giant, giving them Low Light Vision
� Base land speed 30 ft.
� +5 Natural Armor Bonus.
� Displacer Beast Armor (Ex): All Jagre are given a set of +1 Hide armor. Some go so far as to endure rituals bonding this armor to their skin making it impossible to remove, though the armor will not work for non-Jagre's. A Jagre wearing it may change into a Displacer Beast at will (this ability only works for the Jagre). This works exactly like Alternate Form with the following exceptions: It gains all the Special Qualities of it's Displacer Beast Form, and it still gains the Armor Bonus from it's armor.
� Racial Hit Dice: A Jagre begins with twelve levels of Giant, which provide 12d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +8, Ref +4, and Will +4. A Stonecrown Ogres Giant levels give it skill points equal to 15 � (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Hide, Listen, Move Silently, Spot and Survival. Jagres are proficient with all Simple Weapons, and Light and Medium Armor. They are also proficient with the Macas.
� Jagres have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slams with a Full Attack.
� Automatic Languages: Giant. Bonus Languages: Common.
� Level Adjustment: +3
� Favored Class: Fighter

STARTING AGE
Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 35
Old: 53
Venerable: 70
Maximum Age: +2d20 years

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

JAGRE CHARACTERS
Your Racial Hit Dice and LA rule out spellcaster, so like most Giant types your option is melee.
Adventuring Race: Jagre go on adventures because they are ordered to.
Character Development: You'll be fighting a lot as a Displacer Beast, so it may help to specialize in fighting in doing so.
Character Names:

ROLEPLAYING A JAGRE
You're in charge, and it shows. Especially when someone is foolish enough to tell you no. Being refused tends to send you into homicidal rages.
Personality: You are basically an anthropophagous fascist with a strong streak of religious zealotry. No cruelty is too small for you.
Behaviors: Jagre's are obsessed with both hunting and control. Particularly control. They are also pushing the expansion of their kind.
Language: Jagre speak Giant, and most speak Common as well.

JAGRE SOCIETY
Jagre are the leaders of Nexal, and all must obey them other than Hoxitl and the Beast Leaders.
Alignment : All Jagre are Evil, and most are Chaotic as well.
Lands : All known Jagre live in the Valley of Nexal.
Settlements : See above.
Beliefs : All Jagres worship Zaltec.
Relations: Jagre are carnivores who prefer Humanoid meat, so they aren't well liked. Except by Ogres and the Viperhand (Ogres and Jagres breed Jagres, so there is some alliance there).

JAGRE ADVENTURES

Someone is killing the agents of the Viperhand, and you have been tasked with stopping it.
Someone is deliberately targeting Jagre children, and you have been chosen to stop it.
Things have been odd since a comet passed recently. The human slaves have been acting oddly, and in concert. You'd swear they were possessed.



Jagre Racial Substitution Levels

Fighter
Any even numbered Level: Instead of a Fighter Feat you may choose a Racial Feat.

Bhu
2019-02-04, 10:16 PM
Okay I've has some 70 hour weeks delaying posting, gimme a nit and I'll have stuff up.

Bhu
2019-03-04, 09:18 PM
TLATOANI

http://Picture URL

"Obedience leads to true freedom."

The Tlatoani are the leaders of the Jagre, and often lead gangs of Orcs, Ogres and Trolls on raids for slaves.

BECOMING A TLATOANI
Any Jagre that has undergone the Ritual of Merging will do.

ENTRY REQUIREMENTS
Race: Jagre
Skills: Climb 4 ranks, Intimidate 4 ranks
Feats: Ritual of Merging, Improved Bond


Class Skills
The Tlatoani's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 The Ritual of Merging
2. +1 +3 +0 +3 Hishna Magic
3. +2 +3 +1 +3 Leadership
4. +3 +4 +1 +4 The Ritual of Merging
5. +3 +4 +1 +4 Hishna Magic
6. +4 +5 +2 +5 Leadership
7. +5 +5 +2 +5 The Ritual of Merging
8. +6 +6 +2 +6 Hishna Magic
9. +6 +6 +3 +6 Leadership
10.+7 +7 +3 +7 Beast Lord

Weapon Proficiencies: A Tlatoani gains no new weapon or armor proficiencies

The Ritual of Merging (Su): At 1st Level you gain a +2 Deflection Bonus to AC in Displacer Beast Form.

At 4th Level you also now gain your Resistance to Ranged Attacks Bonus when not in Displacer Beast Form.

At 7th Level may instead turn into a Displacer Beast Pack Lord once you also have at least 18 HD.

Hishna Magic (Sp): At Levels 2, 5 and 8 you can choose one spell from the Hishna Magic spell list. You may cast that spell 1/day as a Spell-Like Ability. At 2nd Level you can choose any spell of 3rd Level or less. At 5th Level you can choose any spell of 4th Level or less, and at 8th Level you can choose any spell of 5th Level or less.

Leadership: At third Level your Leadership Score is your ECL plus your Charisma modifier. All your Cohorts/followers must be Orcs. At 6th Level your Cohort can be an Ogre if your leadership Score is 9 or higher. At 9th Level your Cohort can be a Troll if your leadership Score is 14 or higher.

Beast Lord: At 10th Level you get a +10 Bonus on your leadership Score.

PLAYING A TLATOANI
You are a born leader of monsters. Cruelty is like a drug to you.
Combat: You prefer mixing it up in melee combat despite your ranged defenses. You like the feel of blood on your hands.
Advancement: Your advancement is determined solely by the Viperhand.
Resources: You have whatever gifts Zaltec bestows on you, and whatever you can take as plunder.

TLATOANI IN THE WORLD
"Any excuse will serve a tyrant."
The world lives in horror of you cult and it's anthropophagus tendencies.
Daily Life: You manage much of the Viperhand's daily affairs, especially raids and warfare.
Notables:
Organizations: All Tlatoani belong to Zaltec's cult.

NPC Reaction
You are regarded with the fear usually shown to monsters.

TLATOANI IN THE GAME
This assumes the PC is a leader of sorts in an evil cult, and might be best left for npc's.
Adaptation: This is meant for an all Evil campaign set in Maztica, but shouldn't be hard to adapt.
Encounters: The Tlatoani are rarely found outside the Valley on Nexal.

Sample Encounter
EL 15: The PC's are hired by a sketchy looking Orc to guard his Lords property, which turns out to be human. Can they rescue the slaves without being found out?


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC TLATOANI

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



Jagre Racial Feats

Ritual of Merging
You have undergone an unholy ceremony to bond your magical armor to you.
Prerequisites: Jagre, Con 20+
Benefits: Your +1 Hide Armor bonds with your skin making it impossible to remove. Additionally you no longer take a Movement Penalty and an Arcane Spell Failure Chance.


Improved Bond
Your armors bond is strengthened through further rituals.
Prerequisites: Jagre, Ritual of Merging
Benefits: You no longer have a maximum Dex Bonus to AC or an Armor Check Penalty.


Greater Bond
You are remarkably well disciplined, even in the throes of intense anger.
Prerequisites: Jagre, Improved Bond
Benefits: You may now use the Displacer Beasts Displacement ability in Jagre form as well.


Improved Hishna Magic
You have received further magical training.
Prerequisites: Jagre, Hishna Magic
Benefits: You may choose an additional spell from the Hishna Magic spell list to cast 1/day as a Spell-like Ability. This must be a spell of a Level you would have access to via your Hishna Magic Class Ability.


Maca
12 GP, 1d8 Slashing Damage, Critical 19-20/x2, 6 lbs.


HISHNA MAGIC

1st: Animate Fire, Charm Animal, Deathwatch, Detect Animals or Plants, Disguise Self, Hypnotism, Mage Armor, Magic Weapon, Summon Natures Ally I

2nd: Alter Self, Combust, Darkness, Dessicate, Hunter's Eye, Invisibility, Produce Flame, Summon Natures Ally II, Tojanida Sight

3rd: Invisibility Sphere, Know Opponent, Lesser Shadow Tentacle, Serpent Arrow, Summon Natures Ally III

4th: Bestow Curse, Evard's Black Tentacles, Know Vulnerabilities, Polymorph, Summon Natures Ally IV

5th: Dispel Water, Fleshshiver, Insect Plague, Shroud of Flame, Summon Natures Ally V

Bhu
2019-04-15, 11:53 PM
I may need to retool the Runecaster, it's playtesting a little off.

Bhu
2019-05-06, 11:03 PM
Whilst i finish up hishna magic:

Zakharan Ogre (Al-Qadim)
Large Giant
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (-1 Size, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d6+4) or Weapon +6 melee
Full Attack: 2 Claws +6 melee (1d6+4) or Weapon +6 melee
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Low Light Vision
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 18, Dex 10, Con 15, Int 8, Wis 10, Cha 8
Skills: Intimidate +2, Listen +2, Spot +2
Feats: Power Attack, Cleave
Environment: Any
Organization: Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Any
Advancement: By Character Class
Level Adjustment: +2

Zakharan Ogres are 10' tall slender humanoids with yellow skin, purple eyes, and orange claws and teeth. Hair ranges from blue-black to dark green. Some have violet skin, and are shunned as it is assumed this means they have Ogre-Magi blood.

Combat: Zakharan Ogres are more intelligent than their brutish kin, whom they consider animals. They actually use tactics as opposed to simply running up and wailing.

Bhu
2019-05-26, 08:42 PM
ZAKHARAN OGRE

http://Picture URL if you have one

"A patient man is a wise man."

Zakharan Ogres are 10' tall slender humanoids with yellow skin, purple eyes, and orange claws and teeth. Hair ranges from blue-black to dark green. Some have violet skin, and are shunned as it is assumed this means they have Ogre-Magi blood.

ZAKHARAN OGRE RACIAL TRAITS
· +8 Strength, +4 Constitution, -2 Intelligence, -2 Charisma.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· +4 Natural Armor Bonus.
· Racial Hit Dice: A Zakharan Ogre begins with four levels of Giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. A Zakharan Ogres Giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Intimidate, Listen, and Spot.
· Ogres have a Primary Claw attack doing 1d6 plus Strength Bonus. They get 2 Claws with a Full Attack.
· Automatic Languages: Midani, Giant. Bonus Languages: Common.
· Level Adjustment: +2
· Favored Class: Fighter, Rogue, Cleric, or Sha'ir (Barbarian for wild Ogres)

STARTING AGE
Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 35
Old: 53
Venerable: 70
Maximum Age: +2d20 years

HEIGHT AND WEIGHT
Base Height: Male: 9' Female: 8'4"
Height Modifier: +2d6"
Base Weight: Male: 250 lbs. Female: 200 lbs.
Weight Modifier: x (2d6) lbs.

ZAKHARAN OGRE CHARACTERS
Ogres are mostly warriors, though many become rogues or priests as well. They're perfect as beat sticks tho.
Adventuring Race: Ogre reasoning for adventures vary as much as humans do.
Character Development: Many Ogres become Sha'ir or priests. Try to make up for your obvious deficiencies in caster level if you do.
Character Names: Ogres generally adopt the naming conventions of the local culture.

ROLEPLAYING A ZAKHARAN OGRE
Always be the first to volunteer, it shows how useful you are. Always keep your word. trust is everything.
Personality: Ogres tend to be honorable and relatable people. Wild Ogres are brutes though.
Behaviors: Given the old prejudices against your species, you are very conscious about fitting in. You do your best to be amiable and not rock the boat in any way.
Language: Most Ogres know Midani and Giant.

ZAKHARAN OGRE SOCIETY
Ogres are eager to fit in given that there is some slight prejudice against them due to the actions of their distant relatives. They do their best to fit in whatever society they live among.
Alignment : Zakharan Ogres vary as widely as humans do in Alignment..
Lands : Zakharan Ogres are generally city dwellers.
Settlements : Ogres who don't live in cities are generally barbaric nomads.
Beliefs : Ogres who live in cities tend to conform to the local religions.
Relations: Zakharan Ogres are surprisingly civilized and even tempered for the most part. They don't get along with Ogrima or Ogre Mages or evil Giants though.

ZAKHARAN OGRE ADVENTURES

Someone is stealing babies, and as usual Ogres are being blamed. You need to find out who is setting your people up for a fall.
A violet skinned Ogre has come to the city telling tales of evil Djinn plotting to destroy you all. You know him to be honorable, but no one else will listen due to the color of his skin.
A strange mental illness has befallen your people, driving them too madness and cannibalism. You have been asked to find the cure.



Zakharan Ogre Racial Substitution Levels

Fighter
Any even numbered Level: You may take a Racial Feat instead of a Fighter Feat at even numbered Levels.

Barbarian
Level 1: Replace Fast Movement with any Racial Feat.

Bhu
2019-06-10, 08:03 PM
ASKAR

http://Picture URL

"I will not hear you speak about my home in this manner!"

Askars are the default civilized warrior in Al-Qadim. They serve as city and caravan guards and the personal guard of the nobility. They are urbane, literate and in a good position to become rulers themselves someday. Their one flaw is a tendency towards chauvinism and nationalism. Even in their country of origin they tend to believe their particular city is the best the country has to offer.

BECOMING AN ASKAR
Just about any Fighter qualifies easily.

ENTRY REQUIREMENTS
Special: Cannot be illiterate
Feats: Weapon Focus (Scimitar or Spear), Weapon Specialization (Scimitar or Spear), any other Fighter Feat
Skills: Craft (armor, weapons) 4 ranks


Class Skills
The Askar's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex) and Spot (Wis).
Skills Points at Each Level : 2 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Local Celebrity
2. +2 +3 +0 +0 Guardsman
3. +3 +3 +1 +1 Military Training
4. +4 +4 +1 +1 Local Celebrity
5. +5 +4 +1 +1 Guardsman
6. +6 +5 +2 +2 Military Training
7. +7 +5 +2 +2 Local Celebrity
8. +8 +6 +2 +2 Guardsman
9. +9 +6 +3 +3 Military Training
10.+10 +7 +3 +3 Veteran

Weapon Proficiencies: An Askar gains no new weapon or armor proficiencies.

Local Celebrity (Ex): At 1st Level you gain a +2 Circumstance Bonus on Diplomacy and Gather Information Checks made against members of your home city. At 4th Level you gain a +2 Circumstance Bonus on Intimidation and Sense Motive Checks made against targets who are not natives of your city. At 7th Level you gain a +2 Circumstance Bonus on Knowledge (Local, Nobility) Checks.

Guardsman (Ex): At 2nd Level you gain a +1 Bonus on Listen and Spot Checks, as well as Saving Throws meant to avoid Fatigue or Exhaustion. This Bonus increases to +2 at Level 5 and +3 at Level 8.

Military Training (Ex): At 3rd Level you gain a +1 Bonus to Attack and Initiative rolls while defending your city, it's inhabitants, or an Ally. This increases to +2 at Level 6, and +3 at Level 9.

Veteran (Ex): At 10th Level you are immune to Mind-Affecting Effects.

PLAYING AN ASKAR
Your town is the best town. You know it's the best town because it's yours. And everyone else is nothing by way of comparison. Sure, your town might be a dirt farm, but it's a very moral, upstanding dirt farm.
Combat: You tend to be a bog standard guardsman. Combat tends to be infrequent, but quite desperate when it does. Staying alert is your friend.
Advancement: Your advancement depends on the needs of your city.
Resources: Most Askars enjoy the patronage of the city, so depending on how stingy the locals are you can usually enjoy things like discounts from the local merchants.

ASKAR IN THE WORLD
"Do not discuss politics with the guards..."
Askars can sometimes be local celebrities, and even the ones who aren't are still 'local boys'. At least to the locals. The worst Askar can be violent bigots who bring shame to the profession.
Daily Life: Generally you spend your days guarding something or someone. With luck there are no raids on your shift.
Notables:
Organizations: All Askar belong to their local army or militia, and many belong to Merchants Guilds or other civic associations.

NPC Reaction
Locals love you. Outsiders...not so much.

ASKAR IN THE GAME
This assumes you're a local guard, which may be difficult to craft adventures in which you aren't traveling on behalf of the town or it's inhabitants.
Adaptation: This is meant for Al-Qadim, but can be used as a generic local militia PrC.
Encounters: PC's will generally see Askar when entering their city or any important location within it. They might also be guarding merchants or nobles who are traveling.

Sample Encounter
EL 12: The PC's are entering a town for supplies, and are halted by the local guards

Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC ASKAR

Hit Die: d10
Skills Points at Each Level : 2 + int
Guardsman At Level 22 and every 4 Levels thereafter your Guardsman Bonus increases +1.
Military Training At Level 23 and every 4 Levels thereafter your Military Training Bonus increases +1.
Bonus Feats: The Epic Askar gains a Bonus Feat every 3 levels higher than 20th




Zakharan Ogre Racial Feats

Social Butterfly
You adopt well to new societies due to your need to fit in.
Prerequisites: Zakharan Ogre
Benefits: This is effectively the same as Wanderer's Diplomacy (see PHB 2), but you need to be an Ogre instead of a halfling.


Ogrima Heritage
You have Ogrima blood, which causes you considerable societal prejudice.
Prerequisites: Zakharan Ogre, Cha 13+
Benefits: You may cast one of the following at will as a Sorcerer whose Caster Level is equal to half your Hit Dice: Alter Self, Blur. Attitudes of Zakharan Ogres towards you can never be better than Unfriendly.


Oni-Killer
You are well used to combating Ogre Magi.
Prerequisites: Zakharan Ogre, Wis 13+
Benefits: You gain a +1 Resistance Bonus on Willpower Saves.


Improved Oni-Killer
You have received further combat training.
Prerequisites: Oni-Killer
Benefits: You gain a +1 Resistance Bonus on Reflex Saves.

Bhu
2019-07-09, 06:37 PM
Fachan (Red Steel)
Large Giant
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Kick +11 melee (1d8+6) or Club +11 melee (1d8+6) or Rock +11 ranged (2d6+6)
Full Attack: Kick +11 melee (1d8+6) or Club +11 melee (1d8+6) or Rock +11 ranged (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock Throwing
Special Qualities: Low Light Vision, Uncanny Dodge, Darkvision 60 ft.
Saves: Fort +9, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 16, Int 6, Wis 12, Cha 6
Skills: Climb +7, Jump +7, Listen +14, Spot +5
Feats: Brutal Throw, Power Attack, Power Throw
Environment: Any Mountain
Organization: Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +2

1 in 400 Ogre births results in a mutant known as the Fachan: a giant with one arm, one leg, and one eye. They have gray skin, black hair, and purple eyes, and unfortunately for the other Ogres they breed true. They kill and eat anything other than Ogres, and maybe the Orcs who sometimes hire them as guards because of their advanced hearing.

Rock Throwing (Ex): The range increment is 120 feet for a Fachan’s thrown rocks. Some 10% of Fachan will be armed with a Legacy Leech.

Uncanny Dodge (Ex): This is identical to the Rogue Ability listed in the PHB.

Skills: Fachan have a +8 Racial Bonus to Listen Checks

Combat: With only one arm the Fachan have to decide between using a club or morningstar for melee, or throwing rocks at range.

Bhu
2019-08-13, 09:49 PM
FACHAN

http://Picture URL if you have one

"My ears are better than the average dogs you know."

1 in 400 Ogre births results in a mutant known as the Fachan: a giant with one arm, one leg, and one eye. They have gray skin, black hair, and purple eyes, and unfortunately for the other Ogres they breed true. They kill and eat anything other than Ogres, and maybe the Orcs who sometimes hire them as guards because of their advanced hearing.

FACHAN RACIAL TRAITS
· +12 Strength, +4 Dexterity, +6 Constitution, +2 Wisdom, -4 Intelligence (minimum 3), -4 Cha.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space is 10', Reach is 10'.
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· +5 Natural Armor Bonus.
· Rock Throwing (Ex): The range increment is 120 feet for a Fachan's thrown rocks.
· Uncanny Dodge (Ex): Identical to the Rogue Ability of the same name on page 50 of the PHB.
· Darkvision 60 ft.
· Racial Hit Dice: A Fachan begins with eight levels of Giant, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +2, and Will +2. A Fachan's Giant levels give it skill points equal to 11 × (2 + Int modifier, minimum 1) and 3 Feats. Its class skills are Climb, Jump, Listen, and Spot. Fachan have a +8 Racial Bonus to Listen Checks.
· Fachan have a Primary Kick attack doing 1d8 plus Strength Bonus.
· Automatic Languages: Giant. Bonus Languages: Common, Orc.
· Level Adjustment: +2
· Favored Class: Barbarian

STARTING AGE
Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 32
Old: 49
Venerable: 65
Maximum Age: +2d20 years

HEIGHT AND WEIGHT
Base Height: Male: 9'6" Female: 8'10"
Height Modifier: +2d6"
Base Weight: Male: 500 lbs. Female: 430 lbs.
Weight Modifier: x (2d6) lbs.


FACHAN CHARACTERS
Fachan are beatsticks. They're LA and Racial HD preclude them being just about anything else.
Adventuring Race: Fachan are often mercenaries, but plenty go on journeys of revenge as well.
Character Development: Given your relatively high Dexterity for a Giant, you may wish to take advantage of Feats and possibilities that would not normally be open to you.
Character Names:

ROLEPLAYING A FACHAN
If it's weaker than you, it's a toy or food. If it's stronger than you, bide your time until you sea a weakness you can exploit.
Personality: Fachan are renowned for their pointless cruelty, to the point even most Evil warlords consider them not worthy of employing due to the drama.
Behaviors: Torture, anthropophagy, and murder are common Fachan past times.
Language: Fachan speak Giant, thought most don't read or write.

FACHAN SOCIETY
Fachan are tribal brutes who model their society on that of Ogres, but with even worse depravity.
Alignment : Fachan are almost universally Chaotic Evil.
Lands : Fachan prefer to live alone on barren mountains.
Settlements : Fachan prefer to live where they can hide. Their tendency to eat humanoids makes them outcasts.
Beliefs : Fachan aren't generally religious.
Relations: Only Orcs and Ogres make any effort to relate to the Fachan, everyone else calls them monsters.

FACHAN ADVENTURES
· A Crimson Dragon has taken up residence on your tribes mountain, and you need to find a way to convince it there are better places to live.
· The Orc tribe you scout for was wiped out while you were out, and you are pissed.
·You have suffered some odd mutations recently, and you thought they were part of the Red Curse. Now you aren't so sure, and you have set off on a trek to find a local Shaman. All of which appear to be missing...


Fachan Racial Substitution Levels

Ranger
Level 1: Lose Wild Empathy.
Level 2: You have different options with Combat Mastery
Combat Mastery: Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th).
Level 4: Replace Animal Companion with Cruelty.
Cruelty: Your Critical threat range increases by +1, and you receive a +4 Bonus on Critical Confirmation rolls.


Barbarian
Level 1: Replace Rage with Whirling Frenzy (see here http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm )

Stratovarius
2019-08-16, 08:21 AM
If you want it, I've got these folks Bhu:
Orc Warboss (http://minmaxforum.com/index.php?topic=17977.0)
Orc Shaman (http://minmaxforum.com/index.php?topic=18047.0)
Goblin Shaman (http://minmaxforum.com/index.php?topic=18006.0)

Bhu
2019-08-20, 08:29 PM
If you want it, I've got these folks Bhu:
Orc Warboss (http://minmaxforum.com/index.php?topic=17977.0)
Orc Shaman (http://minmaxforum.com/index.php?topic=18047.0)
Goblin Shaman (http://minmaxforum.com/index.php?topic=18006.0)

Hi Strat! I'll add em to the front page today.

WRECKER

http://Picture URL

"Nothing makes me happier than the screams of the drowning."

Island Giants are well known for wrecking ships that sail near their islands. In fact some of them specialize in it.

BECOMING A WRECKER
Most Island Giants will probably qualify for this.

ENTRY REQUIREMENTS
Race: Island Giant
Class Abilities: Rage
Feats: Point Blank Shot, Power Attack


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

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Clubmaker
2. +2 +3 +0 +0 Stonethrower
3. +3 +3 +1 +1 Shipwrecker
4. +4 +4 +1 +1 Clubmaker
5. +5 +4 +1 +1 Stonethrower
6. +6 +5 +2 +2 Shipwrecker
7. +7 +5 +2 +2 Clubmaker
8. +8 +6 +2 +2 Stonethrower
9. +9 +6 +3 +3 Shipwrecker
10.+10 +7 +3 +3 Master of Violence

Weapon Proficiencies: A Wrecker gains no new weapon or armor proficiencies.

Clubmaker (Ex): Your ability to uproot trees from the ground means you are rarely without a weapon on your island home. If necessary the Wrecker can uproot a tree as a Full Round Action. It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge. They may wield these trees as clubs, with damage varying based on size: Medium is 2d6 plus Str (one handed), Large is 3d6 plus Str (one handed), Huge is 4d6 plus one and a half times Str (two handed). They may also throw theses trees, with a Range Increment of 30'.

At 4th Level they do one additional die of damage with these improvised clubs.

At 7th Level they do another additional die of damage with their clubs.

Stonethrower (Ex): You have excelled in your rock throwing abilities, especially distance. At 2nd Level you do one additional die of damage, and the range of your thrown rocks increases by +20 ft.

At 5th Level your thrown rocks do one more additional die of damage, and their range increases an additional +20 ft.

At 8th Level your thrown rocks do one more additional die of damage, and their range increases an additional +30 ft.

Shipwrecker (Ex): At 3rd Level your thrown rocks ignore the Hardness rating of target vehicles.

At 6th Level a submerged Wrecker that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

At 9th Level the chances of capsizing a vessel increase to 100% if it's 20 ft. or less, 60% for a vessel from 20 to 60 ft. long, and 30% for vessels over 60 ft. long.

Master of Violence (Ex): At 10th Level you may reroll any damage dice that roll a 2 or less.

PLAYING A WRECKER
You love wrecking ships. Just love it. You actually get super depressed if you go any length of time without killing people. Yeah technically you're the islands main defense, but you're a very...proactive defense.
Combat: Combat for you generally consists of shrinking ships with boulders, waiting for the crew to swim to shore, and then beating them to death.
Advancement: Most Wreckers are staggeringly similar. They are creatures with simple passions.
Resources: You only have the resources you can steal pretty much.

WRECKERS IN THE WORLD
"There's a reason no one visits the archipelago..."
You live on a deserted island in the middle of nowhere. You don't interact much with anything.
Daily Life: You're pretty much a sadistic whacko who scans the horizon for the opportunity to torture and kill people.
Notables:
Organizations: Island Giants aren't the organizing type.

NPC Reaction
No one likes Wreckers. Even their own kind.

WRECKERS IN THE GAME
This class is probably best for all Evil campaigns, considering as it's predicated on those taking it being a sadistic monster.
Adaptation: This is meant for Al-Qadim, but could easily be adopted to other settings.
Encounters: Wreckers occasionally hire out as mercs, but mostly they're only found on their island homes.

Sample Encounter
EL x:The PC's are on the lookout, guarding the merchant vessel they're on from pirates, when a huge boulder crashes through the hull. Gonna be one of them days.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC WRECKER

Hit Die: d12
Skills Points at Each Level : 2 + int
Bonus Feats: The Epic Wrecker gains a Bonus Feat every 3 levels higher than 20th



Island Giant Racial Feats

Cyclopean Anger
You have but one eye and some rage issues.
Prerequisites: Island Giant
Benefits: Once per day you can do maximum damage with an attack.

Crabskin
Your skin is covered in small spines.
Prerequisites: Island Giant, Con 25+
Benefits: Opponents who attack you with natural attacks, unarmed strikes or grapples takes it's own Str modifier in piercing damage.

Body of Stone
Your wounds do not bleed.
Prerequisites: Island Giant, Con 25+
Benefits: You don't take bleeding damage.

Hooves
Your hooves allow you to stomp smaller opponents.
Prerequisites: Island Giant
Benefits: You gain a Trample attack doing 2d6 plus one and a half times Str modifier damage.

Bhu
2019-09-10, 08:40 PM
WATCHER

http://Picture URL

"My hearing is better than the average dogs you know."

A Watcher is a Fachan employed as a watchman for a local Lord or tribe. Their job is to warn the tribe of danger, stall or sabotage interlopers, and scout for raiding parties.

BECOMING A WATCHER
Any Fachan with the appropriate skills will do.

ENTRY REQUIREMENTS
Race: Fachan
Skills: Hide 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Spot 4 ranks
Feats: Greater Hearing, Improved Hearing


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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Ambush +1d6
2. +2 +3 +0 +0 Stealthy
3. +3 +3 +1 +1 Track
4. +4 +4 +1 +1 Ambush +2d6
5. +5 +4 +1 +1 Camouflage
6. +6 +5 +2 +2 Woodland Stride
7. +7 +5 +2 +2 Ambush +3d6
8. +8 +6 +2 +2 Hide in Plain Sight
9. +9 +6 +3 +3 Swift Tracker
10.+10 +7 +3 +3 Veteran Watcher

Weapon Proficiencies: A Watcher gains no new weapon or armor proficiencies.

Ambush (Ex): In any round in which the Watcher makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 at Levels 4 and 7.

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

At 3rd level, the applicable range for your Ambush attack increases by +20', and it increases by another +20 ft. at Level 7.

A Watcher loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the Ambush ability from another class, the bonuses stack.

Stealthy: At 2nd Level you gain Stealthy as a Bonus Feat.

Track: At 3rd Level you gain Track as a Bonus Feat.

Camouflage (Ex): Identical to the Ranger Ability of the same name listed in the PHB.

Woodland Stride (Ex): Identical to the Ranger Ability of the same name listed in the PHB.

Hide in Plain Sight (Ex): Identical to the Ranger Ability of the same name listed in the PHB.

Swift Tracker (Ex): Identical to the Ranger Ability of the same name listed in the PHB.

Veteran Watcher: At 10th Level the range of your Greater Hearing Feat increases 20 ft., and you no longer take Size Penalties to Hide Checks. Any Penalties you gain to Listen or Spot Checks due to range are lowered by 2.

PLAYING A WATCHER
People (well monsters usually) hire you as guards. Your entire purpose is to make sure outsiders don't get close to your charge.
Combat: You're the watchman who acts as an early warning system to the tribe/person who hired you. Speed and perception are at least as important as martial skill for you, as you prefer to attack from ambush.
Advancement: Most Watchers progress similarly. They have a pretty limited skillset.
Resources: You usually have a patron Orc or Ogre tribe. The lucky among you get jobs with less discriminating would be tyrants with money.

WATCHERS IN THE WORLD

'Keep yer eyes open, the local Giants are surprisingly good at hiding."
On duty you don't interact with the world at all, unless there are intruders or war is declared. Even off duty your personality drives others off.
Daily Life: Much of your day is spent on some lonely mountain in the middle of nowhere listening intently for trouble. In less boring times you scout for some rich guys army.
Notables:
Organizations: Most of you are hired by Orc or Ogre tribes. Some of the luckier Watchers become mercs for armies.

NPC Reaction
NPC's treat you like any other bloodthirsty monster. Which is what you are.

WATCHERS IN THE GAME
This assumes the PC is both a member of an Evil anthropophagous race, and hired to guard someone or something. Might get the PC's in a bit of a situation when they enter town...
Adaptation: This is a probably best for all Evil campaigns, but could be adapted to races of similar build and abilities.
Encounters: Watchers are generally found guarding Orc, Ogre or Fachan encampments, though on rare occasion other Evil beings will hire them.

Sample Encounter
EL x: The PC's have been hired to help destroy a local Orc Warren. Something is killing of the Lords men en route to it, and he wants you to eliminate that something.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC WATCHER

Hit Die: d8
Skills Points at Each Level : 6 + int
Ambush You gain an additional die of Ambush at Level 21 and every 4 Levels thereafter.
Bonus Feats: The Epic Watcher gains a Bonus Feat every 3 levels higher than 20th



Fachan Racial Feats

Improved Hearing
You can hear better than the average bat.
Prerequisites: Fachan
Benefits: The Check DC of your Listen Checks extends from +1 per 10 feet to +1 per 100 feet.


Greater Hearing
You even do well against invisible opponents.
Prerequisites: Fachan, Improved Hearing
Benefits: You can sense all foes within 40 feet as a sighted creature would. Beyond that range, you treat all targets as having total concealment.

You are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating your sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, you are effectively blinded.


Hard Hitting
You are good with melee weapons.
Prerequisites: Fachan, Power Attack
Benefits: When using your Power Attack Feat you do +2 damage, and have a +2 Bonus on Critical Confirmation rolls.


Harder Hitting
You have received further combat training.
Prerequisites: Fachan, Hard Hitting
Benefits: Your bonus to damage and Critical Confirmation rolls increases to +4.

Bhu
2019-10-09, 05:37 PM
Fachan
Large Giant
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+12
Attack: Kick +8 melee (2d6+4) or Mace +7 melee (2d6+4) or Rock +5 ranged (2d8+4)
Full Attack: Kick +8 melee (2d6+4) or Mace +7 melee (2d6+4) or Rock +5 ranged (2d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock Throwing
Special Qualities: Low-Light Vision, Regain Footing
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 18, Dex 14, Con 16, Int 6, Wis 10, Cha 8
Skills: Jump +14, Listen +10, Spot +5
Feats: Improved Initiative, Power Attack, Weapon Focus (Kick)
Environment: Any Hills
Organization: Single, Pair or Group (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +3

Fachan look like Ogres with one eye, arm and leg. Indeed they are a genetic offshoot of the Ogre species, and about 1 in 400 births result in a Fachan. They are overly muscled with dark gray brown skin, and their eye is purple with a white pupil. Note this Fachan is the version from the old Creature Catalogue insert.

Rock Throwing (Ex): The range increment is 60 feet for a Fachan’s thrown rocks.

Regain Footing (Ex): Fachan may stand up from a Prone position as a Swift Action.

Skills: Fachan gain a +8 Racial Bonus on Jump and Listen Checks.

Combat: Fachan prefer to soften opponents with rocks before moving in to melee.

Bhu
2019-11-19, 09:25 PM
FACHAN

http://Picture URL if you have one

"HALT!"

Fachan look like Ogres with one eye, arm and leg. Indeed they are a genetic offshoot of the Ogre species, and about 1 in 400 births result in a Fachan. They are overly muscled with dark gray brown skin, and their eye is purple with a white pupil.

FACHAN RACIAL TRAITS
· +8 Strength, +4 Dexterity, +6 Constitution, -4 Intelligence, -2 Charisma.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· +6 Natural Armor Bonus.
· Rock Throwing (Ex): The range increment is 60 feet for a Fachan’s thrown rocks.
· Regain Footing (Ex): Fachan may stand up from a Prone position as a Swift Action.
· Racial Hit Dice: A Fachan begins with six levels of Giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. A Fachans Giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Jump, Listen, and Spot. Fachan gain a +8 Racial Bonus on Jump and Listen Checks.
· Fachans have a Primary Kick attack doing 2d6 plus Strength Bonus.
· Automatic Languages: Giant. Bonus Languages: Common, any nearby race
· Level Adjustment: +3
· Favored Class: Barbarian


STARTING AGE
Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 32
Old: 49
Venerable: 65
Maximum Age: +2d20 years

HEIGHT AND WEIGHT
Base Height: Male: 9'6" Female: 8'10"
Height Modifier: +2d6"
Base Weight: Male: 500 lbs. Female: 430 lbs.
Weight Modifier: x (2d6) lbs.

FACHAN CHARACTERS
Much like other Ogres you're predisposed to being a beatstick.
Adventuring Race: Fachan adventure under orders or because they're cast out.
Character Development: Given your single arm you'll probably want too specialize in some form of fighting (probably not ranged).
Character Names:

ROLEPLAYING A FACHAN
You delight in slaughter and pain. Yours or someone else's makes little difference..
Personality: You have been raised as the tribes pet murderer. There is nothing of humanity left in you. No mercy or empathy. Even the other Orcs fear you.
Behaviors: When not on watch you generally torture and eat any captives (or some times just anything within reach).
Language: Fachan speak the Giant language.

FACHAN SOCIETY
Fachan are basically variant Ogres. They don't really have a society of their own.
Alignment : Virtually all Fachan are Chaotic Evil.
Lands : Fachan generally live with the Ogre tribe that spawned them.
Settlements : Fachan generally don't leave their tribal home, other than as mercs..
Beliefs : Fachan usually worship Vaprak.
Relations: Fachan generally eat other races.

FACHAN ADVENTURES
· The Orc leader wants you to kill the local Gnome King. The Kings thousands of subjects disagree.
· You have woken up in the middle of dozens of dead bodies. You haven't been drinking or killing that you remember, nor do you know why you were unconscious. And the bodies are Orcs. Even you generally don't slaughter the hand that feeds you.
· The Ogre tribe has a new religion, and suddenly you are only allowed to squish 'the wrong' people. You're also not allowed to eat them. What the hell?

Fachan Racial Substitution Levels

Ranger
Level 1: Lose Wild Empathy.
Level 2: You have different options with Combat Mastery
Combat Mastery: Smasher gains you the following Feats: Power Attack (1st), Improved Sunder (6th), and Combat Brute (11th).
Level 4: Replace Animal Companion with Cruelty.
Cruelty: Your Critical threat range increases by +1, and you receive a +4 Bonus on Critical Confirmation rolls.


Barbarian
Level 1: Replace Rage with Whirling Frenzy (see here http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm )

Nielspeterdejon
2019-11-22, 10:02 AM
These are awesome! Thank you for sharing :)

Bhu
2019-12-18, 09:57 PM
These are awesome! Thank you for sharing :)


Thanks for reading!

SENTRY

http://Picture URL

"Friggin' Gnomes..."

A Sentry is a Fachan employed as a watchman/exterminator for a local Lord or tribe. Their job is to warn the tribe of danger, kill interlopers, and wipe out traditional tribal enemies.

BECOMING A SENTRY
Any Fachan with the appropriate skills will do.

ENTRY REQUIREMENTS
Race: Fachan
Skills: Jump 4 ranks, Listen 4 ranks, Spot 4 ranks, Tumble 4 ranks
Feats: Greater Hearing, Improved Hearing


Class Skills
The Sentry's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Good Ole Fashioned Racism
2. +2 +3 +0 +0 Evasion
3. +3 +3 +1 +1 YAR!
4. +4 +4 +1 +1 Good Ole Fashioned Racism
5. +5 +4 +1 +1 Uncanny Dodge
6. +6 +5 +2 +2 YAR!
7. +7 +5 +2 +2 Good Ole Fashioned Racism
8. +8 +6 +2 +2 Improved Uncanny Dodge
9. +9 +6 +3 +3 YAR!
10.+10 +7 +3 +3 Exterminator

Weapon Proficiencies: A Sentry gains proficiency with all one handed Martial melee weapons.

Good Ole Fashioned Racism (Ex): This is identical to the Favored Enemy ability listed under the Ranger Class in the PHB, with the exception that the Sentry can only choose Humanoids. Preferably Gnomes or Dwarves.

Evasion (Ex): Identical to the Rogue Ability of the same name listed in the PHB.

Uncanny Dodge (Ex): Identical to the Rogue Ability of the same name listed in the PHB.

Improved Uncanny Dodge (Ex): Identical to the Rogue Ability of the same name listed in the PHB.

YAR! (Ex): Every 1d4 rounds you can spring into the air and attack your foe from an unexpected direction. As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The Jump check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 2d6 points of damage. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit. If your check fails, you can still attack, but you do not deal extra damage or gain a bonus on a roll to confirm a critical hit.

At 6th Level the extra damage increases to +4d6.

At 8th Level the extra damage increases to +6d6.

Exterminator (Ex): At 10th Level you may use Yar every other round.

PLAYING A SENTRY
People (well monsters usually) hire you as guards. Your entire purpose is to make sure outsiders don't find, or assault, you patron.
Combat: You're the watchman who acts as an early warning system to the tribe/person who hired you. Hit and Run is the style you prefer, taking advantage of your agility.
Advancement: Most Sentries progress similarly. You're all about the fighting.
Resources: You usually have a patron Orc or Ogre tribe. The lucky among you get jobs with less discriminating would be tyrants with money.


SENTRIES IN THE WORLD
'Freaks..."
On duty you don't interact with the world at all, unless there are intruders or war is declared. Even off duty your personality drives others off.
Daily Life: Much of your day is spent on some lonely mountain in the middle of nowhere listening intently for trouble. In less boring times you kill Dwarves and Gnomes for paying customers.
Notables:
Organizations: Most of you are hired by Orc or Ogre tribes. Some of the luckier Watchers become mercs for armies.

NPC Reaction
NPC's treat you like any other bloodthirsty monster. Which is what you are.

SENTRIES IN THE GAME
This assumes the PC is both a member of an Evil anthropophagous race, and hired to guard someone or something. Might get the PC's in a bit of a situation when they enter town...
Adaptation: This is a probably best for all Evil campaigns, but could be adapted to races of similar build and abilities.
Encounters: Sentries are generally found guarding Orc, Ogre or Fachan encampments, though on rare occasion other Evil beings will hire them.


Sample Encounter
EL x: The PC's are visiting friends in a Gnome village, when a bunch of weird Giants jump the wall and start kicking ass.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SENTRY

Hit Die: d8
Skills Points at Each Level : 6 + int
Good Ole Fashioned Racism Beginning at Level 21 and every 3 Levels thereafter you receive an additional +2 against one specific Humanoid Subtype.
Bonus Feats: The Epic Sentry gains a Bonus Feat every 3 levels higher than 20th.



Fachan Racial Feats

Improved Hearing
You can hear better than the average bat.
Prerequisites: Fachan
Benefits: The Check DC of your Listen Checks extends from +1 per 10 feet to +1 per 100 feet.


Greater Hearing
You even do well against invisible opponents.
Prerequisites: Fachan, Improved Hearing
Benefits: You can sense all foes within 40 feet as a sighted creature would. Beyond that range, you treat all targets as having total concealment.

You are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating your sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, you are effectively blinded.


Oddly Bodied
You are good with melee weapons.
Prerequisites: Fachan, Dex 15+
Benefits: Your opponents do not gain the use of AC Bonuses that specifically target Giants (such as the Dwarf and Gnomes Racial abilities) against you.


Powerful Blow
You have received further combat training.
Prerequisites: Fachan, Power Attack
Benefits: You gain one and a half times your Str Modifier as a Bonus to melee damage rolls.

Bhu
2020-02-26, 07:32 PM
Fachan (Forgotten Realms)
Small Giant
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 30 ft. (6 squares), Swim 40 ft.
Armor Class: 19 (+1 Size, +3 Dex, +5 Natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+1
Attack: Bite +7 melee (1d4+2 plus Poison) or Flail +6 melee (1d6+2)
Full Attack: Bite +7 melee (1d4+2 plus Poison) or Flail +6 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Headbutt, Poison
Special Qualities: Low Light Vision, Darkvision 30 ft.
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 14, Dex 16, Con 14, Int 6, Wis 12, Cha 8
Skills: Hide +7, Jump +11, Listen +12, Spot +4, Swim +10
Feats: Improved Initiative, Weapon Focus (Bite)
Environment: Any Swamp
Organization: Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By Character Class
Level Adjustment: +2

Fachan superficially resemble Orcs and Ogres, but with one arm, one leg and one eye. Skin varies from gray-brown to mottled green, and hair is blue-black. It's lone foot has 3 toes on both sides. They are shunned by most races due to their savage cruelty, though they do figure in some Orc religions as blessed by Gruumsh.

Headbutt (Ex): As a Full Round Action, the Fachan may substitute the results of a Jump Check for an Attack roll. If successful, it headbutts it's opponent for 1d6+3 damage and the opponent must make a DC 14 Fortitude Save or be Stunned 1 Round (Save DC is Str based).

Poison (Ex): Injury, DC 14 Fortitude Save (Save DC is Con based), Initial and Secondary damage Paralyzed for 1d4 rounds.

Skills: Fachan gain a +8 Racial Bonus on Jump, Listen and Swim Checks. They may always take 10 on a Swim Check.

Combat: Fachan prefer to lay in ambush for their foes.

Bhu
2020-03-18, 09:01 PM
FACHAN

http://Picture URL if you have one

"The swamp belongs to us."

Fachan superficially resemble Orcs and Ogres, but with one arm, one leg and one eye. Skin varies from gray-brown to mottled green, and hair is blue-black. It's lone foot has 3 toes on both sides. They are shunned by most races due to their savage cruelty, though they do figure in some Orc religions as blessed by Gruumsh. Despite being Ogrish in nature they are usually turned over to Orc tribes as the Ogres have no interest in them.

FACHAN RACIAL TRAITS
· +4 Strength, +6 Dexterity, +4 Constitution, -+2 Wisdom, -4 Intelligence, -2 Charisma.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· Base swim speed 40 ft.
· +5 Natural Armor Bonus.
· Headbutt (Ex): As a Full Round Action, the Fachan may substitute the results of a Jump Check for an Attack roll. If successful, it headbutts it's opponent for 1d6+3 damage and the opponent must make a DC 14 Fortitude Save or be Stunned 1 Round (Save DC is Str based).
· Poison (Ex): Victims bitten by the Fachan can be poisoned. Injury, Fortitude Save (Save DC is Con based), Initial and Secondary damage Paralyzed for 1d4 rounds.
· Racial Hit Dice: A Fachan begins with four levels of Giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. A Fachans Giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Hide, Jump, Listen, Spot and Swim. Fachan gain a +8 Racial Bonus on Jump, Listen and Swim Checks. They may always take 10 on a Swim Check.
· Fachans have a Primary Bite attack doing 1d4 plus Strength Bonus.
· Automatic Languages: Orc. Bonus Languages: Common, any nearby race
· Level Adjustment: +2
· Favored Class: Barbarian

STARTING AGE
Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 32
Old: 49
Venerable: 65
Maximum Age: +2d20 years

HEIGHT AND WEIGHT
Base Height: Male: 3'10" Female: 2'10"
Height Modifier: +2d4"
Base Weight: Male: 50 lbs. Female: 40 lbs.
Weight Modifier: x1 lb.

FACHAN CHARACTERS
Given your eaces average mental stats, you're better off going with being some sort of melee class.
Adventuring Race: Fachan usually adventure due to their religion, or because they have been exiled.
Character Development: Building your combat style around your poison attack is a good option, but you'll want a backup for immune foes if your DM likes to toss them at you.
Character Names: Most Fachan use Orc names.

ROLEPLAYING A FACHAN
You were chosen by Gruumsh. You know this because everyone tells you so. Granted, sometimes you wonder if you're doing Gruumsh's bidding or theirs...
Personality: Fachan are pretty much the boogey men of most civilized races. Even other Giant races and Orcs sometimes find the Fachan disturbing.
Behaviors: You spend a lot of time stalking, torturing and eating victims.
Language: Fachan speak Orc.

FACHAN SOCIETY
Fachan are swamp dwelling primitives that live in what look like over-sized beaver lodges.
Alignment : The Fachan are horribly cruel, and are almost universally Neutral Evil.
Lands : Fachan normally live in swamps, marshes and wetlands.
Settlements : Some Fachan have spread to the jungles of Chult.
Beliefs : Most Fachan worship Gruumsh or Vaprak.
Relations: With the exception of Orcs and Ogres, other races are considered food..

FACHAN ADVENTURES
· You are chosen to escort a caravan of Orcs trading goods with Ogres for Fachan children. As the travel continues your disquiet grows. Why do the Ogres have children of your kind? And the Orcs are hardly charitable so why trade goods for your people?
· You see Vaprak in a dream and he tells you that you are not the chosen of Gruumsh. He insists you are now his chosen. You aren't exactly eager to have this known and are skipping town.
· You wake up to discover you are now well over seven feet tall. And no one local can tell you why, so it's off to the swamp witch.

Fachan Racial Substitution Levels

Ranger
Level 1: Lose Wild Empathy.
Level 2: You have different options with Combat Mastery
Combat Mastery: Smasher gains you the following Feats: Power Attack (1st), Improved Sunder (6th), and Combat Brute (11th).
Level 4: Replace Animal Companion with Cruelty.
Cruelty: Your Critical threat range increases by +1 with a specific weapon, and you receive a +4 Bonus on Critical Confirmation rolls.


Barbarian
Level 1: Replace Rage with Whirling Frenzy (see here http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm )

Bhu
2020-04-28, 10:45 PM
GRUUMSH-KIN

http://Picture URL

"If I'm so blessed by the God, why are you giving me orders?"

A Gruumsh-Kin is a Fachan raised by fanatical Orc cultists as a living weapon. Something they excel at so long as they don't realize they're being duped into participating in the religion of another species when by rights they should have Vaprak as a God.

BECOMING A GRUUMSH-KIN
Any Fachan accepted by the Cult of Gruumsh will do.

ENTRY REQUIREMENTS
Race: Fachan
Class Ability: Favored Enemy (Humanoid), Improved Combat Style.
Skills: Hide (4 ranks), Move Silently (4 ranks)
Feats: Coiled Spring, Improved Hearing


Class Skills
The Gruumsh-Kin's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 Favored Enemy, +1 Level of existing Divine casting class
2. +2 +3 +3 +0 Eye of Gruumsh, +1 Level of existing Divine casting class
3. +3 +3 +3 +1 Gruumsh's Favor
4. +4 +4 +4 +1 Favored Enemy, +1 Level of existing Divine casting class
5. +5 +4 +4 +1 Eye of Gruumsh, +1 Level of existing Divine casting class
6. +6 +5 +5 +2 Gruumsh's Favor
7. +7 +5 +5 +2 Favored Enemy, +1 Level of existing Divine casting class
8. +8 +6 +6 +2 Eye of Gruumsh, +1 Level of existing Divine casting class
9. +9 +6 +6 +3 Gruumsh's Favor
10.+10 +7 +7 +3 A Giant's Strength, +1 Level of existing Divine casting class

Weapon Proficiencies: A Gruumsh-Kin gains no new weapon or armor proficiencies.

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

Eye of Gruumsh: At Levels 2, 5 and 8 you gain one spell to add to your spell list. At Level 2 you add True Strike. At Level 5 you add Locate Object, and at Level 8 you gain Clairvoyance/Clairaudience. You may only cast these spells if your Ranger Caster Level is sufficient to cast a spell of that Level. For example if you wish to cast True Strike you must be capable of casting 1st Level Ranger spells.

Gruumsh's Favor: At Level 3 you may choose one Domain of Gruumsh, and add it's spells yo your Ranger spell list. You may choose an additional Domain at Levels 6 and 9.

A Giant's Strength (Su): Your physical stature lets you function in many ways as if you were two size categories larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as two sizes larger if doing so is advantageous to you. However, your space and reach remain those of a creature of your actual size. You also gain a +2 Inherent Bonus to Strength and Constitution.

PLAYING A GRUUMSH-KIN
Your existence depends on not leaving any witnesses. So long as the world thinks of you as some semi-mythical orc assassin they won't come looking for the real thing. It helps that no one believes Orcs have the level of sophistication to pull off the things you do.
Combat: Gruumsh-Kin are ambush artists and assassins who rely on stealth. You have a few magical talents to back that up, but mostly you leap from the darkness and whack people upside the head.
Advancement: You develop whichever skills your masters direct you to.
Resources: You have whichever resources the Church chooses to give you.

GRUUMSH-KIN IN THE WORLD
"Lets hope he never realizes the truth."
Gruumsh-Kin are kept hidden from the world. Their handlers don't want them to have contact with the outside. If they realize they're cast 0ffs unwanted by their actual people and tricked into being the pet killers of zealots there may be hell to pay.
Daily Life: You are kept in a constant state of religious indoctrination and fear until you are set to murder people for the glory of Gruumsh.
Notables:
Organizations: With the exception of exiles or Gruumsh-Kin who flee after realizing the truth, only the Church of Gruumsh employs you.

NPC Reaction
You're an assassin, a violent religious zealot and a monster. Three things people want kept far from them.

GRUUMSH-KIN IN THE GAME
This assumes you are the catspaw of violent religious fanatics. Might not be comfortable for some players.
Adaptation: This is meant for all Evil Campaigns, but could be adapted for other God/Race combos.
Encounters: Gruumsh-Kin will be found wherever their Church sends them, usually as assassins.

Sample Encounter
EL 12: The PC's are stuck in a swamp when a 3 foot tall whatsit jumps out of the bushes and demands they surrender. They are in no mood for these shenanigans.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC GRUUMSH-KIN

Hit Die: d8
Skills Points at Each Level : 6 + int
Class Ability
Class Ability
Bonus Feats: The Epic Gruumsh-Kin gains a Bonus Feat every x levels higher than 20th



Fachan Racial Feats

Improved Hearing
You can hear better than the average bat.
Prerequisites: Fachan
Benefits: The Check DC of your Listen Checks extends from +1 per 10 feet to +1 per 100 feet.


Greater Hearing
You even do well against invisible opponents.
Prerequisites: Fachan, Improved Hearing
Benefits: You can sense all foes within 40 feet as a sighted creature would. Beyond that range, you treat all targets as having total concealment.

You are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating your sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, you are effectively blinded.


Coiled Spring
You are very agile.
Prerequisites: Fachan, Jump (4 ranks)
Benefits: You do not take Penalties for Jump Checks for not having a moving start. You may stand up from a Prone position as a Swift Action.


Swamp Native
You are adept at moving in your home terrain.
Prerequisites: Fachan, Knowledge (Nature) 4 ranks
Benefits: You do not take Movement or Tumble Penalties from Marsh Terrain.

Bhu
2020-06-03, 04:23 PM
Ogrima (Al-Qadim)
Large Giant
Hit Dice: 4d8+12 (30 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 24
Base Attack/Grapple: +3/+12
Attack: Weapon +7 melee or Weapon +3 ranged
Full Attack: Weapon +7 melee or Weapon +3 ranged
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Low Light Vision, Regenerate 1
Saves: Fort +7, Ref +1, Will +1
Abilities: Str 21, Dex 10, Con 16, Int 10, Wis 10, Cha 13
Skills: Concentration +7, Listen +5, Spot +5
Feats: Improved Initiative, Weapon Focus
Environment: Any
Organization: Solitary, pair, gang (3-4), or band (5-8), or Tribe (21-30 +35% noncombatants)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic or Lawful Evil
Advancement: By Character Class
Level Adjustment: +3

Ogrima are cross-breeds between Ogres and Ogre Magi. They appear as blue-green or yellow Ogres with a rudimentary horn in their forehead. Hunted by Ogres who consider them competition, and by the Ogre Magi who prefer them as slaves, they are the ultimate outcasts. More social than most Ogres they have established their own communities since they breed true. Most wield two handed swords or clubs and a longbow. Alignment depends on which parental race they tend to most mentally resemble.

Spell-Like Abilities (Sp): 3/day: Blur, Chill Touch, Levitate. 1/day: Disguise Self.

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

Combat: Ogrima don't rely much on their Spell-Like Abilities, instead using their bows until opponents get within range before switching to their melee weapons.

Bhu
2020-07-21, 09:49 PM
OGRIMA

http://Picture URL if you have one

"We're hated by everyone. Why shouldn't we be hateful in return."

Ogrima are cross-breeds between Ogres and Ogre Magi. They appear as blue-green or yellow Ogres with a rudimentary horn in their forehead. Hunted by Ogres who consider them competition, and by the Ogre Magi who prefer them as slaves, they are the ultimate outcasts. More social than most Ogres they have established their own communities since they breed true. Most wield two handed swords or clubs and a longbow. Alignment depends on which parental race they tend to most mentally resemble.

OGRIMA RACIAL TRAITS
· +10 Strength, +6 Constitution, +2 Charisma.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· +5 Natural Armor Bonus.
· Spell-Like Abilities (Sp): 3/day: Blur, Chill Touch, Levitate. 1/day: Disguise Self.
· Regeneration (Ex): Fire and acid deal normal damage to Ogrima. If an Ogrima loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
· Racial Hit Dice: An Ogrima begins with four levels of Giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. An Ogrima's Giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Concentration, Listen, and Spot.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +3
· Favored Class: Fighter

STARTING AGE
Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 35
Old: 53
Venerable: 70
Maximum Age: +2d20 years

HEIGHT AND WEIGHT
Base Height: Male: 8' Female: 7'4"
Height Modifier: +2d6"
Base Weight: Male: 250 lbs. Female: 200 lbs.
Weight Modifier: x (2d6) lbs.

OGRIMA CHARACTERS
Ogrima are generally warriors. They can't afford not to be.
Adventuring Race: Ogrima adventure because they are told to by their masters. Or to save their family. Basically out of naked self-interest.
Character Development: Try upgrading your Spell-Like Abilities, you may have need of them. They'll at least be a good back-up for your clubs.
Character Names:

ROLEPLAYING AN OGRIMA
You are suspicious, foul-tempered and xenophobic. No one likes you, and you don't particularly care for them. You don't intend to be anyone's pawn.
Personality: Ogrima are generally like Ogres with some PTSD. In other words, best kept away from.
Behaviors: Ogrima live their entire lives on the defensive. This pretty much colors their entire perception of anything they encounter.
Language: Ogrima speak Giant. A very few speak Common or another language.

OGRIMA SOCIETY
Ogrima are hunters and scavengers barely out of the stone age. They have to be to survive. They can't afford to be ambitious enough to rise above their station.
Alignment : All Ogrima are Evil. They can be Lawful or Chaotic depending on where they were raised.
Lands : Ogrima are found only in lands with both Ogres and Ogre Magi.
Settlements : Ogrima do not settle, they are barely accepted in their homeland.
Beliefs : Religious beliefs vary on how the Ogrima was raised. Those who were saves since birth worship different Gods than their free cousins in the tribes.
Relations: Ogrima are despised by virtually everyone, and have learned to hate them in return. They are quick to anger, quick to judge and loathe to change their minds.

OGRIMA ADVENTURES

The Chieftain is acting odd. Some part of you believes he has sold out to the Ogre Magi, or been replaced by them.
You return from hunting yo find your tribe dead, and a Druid in the ruins of your village. He says it wasn't hi that did it, but he'll help you find who did.
A young female Djinn has gotten attached to you. Needless to say this will make your life interesting.


Ogrima Racial Substitution Levels

Fighter
Any even numbered Level: You may take a Racial Feat instead of a Fighter Feat at even numbered Levels.

Barbarian
Level 1: Replace Fast Movement with any Racial Feat.

Bhu
2020-08-12, 08:27 PM
MAGE KILLER

http://Picture URL

"You aren't welcome here."

You help defend your tribe from the Ogre Magi. And just about everything else.

BECOMING A MAGE KILLER
A lot of Ogrima become Mage Killers. They need to if they want to remain free.

ENTRY REQUIREMENTS
Race: Ogrima
BAB: +9
Skills: 4 ranks in any 2 of the following: Climb, Intimidate or Jump
Feats: Any 2 Racial Feats


Class Skills
The Mage Killer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 2 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Combat Style
2. +2 +3 +0 +0 Resistance
3. +3 +3 +1 +1 Improved Spell-Like Ability
4. +4 +4 +1 +1 Combat Style
5. +5 +4 +1 +1 Mettle
6. +6 +5 +2 +2 Improved Spell-Like Ability
7. +7 +5 +2 +2 Combat Style
8. +8 +6 +2 +2 Displacement
9. +9 +6 +3 +3 Improved Spell-Like Ability
10.+10 +7 +3 +3 Veteran

Weapon Proficiencies: A Mage Killer gains no new weapon or armor proficiencies.

Combat Style (Ex): At Levels 1, 4 and 7 the Mage Killer gains a Bonus Feat. The exact Feat depends on which Combat Style the Mage Killer chooses: Greatsword: 1st (Power Attack). 4th (Combat Reflexes), 7th (Large and in Charge). Longbow: 1st (Point Blank Shot). 4th (Far Shot), 7th (Penetrating Shot). Magus: 1st (Spectral Warrior), 4th (Spectral Skirmisher), 7th (Sky Warrior).

Resistance (Su): At 2nd level, a Mage Killer gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Improved Spell-Like Ability (Sp): At Levels 2, 5 and 8 you may choose one Bonus Feat from the following list: Boost Spell-Like Ability, Heighten Spell-Like Ability, or Quicken Spell-Like Ability.

Mettle (Ex): At 5th level and higher, a Mage Killer can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Mage Killer does not gain the benefit of mettle.

Displacement (Sp): You may now use your Racial Blur Ability 3/day, and it has an enhanced effect. The miss chance is 50% instead of 20%. While using this ability the Mage Killer gains a +8 Circumstance Bonus to Hide Checks.

Veteran: At 10th Level, you learn to cast one of the following 1/day as a Spell-Like Ability: Veil, Otiluke's Freezing Sphere, Stone Body.

PLAYING A MAGE KILLER
Without you the tribe dies, or worse. You need to be ever vigilant. Especially of outsiders.
Combat: Combat is your entire life. Your specialty may vary, but you always try to be the best you are at what you do.
Advancement: You focus purely on combat, and sniffing out danger. There's no time for anything else.
Resources: You have the entire tribe to back you up.

MAGE KILLERS IN THE WORLD
"Give him some space. He pays a price for defending us."
You keep the world at sword point. If you don't, then your family ends up in chains.
Daily Life: Your time is spent on guard, or in practice.
Notables:
Organizations: Unless exiled or captured you focus solely on the tribe..

NPC Reaction
NPC's think of you as a dangerous monster. You're generally too busy killing them to tell them they're the real monsters.

MAGE KILLERS IN THE GAME
This class limits the player geographically, unless he can serve his tribe by traveling, or he is no longer with them.
Adaptation: This is mean for Al-Qadim, but can be adapted to other worlds or races.
Encounters: Mage Killers are generally found as slaves, tribal defenders or outlaws.

Sample Encounter
EL x: The PC's have been caught by a press gang, but a battle scarred Ogrima tells them an escape is planned for that night. The group would feel more relieved if he weren't drunk and insane.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MAGE KILLER

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



Ogrima Racial Feats

Spectral Warrior
You have learned to fight invisibly.
Prerequisites: Ogrima
Benefits: You can now cast Invisibility 3/day. If taken a second time, you may cast Improved Invisibility instead.


Polar Warrior
You have learned to fight with cold magic.
Prerequisites: Ogrima
Benefits: You may now cast Corona of Cold 1/day as a Spell-Like Ability.


Sky Warrior
You can Fly.
Prerequisites: Ogrima
Benefits: You lose your Levitate Spell-Like Ability, and instead gain a Fly speed of 40 ft. (Good)


Magi Killer
You are trained in fighting the Ogre Magi.
Prerequisites: Ogrima
Benefits: You may cast Flame Blade 3/day as a Spell-Like Ability.

Bhu
2020-09-15, 08:22 PM
Desert Troll
Large Giant
Hit Dice: 7d8+42 (73 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d6+6)
Full Attack: 2 Claws +10 melee (1d6+6) and 1 Bite +5 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Darkvision 90’, Low Light Vision, Regeneration 5, Scent, Water Weakness, Natural Camouflage, Immune to Non-Magical Fire and Cold
Saves: Fort +11, Ref +4, Will +4
Abilities: Str 23, Dex 14, Con 23, Int 9, Wis 10, Cha 6
Skills: Hide +9, Listen +7, Move Silently +9, Spot +7
Feats: Alertness, Stealthy, Track
Environment: Any Desert
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +5

Desert trolls are fairly hairless and usually a tan color, though they can modify this depending on their whim to blend in with their natural surroundings.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

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

Water Weakness (Ex): Water eats away Desert Trolls in a manner similar to acid. 1 pint of water does 1d6 damage.

Natural Camouflage (Ex): Desert trolls can slightly alter their skin to blend in with their desert surroundings giving them a +4 Racial Bonus to Hide Checks in the desert. In addition they can make Hide checks in the desert even while being observed, and do not take a Size Penalty to their Hide Checks.

Combat: Desert trolls like to haunt oases despite their vulnerability to water as they know the oasis will mean guaranteed prey. If possible they will pick off stragglers or vulnerable members of parties first.

Bhu
2020-10-14, 07:15 PM
DESERT TROLL

http://Picture URL if you have one

"There are many forms of thirst."

Desert trolls are fairly hairless and usually a tan color, though they can modify this depending on their whim to blend in with their natural surroundings.

DESERT TROLL RACIAL TRAITS
· +12 Strength, +4 Dexterity, +12 Constitution, -2 Intelligence, -4 Charisma.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· Darkvision 90 ft.
· +5 Natural Armor Bonus.
· Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
· Regeneration (Ex): Acid, water, and magical fire deal normal damage to a desert troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump
· Water Weakness (Ex): Water eats away Desert Trolls in a manner similar to acid. 1 pint of water does 1d6 damage.
· Natural Camouflage (Ex): Desert trolls can slightly alter their skin to blend in with their desert surroundings giving them a +4 Racial Bonus to Hide Checks in the desert. In addition they can make Hide checks in the desert even while being observed, and do not take a Size Penalty to their Hide Checks.
· Scent (Ex): This is identical to the ability listed in the Monster Manual.
· Immunities: Desert Trolls are immune to non-magical Cold and Fire damage.
· Racial Hit Dice: A Desert Troll begins with seven levels of Giant, which provide 7d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. A Desert Trolls Giant levels give it skill points equal to 10 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Hide, Listen, Move Silently and Spot.
· Desert Trolls have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +5
· Favored Class: Scout

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years

HEIGHT AND WEIGHT
Base Height: Male: 8'6" Female: 7'10"
Height Modifier: +2d6"
Base Weight: Male: 500 lbs. Female: 430 lbs.
Weight Modifier: x (2d6) lbs.

DESERT TROLL CHARACTERS
Unless you go for the Despoiler PrC, your options are beatstick of some sort. Your Hit Dice and LA are too high for other stuff.
Adventuring Race: Desert Trolls most commonly go on adventures for revenge, or because they follow prey only to find themselves in the midst of events beyond their control.
Character Development: Initially your immunity to non-magical fire will prevent fire spells being used on you, but you'll want to develop methods to protect yourself from knowledgeable opponents.
Character Names:

ROLEPLAYING A DESERT TROLL
Hunger is the ultimate motivation, and since you must endure the desert sun your hunger is worse than the average Troll.
Personality: Desert Trolls have little in the way of personality, and few goals behind destroying water and satisfying their hunger.
Behaviors: Desert Trolls are little more than ambush predators, but they do make a point of befouling desert oases in order to ensure they have less chance of being exposed to water.
Language: Desert Trolls speak Giant, with a few of the more intelligent ones speaking Common as well.

DESERT TROLL SOCIETY
Like most Trolls, the Desert Troll is barely out of the stone age. Many of them don't even use tools.
Alignment : Desert Trolls are almost universally Chaotic Evil. They are insane creatures dedicated to ending other forms of life.
Lands : Desert Trolls live in lonely places in the desert, looking to waylay travelers.
Settlements : Desert Trolls tend to keep to their own territory, lest others band together against them.
Beliefs : Desert Trolls worship Vaprak.
Relations: Other races are pretty much food unless they're too powerful for you to kill by yourself.

DESERT TROLL ADVENTURES
· A weird little faerie has been skipping merrily along through your territory creating pools of water. You need to have a word with him about that
· A strange Giant ate Thag. You were going to eat Thag. This just pisses you right off.
· A stranger claiming to be a God blundered into your ambush, and unfortunately, he seems uneatable. And you've tried. You've reeeeally, really tried.


Desert Troll Racial Substitution Levels

Ranger
Levels 1, 6, 11: New options for Combat Mastery.
Combat Mastery (Ex): Quicksand Style gains you the following Feats: Combat Expertise (1st), Improved Trip (6th), and Sand Snare (11th). Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th).
Level 4: Replace Animal Companion with one from Sandstorm list.
Level 4: Replace Woodland Stride with Sandskimmer
Sandskimmer: You gain Sandskimmer as a Bonus Feat.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
Level 10: Replace Blindsense with Tremor Sense 15'.
Level 20: Replace Blindsight with Tremor Sense 30'.

Bhu
2020-11-19, 07:50 PM
I'll try to have the Despoiler up next week, I just got back from eye surgery.

Bhu
2020-11-25, 07:55 PM
DESPOILER

http://Picture URL

"I assure you, the water may be black but it's perfectly drinkable."

Despoilers ruin desert oases, and blight nature in general. Initially they begin wanting to get rid of water, but most end up going psycho and becoming anti-life.

BECOMING A DESPOILER
A sufficiently devoted Desert Troll will usually find a way.

ENTRY REQUIREMENTS
Race: Desert Troll
Spellcasting: Must have 1 Level in any Divine spellcasting class.
Skills: Knowledge (Nature) 4 ranks, Spellcraft 4 ranks
Feats: Combat Casting, Improved Initiative


Class Skills
The Despoiler's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis)
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +0 Despoiler Magic
2. +1 +3 +0 +0 Bonus Feat, +1 Caster Level of Divine Casting Class
3. +2 +3 +1 +1 Hungry Aura, +1 Caster Level of Divine Casting Class
4. +3 +4 +1 +1 Despoiler Magic
5. +3 +4 +1 +1 Bonus Feat, +1 Caster Level of Divine Casting Class
6. +4 +5 +2 +2 Hungry Aura, +1 Caster Level of Divine Casting Class
7. +5 +5 +2 +2 Despoiler Magic
8. +6 +6 +2 +2 Bonus Feat, +1 Caster Level of Divine Casting Class
9. +6 +6 +3 +3 Hungry Aura, +1 Caster Level of Divine Casting Class
10.+7 +7 +3 +3 Holocaust

Weapon Proficiencies: A Despoiler gains no new weapon or armor proficiencies.

Despoiler Magic (Sp): Beginning at 1st Level you gain a limited number of Spell-Like Abilities. Caster Level is equal to Hit Dice. At Will: Locate Water 3/Day: Circle of Nausea, Desiccate 1/Day: Dire Hunger, Dispel Water

At 4th Level you gain the following:1/Day: Mass Desiccate 3/Day: Dispel Water

At 7th Level you gain the following: 1/Day: Befoul

Bonus Feat: At Levels 2, 5 and 8 you gain one of the following as a Bonus Feat: Boost Spell-Like Ability, Empower Spell-Like Ability, Heighten Spell-Like Ability, Maximize Spell-Like Ability or Quicken Spell-Like Ability.

Hungry Aura (Su): Beginning at 3rd Level you permanently gain the benefits of the Reaving Aura spell. At 6th Level the range extends to 20 ft. At 9th Level the range extends to 30 ft.

Holocaust(Sp): At 10th Level you may cast Despoil 1/Day as a Spell-Like Ability. Caster Level is equal to Hit Dice.

PLAYING A DESPOILER
Water is a significant weakness for you, and you intend to make sure as little as possible exists anywhere near you. Plus you kind of get your jollies by ruining nature.
Combat: You aren't all that different from the average Troll as most of your powers aren't helpful in combat.
Advancement: Despoilers are neither very bright or imaginative. Most of them advance along fairly predictable lines.
Resources: Whatever you can scrounge up.

DESPOILERS IN THE WORLD
"Them Desert Trolls are bad news son. Kill 'em all says I."
The world is mostly interested in killing you. Needless to say, you spend much of your time avoiding it.
Daily Life: You pretty much spend your days like any other Troll, with the exception of wiping out oases.
Notables:
Organizations: There are some Evil beings who have use for your talents, but even most of them find you skeevy..

NPC Reaction
You're more hated than regular Trolls, if such a thing is possible.

DESPOILERS IN THE GAME
This is probably best for all Evil campaigns.
Adaptation: This is probably modifiable for something less awful. Maybe.
Encounters: Despoilers are generally found making the desert a worse place to live.

Sample Encounter
EL 12: The PC's pull up to the only oasis within miles to find a troll peeing in the water. The troll doesn't acknowledge them, which is generally a bad sign.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC DESPOILER

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




Desert Troll Racial Feats

Improved Despoiler Magic
You can use your powers more often.
Prerequisites: Desert Troll, Despoiler Magic
Benefits: Choose 1 spell-like ability you gain from the Despoiler Class. You may use that ability 1 additional time per day. This Feat may be taken multiple times.

Desert Magic
You're more powerful in the desert.
Prerequisites: Desert Troll, Divine Spellcaster Level 3+
Benefits: The Caster Level of your spell-like abilities increases by +1 when you are in Desert Terrain.

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

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

Bhu
2020-12-23, 06:14 PM
Snow Troll
Large Giant (Cold)
Hit Dice: 7d8+42 (73 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d6+6)
Full Attack: 2 Claws +10 melee (1d6+6) and 1 Bite +5 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend (2d6+9)
Special Qualities: Darkvision 90’, Low Light Vision, Regeneration 5, Scent, Snowshoes, Tremorsense 60'
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Climb +10, Hide +1, Listen +4, Move Silently +3, Spot +4
Feats: Alertness, Iron Will, Track
Environment: Any Cold
Organization: Solitary or Pair
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +5

Unlike the Ice Trolls which are considered the result of magical experimentation, the Snow Troll is a natural arctic predator haunting lonely passes through cold, snowbound territory. Slightly smaller but broader than normal trolls they are covered in white fur.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

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

Snowshoes (Ex): Snow Trolls can walk over ice and snow without having their speed reduced. They are not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling.

Skills: Snow Trolls gain a +4 Racial Bonus on Climb Checks.

Combat: Snow Trolls cover the entrances to caves near passes with snow and wait for prey to come in range. Once they detect something they burst forth and begin attacking without fear of death.

Bhu
2021-01-23, 08:28 PM
SNOW TROLL

http://Picture URL if you have one

"The loneliness is the best part of living out here."

Unlike the Ice Trolls which are considered the result of magical experimentation, the Snow Troll is a natural arctic predator haunting lonely passes through cold, snowbound territory. Slightly smaller but broader than normal trolls they are covered in white fur.

SNOW TROLL RACIAL TRAITS
· +12 Strength, +4 Dexterity, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Giant with the Cold Subtype, giving them Low Light Vision
· Base land speed 20 ft.
· Darkvision 90 ft.
· +5 Natural Armor Bonus.
· Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
· Regeneration (Ex): Acid and Fire deal normal damage to a snow troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump
· Snowshoes (Ex): Snow Trolls can walk over ice and snow without having their speed reduced. They are not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling.
· Tremorsense (Ex): Snow Trolls have a Tremorsense with a range of 60 ft.
· Scent (Ex): This is identical to the ability listed in the Monster Manual.
· Racial Hit Dice: A Desert Troll begins with seven levels of Giant, which provide 7d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. A Snow Trolls Giant levels give it skill points equal to 10 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Climb, Hide, Listen, Move Silently and Spot.
· Snow Trolls have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +5
· Favored Class: Scout


STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years

HEIGHT AND WEIGHT
Base Height: Male: 8'0" Female: 7'6"
Height Modifier: +2d6"
Base Weight: Male: 500 lbs. Female: 430 lbs.
Weight Modifier: x (2d6) lbs.

SNOW TROLL CHARACTERS
Casters are right out given your LA, Racial HD and ability modifiers. Beatstick or stealth are your only real options.
Adventuring Race: Revenge or necessity. Very little else could compel a Snow Troll to put up with the company of others.
Character Development: Your Cold Subtype leaves you more vulnerable to Fire than usual. You need some items to mitigate that.
Character Names:

ROLEPLAYING A SNOW TROLL
You have endless patience, and can wait days for prey to stumble by. Truly yours is a prey centric existence.
Personality: Even more so than most Trolls, you're little more than a rabid carnivore.
Behaviors: Your race is obsessed with hunting, as that's all you really have to do.
Language: Snow Trolls have their own, high-pitched dialect of Giant. Some also speak Common.

SNOW TROLL SOCIETY
Snow Trolls are lone hermits, and really have no civilization.
Alignment : Almost universally Chaotic Evil.
Lands : Snow Trolls prefer remote Arctic wastes.
Settlements : Snow Trolls only leave their homes once every three years, to meet in mountain valleys for mating season.
Beliefs : The Snow Trolls usually worship Vaprak.
Relations: All other races are prey, even Ice Trolls and White Dragons (who they are constantly at war with).

SNOW TROLL ADVENTURES
· Someone has been Awakening the local Polar Bears, who are organizing against you. This is doubly a problem, since most of your food is, in fact, Polar Bear,
· You overhear adventurers planning to destroy your entire species during the annual mating season. You must inform your fellows.
· A representative of a White Dragon came by to inform you to obey him or die. You ate him in what is becoming a series of questionable life decisions.


Snow Troll Racial Substitution Levels

Ranger
Level 1: Replace Wild Empathy with Savage Rending
Savage Rending: You do dounle your Str Modifier with Rending attacks.
Level 4: Replace Animal Companion with Arctic Guerilla
Arctic Guerilla (Ex): You gain a +2 Bonus on Hide, Knowledge (Geography), Move Silently and Survival Checks made in cold environments.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
Level 10: Replace Blindsense with Tremor Sense 15'.
Level 20: Replace Blindsight with Tremor Sense 30'.

Bhu
2021-03-04, 07:31 PM
FROST WARRIOR

http://Picture URL

"They aren't like us."

Frost Trolls are generally loners, but occasionally they must band together to fight common foes, typically the Ice Trolls. You decided to make it a profession. You kill the bad guys so the other bad guys don't have to. And incidentally you can get some kewl lewt in the process.

BECOMING A FROST WARRIOR
Any particularly militant Snow Troll will do.

ENTRY REQUIREMENTS
Race: Snow Troll
BAB: +8
Skills: Hide 4 ranks, Move Silently 4 ranks
Feats: Snowy Ambush, Snowsense


Class Skills
The Frost Warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Ambush (+1d6)
2. +1 +0 +3 +0 Hidden Warfare (+1)
3. +2 +1 +3 +1 Arctic Stealth
4. +3 +1 +4 +1 Ambush (+2d6)
5. +3 +1 +4 +1 Hidden Warfare (+2)
6. +4 +2 +5 +2 Arctic Stealth
7. +5 +2 +5 +2 Ambush (+3d6)
8. +6 +2 +6 +2 Hidden Warfare (+3)
9. +6 +3 +6 +3 Arctic Stealth
10.+7 +3 +7 +3 Veteran Warrior

Weapon Proficiencies: A Frost Warrior gains Proficiency with Simple Weapons and Light and Medium Armor.

Ambush (Ex): You gain an additional Ambush die at Levels 1, 4 and 7 identical to your Race's ability listed under Scout Substitution Levels. This stacks with Ambush dice gained from other Class Levels.

Hidden Warfare (Ex): At 2nd Level you gain a +1 Competence Bonus on Attack rolls with attacks that would let you qualify for using Ambush. This increases to +2 at Level 5 and +3 at Level 8.

Arctic Stealth (Ex): At 3rd Level you no longer take Size penalties to Hide Checks in ice and snow. At 6th Level you gain a +4 Racial Bonus on Hide Checks in ice and snow. At 9th Level you gain Camouflage, as per the Ranger ability in the PHB, in ice and snow.

Veteran Warrior At 10th Level, in any round in which an opponent is Flat-footed or unaware of your presence, you gain an additional attack at your highest BAB. The first successful attack that round automatically threatens a critical if it hits.

PLAYING A FROST WARRIOR
There's always a need for someone to kill invaders. And unfortunately you make your living being that someone.
Combat: You rely on Stealth to ambush opponents, particularly more dangerous ones like White Dragons..
Advancement: Your training tends to be determined by whatever foes you face most commonly..
Resources: Pretty much whatever you can steal or loot off the dead..

FROST WARRIORS IN THE WORLD
"Ferd is a worthless gober, but you can count on him when the Dragons rain down out of the sky."
You don't interact with the world until it invades your territory..
Daily Life: Until times of trouble you live like any other Snow Troll. When called on you take up arms as long as necessary.
Notables:
Organizations: Frost Warriors are a pretty loose organization. You're really only organized in times of need.

NPC Reaction
NPC's treat you like any other monster.

FROST WARRIORS IN THE GAME
This assumes you are an on again off again militiaman defending your home territory. You'll want a good reason for leaving it to adventure.
Adaptation: This is adaptable to other races given enough work..
Encounters: Frost Warriors are only encountered during war, or if you stumble onto their home.

Sample Encounter
EL 12: The PC's are discussing how best to confront the local White Dragon, when a bunch of furry Trolls jump from nowhere and begin clubbing the hell out of it Maybe they should just back away slowly...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC FROST WARRIOR

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



Frost Troll Racial Feats

Fearless
You don't scare easily seeing as it's damn hard to kill you.
Prerequisites: Troll
Benefits: You get a +2 Racial Bonus against Fear Effects.

Absolutely Fearless
You don't scare at all.
Prerequisites: Troll, Wisdom 12+
Benefits: You are immune to Fear Effects.

Snowy Ambush
You're hard to see in your native terrain.
Prerequisites: Frost Troll, Hide 4 ranks
Benefits: You no longer take Size Penalties to Hide Checks in ice and snow.

Snowsense
You're hard to surprise.
Prerequisites: Frost Troll, Alertness, Wis 12+
Benefits: You don't need to make Saving Throws against Snowblindness (see Frostburn), or penalties to Search and Spot Checks in the snow.

TerrickTerran
2021-03-07, 06:40 PM
Just found this thread and it looks amazing. Going to enjoy it. Thanks for gathering all this stuff.

Bhu
2021-03-09, 08:17 PM
Just found this thread and it looks amazing. Going to enjoy it. Thanks for gathering all this stuff.

Thanks for reading! I'm working on adding scalies once I get the 2e/4e conversions done.

Bhu
2021-03-24, 09:40 PM
Legacy Troll (Red Steel Campaign)
Large Giant (Aquatic)
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Swim 30 ft.
Armor Class: 18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+10
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 Claws +9 melee (1d6+6) and 1 Bite +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend (2d6+9)
Special Qualities: Darkvision 90’, Low Light Vision, Limited Regeneration 5, Scent, Legacies, Hold Breath
Saves: Fort +12, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 24, Int 6, Wis 9, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Swim +19
Feats: Alertness, Iron Will, Track
Environment: Any Swamp
Organization: Solitary,Group (2-4), Colony (2-8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +5

Legacy Trolls are tall, spindly trolls with gills and wide mouths full of needle-like teeth. Many are deformed due to the Vermeil contaminating their environments.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Limited Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Legacy Trolls only Regenerate when at least one third of their body is immersed in water.

Legacies: Legacy Trolls are horribly mutated by the Vermeil dust saturating their homes. The exact effect depends on which Location they are in. Region 1 trolls typically have Armor, Burn, Grow, or Senses. Region 2 can have Animal Form, Crimson Fire, Farsight, Meld, Sleep, or Spikes. Region 3 may have All-Around Vision, Ball of Fire, Separation, Shock, or Shrink. Region 4 has Acid Touch, Duplicate, Poison, Spell Shield, or Weaken. While deformed they take no penalties from the Red Curse and do not need Cinnabryl. Most Trolls have a single Legacy.

Hold Breath (Ex): Normally Aquatic, Legacy Trolls can 'hold their breath' out of water for a number of rounds equal to ( 8 x it's Con Score) before risking suffocation.

Combat: Legacy Trolls attack in a manner similar to regular Trolls, but they prefer to wait until opponents are in the water for obvious reasons.


LEGACIES
Legacies may be activated 3/day as a Full Round Action. They are Exceptional Abilities unless mentioned otherwise. A Legacy Troll may end the effects of a Legacy early voluntarily, but if damaged when activating one it must make a Concentration to activate it successfully much in the same manner as a Spellcaster casting a spell. Saving Throw DC's if any are 10 plus half Hit Dice plus Constitution Bonus. Caster Level is equal to Hit Dice if applicable.

Acid Touch The troll drools a slightly acidic substance and it's bites does additional acid damage equal to the Troll's Hit Dice plus 1. This lasts for 1 Minute.

All-Around Vision 4 eyes grow on the Trolls body lasting 1/round per Hit Die. He gains a +2 Bonus to Initiative and Spot Checks and cannot be Flanked.

Animal Form The troll is permanently a fish from the waist down and loses it's land speed. It may change into any Animal the same Size Class as itself for 2 rounds/Hit Die. This is identical to the Alternate Form ability. Any equipment melds into the new form, and if the animal has a mouth the Troll can speak. This is a Supernatural Ability.

Armor The troll gains red scales for 1 round/Hit Die. It provides a +1 Natural AC Bonus per every 3 Hit Dice to a maximum increase of +5.

Ball of Fire The trolls skin turns red briefly as it throws a ball of fire at an opponent doing 1d4 fire damage per every 3 Hit Dice to a maximum of 6d4. It is a Ranged attack with a Range Increment of 10 ft. If it hits anything combustible it automatically sets fire to it. This is a Spell-Like Ability.

Burn The trolls skin turns red briefly as it unleashes fire as a touch attack doing 1d4 Fire damage, plus 1 point per Hit Die. At Level 5 and every 5 levels thereafter range increases +5' to a maximum of 10'. This is a Spell-Like Ability.

Crimson Fire The trolls eyes glow bright red for 2 rounds/Hit Die. During this time it may cast Faerie Fire at will. This is a Supernatural Ability.

Duplicate The Troll grows an Illusory third arm for 2 rounds/level, and it is under the effect of a Mirror Image spell during this time. This is a Supernatural Ability.

Farsight The trolls eyes grow on stalks, and for 2 rounds/Hit Die it can alter the focus of it's vision to see clearly (even read) for up to 300' per Hit Die (to a maximum of 1 Mile).

Grow One of the trolls limbs is twice it's normal size. For two rounds per Hit Die it's Size Category increases by 1 with all the attendant effects this brings (see Monster Manual). This is a Supernatural Ability.

Meld Anytime the troll is at rest it's skin color slowly beings changing to that of it's surroundings. For 2 rounds per Hit Die, the Troll and up to 100 pounds of equipment can meld with any wood, earth, or stone object. This is otherwise identical to the Meld into Stone spell. This is a Supernatural Ability.

Poison The troll grows a stinging tail which does damage and has the same poison as a Monstrous Scorpion of the same Size Class for 1 round per Hit Die.

Senses The trolls eyes, nose, tongue, ears and fingers become elongated or exaggerated. For 2 rounds per Hit Die it can increase it's senses. It gains Tremorsense 30', and can Take 20 on Search, Spot, and Listen Checks. Optionally it may instead use one of it's daily uses to remove any effect making it Blind or Deaf.

Separation One of the trolls eyes is permanently detached painlessly, and will fall out occasionally if the Troll isn't careful. The Troll can see through this eye regardless of distance, and if it is destroyed the Troll gains a new eye in 1d6 days. The eye has hit points equal to the Trolls Hit Dice, and the Same Natural AC Bonus. It is Size Class Fine.

Shock The troll is constantly charged with static electricity. The Troll may use Shocking Grasp whenever it activates this Legacy. This is a Spell-Like Ability.

Shrink The Troll has a pinhead. For 2 rounds per Level it can cause a single other being it can see to decrease in Size Class one step if it is Large or Smaller with all the attendant effects this brings (see Monster Manual) if it fails a Willpower Save. This is a Supernatural Ability.

Sleep The troll always appears tired. It may cast Sleep on one creature with a duration of 2 rounds per Hit Die. There is no Hit Die limit on what creatures it can effect, but it must maintain Concentration to keep the victim asleep. This is a Spell-Like Ability.

Spell Shield A glowing red disk orbits the Troll for 2 rounds per Hit Die. The Troll gains a +1 Bonus on Saving Throws per every three Hit Dice up to a maximum of +7. This is a Supernatural Ability.

Spikes The Troll becomes covered in fleshy spikes for 2 rounds per Hit Die. Opponents attacking the Troll with Unarmed Strikes, Natural Weapons, or Grapples take 1d6 piercing damage plus their own Str Modifier. The Troll also gains a Bonus to Grapple Checks equal to it's Hit Dice, and does 1d6 +Str piercing damage with a successful Grapple Check.

Weaken The troll appears horribly emaciated. For 1 round per Level the Troll gains a Melee Touch attack doing 1d6 Strength Damage unless it's opponent makes a Willpower Save. This is a Supernatural Ability.

Bhu
2021-04-20, 04:47 PM
LEGACY TROLL

http://Picture URL if you have one

"You wanna cross the river, you have to pay the toll!"

Legacy Trolls are tall, spindly trolls with gills and wide mouths full of needle-like teeth. Many are deformed due to the Vermeil contaminating their environments. Their arms are thin, and frail looking. Their teeth are like needles. Skin color ranges from blue-green to olive, and tinged with red.

LEGACY TROLL RACIAL TRAITS
· +12 Strength, +4 Dexterity, +14 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Giant with the Aquatic Subtype, giving them Low Light Vision
· Base land speed 10 ft.
· Base swim speed 30 ft.
· Darkvision 90 ft.
· +5 Natural Armor Bonus.
· Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
· Limited Regeneration (Ex): Acid and Fire deal normal damage to a snow troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Legacy Trolls only Regenerate when at least one third of their body is immersed in water.
· Legacies (Ex): Choose one Legacy from the list above.
· Hold Breath (Ex): Normally Aquatic, Legacy Trolls can 'hold their breath' out of water for a number of rounds equal to ( 8 x it's Con Score) before risking suffocation.
· Scent (Ex): This is identical to the ability listed in the Monster Manual.
· Racial Hit Dice: A Legacy Troll begins with six levels of Giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. A Legacy Trolls Giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1) and 3 Feats. Its class skills are Hide, Listen, Move Silently, Spot and Swim.
· Legacy Trolls have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +5
· Favored Class: Fighter

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years

HEIGHT AND WEIGHT
Base Height: Male: 8'6" Female: 7'10"
Height Modifier: +2d6"
Base Weight: Male: 500 lbs. Female: 430 lbs.
Weight Modifier: x (2d6) lbs.

LEGACY TROLL CHARACTERS
Given their mental ability scores, Legacy Trolls are generally relegated to being beatsticks.
Adventuring Race: Legacy Trolls go on adventures.
Character Development: Try to boost your Legacy in some way that mixes well with your chosen Class.
Character Names:

ROLEPLAYING A LEGACY TROLL
Unlike normal Trolls, you have a compulsion for something other than food: Cinnabryl. While they don't need Cinnabryl to alleviate the usual problems of the Red Curse, they do use it to negate their Legacy related deformities.
Personality: Other than a few layers of psychosis, you're pretty much the same as any troll.
Behaviors: Given the polluted nature of your home environment, you tend to be less mentally stable than most Trolls, and are prone to odd behavior.
Language: Legacy Trolls speak Giant.

LEGACY TROLL SOCIETY
Legacy Trolls are primitive stone age tribes rarely living in large groups..
Alignment : Given the toxic pollution driving them mad, many Trolls are Chaotic Evil.
Lands : Legacy Trolls live along the coasts, rivers and lakes of The Savage Coast.
Settlements : A number of Trolls also live in the Bayou.
Beliefs : When Trolls do worship a God, it's usually Hel or Loki..
Relations: Other races are for robbing or eating.

LEGACY TROLL ADVENTURES
· The swamps are suddenly being invaded by Vermilion Puddings. The clan's Shaman has volunteered you to find out the source of this.
· A Nosferatu has taken hold of a trade town that you used to raid, and now you find yourself in the odd position of trying to save the people you used to bully. So you can bully them again.
· The Gurrash have decided to acquire your territory. Fight time!


Legacy Troll Racial Substitution Levels

Fighter
Level 1+: At any Level in which you gain a Fighter Feat, you may take a Racial Feat instead.

Scout
Levels 3, 11: When you get Fast Movement you can apply it to your land or swim speed.

Spirit Shaman
Level 1: Replace Wild Empathy with Legacy Resistance.
Legacy Resistance (Ex): You gain a +1 Resistance on Saving Throws against Legacies.

Bhu
2021-05-16, 07:53 PM
will have Epic Legacies done soon

LEGACY SHAMAN

http://Picture URL

“When life places stones in your path, be the water. A persistent drop of water will wear away even the hardest stone.”

Legacy Shamans are the spellcasters and wise people of their species. Wise compared to some Trolls anyway.

BECOMING A LEGACY SHAMAN
The rare spellcasting Legacy Troll usually follows this path..

ENTRY REQUIREMENTS
Race: Legacy Troll
Spellcasting: Must be able to cast a spell with the Water Subtype.
Skills: Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks
Feats: Any 2 Racial Feats


Class Skills
The Legacy Shaman's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Bonus Feat, +1 Level of current casting Class
2. +1 +3 +0 +3 Meta Legacy, +1 Level of current casting Class
3. +1 +3 +1 +3 Eel Companion, +1 Level of current casting Class
4. +2 +4 +1 +4 Bonus Feat, +1 Level of current casting Class
5. +2 +4 +1 +4 Meta Legacy, +1 Level of current casting Class
6. +3 +5 +2 +5 Water Magic, +1 Level of current casting Class
7. +3 +5 +2 +5 Bonus Feat, +1 Level of current casting Class
8. +4 +6 +2 +6 Meta Legacy, +1 Level of current casting Class
9. +4 +6 +3 +6 Improved Water Magic, +1 Level of current casting Class
10.+5 +7 +3 +7 Legacy Master, +1 Level of current casting Class

Weapon Proficiencies: A Legacy Shaman gains no new weapon or armor proficiencies.

Bonus Feat: At Levels 1, 4 and 7 you can choose a Bonus Feat from the following list that you qualify for: Arcane Defense, Augment Summoning, Extend Legacy, Extra Legacy, Swift Legacy, Water Focus (Dragon 314).

Meta Legacy (Su): At Levels 2, 5 and 8 you can choose one of the following effects to apply to a single Legacy you have (only one of these may be applied to any one Legacy):

Empower: All variable, numeric effects of an empowered Legacy are increased by one-half. Saving throws and opposed rolls are not affected, nor are Legaciess without random variables.

Enlarge: This may only be taken with Legacies that have a range. That range is now doubled.

Maximize: All variable, numeric effects of a Legacy modified by this ability are maximized. Saving throws and opposed rolls are not affected, nor are Legacies without random variables.

Eel Companion (Ex): At 3rd Level you gain an Animal Companion. This is identical t the Druid ability of the same name, but you can only choose a Dire Eel as your companion. Your effective Druid Level is equal to your casting Level, and Druid and Legacy Shaman Levels stack for purposes of determining your Druid Level for this ability.

Water Magic: The Save DC's of spells you cast increase by +1 while you are in the water.

Improved Water Magic: The Save DC's of spells you cast while in the water increase by an additional +1.

Legacy Master (Su): At 10th Level you may choose 1 Legacy you have. You may now use that Legacy at will.

PLAYING A LEGACY SHAMAN
You have ambitions to be more than just a mere raider. You want others to see you aas more than a beast.
Combat: You prefer your natural abilities or Legacies in combat. Your spells are saved for particularly hard targets.
Advancement: You prefer to master the use of your Legacies. Controlling them sets you apart from the others.
Resources: You have whatever you, or the tribe, can seize by force.

LEGACY SHAMANS IN THE WORLD
"Jiggly Bob is...unusual for a troll."
You don't raid as much as the other trolls, and seem reasonable for a monster. It makes you the default contact point if someone wishes to speak to the tribe.
Daily Life: Much of your day is spent refining your abilities and seeking out new ones.
Notables:
Organizations: You work for yourself, and occasionally the tribe. Everyone else can sod off.

NPC Reaction
NPC's think of you as a monster still. You're just a monster they can deal with because you can control your appetites.

LEGACY SHAMANS IN THE GAME
This assumes one of the PC's is a spellcasting Troll, which is awkward at best.
Adaptation: This is meant for troll-centric campaigns, but it could be redesigned as a more general Legacy based caster.
Encounters: Legacy Shamans are generally found in their lairs, or on raids.

Sample Encounter
EL x: "Hi, I'm Jiggly Bob. And this is my boon companion, Jiggly Bill."


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC LEGACY SHAMAN

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


Legacy Troll Racial Feats

Extra Legacy
You gain one additional Legacy.
Prerequisites: Legacy Troll, must have at least 1 Caster Level.
Benefits: You may choose one additional Legacy.

Swift Legacy
You may use your legacy quicker than normal.
Prerequisites: Legacy Troll
Benefits: Choose 1 Legacy. You may now activate it as a Swift Action.

Extend Legacy
you can use your Legacy more often.
Prerequisites: Legacy Troll
Benefits: Choose 1 Legacy. You now gain 3 additional daily uses of that Legacy.

Epic Legacy (Epic)
Your Legacy is more powerful.
Prerequisites: Legacy Troll,
Benefits: Choose one Legacy. That Legacy is now more powerful.

Acid Touch: Your acidic drool expands to include your blood and sweat as well. Creatures you grapple or use a natural attack on (or who grapple or make a melee attack without Reach against you) takes Acid damage equal to twice the Troll's Hit Dice +2.

All-Around Vision: For the duration of this ability you gain the benefits of the Prying Eyes Spell (Caster Level is equal to Hit Dice) as a Spell-Like Ability.

Animal Form: You may now change into any Animal or Magical Beast of any Size.

Armor: When using this ability you now also gain DR 10/Epic. The Natural Armor Bonus to AC increases by +1 per 2 HD (maximum +10).

Ball of Fire: You now cast Inferno (Spell Compendium) as a Spell-Like Ability.

Burn: You now cast Heart of Fire (Complete Mage) as a Spell-Like Ability.

Crimson Fire: You now cast Blistering Radiance (Spell Compendium) as a Spell-Like Ability.

Duplicate: You now cast Mislead as a Spell-Like Ability.

Farsight: You may now cast Scrying as a Spell-Like Ability.

Grow: You now cast Giant Size (Complete Arcane) as a Spell-Like Ability.

Meld: You may now cast Xorn Movement (Spell Compendium) as a Spell-Like Ability.

Poison: Poison damage is now 1d10 Constitution.

Senses: Instead of Tremorsense you gain Truesight for the duration of the ability.

Separation: You are now immune to Ability damage and critical hits.

Shock: You may now cast Storm Touch (Magic of Eberron) as a Spell-Like Ability.

Shrink: You may now cast Minute Form (Complete Arcane) as a Spell-Like Ability. Unlike normal, you may only cast it on opponents within close range (25 ft. + 5 ft./2 levels).

Sleep: Duration is now 1 hour per hit die, and the Troll doesn't need to maintain Concentration.

Spell Shield: You may now cast Wall of Dispel Magic (Spell Compendium) as a Spell-Like Ability.

Spikes: Your spikes are now consiered both Epic and Adamantine for purposes of bypassing Damage Reduction.

Weaken: You may now cast Slay Living as a Spell-Like Ability.

Bhu
2021-06-20, 03:51 PM
Black Troll
Large Outsider (Chaotic, Evil, Extraplanar, Giantblood)
Hit Dice: 7d8+49 (81 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d8+7) or Greatclub +13 melee (2d8+10) or Rock +14 Ranged (2d6+7)
Full Attack: 2 Claws +13 melee (1d8+7) and 1 Bite +8 melee (1d8+4) or Club +13/+8 melee (2d8+10) or Rock +14 Ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend (2d8+10), Rock Throwing, Spell-Like Abilities, Summon
Special Qualities: Darkvision 90’, Low Light Vision, Regeneration 5, Scent, DR 10/Cold Iron or Good, SR 14, Immune to Electricity and Poison, Energy Resistance 10 (Cold)
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 25, Dex 14, Con 24, Int 9, Wis 9, Cha 14
Skills: Climb +17, Intimidate +12, Jump +17, Listen +11, Search +9, Spot +11, Survival +9
Feats: Ability Focus (Chain Lightning), Alertness, Iron Will
Environment: The Abyss
Organization: Solitary or Gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class
Level Adjustment: +8

A Black Troll is an unholy mishmash of troll and demon. Less a hybrid, and more of a magical creation of some sort. Standing thirteen feet tall they have gleaming black skin, bright green eyes, and a pair of red horns.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+10 points of damage.

Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a Black Troll's thrown rocks.

Spell-Like Abilities (Sp): At will: Darkness, Dispel Magic, Telekinesis, Greater Teleport (self plus 50 pounds of objects only). Caster level 7th. 3/day: Chain Lightning.

Summon (Sp): Once per day a black Troll can attempt to summon 1 Black Troll or 1d3 Dretches with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

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

Combat: Black Trolls like to blast away with Chain Lightning before moving in for the kill.

Metastachydium
2021-06-22, 07:27 AM
Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks.

Shouldn't the attack bonus for thrown rocks be +9 then?


A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects).

How do these guys get Huge if they advance by character class?

Bhu
2021-07-04, 06:51 PM
Shouldn't the attack bonus for thrown rocks be +9 then? +14. They use Str for rock attacks not Dex like all Giants do. I has fixed.



How do these guys get Huge if they advance by character class?

That will be forthcoming

Bhu
2021-08-01, 09:03 PM
Things went off the rails this week so here's another troll I already had done. Will return t the Black Trolll shortly.


Phaze Troll
Medium Giant
Hit Dice: 5d8+35 (57 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 Dex, +5 Natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+8
Attack: Claw +8 melee (1d6+5)
Full Attack: 2 Claws +8 melee (1d6+5) and 1 Bite +5 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend (2d6+7), Spell-Like Abilities
Special Qualities: Darkvision 120’, Low Light Vision, Regeneration 5, Scent, Magic Blind
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 20, Dex 16, Con 24, Int 12, Wis 10, Cha 6
Skills: Hide +9, Listen +6, Move Silently +9, Spot +6
Feats: Iron Will, Multiattack
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +6

Phaze trolls are smaller trolls heavily mutated by exposure to radiation or dangerous magics in the underdark. They appear as smaller trolls with highly defined muscles and knobby armored hide. Skin and hair color range from deep blue to purple-black, and they appear more intelligent than most trolls.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+7 points of damage.

Spell-Like Abilities (Sp): 4/day: Dimension Door, Mirror Image. Caster Level 6th.

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

Magic Blind: Phaze Trolls are incapable of arcane or divine spellcasting but many of them are psionically active.

Combat: Phaze Trolls are smart enough to be tacticians but most simply activate their powers and wade into the fight.

Bhu
2021-08-22, 04:39 PM
BLACK TROLL

http://Picture URL if you have one

"I can assure you, this isn't Hell."

A Black Troll is an unholy mishmash of troll and demon. Less a hybrid, and more of a magical creation of some sort. Standing thirteen feet tall they have gleaming black skin, bright green eyes, and a pair of red horns. They are smooth skinned, and oddly human-like in appearance.

BLACK TROLL RACIAL TRAITS
· +14 Strength, +4 Dexterity, +14 Constitution, +4 Charisma, -2 Intelligence, -2 Wisdom.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Outsider with the Chaos, Evil, Extraplanar and Giantblood Subtypes.
· Base land speed 30 ft.
· Darkvision 90 ft., and Low-light Vision
· +7 Natural Armor Bonus.
· Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8 plus one and a half times Str Modifier points of damage.
· Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a Black Troll's thrown rocks.
· Spell-Like Abilities (Sp): At will: Darkness, Dispel Magic, Telekinesis, Greater Teleport (self plus 50 pounds of objects only). Caster level 7th. 3/day: Chain Lightning.
· Summon (Sp): Once per day a black Troll can attempt to summon 1 Black Troll or 1d3 Dretches with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
· Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
· Damage Resistance (Ex): DR 10/Cold Iron or Good
· Spell Resistance (Ex): A Black Troll has Spell Resistance equal to (CR + 7).
· Energy Resistance (Ex): Cold Resistance 10.
· Immunities (Ex): Immune to Electricity damage and Poison.
· Scent (Ex): This is identical to the ability listed in the Monster Manual.
· Racial Hit Dice: A Black Troll begins with seven levels of Outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. A Black Trolls Outsider levels give it skill points equal to 9 × (8 + Int modifier, minimum 1) and 3 Feats. Its class skills are Climb, Intimidate, Jump, Listen, Search, Spot and Swim.
· Black Trolls have a Primary Claw attack doing 1d8 plus Strength Bonus, and a Secondary Bite attack doing 1d8 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
· Automatic Languages: Giant, Abyssal. Bonus Languages: Common.
· Level Adjustment: +8
· Favored Class: Scout

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Black Trolls are effectively immortal, and cease aging on reaching adulthood.

HEIGHT AND WEIGHT
Base Height: Male: 13' Female: 12'2"
Height Modifier: +2d8"
Base Weight: Male: 1500 lbs. Female: 1400 lbs.
Weight Modifier: x50 lbs.

BLACK TROLL CHARACTERS
Very few Black Trolls become casters, and those are usually Sorcerers. Casting Trolls are usually near Epic encounters.
Adventuring Race: Black Trolls adventure due to ambition or necessity.
Character Development: Use Feats to boost your Spell-Like Abilities.
Character Names:

ROLEPLAYING A BLACK TROLL
You were created to be a weapon, and others see you as such. Indeed, many of your own people see themselves as such.
Personality: You have the hunger of a Troll, with the depravity of a Demon.
Behaviors: You like to torture those weaker than you.
Language: Black Trolls speak Giant and Abyssal.

BLACK TROLL SOCIETY
Black Trolls are at the lower rungs of Demonic society.
Alignment : Due to Demonic influence, all Black Trolls are Chaotic Evil.
Lands : Black Trolls live in the Abyss.
Settlements : Black Trolls outside of the Abyss are usually summoned.
Beliefs : Black Trolls who bother with religion usually prefer Baphomet, Kostchtchie or Vaprak.
Relations: Everything is a resource or an obstacle, even your own kind.

BLACK TROLL ADVENTURES
· You have been volunteered to report for duty in the Blood War. To 4 separate Demon Lords, all who claim to be your new boss.
· A Succubus has become the power behind the throne, charming your tribes chief. You need to figure out why.
· The Dretch have suddenly got their dander up, and decided to take over the Layer of the Abyss that is your home. Unfortunately, there are thousands of them.




Black Troll Racial Substitution Levels

Ranger
Level 1: Replace Wild Empathy with Savage Rending
Savage Rending: You do double your Str Modifier with Rending attacks.
Level 4: Replace Animal Companion with Abyssal Guerilla
Abyssal Guerilla (Ex): You gain a +2 Bonus on Hide, Knowledge (Geography), Move Silently and Survival Checks made in the Abyss.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level

Sorcerer
Levels 1+: You gain Trollcaster.
Trollcaster: When casting Summon Monster spells, you may use them to Summon Trolls as well. Summon Monster V can summon a Troll, Phaze Troll or Scrag. Summon Monster VI can summon a Crystalline Troll, Stone Troll or Wasteland Troll. Summon Monster V!! can summon a Cave Troll or Bladerager Troll. Summon Monster VIII can summon a Mountain Troll or Mur-Zhagul.

Metastachydium
2021-08-23, 05:12 AM
· Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a Black Troll's thrown rocks.

And I still don't know how these get to grow Huge!


· Legacy Trolls

This might not belong here.


have a Primary Claw attack doing 1d8 plus Strength Bonus, and a Secondary Bite attack doing 1d8 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.

That's kind of on the weak side for a critter of this caliber, I'd say.



BLACK TROLL ADVENTURES
· You have been volunteered to report for duty in the Blood War. To 4 separate Demon Lords, all who claim to be your new boss.
· A Succubus has become the power behind the throne, charming your tribes chief. You need to figure out why.
· The Dretch have suddenly got their dander up, and decided to take over the Layer of the Abyss that is your home. Unfortunately, there are thousands of them.

I continue to just so absolutely love these sections!


Snow Troll Racial Substitution Levels

Red alert! Snow trolls have invaded this entry!


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

Does the ranged version only apply when an opponent is flat-footed/unaware of the troll's presence or just about whenever the troll doesn't move in a round? (Because if it's the former, that'd be a straight downgrade from skirmish. Or so I'd argue.)

Bhu
2021-08-28, 05:35 PM
And I still don't know how these get to grow Huge! It's coming next post. Fixed the typos, thank you for pointing those out.




Does the ranged version only apply when an opponent is flat-footed/unaware of the troll's presence or just about whenever the troll doesn't move in a round? (Because if it's the former, that'd be a straight downgrade from skirmish. Or so I'd argue.) It's whenever the opponent is flat-footed or unaware of the troll.

Bhu
2021-08-29, 05:53 PM
Sorry for the delays. Work has been crushing me with overtime due to people quitting, so I've been getting called in on no notice after only 2 hours sleep.

BLOOD WAR SOLDIER

http://Picture URL

"Halt strangers! Prove to us that you are not Devils that you may pass!"

A great many Black Trolls are conscripted into the Blood War. They fill in on odd spots where there just aren't enough problems to require more Demons.

BECOMING A BLOOD WAR SOLDIER
Just about any Black Troll qualifies if they're willing to serve (and probably even if they aren't willing).

ENTRY REQUIREMENTS
Race: Black Troll
BAB: +8
Skills: Intimidate 4 ranks, Spot 4 ranks
Feats: Lightning Fist, Summon Ally


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

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +2 Improved Lightning Fist
2. +2 +3 +3 +3 Black Giant
3. +3 +3 +3 +3 Improved Spell Resistance
4. +4 +4 +4 +4 Improved Lightning Fist
5. +5 +4 +4 +4 Black Giant
6. +6 +5 +5 +5 Improved Spell Resistance
7. +7 +5 +5 +5 Improved Lightning Fist
8. +8 +6 +6 +6 Black Giant
9. +9 +6 +6 +6 Improved Spell Resistance
10.+10 +7 +7 +7 Blood War Veteran

Weapon Proficiencies: A Blood War Soldier gains proficiency with Simple and Martial Weapons.

Improved Lightning Fist (Sp): At 1st Level the Caster Level for your Chain Lightning ability becomes equal to your Hit Dice. At 4th Level you get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance with this ability. This increases to +4 at 7th Level.

Black Giant (Ex): At 2nd Level you gain Powerful Build: Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you.

You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

At 5th Level both your Strength Score and Natural Armor Bonus to AC permanently improve by +2.

At 8th Level your Size Category improves by one to Huge.

Improved Spell Resistance: At Levels 3, 6 and 9 your Spell Resistance increases by +2.

Blood War Veteran: At 10th Level the Caster Level for all your Spell-Like Abilities becomes equal to your Hit Dice. Your DR increases to DR 15/Cold Iron and Good.

PLAYING A BLOOD WAR SOLDIER
You're a professional soldier, or at least as professional as a carnivorous monster working for an army devoted to Chaos can be. Sure, you follow orders to the letter, but no one says you can't burn a few villages along the way.
Combat: You rely on rock throwing, before teleporting to close the gap and use your Lightning Fist.
Advancement: Your training is sparse and generally controlled by the Abyssal armies.
Resources: As long as you're fighting the Blood War, you may have access to backup.

BLOOD WAR SOLDIERS IN THE WORLD
"Sure, he's no Demon, but he has a mean right hand."
You pretty much stick to guarding the Abyss unless sent elsewhere.
Daily Life: You spend a lot of time being lectured on how to recognize Devils and defeat their tactics.
Notables:
Organizations: Unless you get loaned out, you're strictly a Demon army only kind oof guy. Mostly because they will enforce that.

NPC Reaction
NPC's treat you pretty much like any other Fiendish Outsider.

BLOOD WAR SOLDIERS IN THE GAME
This class assumes you are, or were, a participant in the Blood War. This could have ramifications for party safety.
Adaptation: This is generally meant for all Chaotic Evil campaigns, though you could be a refugee from the Blood War.
Encounters: You're mostly found in the AByss or on the front lines of minor flare-up's in the Blood War.

Sample Encounter
EL x: Your unit has captured an Erinyes, and you have been assigned to guard her. Unfortunately, after waking up from several sharp blows to the head, she has decided you are 'fine breeding stock' who will 'father many of her children'. You're contemplating how to explain this to your superiors when four heavily armed Humanoids Gate in and demand you turn her over. "Oh noes" you think. "Oh no, however will I explain the capture of my great personal liability." Needless to say the Humanoids are stunned when you let them lead her away, with her vowing to return to your side despite all the odds...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BLOOD WAR SOLDIER

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



Black Troll Racial Feats

Lightning Fist
You can unleash your Chain Lightning as part of a melee attack.
Prerequisites: Black Troll, Cha 16+
Benefits: As a Standard Action you make a single melee attack. If it is successful, the target also takes damage as if it had been struck by your Chain Lightning Spell-Like Ability. You may only use this attack if you have daily uses of Chain Lightning left.

Summon Ally
You can use your Summon Ability to call up you're own kind more successfully.
Prerequisites: Black Troll, Cha 16+
Benefits: Your Summon ability now has a 60% chance of success, and is the equivalent of a 5th Level spell.

Strength of Vaprak
Your worship of the Troll God has made you stronger.
Prerequisites: Black Troll, Vaprak as a Patron
Benefits: You may now add Bull's Strength to the Spell-Like abilities you can cast 3/day.

Investiture of Vaprak
You gain new power.
Prerequisites: Black Troll, Vaprak as a Patron
Benefits: You may now cast Righteous Might 1/day as a Spell-Like Ability as a 7th Level Sorcerer.

Bhu
2021-10-10, 05:59 PM
PHAZE TROLL

http://Picture URL if you have one

"You look edible."

Phaze trolls are smaller trolls heavily mutated by exposure to radiation or dangerous magics in the underdark. They appear as smaller trolls with highly defined muscles and knobby armored hide. Skin and hair color range from deep blue to purple-black, and they appear more intelligent than most trolls.

PHAZE TROLL RACIAL TRAITS
· +10 Strength, +6 Dexterity, +14 Constitution, +2 Intelligence, -4 Charisma.
· Size Class: Medium
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· Darkvision 120 ft.
· +5 Natural Armor Bonus.
· Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
Spell-Like Abilities (Sp): 4/day: Dimension Door, Mirror Image. Caster Level 6th.
· Regeneration (Ex): Acid and Fire deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
· Magic Blind: Phaze Trolls are incapable of arcane or divine spellcasting but many of them are psionically active.
· Scent (Ex): This is identical to the ability listed in the Monster Manual.
· Racial Hit Dice: A Phaze Troll begins with five levels of Giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. A Phaze Trolls Giant levels give it skill points equal to 8 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Hide, Listen, Move Silently, and Spot.
· Phaze Trolls have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Undercommon.
· Level Adjustment: +6
· Favored Class: Psion


STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years

HEIGHT AND WEIGHT
Base Height: 4' 10"
Height Modifier: +2d10"
Base Weight: 230 lbs.
Weight Modifier: x(2d4) lbs.

PHAZE TROLL CHARACTERS
Your Racial Hit Dice and LA are high, but for once your Ability scores don't preclude you being a manifester.
Adventuring Race: Phaze Trolls don't go on adventures so much as they find themselves sucked into one.
Character Development: Give suggestions for making a character with this race.
Character Names:

ROLEPLAYING A PHAZE TROLL
You could've been something if not for the hunger that possesses you. Instead you're merely the head of the pack of tribal critters.
Personality: Despite your intelligence, you are little more than a predatory beast.
Behaviors: Find some way to capitalize on your Spell-Like Abilities.
Language: Phaze Trolls speak Giant.

PHAZE TROLL SOCIETY
Due to their extreme rarity, Phaze Trolls usually rule tribes of regular Trolls..
Alignment : Given that they eat everything indiscriminately, most Phaze Trolls are Chaotic Evil.
Lands : Phaze Trolls live in areas of the Inderdark otherwise inhospitable due to magical radiation.
Settlements : Phaze Trolls rarely leave their homes..
Beliefs : Phaze Trolls worship Vaprak.
Relations: Phaze Trolls are consumed by hunger, and they eat anything they encounter.

PHAZE TROLL ADVENTURES
· Something is stalking and eating the tribe, and you are being blamed. And for once it really isn't you.
· Your powers are causing you to spontaneously discorporate randomly. You need to find a cure fast.
· The Drow suddenly want your territory. Time to beat some Elves!!



Phaze Troll Racial Substitution Levels

Psion
Level 1+: When you get to choose a Bonus Feat, you may opt to choose a Racial Feat.

Psychic Warrior
Levels 1+: When you get to choose a Bonus Feat, you may opt to choose a Racial Feat.

Soulknife
Level 9: Replace Bladewind with Blinking Blade
Blinking Blade (Su): When using our Dimension Door ability, you now get an Attack of Opportunity afterward if anyone is in range to be threatened by you in the new square you arrive in.

Metastachydium
2021-10-11, 04:46 AM
· +10 Strength, +6 Dexterity, +14 Constitution, +2 Intelligence, -4 Charisma.

Smart trolls with SLAs! I like that.


Regeneration (Ex)

No amount/round is specified.


Time to beat some Elves!!

Did you mean time to beat some elves?

Bhu
2021-10-18, 12:01 AM
Smart trolls with SLAs! I like that.



No amount/round is specified.



Did you mean time to beat some elves?

I'll fix soon. Some guy at work threatened to shoot another guy over a woman, and now I'm in overtime mode since I'm a security guard there.

Metastachydium
2021-10-18, 05:13 AM
I'll fix soon. Some guy at work threatened to shoot another guy over a woman, and now I'm in overtime mode since I'm a security guard there.

Holy excrement! You have my deepest sympathies!

Bhu
2021-11-14, 07:09 PM
I'll be back to finish this up later in the week. In addition to th e other threats one of the employees nearly killed someone by accident, and the bosses refused to fire him so we're on overtime agaiin.

PSYCHIC TROLL

http://Picture URL

"I am not like you..."

Some Phaze Trolls have an inexplicable talent for psionic powers. Their tribe considers them an odd sort: too useful to kill, too dangerous to let live. After all, your psionics aren't something that they can counter well. They can let you summon or resist fire or acid, meaning you can still gain the benefits of regeneration, whereas your opponent will not.

BECOMING A PSYCHIC TROLLS
Most Phaze Trolls with psionics qualigy.

ENTRY REQUIREMENTS
Race: Phaze Troll
Manifesting: Must be able to Manifest a 2nd Level Power from one of the following Disciplines: Psychokinesis, Psychometabolism or Telepathy.
Skills: Concentration 4 ranks, Psicraft 4 ranks
Feats: Psionic Fist, Greater Psionic Fist


Class Skills
The Psychic Troll's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Dungeoneering, Nature, Psionics) (Int), Profession (Wis), and Psicraft
Skills Points at Each Level : 2 + int

Hit Dice: d4


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Psychic Hunger, +1 Manifester Level or existing Manifesting Class
2. +1 +0 +0 +3 Improved Phazing (Caster Level 8), +1 Manifester Level or existing Manifesting Class
3. +1 +1 +1 +3 Versatile Phazing, +1 Manifester Level or existing Manifesting Class
4. +2 +1 +1 +4 Psychic Hunger, +1 Manifester Level or existing Manifesting Class
5. +2 +1 +1 +4 Improved Phazing (Caster Level 10), +1 Manifester Level or existing Manifesting Class
6. +3 +2 +2 +5 Versatile Phazing, +1 Manifester Level or existing Manifesting Class
7. +3 +2 +2 +5 Psychic Hunger, +1 Manifester Level or existing Manifesting Class
8. +4 +2 +2 +6 Improved Phazing (Caster Level 12), +1 Manifester Level or existing Manifesting Class
9. +4 +3 +3 +6 Versatile Phazing, +1 Manifester Level or existing Manifesting Class
10.+5 +3 +3 +7 Elder, +1 Manifester Level or existing Manifesting Class

Weapon Proficiencies: A Psychic Troll gains no new armor or weapon proficiencies.

Psychic Hunger (Su): At 1st Level you develop a hunger for power as well as flesh. Whenever you successfully bite an opponent wit power points, he loses 1d6 power points, and you gain 5 temporary hit points.

At 4th Level, instead of temporary hit points you may gain the power points to use yourself. They must be used within one hour or they are lost.

At 7th Level, instead of temporary hit points you may improve the Save DC of Powers you Manifest by +1 (this stacks with Feats like Psionic Endowment). You keep this Bonus for 1 hour.

Improved Phazing: At Levels 2, 5 and 8 the Caster Level of your Racial Abilities improves by +2.

Versatile Phazing (Sp): At Levels 3, 6 and 9 you get an additional Racial Spell-Like Ability that you can use 4/day. At 3rd Level you can choose one of the following: Baleful Transposition, Bull's Strength, or Scorch. At 6th Level you can choose one of the following: Decoy Image, Scattering Trap, or Tremorsense. At 9th Level you can choose one of the following: Acid Orb, Baleful Blink, or Greater Mirror Image. Caster Level is the same as your other Racial Spell-Like Abilities.

Elder (Sp): At 10th Level you gain one additional Racial Spell-Like Ability you can use 1/Day. You may choose one of the following: Greater Blink, Mislead, Teleport or Wall of Fire. Caster Level is the same as your other Racial Spell-Like Abilities.

PLAYING A PSYCHIC TROLL
Be as intimidating as you can. It's the only reason the matriarch of the Troll clan lets you live. If the tribe thinks they can take you they will. Also, try to be useful to give them a non fear based reason for killing you in your sleep.
Combat: You usually rely heavily on your psionics, using them to back up the other trolls.
Advancement: Technically speaking you're free to develop however you'd like. In practice, you'll need powers geared toward keeping you alive.
Resources: You have the full might of the tribe if you're fighting for them.

PSYCHIC TROLLS IN THE WORLD
"He's up to something."
Everyone seems to want you dead, even the other Trolls. Granted, you do eat anything not quick enough to flee...
Daily Life: Most of your day is consumed with finding ever more food, no matter how much you eat.
Notables:
Organizations: Usually only other Trolls consider you worth the trouble, and even they are leery of you.

NPC Reaction
People generally find you far more terrifying than the average Troll.

PSYCHIC TROLLS IN THE GAME
This class assumes you are an eternally hungry monster. Might be best for npc's..
Adaptation: This is meant for all Troll Campaigns, but the class could be re-flavored..
Encounters: Psychic Trolls are rare, and usually only found in groups with a prevalence of Phaze Trollls.

Sample Encounter
EL 12: The PC's are in an odd position. They have been asked by Trolls to assassinate one of their own, who has developed a taste for eating them. And, surprise surprise, he's got magical powers.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC PSYCHIC TROLLS

Hit Die: d4
Skills Points at Each Level : 2 + int
Powers The Psychic Troll's manifester level is equal to her class level. The Psychic Troll’s base power points do not increase after 20th level. The epic Psychic Troll gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on).
Bonus Feats: The Epic Psychic Troll gains a Bonus Feat every 3 levels higher than 20th



Phaze Troll Racial Feats

Improved Dimension Door
You can use Psionics to enhance your Racial Abilities.
Prerequisites: Phaze Troll, 7 or more Power Points
Benefits: Once you run out of daily uses of Dimension Door, you may spend 7 Power Points to use it again (you may continue to use it until you run out of Power Points).

Improved Mirror Image
You can use Psionics to enhance your Racial Abilities.
Prerequisites: Phaze Troll, 3 or more Power Points
Benefits: Once you run out of daily uses of Mirror Image, you may spend 3 Power Points to use it again (you may continue to use it until you run out of Power Points).

Psychic Weapon
You may store Powers in a weapon.
Prerequisites: Phaze Troll, 1 Level in a Manifesting Class
Benefits: You may spend 1 additional Power Point too use a weapon in your possession as a Power Stone.

Instability
Sometimes you blink in and out of reality.
Prerequisites: Phaze Troll, 1 Level in a Manifesting Class
Benefits: You may now use Blink 4/day as a Spell-Like Ability.

Bhu
2021-12-12, 07:13 PM
Stone Troll
Large Giant
Hit Dice: 10d8+60 (105 hp)
Initiative: +0
Speed: 25 ft. (6 squares)
Armor Class: 20 (-1 Size, +11 Natural), touch 9, flat-footed 20
Base Attack/Grapple: +7/+19
Attack: Claw +14 melee (2d4+8)
Full Attack: 2 Claws +14 melee (2d4+8) and 1 Bite +9 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend (4d4+12), Rock Throwing
Special Qualities: Darkvision 90’, Low Light Vision, Regeneration 3, Scent, DR 10/Blunt or Piercing, Reinforced, Energy Resistance 10 (Cold, Electricity, Fire)
Saves: Fort +13, Ref +3, Will +4
Abilities: Str 26, Dex 10, Con 23, Int 6, Wis 9, Cha 6
Skills: Hide +1, Listen +3, Move Silently +4, Spot +3
Feats: Endurance, Diehard, Iron Will, Track
Environment: Any Mountain or Underground
Organization: Solitary or Group (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +6

Stone Trolls are massive, standing just over 11' tall. Supplementing their diet with stone has led to mineral deposits in their body, and they often resemble stone themselves, giving them an edge in ambushing people in their native environment.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d4+12 points of damage.

Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a Stone Troll's thrown rocks.

Regeneration (Ex): Acid deals normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. If the Stone Troll takes both Fire and Cold damage from attacks in the same round it does not regenerate that damage.

Reinforced (Ex): There is a 50% chance that any Critical hit on a Stone Troll is converted to a regular hit instead.

Skills: A Stone Troll gains a +8 racial bonus on Hide checks in rocky terrain.

Combat: Stone Trolls fight pretty much like any other Troll, but occasionally they also fling rocks if opponents are at a distance.

Bhu
2022-01-03, 06:52 PM
STONE TROLL

http://Picture URL if you have one

"Oh sweet, adventurers. I was hoping to cause an avalanche today."

Stone Trolls are massive, standing just over 11' tall. Supplementing their diet with stone has led to mineral deposits in their bodt, and they often resemble stone themselves, giving them an edge in ambushing people in their native environment.

STONE TROLL RACIAL TRAITS
· +16 Strength, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Giant, giving them Low Light Vision
· Base land speed 25 ft.
· Darkvision 90 ft.
· +11 Natural Armor Bonus.
· Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d4 plus one and a half times Str Modifier points of damage.
· Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a Stone Troll's thrown rocks.
· Regeneration (Ex): Acid deals normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. If the Stone Troll takes both Fire and Cold damage from attacks in the same round it does not regenerate that damage.
· Damage Reduction (Ex): DR 10/Blunt or Piercing
· Reinforced (Ex): There is a 50% chance that any Critical hit on a Stone Troll is converted to a regular hit instead.
· Energy Resistance (Ex): Energy Resistance 10 to Cold, Electricity and Fire.
· Scent (Ex): This is identical to the ability listed in the Monster Manual.
· Racial Hit Dice: A Stone Troll begins with ten levels of Giant, which provide 10d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +7, Ref +3, and Will +3. A Stone Trolls Giant levels give it skill points equal to 13 × (2 + Int modifier, minimum 1) and 4 Feats. Its class skills are Hide, Listen, Move Silently, and Spot. A Stone Troll gains a +8 racial bonus on Hide checks in rocky terrain.
· Stone Trolls have a Primary Claw attack doing 2d4 plus Strength Bonus, and a Secondary Bite attack doing 2d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +6
· Favored Class: Barbarian

STARTING AGE
Adulthood: 20
Barbarian, Rogue, Sorcerer: +1d6
Bard, Fighter, Paladin, Ranger: +2d6
Cleric, Druid, Monk, Wizard: +3d6

AGING EFFECTS
Middle Age: 100
Old: 150
Venerable: 200
Maximum Age: +3d% years

HEIGHT AND WEIGHT
Base Height: Male: 10' Female: 8'
Height Modifier: +2d6"
Base Weight: Male: 1000 lbs. Female: 800 lbs.
Weight Modifier: x (2d8) lbs.

STONE TROLL CHARACTERS
You are going to be a melee fighter. You stats pretty much guarantee it.
Adventuring Race: Stone Trolls adventure because the need a new lair, or they want revenge.
Character Development: You should probably specialize in melee or rock throwing.
Character Names: Stone Trolls use Troll names.

ROLEPLAYING A STONE TROLL
The strongest Troll sets the rules, as it should be.
Personality: You are always hungry. Always. Prey has actually escaped by discarding food in your path.
Behaviors: You like throwing rocks at things.
Language: Stone Trolls speak Giant.

STONE TROLL SOCIETY
Stone Trolls are primitive, patriarchal tribesmen.
Alignment : They are generally Chaotic Evil, like most Trolls.
Lands : Stone Trolls live in caves high in the mountains or rocky plateaus.
Settlements : Stone Trolls will only live in rocky areas that contain the minerals they eat along with flesh.
Beliefs : They worship Vaprak like usual.
Relations: All other races are food. They have a special hatred for Rock Trolls (who likewise despise them).

STONE TROLL ADVENTURES
· Four heavily armed drifters relieved themselves on your rock pile while you were out hunting. You eat those rocks! Someone must pay!
· A Medusa has taken up shop nearby, and you can't evict her because her spellcasting stymies you at every turn. Worse, she calls you "adorable." Your wife really doesn't appreciate that.
· A group of Rock Trolls down by the river called you a racial slur and took off. Time to round up the boys and do some pounding.



Stone Troll Racial Substitution Levels

Ranger
Level 1: Replace Wild Empathy with Savage Rending
Savage Rending: You do double your Str Modifier with Rending attacks.
Level 4: Replace Animal Companion with Mountain Guerilla
Arctic Guerilla (Ex): You gain a +2 Bonus on Hide, Knowledge (Geography), Move Silently and Survival Checks made in Mountain environments.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
Level 10: Replace Blindsense with Tremor Sense 15'.
Level 20: Replace Blindsight with Tremor Sense 30'.

Cleric
Levels 1+: You gain additional options when choosing Domains at 1st Level. In addition to whatever Domains your Deity normally offers you can choose from among the following: Charm (see Players Guide to Faerun), Earth, Knowledge, Sun, War or Weather (see Complete Divine).

Bhu
2022-01-30, 08:28 PM
STONE SHAMAN

http://Picture URL

"How dare you!"

A Stone Shaman provides for the spiritual needs of the Stone Troll tribe, advises the leader and is oddly possessed of a strong urge to protect the land as well.

BECOMING A STONE SHAMAN
Most Stoen Troll Clerics will qualify.

ENTRY REQUIREMENTS
Race: Stone Troll
Casting: Must be able to cast 2nd Level Cleric spells
Skills: Knowledge (Nature and Religion) 4 ranks each
Feats: Domain Focus, Earth Glide


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

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Woodland Stride, +1 Caster Level of existing Divine casting Class
2. +1 +3 +0 +3 Natural Caster, +1 Caster Level of existing Divine casting Class
3. +2 +3 +1 +3 Rock Familiar, +1 Caster Level of existing Divine casting Class
4. +3 +4 +1 +4 Trackless Step, +1 Caster Level of existing Divine casting Class
5. +3 +4 +1 +4 Natural Caster, +1 Caster Level of existing Divine casting Class
6. +4 +5 +2 +5 Rock Familiar, +1 Caster Level of existing Divine casting Class
7. +5 +5 +2 +5 Camouflage, +1 Caster Level of existing Divine casting Class
8. +6 +6 +2 +6 Natural Caster, +1 Caster Level of existing Divine casting Class
9. +6 +6 +3 +6 Rock Familiar, +1 Caster Level of existing Divine casting Class
10.+7 +7 +3 +7 Wise Woman, +1 Caster Level of existing Divine casting Class

Weapon Proficiencies: A Stone Shaman gains no new weapon or armor proficiencies.

Woodland Stride (Ex): Starting at 1st level, a Stone Shaman may move through any sort of Difficult Terrain that is natural and not manufactured. However, terrain areas that have been magically manipulated to impede motion still affect her.

Natural Caster: At Levels 2, 5 and 8 you can choose a Druid spell to add to your Cleric spell lost. This must be a spell of a Level you could cast. For example, if you are a Cleric 6Stone Shaman 2, you can choose any Druid spell of 5th Level or lower.

Rock Familiar: At 3rd Level you can summon a Small Earth Elemental to serve as a Familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp, and it's tats will be listed below. It's abilities improve at Levels 6 and 9.

Trackless Step (Ex): Starting at 4th level, a Stone Shaman leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Camouflage (Ex): A Stone Shamn of 7th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Wise Woman (Su): At 10th Level your Rock Familiar gains a few new abilities (see below) and as long as it remains adjacent to you, you also gain it's Earth Glide ability. Spells you cast with the Earth descriptor are cast at +1 Caster Level.

PLAYING A STONE SHAMAN
You are somewhere between a Cleric and a Druid. And quite frustrated, given who you usually have to deal with.
Combat: Combat isn't your prime focus, but you don't shy away from it.
Advancement: Your advancement usually develops along the lines of whats best for the good of your tribe.
Resources: When acting in the tribes interests you also have access to their resources.

STONE SHAMANS IN THE WORLD
"Don't litter when Grizelda is watching..."!
Unlike the Shamans of most other Troll tribes, you ensure the environment of your mountain is kept clean, and woe betide he who despoils your home.
Daily Life: Most of your day is taken up by your religious duties.
Notables:
Organizations: Your focus on the tribe takes up all your time. Not to mention, you aren't much of a joiner.

NPC Reaction
NPC's react to you the same as any other Troll.

STONE SHAMANS IN THE GAME
This assumes you are some sort of leader within the Stone Troll community, which bags the question why you would be going on adventures.
Adaptation: This as probably best for Troll based Campaigns.
Encounters: Stone Shamans are only very rarely encountered out of their mountain homes.

Sample Encounter
EL 12: The PC's sit on a boulder to rest, when it promptly wakes up and asks what the hell they think they're doing.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC STONE SHAMAN

Hit Die: d6
Skills Points at Each Level : 4 + int
Spellcasting The Stone Shaman’s caster level is equal to his or her class level. The Stone Shaman’s number of spells per day does not increase after 10th level.
Bonus Feats: The Epic Stone Shaman gains a Bonus Feat every 3 levels higher than 20th



Rock Familiar
The Rock Familiar is identical to a Small Earth Elemental, with the following exceptions:

Level 3: The Rock Familiar starts with Empathic Link and Share Spells (see Familiars in PHB).

Level 6: At 6th Level it also gets Deliver Touch Spells (see Familiars in PHB).

Level 9: At 9th Level it also gets Speak With Master (see Familiars in PHB).

Level 10: At 10th Level it also gains Spell Resistance and Scry on Familiar.

Stone Troll Racial Feats

Rocky Disguise
Sometimes you resemble a boulder.
Prerequisites: Stone Troll, Caster Level 5th
Benefits: You can cast Meld With Stone as a Cleric of your Hit Dice 1/Day. This is a Spell-Like Ability.

Improved Rocky Disguise
You're indistinguishable from the rocks of your home.
Prerequisites: Stone Troll, Rocky Disguise
Benefits: You may now cast Meld With Stone 3/day.

Commune with the Earth
You can speak to the rocks.
Prerequisites: Stone Troll, Caster Level 9th
Benefits: You may cast Commune With Nature as a Cleric of your Hit Dice 1/day. This is a Spell-Like Ability.

Earth Glide
You can swim through earth and rock like it was water.
Prerequisites: Stone Troll, Caster Level 3rd
Benefits: You can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. You're burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of your presence. A move earth spell cast on an area containing you flings the you back 30 feet, stunning you for 1 round unlessyou succeeds on a DC 15 Fortitude save.

Bhu
2022-02-20, 05:52 PM
Horag (Greyhawk)
Large Giant
Hit Dice: 8d8+24 (60 hp)
Initiative: -1
Speed: 40 ft. (8 squares), 40 ft. in armor
Armor Class: 18 (-1 Size, -1 Dex, +7 Natural, +3 Hide), touch 8, flat-footed 18
Base Attack/Grapple: +6/+16
Attack: Slam +11 melee (1d6+6) or Greatclub +12 melee (2d8+9)
Full Attack: 2 Slams +11 melee (1d6+6) or Greatclub +12 melee (2d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Low Light Vision
Saves: Fort +9, Ref +1, Will +2
Abilities: Str 22, Dex 8, Con 16, Int 6, Wis 10, Cha 7
Skills: Climb +7, Jump +6, Listen +5, Spot +5
Feats: Cleave, Power Attack, Weapon Focus (Greatclub)
Environment: Temperate Hills
Organization: Solitary or Pack (2-3)
Challenge Rating:
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +2

The Horag are rare crossbreeds resulting from the union between an Ogre and a Hill Giant. They are somewhat more powerful than Ogres, and somewhat more tactically inclined than Hill Giants despite being on the same intellectual level.

Combat: The Horag despise ranged combat. It's not that they aren't capable, they just like killing things up close and personal.

Metastachydium
2022-02-21, 02:29 PM
Horag (Greyhawk)

(…)

Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 Size, -1 Dex, +7 Natural, +3 Hide), touch 8, flat-footed 18


Hide armour should reduce that speed.


Level Adjustment: +

Lemme guess. +3? (It absolutely doesn't deserve LA, though. I mean, +2 STR +2 CON and +2 natural to AC for +4 Giant HD compared to an ogre? That's just sad. Not hill giant level of sad, but sad none the less.)

Bhu
2022-02-22, 12:01 AM
I has fixed.

Bhu
2022-03-12, 01:37 AM
HORAG

http://Picture URL if you have one

"Why for you think Bob stupid?"

The Horag are rare crossbreeds resulting from the union between an Ogre and a Hill Giant. They are somewhat more powerful than Ogres, and somewhat more tactically inclined than Hill Giants despite being on the same intellectual level. They generally resemble taller Ogres with longer arms and stooped shoulders.

HORAG RACIAL TRAITS
· +12 Strength, +6 Constitution, -2 Dexterity, -4 Intelligence (minimum of 3), -4 Cha
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space is 10', Reach is 10'.
· Giant, giving them Low Light Vision. Horag count as both a Hill Giant and an Ogre for purposes of Racial Feats.
· Base land speed 40 ft.
· +7 Natural Armor Bonus.
· Racial Hit Dice: A Horag begins with eight levels of Giant, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +2, and Will +2. A Horag's Giant levels give it skill points equal to 11 × (2 + Int modifier, minimum 1) and 3 Feats. Its class skills are Climb, Jump, Listen, and Spot. Horag are proficient with Simple and Martial Weapons, and Light and Medium Armor.
· Horag have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common, Orc.
· Level Adjustment: +2
· Favored Class: Barbarian

STARTING AGE
Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 35
Old: 53
Venerable: 70
Maximum Age: +2d20

HEIGHT AND WEIGHT
Base Height: Male: 8 ft. Female: 7 ft.
Height Modifier: +1d6 ft.
Base Weight: Male: 800 lbs. Female: 750 lbs.
Weight Modifier: x100 lbs.

HORAG CHARACTERS
Given your stats you are destined to be a beatstick.
Adventuring Race: Horag adventure for power and wealth (or because their parents kicked them out).
Character Development: Try to find a way to boost your Willpower Saves do you aren't so vulerable.
Character Names: Horag use Ogre or Hill Giant names.

ROLEPLAYING A HORAG
Horag prefer the company of other Giants. Even when they hire out as mercenaries, they prefer to work with their own kind.
Personality: Horag generally take after their parent species.
Behaviors: Getting into mischief due to boredom is common for Horag.
Language: Horag speak Giant. Smarter ones may also speak Orc or Common.

HORAG SOCIETY
Horag live with one of their parents, or they're loners. They effectively have no society of their own.
Alignment : Horag are prone to being both Chaotic and Evil.
Lands : Horag live with whichever parents tribe is raising them.
Settlements : They vastly prefer hills or mountains.
Beliefs :The Horag worship Grolantor or Vaprak.
Relations: Much like their kin, Horag see other species as an opportunity for a meal or a shakedown.

HORAG ADVENTURES
· A truly mighty undead giant has moved into your tribes territory. Being the smart one, you have been asked to rid the place of him.
· Some one has stolen the tribes stash of valuables, and naturally being the smart one you have been blamed. So now you need to clear your name.
· A Troll has kicked you out of your home, and you're looking to buy some stuff to help you take it back. Alas, you has no money...


Horag Racial Substitution Levels

Fighter
Any even numbered Level: You may take a Racial Feat instead of a Fighter Feat at even numbered Levels.

Barbarian
Level 1: Replace Fast Movement with any Racial Feat.

Metastachydium
2022-03-12, 02:54 PM
HORAG

(…)

STARTING AGE
Adulthood: 110
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 35
Old: 53
Venerable: 70
Maximum Age: +2d20


Man, only becoming an adult some 20+ years after one dies must be a tough deal!

Bhu
2022-03-12, 05:56 PM
typo is fixed

Bhu
2022-03-20, 04:52 PM
HORAG MERCENARY

http://Picture URL

"They'll all think that you're dumber than them, and you should encourage that."

Horags often hire out as mercenaries because it's the only job they can find. Unless they have fellow Ogres or Giants on the team, they aren't fond of doing so though.

BECOMING A HORAG MERCENARY
Being willing to hire yourself out is all that's really necessary.

ENTRY REQUIREMENTS
Race: Horag
BAB: +8
Skills: Climb 4 ranks, Intimidate 4 ranks
Feats: Any 2 Fighter Feats


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

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Forward Oberserver
2. +2 +3 +0 +0 Crushing Fists
3. +3 +3 +1 +1 Bonus Feat
4. +4 +4 +1 +1 Forward Oberserver
5. +5 +4 +1 +1 Crushing Fists
6. +6 +5 +2 +2 Bonus Feat
7. +7 +5 +2 +2 Forward Oberserver
8. +8 +6 +2 +2 Crushing Fists
9. +9 +6 +3 +3 Bonus Feat
10.+10 +7 +3 +3 Sergeant

Weapon Proficiencies: A Mercenary becomes proficient with Heavy Armor and Shields.

Forward Oberserver (Ex): At 1st Level you can use Aid Another to help an Allies Ranged attacks as long as you are within 30 ft. of the target, and your Ally can hear you. At 4th Level you may Aid Anther as a Swift Action. At 7th Level you gain a +1 Dodge Bonus to AC against ranged attacks.

Crushing Fists (Ex): Begining at 2nd Level you begin training by punching raw stone to condition your fists. Your Slams base damage is now 1d8. This increases to 2d6 at level 5. Beginning at level 8, your Slam attack now threatens a critical on a 19-20.

Bonus Feat: At Levels 3, 6 and 9 you may tack any Fighter or Racial Feat you can qualify for.

Sergeant (Ex): At 10th Level when you use your Forward Observer ability, you may Aid the attack roll of every Ally aiming at the same target.

PLAYING A HORAG MERCENARY
Your own people think you're too smart to be trusted, and the other Humanoids think you're too dumb to be trusted. Some days you want to just slap them all upside the head.
Combat: You aid those who act as rock artillery, closing in to settle things with your swords and fists once they have softened the targets.
Advancement: You are generally allowed by most mercenary companies to find your own niche. They encourage you to build your skills.
Resources: You're fairly poor, otherwise you wouldn't be a mercenary.

HORAG MERCENARIES IN THE WORLD
"I don't think Stinky is as dumb as he pretends..."
You mostly interact with the world after being ordered to rob it, or make an example of it for not paying. It sucks, but you need the money...
Daily Life: Your day consists of the people who are supposedly on the same side as you calling you an idiot, and taking out your anger on whoever becomes available.
Notables:
Organizations: Various (usually Evil) armies are eager to hire Horag's as muscle..

NPC Reaction
PC's treat you pretty much like a bigger, meaner Ogre. Which is to say not well.

HORAG MERCENARIES IN THE GAME
This classs asssumes the PC is a mercenary, which is an easy way to introduce them to the party.
Adaptation: This adapts fairly easily to ant tone of campaign.
Encounters: Horags can be encountered anywhere mercenaries would be.

Sample Encounter
EL 12: The PC's are mercs watching a bunch of their fellows tease some sort of giant, when said giant loses it and kicks one like a football. The man's head lands in the barbarian's lap. He gets "that look" on his face. So much for enjoying the day.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC HORAG MERCENARY

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



Horag Racial Feats

I Am But A Humble Ogre
You are good at playing dumb.
Prerequisites: Horag, Bluff 4 ranks
Benefits: People have such a low opinion of your intellect that you may retry failed Bluff Checks, as they think you're too dumb to try to get one over on them.

I Am But A Humble Tax Collector
You are an old hand at robbery.
Prerequisites: Horag, Intimidate 4 ranks
Benefits: You can make an Intimidate Check as a Swift Action.

Brothers in Arms
You are steadier when among your own kind.
Prerequisites: Horag, BAB +7
Benefits: You have a +1 Circumstance Bonus on attack rolls and Willpower Saves when another Giant is within 60 ft.

Ogre Senses
You can see better at night.
Prerequisites: Horag
Benefits: You gain Darkvision with a range of 60 ft.

Bhu
2022-04-09, 09:06 PM
Dark Dweller (aka Subterranean Troll)
Large Giant
Hit Dice: 9d8+54 (92 hp)
Initiative: +2
Speed: 30 ft. (6 squares), 20 feet when armored
Armor Class: 26 (-1 Size, +2 Dex, +5 Natural, +10 Armor), touch 11, flat-footed 24
Base Attack/Grapple: +6/+18
Attack: Claw +12 melee (1d6+7) or Greatsword +12 melee (3d6+10/19-20)
Full Attack: 2 Claws +12 melee (1d6+7) and 1 Bite +7 melee (1d6+3) or Greatsword +12/+7 melee (3d6+10/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend
Special Qualities: Darkvision 150 ft., Low-Light Vision, Regeneration 5, Light Vulnerability, Stonecunning
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 24, Dex 15, Con 23, Int 12, Wis 10, Cha 10
Skills: Appraise +6, Craft (any 2) +4, Handle Animal +6, Listen +6, Ride +6, Search +6, Spot +6
Feats: Alertness, Iron Will, Mounted Combat, Power Attack
Environment: Underdark
Organization: Solitary, pair, gang (3-4), band (5-8), or squad (11-20 plus 2 Sergeants with 2 Levels of Fighter, and 1 Leader with 3-6 Levels).
Challenge Rating: 9
Treasure: Standard
Alignment: Lawful Evil
Advancement: By Character Class
Level Adjustment: +6

Deep Dwellers are subterranean Trolls with far more intelligence than their brethren. They are bigger and stronger than most Trolls, and miners and smiths on par with the Dwarves. They have domesticated an Allosaurus species, which they have trained for warfare. Despite being blinded by the Sun, they show no fear of it.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

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

Light Vulnerability (Ex): Dark Dwellers are blind in full sunlight or within the effects of a Dayligght spell.

Stonecunning (Ex): This ability grants a Dweller a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dweller who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Dweller can use the Search skill to find stonework traps as a rogue can. A Dweller can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Skills: Deep Dwellers have a +2 Racial Bonus on Appraise or Craft Checks on items of stone or metal.

Combat: Deep Dwellers use their Allosaur mounts to extend the range of night raids. They prefer ambushes with traps in their lair, but are more typical soldiers on raids.

Bhu
2022-04-16, 05:23 PM
DARK DWELLER

http://Picture URL if you have one

"Down Hissy! Down!"

Dark Dwellers are subterranean Trolls with far more intelligence than their brethren. They are bigger and stronger than most Trolls, and miners and smiths on par with the Dwarves. They have domesticated an Allosaurus species, which they have trained for warfare. Despite being blinded by the Sun, they show no fear of it.

DARK DWELLER RACIAL TRAITS
· +14 Strength, +4 Dexterity, +12 Constitution, +2 Intelligence.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· Darkvision 150 ft.
· +5 Natural Armor Bonus.
· Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
· Regeneration (Ex): Acid and Fire deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump
· Stonecunning (Ex): This ability grants a Dweller a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dweller who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Dweller can use the Search skill to find stonework traps as a rogue can. A Dweller can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
· Light Vulnerability (Ex): Dark Dwellers are blind in full sunlight or within the effects of a Dayligght spell.
· Racial Hit Dice: A Dark Dweller begins with nine levels of Giant, which provide 9d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +3, and Will +3. A Dark Dwellers Giant levels give it skill points equal to 12 × (2 + Int modifier, minimum 1) and 4 Feats. Its class skills are Appraise, Craft, Handle Animal, Listen, Ride, Search and Spot. Deep Dwellers have a +2 Racial Bonus on Appraise or Craft Checks on items of stone or metal.
· Dark Dwellers have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Undercommon.
· Level Adjustment: +6
· Favored Class: Fighter

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years

HEIGHT AND WEIGHT
Base Height: Male: 8'6" Female: 7'10"
Height Modifier: +2d6"
Base Weight: Male: 500 lbs. Female: 430 lbs.
Weight Modifier: x (2d6) lbs.

DARK DWELLER CHARACTERS
Despite having no mental ability score penalties, you still aren't really meant to be a caster.
Adventuring Race: Dark Dwellers adventure to acquire wealth, glory and power.
Character Development: Find some way to offset your Light Blindness.
Character Names: Dark Dwellers use Troll names.

ROLEPLAYING A DARK DWELLER
People are always stunned to see you. They're used to Trolls being feral.
Personality:You are quite greedy. If money is on the table, you'll do just about anything.
Behaviors: You spend a lot of time with the Dinosaurs, perhaps the only beings you have any affection for.
Language: Dark Dwellers speak Giant.

DARK DWELLER SOCIETY
Dark Dwellers are miners and craftsmen by trade, and warriors as well. Most can make and maintain their own weapons and armor.
Alignment : The majority of Deep Dwellers are Lawful Evil.
Lands : Dark Dwellers prefer areas of the Underdark with easy surface access.
Settlements : Dark Dwellers rarely leave home.
Beliefs : Dark Dwellers prefer to worship Mammon.
Relations: Other races are slaves or are to be plundered for resources.

DARK DWELLER ADVENTURES
· Something is making the Alllosaurs "fussy", and you need to put a stop to it.
· Someone has robbed your lair, and there will be hell to pay!
· The Mindflayers wish to acquire your services, but are being darn vague about details. Time to do some investigating.


Dark Dweller Racial Substitution Levels

Fighter
Level 4+: At Level 4 you can opt for a Racial Feat instead of a Fighter Feat.


Knight
Level 5: When choosing a Bonus Feat at Level 5, you may opt instead for a Racial Feat.

Paladin of Tyranny
Level 5: Replace Special Mount with the Allosaurus Companion Feat.

Bhu
2022-04-23, 10:33 PM
DINOSAUR RIDER

http://Picture URL

"Who's a good Hissy! You are!"

The Dark Dwellers have formed a strange, almost symbiotic relationship with a rare subterranean species of Allosaur. The Allosaurs get fed, and the Dark Dwelllers get more extensive night raids. It all works out for everyone. Well, except for the people who get raided.

BECOMING A DINOSAUR RIDER
Most Dark Dweller warriors eventually qualify.

ENTRY REQUIREMENTS
Race: Dark Dweller
Feats: Allosaur Companion, Armor Proficiency: Warolate
Skills: Handle Animal 4 ranks, Ride 4 ranks
BAB: +10


Class Skills
The Dinosaur Rider's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skills Points at Each Level : 2 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Sun Resistance
2. +2 +3 +0 +0 Mounted Combat
3. +3 +3 +1 +1 Heavy Armor Optimization
4. +4 +4 +1 +1 Sun Resistance
5. +5 +4 +1 +1 Mounted Combat
6. +6 +5 +2 +2 Heavy Armor Optimization
7. +7 +5 +2 +2 Sun Resistance
8. +8 +6 +2 +2 Mounted Combat
9. +9 +6 +3 +3 Heavy Armor Optimization
10.+10 +7 +3 +3 Dino Cavalry

Weapon Proficiencies: A Dinosaur Rider gains no weapon or armor proficiencies.

Sun Resistance (Ex): At 1st Level you are now Dazzled in sunlight. At 4th Level you are no longer Dazzled. At 7th Level you gain a +1 Bonus of Saving Throws against light based spells.

Mounted Combat (Ex): At 2nd, 5th and 8th Levels you can choose one of the following Feats you qualify for as a Bonus Feat: Cavalry Charger, Improved Mounted Archery, Mounted Archery, Mounted Combat, Mounted Mobility, Ride-By Attack, Trample, Tremendous Charge

Heavy Armor Optimization (Ex): At 3rd Level you gain Heavy Armor Optimization as a Bonus Feat. At 6th Level you gain Greater Heavy Armor Optimization as a Bonus Feat. At 9th Level you gain Deflective Armor as a Bonus Feat.

Dino Cavalry (Ex): Your Druid Level for purposes of your Allosaur Companions abilities is your (ECL-6). You also gain a +4 Competence Bonus to Handle Animal Checks with your Comanion.

PLAYING A DINOSAUR RIDER
You are one of the elite warriors of your race. And you feel the need to be recognized for that fact.
Combat: You prefer to fight mounted, but will team up and fight alongside your Dinosaur as well.
Advancement: You generally concentrate on honing the skills you already possess.
Resources: Being as you're one of the primary resource collectors for the tribe, you get dibs on stuff.

DINOSAUR RIDERS IN THE WORLD
"He walks in the sunlight sometimes. He must be nuts."
You pretty much interact with the world by killing and eating it. Despite your intelligence, you still have appetites.
Daily Life: Your days are spent training, planning raids, and then going on raids. Not always in that order..
Notables:
Organizations: Given your nature, not many organizations feel comfortable hiring you.

NPC Reaction
You're a heavily armored Troll riding a Dinosaur. Take a guess how people feel about you. We'll wait.

DINOSAUR RIDERS IN THE GAME
This class assumes you are an anthropophagous monster. That would probably put this off limits except for all Evil campaigns.
Adaptation: Your weakness in sunlight limits your use until you get enough levels.
Encounters: Unless someone is daft enough to assault your city, you will most likely be found on a raid.

Sample Encounter
EL 12: The PC's are hiding near an Underdark entrance planning a raid on some Illiithids, when a pack of Allosaurs emerge. Setting on their backs wearing armor are what appear to be Trolls. Don't see that every day...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC DINOSAUR RIDER

Hit Die: d10
Skills Points at Each Level : 2 + int
Bonus Feats: The Epic Dinosaur Rider gains a Bonus Feat every 3 levels higher than 20th




Dark Dweller Racial Feats

Allosaur Companion
You have a trained Allosaurus mount.
Prerequisites: Dark Dweller, Character Levels 4+
Benefits: You gain an Allosaurus as an Animal Companion. This is identical to the Druid Ability, but your Druid Level for purposes of your Companions abilities is your (ECL-10).

Trapmaker
Your Traps are well hidden.
Prerequisites: Dark Dweller, Craft (Trapmaking) 4 ranks
Benefits: The Save DC of traps made by you increases by +2.

Armor Proficiency: Warplate
You are proficient with the extra-heavy plate mail commonly used by your people.
Prerequisites: Dark Dweller, Heavy Armor Proficiency
Benefits: When you wear Warolate, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. You also gain DR 3/- while wearing the armor.

Conceal Lair
You're good at making secret doors.
Prerequisites: Dark Dweller, Hide 4 ranks, Craft (Stoneworking) 4 ranks
Benefits: Secret doors made by you are a DC 30 Search Check to find.



Warolate Armor
Cost: 2500 GP
Armor Bonus: +10
Max Dex Bonus: 0
Armor Check Penalty: -8
Arcane Spell Failure Chance: 45%
Speed Penalty: -10 ft.
Weight: 80 lbs.

Bhu
2022-04-23, 10:36 PM
Well that's the last of the 2e and older stuff to be done. I have a few new critters, and some prestige classes I'm converting from 4e/5e. After that we have the options of 5e stuff or adding another race to the mix (probably scalies)

Metastachydium
2022-04-29, 07:39 AM
After that we have the options of 5e stuff or adding another race to the mix (probably scalies)

For what it's worth, I like the latter option more. Scalies deserve nice stuff!

Bhu
2022-05-01, 07:09 PM
Works for me, I've been working on translating a bunch of 2e stuff. In the meantime, here's some undead til I get one up for posting.


Bleakwraith

Bleakwraith is an Acquired Template that can be applied to any Giant with the Extraplanar Subtype that has 2 Class Levels (or been advanced by at least 2 hit dice). They appear as spectral versions of their formal selves, and are mostly black (sort of like a negative photo image).

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

Hit Dice: All current and future Hit Dice become d12's.

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

Armor Class: Natural AC Bonus to Armor Class is replaced with a Deflection Bonus. Remember to add the increased Size Penalty.

Attacks: A Bleakwraith retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal. It also gains a Melee Touch Attack. Remember to add the increased Size Penalty.

Damage: Touch attack does 4d6 plus (half current Hit Dice) negative energy damage.

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

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

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

Spell-Like Abilities (Sp): If the base creature was a Fensir or Rakka it loses the 2 spells it can cast as spell-like abilities, and replaces them with the following: Graymantle (see Spell Compendium), and Wrack (see Spell Compendium).

Dying Curse (Su): If the base creature was a Rakka, it's Dying Curse now has the effect of a Death Throes spell (see Spell Compendium). Caster Level is equal to your Hit Dice.

Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching (and Sunlight Vulnerability if it has it), plus gains the following:

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Bleakwraith at a distance of 60 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Lifesense (Su): A Bleakwraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Daylight Powerlessness (Ex): Bleakwraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A Bleakwraith caught in sunlight cannot attack and can take only a single move action or standard action in a round.

Saves: Unchanged (but see above).

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

Skills: Bleakwraiths have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. A Bleakwraith gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary, though it may have Spawn

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---



Swampleech

Swampleech is an Acquired Template that can be applied to any Giant with an Aquatic Template that has at least 1 Class Level, or that has been advanced by at least one hit die. They look like waterlogged corpses covered in mud and plants.

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

Hit Dice: All current and future Hit Dice become d12's.

Speed: Land speed is reduced by -5 feet.

Armor Class: Increase Natural AC Bonus by +2. Remember to add the increased Size Penalty.

Attacks: Unchanged. Remember to add the increased Size Penalty.

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

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

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

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

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

Damage Reduction (Ex): DR 5/Silver

Fast Healing (Ex): The Swampleech gains Fast Healing 5 as long as it's in contact with a body of water at least the size of a pond or stream.

Immunity to Cold damage

Sunlight Powerlessness (Ex): Swampleeches are powerless in natural sunlight (not merely a daylight spell) and flee from it. A Swampleech caught in sunlight cannot attack and can take only a single move action or standard action in a round.

Saves: Unchanged.

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

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged.

Level Adjustment: ---


Soulvortex

Soulvortex is an Acquired Template that can be applied to any deceased Death Giant with 4 Class Levels, or that has been advanced at least 4 hit dice. Occasionally the dark powers the Death Giants sold their souls to let's them return from death. Of course they forget to mention to the Giant that they'll return as a screaming dark vortex composed of multiple souls.

Size and Type: Size increases 1 Category, Type becomes Undead with the Incorporeal Subtype.

Hit Dice: All current and future Hit Dice become d12's.

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

Armor Class: Natural AC Bonus to Armor Class is replaced with a Deflection Bonus. Remember to add the increased Size Penalty.

Attacks: A Soulvortex retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal. It also gains a Melee Touch Attack. Remember to add the increased Size Penalty.

Damage: Touch attack does 2d6 negative energy damage.

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

Frightful Keening (Su): As the Death Giant and it's Guardian Souls have merged, this is now permanently on, and the Soulvortex doesn't need to activate it.

Spell-Like Abilities (Sp): Replace Inflict Critical Wounds with Enervation. Also replace Flame Strike with Unhallow.

Steal Soul (Su): Slain creatures now merge with the Soulvortex. When the Soulvortex has killed creatures equal to it's current Hit Dice, it gains 1 Hit Die. For example, when a 23 HD Soulvortex kills 23 Hit Dice worth of creatures, it becomes 24 Hit Dice, and so on.

Desecrating Aura (Su): The Soulvortex gives off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a Desecrate spell, except that the Soulvortex's evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the Soulvortex (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a -6 penalty.

A Soulvortex’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the Soulvortex can resume it as a free action on its next turn. Its desecrating aura is suppressed if a Soulvortex enters a consecrated or hallowed area, but the Soulvortex’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.

Special Qualities: Retains only Low-light Vision and Guardian Souls from the Base Creature, plus gains the following:

Guardian Souls (Su): The Guardian Souls are no longer affected by Turn Undead as the have merged with the Death Giant.

Vulnerability to Sunlight (Ex): Exposing any Soulvortex to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Soulvortex at a distance of 150 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Lifesense (Su): A Soulvortex notices and locates living creatures within 120 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Saves: Unchanged.

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

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary, though it may have Spawn.

Challenge Rating: +3

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: For every soul the Soulvortex claims it adds 1 Hit Die. If it reaches at least 40 Hit Dice, then Size increases to Colossal.

Level Adjustment: ---

Bhu
2022-05-08, 06:23 PM
AGRUTHA

http://Picture URL if you have one

"Tor not Gator."

An Agrutha are brutish Lizardfolk standing almost 8' tall, with long arms and short legs. They remind many of apes out of the water, and alligators in it. They don't generally use clothes or weapons, and carry only what they need for the moment.

AGRUTHA RACIAL TRAITS
· +10 Str, +6 Con, -4 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10'.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base Land speed 20 ft.
· Base Swim speed 30 ft.
· +5 Natural AC Bonus
· Burst of Speed (Ex): Once per hour the Agrutha can boost its base land or swim speed by +30 ft.
· Hold Breath (Ex): An Agrutha can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
· An Agrutha has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, and Swim. It also gets 2 Feats.
· Agrutha have a Primary Slam attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus, and a Secondary Tail Slap doing 1d10 plus 1/2 Str Bonus. They get 2 Slams and a Bite and a Tail Slap with a Full Attack.
· An Agrutha has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *An Agrutha gains a +4 racial bonus on Hide checks when in the water. Further, an Agrutha can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
· Automatic Languages: Common, Draconic. Bonus Languages: Any nearby race.
· Level Adjustment: +3
· Favored Class: Barbarian


STARTING AGE
Adulthood: 30
Barbarian, Rogue, Sorcerer: +2d6
Bard, Fighter, Paladin, Ranger: +4d6
Cleric, Druid, Monk, Wizard: +6d6

AGING EFFECTS
Middle Age: 70
Old: 105
Venerable: 140
Maximum Age: +4d20

HEIGHT AND WEIGHT
Base Height: 7'
Height Modifier: +2d6"
Base Weight: 500 lbs.
Weight Modifier: x(2d6) lbs.

AGRUTHA CHARACTERS
If you need an aquatic melee fighter that can compete on the level of an Ogre, the Agrutha is your choice. Burst of Speed combos pretty well with their Favored Classes Fast Movement and can be an inconvenient surprise to opponents who are used to you being slow.
Adventuring Race: Agrutha usually go on adventures because they are told to, or asked to. Some will go for revenge or to seek help for their tribe as well. Their tendencies to ignore the outside world don't make them common adventuring types.
Character Development: Do something to boost up your horrible land speed if a lot of the campaign takes place out of the water, and something to extend your breathing if it's underwater.
Character Names: You have the same names as other Lizardfolk as you share a language and (partially) a culture.

ROLEPLAYING AN AGRUTHA
The Agrutha are sort of like reptilian Ogres. You're a huge. lumbering brute meant to bash others till they stop moving. At least the other Lizardfolk like you.
Personality: The Agrutha don't have a personality. To most they seem as cold and unemotional as any crocodile.
Behaviors: Agrutha are about the same as any alligator or crocodile. They're smart enough to have a language, but otherwise they're just ambush predators.
Language: Agrutha speak a limited variation of Draconic with no written alphabet.

AGRUTHA SOCIETY
The Agrutha are still pretty much in the stone age. Unlike other Lizardfolk they have not yet learned to craft much of anything and are pretty much little more than intelligent carnivores. They can make primitive stone or wood tools, but not much beyond that. Being carnivores they have learned no agriculture, nor do they have a written language or much in the way of comforts. Most don't live in any shelter more advanced than burrows or dens.
Alignment : Like most Lizardfolk the Agrutha are usually Neutral.
Lands : Agrutha usually confine themselves to swamps far from other races other than reptilian ones.
Settlements : Agrutha do not usually leave their swamps.
Beliefs : Those Agrutha who do worship a God usually choose Semuanya.
Relations: Agrutha are highly carnivorous, and will eat anything they can kill, including other humanoids. However unless asked to by the other Lizard Men, they don't go out of their way to attack or raid anyone, content to ignore the world outside their swamp.

AGRUTHA ADVENTURES
· You begin to drown in an underwater fight with some sort of tentacled horror. Awaking in a cave you see other tribesmen dead, sealed by some sort of resin. As there is no evidence of the monster you flee, warning the other Lizard Men tribes so they do not suffer the same fate. Inevitably you are asked to lead the hunting expedition to kill the thing.
· The river is being infested with some sort of carnivorous fish swarms. Someone needs to find out where they're coming from.
· The Lizard King has been using your fellows as expendable cannon fodder. You cannot stand against him, so you swallow your pride and go in search of something that can.


Agrutha Racial Feats

I Am a Log
Repeat, I am a Log. Not a giant lizard thing.
Prerequisites: Agrutha
Benefits: To use this Feat you must successfully use your Racial Hide Bonus while in the water. If an opponent fails his Spot vs Hide Check, he is considered Flat-footed and you immediately threaten a critical with the first attack made on that opponent for that round.


Swamp Walk
A little mud doesn't slow you down.
Prerequisites: Agrutha
Benefits: Your overland movement is x1 in swamps, regardless of whether you're on a highway or not (see PHB pg 164). Also, marshes and mud do not count as difficult terrain for you.


Improved Burst of Speed
You can move when you need to.
Prerequisites: Agrutha, Con 18+
Benefits: When making a charge when using your racial Burst of Speed ability, you do not take the normal -2 Penalty to AC, and do +1d6 damage.


Potent Fists
You pack a punch.
Prerequisites: Agrutha, Improved Critical (Slam)
Benefits: The critical threat range of your Slam attack is now 18-20.


Agrutha Racial Substitution Levels

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.


Ranger
Level 1: Lose Wild Empathy
Level 4: Replace Animal Companion with Stunning Fist
Stunning Fist: You gain Stunning Fist as a Bonus Feat, but it applies to your Slam attacks. Additionally, you may take Feats that modify unarmed strike and apply them to your Slam attack instead.
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Agrutha Rangers can choose Charger or Two Fisted
Combat Style: Charger gets Powerful Charge at 2nd Level, Greater Powerful Charge at 6th Level, and Frightful Presence at 11th Level. At 2nd Level your the Save DC of your Stunning Fist attack is based off Str instead of Wis. At 6th Level they get Extra Stunning, and at 11th Level they get Improved Critical (Slam).

Bhu
2022-05-15, 06:50 PM
ALLURA (Spelljammer)



"I think the ship is leaking!"

The Allura are 'reptilian monstrosities' that can only experience emotions when others do, thus meaning the Allura live vicariously through their victims. Negative emotions are also what provide them sustenance. Their preferred prey are Humanoid males, and they often appear as spectacularly beautiful women of those species. This appearance is merely illusory however, and underneath it they are described as hideous by those few who have pierced that veil.

ALLURA RACIAL TRAITS
· +2 Con, +2 Dex, +4 Int, +4 Wis, +8 Cha
· Size Class: Medium
· Type: Outsider with the Native and Shapechanger Subtypes, giving them 60 ft. Darkvision
· Base land speed 30 ft.
· Spell-Like Abilities (Sp): 1/day: Charm Person, Clairaudience/Clairvoyance, Demand, Hold Person, Mass Suggestion, Persistent Image, Shadow Landscape, Sleep, Suggestion. Caster Level 12th.
· Detect Life (Su): You effectively have Blindsight 500', but only to detect living beings.
· False Beauty (Su): An Allura can assume the shape of any medium sized female humanoid. This works like Alter Self as cast by an 12th level Sorcerer, but the Allura can remain in the chosen form as long as it has fed upon a persons emotions in the last 4 months. It can assume a new form or return to its own as a standard action. Once lost the Allura cannot regain her False Beauty until she has fed. So long as your False Beauty is up you can control what Alignment is revealed by spells cast on you such as Detect Evil or True Seeing.
· Emotional Vampirism (Su): Allura feed on the emotions created by tension, excitement, and fear. They do not require food or water, and subsist purely on these emotions. They may go without emotional feeding a similar number of days that other beings can go without water. Any living creature within 60 feet that fails a Saving Throw against one of the Allura's Spell-Like Abilities (or any spell or effect that causes negative emotions) must succeed on a Willpower save or immediately take 1 point of Strength damage, 1 point of Constitution damage, and 1 point of Intelligence damage (Save DC is Charisma based). A failed save also 'feeds' the Allura for 3 days.
· +3 Natural AC Bonus
· An Allura has 6 Racial Hit Dice, giving it the following: 6d8 Hit Points, +6 Base Attack Bonus, +5 Fort Save, +5 Ref Save, +5 Will Save, and (8 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Knowledge (Arcana, History, Wildspace), Listen, Move Silently, Sense Motive, Spellcraft, Spot, and Wildspace Survival. It also gets 3 Feats.
· Allura have a +4 Racial Bonus to Bluff, Diplomacy, Disguise, and Sense Motive Checks.
· Automatic Languages: Allura speak their own Language and Common. Bonus Languages: Virtually anything given their travels and immortality.
· Level Adjustment: +5
· Favored Class: Beguiler



AGING EFFECTS
The Allura are immortal. It is not known if they reproduce or how they do so, and they suffer no aging effects,

HEIGHT AND WEIGHT
Base Height: 4'5"
Height Modifier: +2d10"
Base Weight: 85 lbs.
Weight Modifier: x(2d4) lbs.

ALLURA CHARACTERS
Allura are problematic as PC's because of their need to feed on emotions. If they can be convinced to not vampirize the crew and gorge themselves, having one around can be of great advantage as a party face. Even then, their lack of emotions tend to make them sociopathic.
Adventuring Race: Self preservation is the most common reason Allura go on adventures. If the group of sisters they travel with are wiped out they may join another group of adventurers taking only the bare scraps of emotion they need to survive whilst looking for others of their own kind.
Character Development: If possible try to find a way to indulge your unusual feeding habits in a manner that doesn't make you a danger to the party.
Character Names: It is unknown what names the Allura use among themselves. They introduce themselves using a name of whatever species they wish to seduce.

ROLEPLAYING AN ALLURA
Other races are food, or more specifically their emotions are. You don't really care about what happens to them as long as you don't go hungry, meaning you fit the definition of a psychopath in some ways.
Personality: Google the term 'Narcissistic Personality Disorder'. The Allura have no emotions, as they only consider the food source they eat from to have those. They are manipulators, and murderers almost each and every one. Clearly this may not be the case for PC's, but an Allura character will have to jump through some hoops to gain the trust of others.
Behaviors: Most Allura don't have much in the way of entertainment or interests. Sometimes they play with their food, but without much in the way of emotion their enjoyment is fairly hollow.
Language: Allura speak common as well as a handful or other languages they've picked up over the years. It's unknown if they have a race specific tongue.

ALLURA SOCIETY
The Allura have no society. They are immortal beings who produce nothing of value, emotional parasites who feed off others and contribute nothing. They have no specialized knowledge other than bits and pieces they've picked up over the years, and they have no art or entertainment. They are hollow beings who live vicariously through others.
Alignment : Most Allura are Chaotic Neutral (With some strong tendencies towards Evil).
Lands : Allura haunt the floating wrecks of their last victims waiting for new prey.
Settlements : Not really applicable.
Beliefs : Being immortal the Allura feel no need to worship deities.
Relations: The Allura regard other races as food or danger or both. Only races immune to their manipulation really make them afraid.

ALLURA ADVENTURES
· Something is stalking the crew of the ship you have been using as food. It appears immune to your abilities to manipulate minds, and is quite stealthy. If you don't figure out something soon it'll have no prey left but you and your sisters.
· Rumors of a male Allura have reached you. Being as your race is immortal, and gender is only an appearance you fake you find this odd. Your species has always appeared as feminine humanoids because the other races think of women being in need of protection from their men. This might warrant checking out.
· Your sisters are dead, as is most of the crew. Victims of some sort of curse or malevolent entity that is slowly steering you into a sun. The crew that's left are half dead, and cognitively impaired, and you will need to use all your abilities to lead them by the nose to find a way out of this.


Allura Racial Feats

Improved False Beauty
You do not lose your illusionary appeal easily.
Prerequisites: Allura, Wis 16+
Benefits: You gain Spell Resistance equal to (15+CR) against spells that would reveal your true nature or take away your False Beauty.


Improved Charm
Your powers have increased with time and experience.
Prerequisites: Allura, varies
Benefits: You may take this Feat multiple times, and the effect you can choose varies with your Hit Dice. At 5+ Hit Dice you can upgrade Sleep to Deeper Slumber. At 7+ Hit Dice you can upgrade your Charm Person SLA to Charm Monster. At 9+ Hit Dice you can upgrade Hold Person to Hold Monster. At 12+ you can take it to increase the Caster Level for your racial SLA's to 18th Level.


Additional Power
You are more versatile.
Prerequisites: Allura, Cha 24+
Benefits: You may take this Feat multiple times. When taking it you may choose any 1 spell from the Wizard list to cast once per day as a Spell-Like Ability. This must be a spell a Wizard whose Caster Level is equal to your Hit Dice could cast, and must come from the Enchantment or Illusion schools.


Fear Vampire
You feed on fear particularly well.
Prerequisites: Allura, Additional Power
Benefits: Whenever an opponent fails a Saving Throw against a Fear effect, and is within 30 feet of you, he takes 1 point of Wisdom Drain. You heal 5 hit points in damage, or gain 5 temporary hp for an hour if you are at full.


Allura Racial Substitution Levels

Rogue
Level 1: Replace (Knowledge (Local) with Knowledge (Wildspace) on the skills list
Level 10: You have a new option with the Rogues Special Ability.
Special Ability: Sow Fear (Su): Choose one opponent within 60 feet once per encounter as a Standard Action. That opponent must make a Willpower Save (10 plus 1/2 HD plus Cha Modifier) or be Shaken for the duration of the encounter.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.


Factotum
Levels 5, 10, 15 and 20: Replace Opportunistic Piety with Deadly Touch
Deadly Touch (Su): Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to harm others in the form of negative energy. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use Deadly Touch if you have exhausted your daily uses, even if you have inspiration points left to spend. Your melee touch attack does damage equal to twice your factotum level + your Int modifier. The energy will also heal the same amount of damage to undead targets.

Metastachydium
2022-05-17, 07:52 AM
AGRUTHA
An Agrutha are brutish Lizardfolk standing almost 8' tall, with long arms and short legs. They remind many of apes out of the water, and alligators in it. They don't generally use clothes or weapons, and carry only what they need for the moment.

AGRUTHA RACIAL TRAITS
· +10 Str, +6 Con, -4 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10'.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base Land speed 20 ft.
· Base Swim speed 30 ft.
· +5 Natural AC Bonus
· Burst of Speed (Ex): Once per hour the Agrutha can boost its base land or swim speed by +30 ft.
· Hold Breath (Ex): An Agrutha can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
· An Agrutha has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, and Swim. It also gets 2 Feats.
· Agrutha have a Primary Slam attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus, and a Secondary Tail Slap doing 1d10 plus 1/2 Str Bonus. They get 2 Slams and a Bite and a Tail Slap with a Full Attack.
· An Agrutha has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *An Agrutha gains a +4 racial bonus on Hide checks when in the water. Further, an Agrutha can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
· Automatic Languages: Common, Draconic. Bonus Languages: Any nearby race.
· Level Adjustment: +2
· Favored Class: Barbarian

Hm. That basically invites a comparison with blackscale lizardsMM3! Let's see:




Agrutha
Blackscale


Size/type
Large Monstrous H.
Large Monstrous H.


RHD
4
4


Speed
20'; swim 30'
40'; none


AC
+5 natural
+7 natural


Natural weapons
Slam/slam/bite/tail (d4/d4/d6/d10)
Claw/claw/bite (d6/d6/d6)


Abilities
STR +10, CON +6, INT -4, CHA -4; net +8
STR +8, CON +4, INT -2, CHA -4; net +6


Skills
Hide, Listen, Spot, Swim; +8 to Swim, conditional effective +10 to Hide
Balance, Jump, Spot, Swim; +4 to Balance, Jump, Swim


Bonus feats
None
Martial Weapon Proficiency (greatclub)


Special qualities
Hold Breath, Burst of Speed (1/h)
Hold Breath, acid resistance 5


LA
+2
+3



Hm. I think the agrutha pulls ahead, especially with the racial feats, and it definitely blows the ogre/merrow out of the water (heh). Make of that what you will.



Base Weight: 2050 lbs.
Weight Modifier: x(4d6) lbs.

Wwhhaat?


Agrutha Racial Feats

I Am a Log
Repeat, I am a Log. Not a giant lizard thing.
Prerequisites: Agrutha
Benefits: To use this Feat you must successfully use your Racial Hide Bonus while in the water. If an opponent fails his Spot vs Hide Check, he is considered Flat-footed and you immediately threaten a critical with all attacks made on that opponent for that round.

Now, if anything, that's strong on a +10 STR full BAB critter with four attacks at its CR. Though my heart bleeds, it might even be strong enough to need some toning down.



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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Even with the increasing range, ambush feels as overwhelming as ever. It's not like the agrutha will go ranged anyway.


ALLURA (Spelljammer)
· Emotional Vampirism (Su): Allura feed on the emotions created by tension, excitement, and fear. They do not require food or water, and subsist purely on these emotions. They may go without emotional feeding a similar number of days that other beings can go without water.

Shouldn't this, like, do something? Ability damage perhaps? The fluff text sounds like it can even kill, but I don't quite see how. Even with two racial feats, it's a pretty slow method of killing anything.

Bhu
2022-05-19, 12:14 AM
Ooopsie, that weight is a massive typo! Changed Agrutha a bit, and same for Allura. Just need to decide if the new ability affects LA.

Bhu
2022-05-22, 07:17 PM
LIZARD MAN (Athas)

http://Picture URL if you have one

"Do not mistake my kindness for weakness."

Athasian Lizard Men are covered in fine mesh scales whose colors they can alter at whim, both for camouflage and for artistic display. They are more intelligent and cultured than many of the Lizard Men on other worlds. Despite this many mistake them for primitives as the have no metal, and rarely wear clothing. Most of them wield bone and wood tridents, and light shields made from shark skin.

LIZARD MAN RACIAL TRAITS
· +2 Str, +2 Con
· Size Class: Medium
· Type: Humanoid with the Reptilian and Aquatic Subtypes (They are amphibious and may breathe air as well).
· Base land speed 20 ft.
· Base swim speed 30 ft.
· +6 Natural Armor Bonus to AC
· A Lizard Man has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Hide, Move Silently, and Swim. It also gets 1 Feat. They are proficient with Simple Weapons and Shields.
· Lizard Men have a +8 Racial Bonus to Hide and Swim Checks, and may always Take 10 on either. They may use the Run Action while swimming as long as they swim in a straight line.
· Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Psychic Warrior


STARTING AGE
Adulthood: 30
Barbarian, Rogue, Sorcerer: +2d6
Bard, Fighter, Paladin, Ranger: +4d6
Cleric, Druid, Monk, Wizard: +6d6

AGING EFFECTS
Middle Age: 70
Old: 105
Venerable: 140
Maximum Age: +4d20 years

HEIGHT AND WEIGHT
Base Height: 5'
Height Modifier: +2d10"
Base Weight: 100'
Weight Modifier: x(2d6) lbs.

LIZARD MAN CHARACTERS
There's only 1 sea in Dark Sun, and if you have to play in it, you may as well be playing a native who can swim and breathe well underwater.
Adventuring Race: Lizard Men go on adventures to aid their people, at the orders of their King or the Mind Lords, or sometimes just because they haven't let go of the violence in their past and can't express it at home.
Character Development: Try to do something about your slowness on dry land. It's a significant weakness for you.
Character Names: An Athasian name generator can be found here (http://www.twinmooncircus.net/names.htm).

ROLEPLAYING A LIZARD MAN
Athasian Lizard Men are far more sophisticated and cultured than they are in most d20 settings. They actually have advanced technology compared to other Lizardmen, and have artwork. Quite honestly, this stuns most Athasian natives let alone travelers from other planes of existence. Which speaks volumes about the prejudice they encounter
Personality: Most Lizard Men are fairly content. They have quiet lives fishing and raising Kreel, they have no major enemies but for the Squark, and the rest of the world pretty much leaves them to their own devices. This actually makes them pretty mellow for Lizardfolk. Or at the very least it gives them better understanding of the other humanoid races and their emotions.
Behaviors: Much of your time is spent being a productive member of society, much like the halflings of other worlds. Which is kinda ironic given that the local halflings on your world are anthropophagous monsters.
Language: Lizard Men speak their own language, but most of them have at least a fair grasp of the Common tongue.

LIZARD MAN SOCIETY
The Lizard Men have adapted to being content fishers and herdsman. This does not mean they have forgotten their more warlike past, and anyone thinking them soft will quickly see otherwise. The only thing they fear is the Squark, a great monster they have been unable to overcome.
Alignment : The Lizard Men are usually Neutral. They do what they're told by the Mind Lords and keep to themselves.
Lands : The Lizard Men live in the Last Sea.
Settlements : Due to their aquatic nature and the scarcity of water, the Lizard Men do not settle.
Beliefs : Most of the Lizard Men have no Gods.
Relations: The Lizard Men revere the Mind Lords who saved them from Keltis, and have abandoned eating human flesh because of this. Far more civilized now they herd kreel, and usually get along with their neighbors.

LIZARD MAN ADVENTURES
· The Squark is on the move again. Dozens are lost and the city takes much damage each time, and you have been asked to find a rumored artifact of great power which may finally turn it away.
· Something is causing random acts of violence among the Kreel. It's uncertain whether or not this is a disease, or simple psionic domination as a form of sabotage, but Nelyrox the Lizard Ling has picked you to determine how to stop it.
· There are rumors of human sacrifice by a cult. The law has forbidden this for a very long time, and you have been told to ferret out the parties responsible and put an end to them.


Lizard Man Racial Feats

Psychic Veteran
You have fought in many wars.
Prerequisites: Lizard Man or Dray, ability to Manifest Powers from the Psychic Warrior list.
Benefits: You gain additional Power Points equal to your Hit Dice.


Tactician
You have training in small unit tactics.
Prerequisites: Lizard Man, Int 13+
Benefits: As long as your Allies are within 30 feet of you, they gain a +1 Morale Bonus to all Saving Throws (you count as your own Ally).


Improved Lizard Brain
Your racial power is improved.
Prerequisites: Lizard Man, must be able to Manifest the Lizard Brain Power, 6 Hit Dice
Benefits: The damage Bonus improves to +4.


Greater Lizard Brain
You beast out now when using your racial power.
Prerequisites: Lizard Man, Improved Lizard Brain, 12 Hit Dice
Benefits: When using the Lizard Brain power you now also gain a Primary Bite attack doing 1d6 plus Str Modifier damage, and a Secondary Claw attack doing 1d4 plus 1/2 Str Modifier damage. You get one bite and 2 claws with a Full Attack.


Lizard Man Racial Substitution Levels

Fighter
Level 4: At Level 4 you can choose to Manifest one Power from the Psychic Warrior list 1/day as a Psilike Ability. This must be a 1st or 2nd Level Power, and Manifester Level is equal to your Hit Dice.

Psychic Warrior
Level 1: You have access to the Lizard Brain racial power.

Psion
Level 1: You have access to the Lizard Brain racial power.



Lizard Brain
Metacreativity
Level: Psion/wilder 1, Psychic Warrior 1
Display: Auditory and visual
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: Psion/wilder 1, Psychic Warrior 1

You gain a +2 on damage rolls for the duration of this power.

Bhu
2022-05-28, 11:41 PM
BAKALI (Dragonlance)

http://Picture URL if you have one

"Nothing beats a good mud bath."

But for their yellow-green or brown coloration, the Bakali resemble the Jarak-Sinn (because, of course, the God Chislev made both races of Lizardfolk).

BAKALI RACIAL TRAITS
· +2 Str, +2 Con, -2 Int
· Size Class: Medium
· Type: Humanoid with the Reptilian Subtype
· Base land speed 20 ft.
· Base swim speed 20 ft.
· +3 Natural AC Bonus
· Squirt Blood (Ex): As a Standard Action a Bakali can spray blood from it's eyes at an opponent in melee range. The opponent must make a Reflex Save (DC is 10 plus 1/2 your Hit Dice plus Con Modifier) or be Blinded 1d6 rounds or until they take a round to wash out their eyes whichever comes first.
· Hold Breath (Ex): A Bakali can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
· Cold-Blooded: Balai take +1 damage per die from attacks doing Cold damage.
· Nictating Membranes: Bakali gain a +1 Bonus on Saves against effects that would Dazzle or Blind them.
· A Bakali has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Move Silently, and Swim. It also gets 1 Feat.
· Bakali have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus, and a Secondary Tail Slam doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Bite and a Tail Slap with a Full Attack.
· Bakali have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line.
· Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Fighter

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years

The Bakali continue to grow throughout their life and do not take Str or Con penalties due to age. By the time they reach Old or older they may well be Large Size Class (see Feats below).

HEIGHT AND WEIGHT
Base Height: 6'5"
Height Modifier: +2d6"
Base Weight: 210 lbs.
Weight Modifier: x (2d6) lbs.

BAKALI CHARACTERS
If you wanted a fighter that can also fight in watery environments the Bakali is ok. There are perhaps better races given their abysmal speed.
Adventuring Race: The Bakali are fairly reclusive, and usually if one is seen outside the swamp he is on a religious quest for one of their deities. Or possibly because there has been an emergency and he needs to find whatever mage or artifact will help save his people.
Character Development: The Bakali are pretty slow. Try to find a way to neutralize this or work around it.
Character Names: Drazhchok, G'aromel, Kigock, Thel'ock, Mithzok, Baccaneesh, and Xele'ku. Surname: Dray'nec, Gre-tal, and Kralleek.

ROLEPLAYING A BAKALI
The Bakali are relics in a world that has outgrown them and left their species behind. They survive by remaining isolated, and having one in the party likely makes trouble due to the reputation of the Jarak-Sinn, whom they resemble. Not that there isn't a good deal of enmity towards the Bakali as well.
Personality: You are a cold, brutal, semi-emotionless predator. You don't form personal attachments, are prone to using violence to solve problems, and very distrustful of anyone you don't know personally.
Behaviors: The Bakali spend much of their time hunting food, eating said food, and mud bathing. They require surprisingly little to be content in some ways.
Language: Bakali speak their own variant of the Lizardfolk tongue, and some few also speak common.

BAKALI SOCIETY
Bakali society has little of the qualities of other civilizations, usually being nothing more than mud pits and squalid huts. A king makes all the decisions as there is little in the way of formal laws, and shamans conduct sacrifices to their God while trying to divine what their Gods want of them. They have no social taboos against violence, and tolerance of others views varies heavily from one Bakali to another. Leaving them alone is wise.
Alignment : The Bakali are usually Neutral, with some having strong tendencies towards Evil.
Lands : A few communities remain in Ansalon and Taladas, but the Bakali are on their way out. They've actually come close to extinction several times but have always bounced back.
Settlements : The Bakali never leave their communities, hiding from the world at large.
Beliefs : Most Bakali worship Chislev or Sirrion.
Relations: The Bakali do not view the Jarak-Sinn kindly for their betrayal, nor are they particularly fond of humans or other outsiders. They do however have a strong sense of honor, and treat others as others treat them.

BAKALI ADVENTURES
· A new predator has somehow been introduced into the swamps, and it has a taste for the eggs of your people. Now if you could only catch sight of it.
· The Jarak-Sinn have appeared. You've no idea if they're a raiding party sent to scout you, or just lost somehow, but you need to catch and murder them before they can report back and tell of your existence.
· Priests of foreign Gods have come in an effort to get you to turn away from the two you serve now. They are powerful, and well-protected by scores of men-at-arms. Telling them no may require a fight. But something about them disturbs you. If there Gods intend well, why spread their word by force?



Bakali Racial Feats

Sour Flesh
Predators avoid you.
Prerequisites: Bakali
Benefits: Any creature who succeeds in biting you (or using another mode of attack that would allow them to taste you), they must make a Fortitude Save (DC is 10 plus 1/2 HD plus Constitution Modifier) or be Nauseated 1 round. If something successfully uses Swallow Whole on you they must make the same Save (Save DC has a +4 Bonus), or be Nauseated 1d3 rounds in addition to vomiting you back up.


Cold
You are nigh well emotionless.
Prerequisites: Bakali
Benefits: You are immune to compulsion effects based on emotion, such as Good Hope or Crushing Despair.


Violence is Always the Answer
You have a one size fits all solution to problems.
Prerequisites: Bakali, BAB 4+, Str 15+
Benefits: You gain a +1 Bonus at Initiative and Damage rolls (this stacks with Feats such as Improved Initiative that improve these rolls as well).


Knight
At some point you were considered tough enough to defend the King.
Prerequisites: Bakali or Hurdu, must be Old or older, Str 17+, Con 15+
Benefits: Your Size Category increases to Large. This doesn't affect your ability scores or Natural AC Bonus to armor class.


Bakali Racial Substitution Levels

Barbarian
Level 1: Lose Fast Movement for Bloody Rage
Bloody Rage (Ex): When Raging a Bakali does an additional +1d6 damage to opponents who aren't at full hit points.

Cleric
Level 1: Bakali Clerics revere Chislev or Sirrion. Chislev's Domains are Animal, Healing, Plant and Protection. Sirrion's Domains are Chaos, Fire, Knowledge and Luck. Evil Bakali worship Takhisis, whose domains are Evil, Healing, Trickery and War. They also spontaneously cast domain spells instead of Cure or Inflict.

Ranger
Level 1: Lose Wild Empathy
Level 4: Replace Animal Companion with Burning Blood
Burning Blood (Ex): You lose your Cold-Blooded racial vulnerability, and if your opponent fails a Save versus your Squirt Blood ability he takes 1d6 acid damage in addition to being blinded.
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Bakali Rangers can choose Sword and Shield or Longsword.
Combat Style: Sword and Shield gets Shield Specialization at 2nd Level, Shield Ward at 6th Level, and Active Shield Defense at 11th Level (see PHB2 for Feats). Longsword gets Weapon Focus (Longsword) at 2nd Level, Weapon Specialization (Longsword) at 6th Level, and Improved Critical (Longsword) at 11th Level.

Metastachydium
2022-05-29, 12:35 PM
LIZARD MAN (Athas)

(…)

Athasian Lizard Men are covered in fine mesh scales whose colors they can alter at whim, both for camouflage and for artistic display. They are more intelligent and cultures than many of the Lizard Men on other worlds. Despite this many mistake them for primitives as the have no metal, and rarely wear clothing.

(…)

LIZARD MAN RACIAL TRAITS
· +2 Str, +2 Con, -2 Int

I'd argue that "they are intelligent and cultured but others find their fashion sense weird" would translate better to a CHA penalty than suffering from the same INT penalty supposedly less intelligent fellow lizards have. It's not like it would break anything, given that


· Size Class: Medium
· Type: Humanoid with the Reptilian and Aquatic Subtypes (They are amphibious and may breathe air as well).
· Base land speed 20 ft.
· Base swim speed 30 ft.
· A Lizard Man has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Hide, Move Silently, and Swim. It also gets 2 Feats.
· Lizard Men have a +8 Racial Bonus to Hide and Swim Checks, and may always Take 10 on either. They may use the Run Action while swimming as long as they swim in a straight line.
· Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Psychic Warrior

for getting a swim speed and an upgrade of Hold Breath to full Water Breathing, they lose a meaty +5 natural armour (is that intentional?), three natural weapons (that wouldn't look bad on a psychic warrior), 10 ft. of their land speed and the native shield proficiency. (While Hide is probably more valuable than Balance+Jump, the changes to skill bonuses are numerically a wash.)(Aren't races for Dark Sun usually stronger than their non-Athasian counterpart?)



Lizard Man Racial Feats

Psychic Veteran
You have fought in many wars.
Prerequisites: Lizard Man or Dray, ability to Manifest Powers from the Psychic Warrior list.
Benefits: You gain additional Power Points equal to your Hit Dice.


Tactician
You have training in small unit tactics.
Prerequisites: Lizard Man, Int 13+
Benefits: As long as your Allies are within 30 feet of you, they gain a +1 Morale Bonus to all Saving Throws (you count as your own Ally).


Improved Lizard Brain
Your racial power is improved.
Prerequisites: Lizard Man, must be able to Manifest the Lizard Brain Power, 6 Hit Dice
Benefits: The damage Bonus improves to +4.


Greater Lizard Brain
You beast out now when using your racial power.
Prerequisites: Lizard Man, Improved Lizard Brain, 12 Hit Dice
Benefits: When using the Lizard Brain power you now also gain a Primary Bite attack doing 1d6 plus Str Modifier damage, and a Secondary Claw attack doing 1d4 plus 1/2 Str Modifier damage. You get one bite and 2 claws with a Full Attack.


Lizard Man Racial Substitution Levels

Fighter
Level 4: At Level 4 you can choose to Manifest one Power from the Psychic Warrior list 1/day as a Psilike Ability. This must be a 1st or 2nd Level Power, and Manifester Level is equal to your Hit Dice.

Psychic Warrior
Level 1: You have access to the Lizard Brain racial power.

Psion
Level 1: You have access to the Lizard Brain racial power.



Lizard Brain
Metacreativity
Level: Psion/wilder 1, Psychic Warrior 1
Display: Auditory and visual
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: Psion/wilder 1, Psychic Warrior 1

You gain a +2 on damage rolls for the duration of this power.

Somehow none of these feel very thematic, you know.


BAKALI (Dragonlance)

http://Picture URL if you have one

"Nothing beats a good mud bath."

But for their yellow-green or brown coloration, the Bakali resemble the Jarak-Sinn (because, of course, the God Chislev made both races of Lizardfolk).

BAKALI RACIAL TRAITS
· +2 Str, +2 Con, -2 Int
· Size Class: Medium
· Type: Humanoid with the Reptilian Subtype
· Base land speed 20 ft.
· Base swim speed 20 ft.
· +3 Natural AC Bonus
· Squirt Blood (Ex): As a Standard Action a Bakali can spray blood from it's eyes at an opponent in melee range. The opponent must make a Reflex Save (DC is 10 plus 1/2 your Hit Dice plus Con Modifier) or be Blinded 1d6 rounds or until they take a round to wash out their eyes whichever comes first.
· Hold Breath (Ex): A Bakali can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
· Cold-Blooded: Balai take +1 damage per die from attacks doing Cold damage.
· Nictating Membranes: Bakali gain a +1 Bonus on Saves against effects that would Dazzle or Blind them.
· A Bakali has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Move Silently, and Swim. It also gets 2 Feats.
· Bakali have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus, and a Secondary Tail Slam doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Bite and a Tail Slap with a Full Attack.
· Bakali have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line.
· Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Fighter

These guys feel more flavourful in terms of abilities (and even weaknesses) and better balanced against the standard MM lizards. Their having only one weak claw as their primary attack feels odd though.


STARTING AGE
Adulthood: 10

Ah, they grow up so fast!


The Bakali continue to grow throughout their life and do not take Str or Con penalties due to age.

I'd file this under the racial traits.


By the time they reach Old or older they may well be Large Size Class.

I'm not sure that'd work out very well. Would, for instance a venerable bakali have +10 STR -6 DEX +6 CON plus the increased mentals? The STR and CON (in addition to the perks that come from large size) feel a lot for their RHD and LA, whereas a -4 (!) to AC is pretty bad.


Bakali Racial Feats

Sour Flesh
Predators avoid you.
Prerequisites: Bakali
Benefits: Any creature who succeeds in biting you (or using another mode of attack that would allow them to taste you), they must make a Fortitude Save (DC is 10 plus 1/2 HD plus Constitution Modifier) or be Nauseated 1 round. If something successfully uses Swallow Whole on you they must make the same Save (Save DC has a +4 Bonus), or be Nauseated 1d3 rounds in addition to vomiting you back up.


Cold
You are nigh well emotionless.
Prerequisites: Bakali
Benefits: You are immune to compulsion effects based on emotion, such as Good Hope or Crushing Despair.

Now, these two I love.



Knight
At some point you were considered tough enough to defend the King.
Prerequisites: Bakali, Violence is Always the Answer
Benefits: You gain a +1 Inherent Bonus to Str. This Feat may be taken twice.

I'd probably reconsider this.


Barbarian
Level 1: Lose Fast Movement for Bloody Rage
Bloody Rage (Ex): When Raging a Bakali does an additional +1d6 damage to opponents who have less than half their starting hit points.

Quite strictly not worth taking. Fast Movement sounds more useful for a PC of this base speed than some doubly conditional extra damage.


Ranger
Level 1: Lose Wild Empathy
Level 4: Replace Animal Companion with Burning Blood
Burning Blood (Ex): You lose your Cold-Blooded racial vulnerability, and if your opponent fails a Save versus your Squirt Blood ability he takes 1d6 acid damage in addition to being blinded.
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Bakali Rangers can choose Sword and Shield or Longsword.
Combat Style: Sword and Shield gets Shield Specialization at 2nd Level, Shield Ward at 6th Level, and Active Shield Defense at 11th Level (see PHB2 for Feats). Longsword gets Weapon Focus (Longsword) at 2nd Level, Weapon Specialization (Longsword) at 6th Level, and Improved Critical (Longsword) at 11th Level.

This one, on the other hand, looks pretty nice, especially Burning Blood.

Bhu
2022-05-29, 06:49 PM
I'd argue that "they are intelligent and cultured but others find their fashion sense weird" would translate better to a CHA penalty than suffering from the same INT penalty supposedly less intelligent fellow lizards have. It's not like it would break anything, given that for getting a swim speed and an upgrade of Hold Breath to full Water Breathing, they lose a meaty +5 natural armour (is that intentional?), three natural weapons (that wouldn't look bad on a psychic warrior), 10 ft. of their land speed and the native shield proficiency. (While Hide is probably more valuable than Balance+Jump, the changes to skill bonuses are numerically a wash.)(Aren't races for Dark Sun usually stronger than their non-Athasian counterpart?)

Lizardfolk are one of those rare exceptions where the Athasian version is weaker. They exchange natural attacks for chameleon like camouflage. Thanks for noticing the AC though, I'm not sure how I missed it. I have made some edits.


Somehow none of these feel very thematic, you know.

There's sparse info I could find on them, and it all screamed 'psychic warrior'. And it was a way to get back some natural attacks.



Ah, they grow up so fast!

Part of being artificially made by a God is fast maturity so they can serve in the military quicker. I made some edits to hopefully address the other concerns.

Metastachydium
2022-05-30, 04:04 AM
I made some edits to hopefully address the other concerns.

Yep, they do. Athasian lizard's looking a lot better. The new version of Knight is also very nice.

Bhu
2022-06-06, 08:27 PM
BABBLER

http://Picture URL if you have one

"kgnowamvwrveeimoefoin!"

Babblers appear vaguely like 8' tall specimens of Gorgosaurus. They are a mottled, dirty yellow with grey patches and underbelly, and normally move in an unlikely slither crawling on their belly through marshes. Sages believe they are a mutation of the Lizardfolk race, but that is obviously not quite true once one studies them. Their particular eccentricities suggest magical experimentation or perhaps even exposure to the Far Realm.

BABBLER RACIAL TRAITS
· +12 Str, +8 Con, +2 Wis, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft..
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 30 ft.
· +5 Natural AC Bonus
· Sneak Attack (Ex): Babblers have +2d6 Sneak Attack. This is identical to the Rogue ability listed in the PHB, and stacks with Sneak Attack dice gained via Class or Feats.
· Partial Biped: To make a Full Attack the Babbler must stand erect, which halves it's movement speed.
· Limited Speech: Babblers may only speak their own language though they can understand those of others well enough (though they do not let others know this). Conversely no other species can speak or understand their language, not even by magic means.
· A Babbler has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Move Silently, Spot, and Swim. It also gets 2 Feats.
· Babblers have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d8 plus half Strength Bonus. They get 2 Claws and a Bite with a Full Attack.
. Non Humanoid Form: The Babblers aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them.
· Babblers have a +4 Racial Bonus to Hide and Move Silently Checks.
· Automatic Languages: Babbler. Bonus Languages: Any nearby race, usually Lizardfolk.
· Level Adjustment: +3
· Favored Class: Rogue

STARTING AGE
Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years

HEIGHT AND WEIGHT
Base Height: 7'6"
Height Modifier: +2d6"
Base Weight: 600 lbs.
Weight Modifier: x (4d6) lbs.

BABBLER CHARACTERS
Babblers are meant to be sneaky physical brutes. Despite their size, they appear surprisingly adept at stealth.
Adventuring Race: Babblers go on adventures for the Gods know what reasons. They rarely leave their swamp, have no use for money, and seem content with what they have other than some of them being addicted to human flesh. It's assumed revenge, addiction, or other un-guessable reasons would prompt one to go adventuring.
Character Development: Make sure you're fairly self-reliant or have a few tricks in the hole. Your lack of communication gives you some pretty big problems. Your requiring assistance to don/remove equipment and no being able to use weapons is such an issue you may want to take the hit for being a caster to alleviate that. Or take the Leadership Feat.
Character Names: It's unknown if Babblers have names, but if they do they're quite unpronounceable by Humanoids.

ROLEPLAYING A BABBLER
Honestly this race probably shouldn't be played unless it's an all Babbler (or at least all Evil) campaign. Babblers are almost incapable of communication with other species, so it's not like you'll have well thought out discussions on small unit tactics...
Personality: Given the inability to actually communicate with one (and their lack of facial expression), it's difficult to gauge whether or not the Babblers have any emotions or what they're thinking. Lizardfolk sages who have spent time studying them claim they are heavily influenced by Chaos, and while their actions appear random they apparently make sense to the Babbler.
Behaviors: Babblers enjoy sneaking about the swamp on their bellies and babbling nonsense. There doesn't seem to be any rhyme or reason to this, and most people believe they're just practicing for actual hunts. Or they're crazy. Most are betting on the second.
Language: Babblers communicate in a quasi-linguistic nonsense language which no other being has successfully been able to translate, not even via spells. They have never been observed speaking another language, and it is unknown if they even understand them (they can, they just pretend not to).

BABBLER SOCIETY
The Babblers are fairly solitary, and don't really seem to have a society. They produce nothing despite being obviously intelligent enough to do so, they have no art or forms of entertainment, and seem to be little more than intelligent ambush predators who associate with the Lizardfolk in raids. Some people claim they lead the Lizardfolk, but given the communication difficulties it's more likely they just accompany them. And even then only the most Evil of Lizardfolk.
Alignment : Babblers are almost universally Chaotic Evil.
Lands : Babblers occupy the same temperate marshes as the Lizardfolk.
Settlements : Babblers seem to have no interest in spreading past their marshy homes.
Beliefs : The Babblers have never been observed participating in religious ritual, but given their association with Lizardmen it is assumed they worship or at least pay lip service to their Gods. Far Realms entities are also a possibility.
Relations: Babblers only seem to relate well to Lizardfolk for unknown reasons. Many are fairly addicted to the taste of human flesh however, and will go to great lengths to obtain it.

BABBLER ADVENTURES
· Humans are near the swamp. Time to play pantomime with the Lizardfolk until they figure out what you're trying to say so you can feast.
· A small reptilian being is yapping at you in a language you do not comprehend. You think the Lizardfolk call them Kobolds. You are considering squishing him. But then, you remember they are related to Dragons...
· The Lizardfolk tribe you considered your personal army have been wiped out by Orcs on some sort of racist Jihad. Revenge is mandatory.


Babbler Racial Feats

Improved Babbling Rage
Your ululations can permanently screw up people's minds.
Prerequisites: Babbler, Babbling Rage, Wis 15+, Indomitable Will
Benefits: If you successfully use Babbling Rage on an opponent, the Confusion effect is permanent as per the Insanity spell.


Gelid
Your flesh is now semi-solid, like that of some octopi.
Prerequisites: Babbler, Semi-Boneless, Con 15+
Benefits: You are now immune to Critical hits.


Improved Babel Speech
It is unwise to engage you in conversation.
Prerequisites: Babbler, Babel Speech, 13 Hit Dice, Wis 15+
Benefits: If you successfully use Babel Speech on an opponent, the Confusion effect is permanent as per the Insanity spell.


Marsh Move
You are at home in the marshes.
Prerequisites: Babbler, Swim 4 ranks
Benefits: You ignore difficult terrain in swamps and marshes, and gain a Swim speed equal to half your base land speed.

Weirdly Stealthy
You can hide well for someone so big.
Prerequisites: Babbler, Hide 4 ranks, Dex 13+
Benefits: You don't take Size Penalties to Hide Checks.

Babbler Racial Substitution Levels

Barbarian
Level 1: Lose Fast Movement for Babbling Rage
Babbling Rage (Ex): A Babbler can use this ability once per Rage as a Swift Action. It targets one opponent the Babbler is in melee with, who must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Wis Modifier), or be Confused (as per the spell) for the duration of your Rage.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Rogue
Level 10: You gain new options to choose from for the Rogue's Special Ability.
Special Ability (Ex):

Semi-Boneless: You can always Take 20 on Escape Artist Checks, and the Critical Threat Range of your opponents attacks is reduced by 1 (to a minimum of 1, i.e. rolling a Natural 20).

Babel Speech (Su): Once per Encounter you may emit a horrendous babble as a Standard Action. All beings within 30 feet must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Wis Modifier) or be Confused for 1d6 Round. Unlike normal this is considered neither a Compulsion Effect nor a Mind-Affecting Effect, and will still work on creatures immune to either of those.

Chaos Mind: If an opponent uses a spell, power or other effect that is a Mind-Affecting Effect on you, they are Dazed one Round whether you successfully make your Saving Throw or not.

Bhu
2022-06-12, 05:17 PM
CAYMAN (Mystara)

http://Picture URL if you have one

"Pinkie if you don't want this bone javelin stickin' outta yer unmentionables I suggest you apologize..."

The Cayman are foot tall green or brown reptilian humanoids with pupil less black eyes. They prey on local giant reptiles and amphibians (ew).

CAYMAN RACIAL TRAITS
· +6 Dex, -4 Str (minimum 3), -2 Int
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
· Type: Humanoid with the Reptilian Subtype
· Base land speed 20 ft.
· Darkvision 90 ft.
· Caymen have a +3 Natural Armor Bonus to AC. Caymen gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +6).
· A Cayman has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Move Silently, Spot, and Survival. It also gets 1 Feat.
· Caymen have a Primary Bite attack doing 1d3 plus Strength Bonus.
· Caymen have a +4 Racial Bonus to Hide and Move Silently Checks.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race, usually Gnomes.
· Level Adjustment: +1
· Favored Class: Rogue

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d3
Bard, Fighter, Paladin, Ranger: +1d4
Cleric, Druid, Monk, Wizard: +2d4

AGING EFFECTS
Middle Age: 20 (30 for casters)
Old: 30 (45 for casters)
Venerable: 40 (60 for casters)
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: 8"
Height Modifier: +2d4"
Base Weight: 2 lbs.
Weight Modifier: x1 ounces

CAYMAN CHARACTERS
Cayman are meant to be sneaky critters, stabbing bigger opponents in the back, or when they're vulnerable. Most are Scouts or Rogues for obvious reasons, and those few who aren't are Wisdom based casters. The large dexterity bonus also works well for any melee class based off Weapon Finesse or archery.
Adventuring Race: The Cayman dislike adventuring, preferring to live among their fellows than risk the outside world. They will however do what is necessary to ensure the protection of their villages, and those who do adventure commonly do so to help or support their people.
Character Development: The Int penalty hurts you on skills a little. but racial bonuses and size make you great at ambushes. You should try to find some method of speeding yourself up to keep up with the rest of the party.
Character Names: Cayman use Lizardfolk names as they share a language.

ROLEPLAYING A CAYMAN
Your slow movement rate will cause you trouble if means are not found to overcome it. Your races tendencies towards mild xenophobia have also left them with a sometimes iffy reputation, so you don't have much in the way of being a party face other than in limited circumstances.
Personality: Cayman avoid fights unless threatened or cornered. Even then, they fight from ambush using traps and trickery to bring down bigger opponents. This philosophy extends into the rest of their life, and while they are not actively malicious, rare is the Cayman who is truly honest with outsiders.
Behaviors: Cayman spend much of their time providing for the tribe. Their lifestyle doesn't leave much time for leisure.
Language: The Cayman speak Lizardfolk. Many also speak Common or Gnome.

CAYMAN SOCIETY
The Cayman are barely out of the Stone Age, using stone or bone tools and weapons. The swamps they live in to isolate themselves from the outside world aren't conducive to learning smithcraft. Without that, they've made no real technological advances, and are basically little more than reinforced mud huts or burrows.
Alignment : Most Cayman are strictly Neutral. They aren't curious about other peoples business, and they prefer others not be curious about theirs.
Lands : Most Cayman live in walled villages built underground in warm or temperate forests or swamps.
Settlements : Cayman rarely spread, but when they do they stick to terrain they know well, and avoid open areas like plains.
Beliefs : Those Cayman not led by Druids or Spirit Shamans are most likely worshipers of Ka the Preserver.
Relations: The Cayman get along well with Gnomes, but most of the Evil underground races enslave them. They tolerate the full sized Lizardfolk who live nearby.

CAYMAN ADVENTURES
· Humans are near the swamp. Time to make some money playing guide. And maybe steal a bunch of stuff from the foolish ones.
· Kobolds are in the area and screwing up your relationship with the local Gnomes. Looks like there may be a fight, with the local humans setting on the sidelines eating popcorn. Buncha racists all of 'em.
· The Lizardfolk tribe that lives nearby seems to have fallen under the influence of a Babbler. You need to find a way to be rid of it.



Cayman Racial Feats

Marsh Guide
You make a living guiding people in and out of the Swamps.
Prerequisites: Cayman, Survival 4 ranks
Benefits: You do not take a Move Silently Check Penalty in bogs (see DMG), you ignore difficult terrain in swamps and marshes.


Veteran Marsh Guide
What kind of loser is afraid of a little quicksand?
Prerequisites: Cayman, Marsh Guide
Benefits: You can make a Spot check to see quicksand, even when charging or running (see DMG). You also gain a Swim speed equal to your land speed.


The Fine Art of Concealment
You're good at concealing doors to the village or building hunting blinds.
Prerequisites: Cayman or Cayma, Hide 4 ranks, Survival 4 ranks
Benefits: You can create hunting blinds to conceal yourself or conceal entrances to the village, caves or hidey holes you find in the swamp with a DC 15 Survival Check. While behind these ad-libbed constructions you have total concealment. It takes roughly 20 minutes per Skill Check using this ability.


Confidence in the Supernatural
You feel better when the tribes shaman is with you.
Prerequisites: Cayman
Benefits: You get a +1 Morale Bonus to attack rolls, skill checks and saving throws when within 60 feet of an Ally who can use spells, spell-like abilities or supernatural abilities.

Anklebiter
You is one sneaky critter.
Prerequisites: Tiny Size (or smaller) or the ability to gain it somehow
Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

Stabbity
You know how to deal the damage
Prerequisites: Strength of 9 or less, Weapon Finesse
Benefits: You add your Dexterity modifier to damage rolls with a light weapon, rapier, whip or spiked chain.

Cayman Racial Substitution Levels

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Spirit Shaman
Level 1: Replace Wild Empathy with a +3 Insight Bonus to AC.

Ranger
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Cayman Rangers can choose Dagger or Javelin.
Combat Style: Dagger gets +1d6 Sneak Attack as per the Rogue Ability at Levels 2, 6, and 11 (this stacks with Sneak Attack dice from other sources). Javelin gets Point Blank Shot at 2nd Level, Precise Shot at 6th Level, and Improved Precise Shot at 11th Level.

Bhu
2022-06-19, 07:34 PM
GATOR MAN (Mystara)

http://Picture URL if you have one

"Your money and your life."

Gator Men are regular Lizardfolk warped by magical experimentation. They stand up to 8' tall, and their heads resemble those of alligators.

GATOR MAN RACIAL TRAITS
· +8 Str, +8 Con, -4 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 30 ft.
· Base swim speed 50 ft.
· +10 Natural AC Bonus
· A Gator Man has 7 Racial Hit Dice, giving it the following: 7d8 Hit Points, +7 Base Attack Bonus, +2 Fort Save, +5 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 3 Feats.
· Gator Men have a Primary Bite attack doing 2d4 plus one and a half times Strength Bonus.
· A Gator Man has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
· Level Adjustment: +3
· Favored Class: Barbarian

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 30
Old: 50
Venerable: 60
Maximum Age: +2d10 years
Gator Men grow bigger with age. At the Old age class they become Size Class Huge with all the benefits listed in the MM. In addition they take no Str or Con penalties due to age.

HEIGHT AND WEIGHT
Base Height: 7'3"
Height Modifier: +2d12"
Base Weight: 420 lbs.
Weight Modifier: x (2d6) lbs.

GATOR MAN CHARACTERS
You are quite obviously built to be a semi-aquatic beatstick.
Adventuring Race: Gator Men go on adventures as part of their military, or for revenge. They're pretty darn big on revenge.
Character Development: With your LA and Racial HD casters are pointless. Focus on melee classes, as that is where you will shine best. With your racial penalties to mental stats make sure you have bonuses to Saves to avoid spells that could reduce your Int or Cha to 0.
Character Names: Gator Men use Lizardfolk names.

ROLEPLAYING A GATOR MAN
Trust no one. The world is your enemy, and you show it no mercy. Violence is the only method you know of to solve problems, and you use it with little thought as to the consequences.
Personality: Gator Men are brutes. Raised to be little more than cheap muscle and cannon fodder, they resent their creators, their parental race, and the entire world. They will likely end in tragedy, as they get wiped out defending themselves from their myriad enemies, or in pointless war.
Behaviors: Most Gator Men are quite insane, or at the very least suffering from what modern society would recognize as severe PTSD. Some have degenerated so badly due to side effects of their creation that they are little more than rabid animals, and their leaders retain control by virtue of personal power.
Language: Gator Men speak Lizardfolk and Common.

GATOR MAN SOCIETY
The Gator Men are at war with the world, wronged in every way, and driven mad from the magical experiments they have endured. Their goal is to found a safe haven for themselves to exist, but they believe this is only possible with the obliteration of all the other races. With their rapid reproduction they may soon force confrontation with the world at large.
Alignment : The tortures they have undergone have broken the minds of most Gator Men, and the majority of them are Chaotic, with strong tendencies towards Evil.
Lands : Gator Men restrict themselves to temperate or warm swamps.
Settlements : There are few Gator Men, and for the moment they are trying to consolidate control of what little territory they do have.
Beliefs : The Gator Men are not prone to religion, but given their alignment and warlike nature Atzanteotl might find followers among them.
Relations: Gator Men hate Lizardfolk, as their own kind sold them to the humans wizards for experimental fodder. They pretty much hate humans for the same reason, and leaving them alone is well advised. They pretty much attack everyone on sight.

GATOR MAN ADVENTURES
· The Chief has decided to get revenge on the long forgotten Wizard who created your species, and you have been tasked with scouting the old ruins the human is said to live in...'live' being a relative term for a Lich.
· There are rumors of a Lizard King uniting the Lizardfolk tribes for war, and you feel the need to quash this before they decide to unite against your tribe for past aggressions.
· An albino Gator Man has appeared with his insane human bride. The tribe is uneasy about letting them stay, because quite frankly the human woman is a bad omen and her husband is an obvious weirdo. Granted, the rest of you are vicious xenophobes, so you have little room to judge.


Gator Man Racial Feats

Grab Hold
You can really clamp down with your bite.
Prerequisites: Any appropriate Race (Crocodilian, Gator Man, Gurrash), BAB +3
Benefits: When you succeed in using your Bite Attack against an opponent, you may immediately make a Grapple Attempt as a Free Action without provoking an Attack of Opportunity. If successful you do your Bite damage with a successful Grapple Check. You may use this Ability against an opponent of any Size, but if they are at least one Size Category bigger than you is not restricted in the weapons it can use to attack you (also Grappling it is probably already a bad idea).


Powerful Jaws
You can reeeally clamp down.
Prerequisites: Grab Hold
Benefits: You gain a +4 Bonus to Grapple Checks, but only if you initiated a Grapple via your bite.


Mutant
The magical experiments that gave rise to your kind came with some odd consequences.
Prerequisites: Gator Man
Benefits: Choose a 1st Level spell from the Druid or Sorcerer list. You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.


Super Mutant
You're a little odder than most
Prerequisites: Gator Man, Mutant, 6 Hit Dice
Benefits: Choose a 3rd Level spell from the Druid or Sorcerer list. You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.


Gator Man Racial Substitution Levels

Barbarian
Level 1: Lose Fast Movement for Potent Rage
Potent Rage (Ex): When Raging a Gator Man's weapon damage (including his Bite) goes up 1 step as if he were one size category larger.

Druid
Level 1: Lose Animal Companion and Wild Empathy, and instead gain a +2 Bonus on Checks made to overcome your opponents Spell Resistance, and the Save DC's of your spells increase by +2 (but only for spells with the Evil descriptor). You also spontaneously cast spells with the Evil descriptor instead of Summoning spells.

Ranger
Level 1: Lose Wild Empathy
Level 4: Replace Animal Companion with the Grab Hold Feat as a Bonus Feat.
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Gator Man Rangers can choose Bite or Greatsword.
Combat Style: Bite gets Weapon Focus (Bite) at 2nd Level, Improved Natural Attack (Bite) at 6th Level, and Improved Critical (Bite) at 11th Level. Greatsword gets Weapon Focus (Greatsword) at 2nd Level, Weapon Specialization (Greatsword) at 6th Level, and Improved Critical (Greatsword) at 11th Level.

Metastachydium
2022-06-21, 12:48 PM
CAYMAN (Mystara)

http://Picture URL if you have one

"Pinkie if you don't want this bone javelin stickin' outta yer unmentionables I suggest you apologize..."

The Cayman are foot tall green or brown reptilian humanoids with pupil less black eyes. They prey on local giant reptiles and amphibians (ew).

CAYMAN RACIAL TRAITS
· +6 Dex, -4 Str (minimum 3), -2 Int
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
· Type: Humanoid with the Reptilian Subtype
· Base land speed 20 ft.
· Darkvision 90 ft.
· Caymen have a +3 Natural Armor Bonus to AC.
· A Cayman has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Move Silently, Spot, and Survival. It also gets 1 Feat.
· Caymen have a Primary Bite attack doing 1d3 plus Strength Bonus.
· Caymen have a +4 Racial Bonus to Hide and Move Silently Checks.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race, usually Gnomes.
· Level Adjustment: +0
· Favored Class: Rogue

This is solid. Rock solid, in fact. The synergy of traits with the favoured class is wonderful. It's also nice to see a tiny race added to the tiny list of tiny races.
Still, truth be told, this might be way too solid by WotC metrics. Very good stealth, a finesseable iterative for free, an effective +8 to AC while naked and with a 10 in DEX IF it doesn't take the juicy spirit shaman ACF for a further +3… I just don't see how this could possibly have no LA.


Caymen gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +3).

This should be a racial trait.


The large dexterity bonus also works well for any melee class based off Weapon Finesse or archery.

Tiny size and -4 STR make that a questionable strategy, unless Shadow Blade or Crossbow Sniper get thrown into the mix. These fellows need some source of extra damage badly.


Veteran Marsh Guide
What kind of loser is afraid of a little quicksand?
Prerequisites: Cayman, Marsh Guide
Benefits: You can make a Spot check to see quicksand, even when charging or running (see DMG). You also gain a Swim speed equal to half your land speed.

Marsh Guide is pretty useful, but this one's weird. The stronger benefit's tacked on almost as an afterthought and it's not even that strong to start with, given the 20' land speed.



The Fine Art of Concealment
You're good at concealing doors to the village or building hunting blinds.
Prerequisites: Cayman or Cayma

What's a cayma?



GATOR MAN (Mystara)

http://Picture URL if you have one

"Your money and your life."

Gator Men are regular Lizardfolk warped by magical experimentation. They stand up to 8' tall, and their heads resemble those of alligators.

GATOR MAN RACIAL TRAITS
· +8 Str, +8 Con, -4 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 30 ft.
· Base swim speed 50 ft.
· +10 Natural AC Bonus
· A Gator Man has 7 Racial Hit Dice, giving it the following: 7d8 Hit Points, +7 Base Attack Bonus, +2 Fort Save, +5 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 3 Feats.
· Gator Men have a Primary Bite attack doing 2d4 plus one and a half times Strength Bonus.
· A Gator Man has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
· Level Adjustment: +3
· Favored Class: Barbarian

I'm not sure, on the other hand, that these guys warrant 7 RHD and and such a hefty LA. The natural AC is nice, but the ability modifiers or the swim speed are nothing all that special, if we use ogres or blackscales as a benchmark.


Gator Men grow bigger with age. At the Old age class they become Size Class Huge with all the benefits listed in the MM. In addition they take no Str or Con penalties due to age.

Again, these should be racial traits or something. The racial feat thing you did with the bakali could work here as well.


Mutant
The magical experiments that gave rise to your kind came with some odd consequences.
Prerequisites: Gator Man
Benefits: Choose a 1st Level spell from the Druid or Sorcerer list. You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.


Super Mutant
You're a little odder than most
Prerequisites: Gator Man, Mutant, 6 Hit Dice
Benefits: Choose a 3rd Level spell from the Druid or Sorcerer list. You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.

Does "as a sorcerer" mean that these are keyed off CHA? That'd be a tad bit counterintuitive.



Druid
Level 1: Lose Animal Companion and Wild Empathy, and instead gain a +2 Bonus on Checks made to overcome your opponents Spell Resistance, and the Save DC's of your spells increase by +2 (but only for spells with the Evil descriptor). You also spontaneously cast spells with the Evil descriptor instead of Summoning spells.

An ACF for a full caster class is a weird pick. Like you said, with a starting ECL of 10 this can pretty much only end up as an underwhelming combo.

Bhu
2022-06-25, 10:21 PM
This is solid. Rock solid, in fact. The synergy of traits with the favoured class is wonderful. It's also nice to see a tiny race added to the tiny list of tiny races.
Still, truth be told, this might be way too solid by WotC metrics. Very good stealth, a finesseable iterative for free, an effective +8 to AC while naked and with a 10 in DEX IF it doesn't take the juicy spirit shaman ACF for a further +3… I just don't see how this could possibly have no LA.

I have made some alterations to address concerns.



What's a cayma? Forthcoming conversion of another 2e race.

Bhu
2022-06-25, 10:28 PM
I'm not sure, on the other hand, that these guys warrant 7 RHD and and such a hefty LA. The natural AC is nice, but the ability modifiers or the swim speed are nothing all that special, if we use ogres or blackscales as a benchmark. Lemme decide on what to do with the growth, because with the stat boosts thy get from it, it's too powerful for a feat. Maybe make it a racial ability and leave them at +3?




Does "as a sorcerer" mean that these are keyed off CHA? That'd be a tad bit counterintuitive. Indeed, but I left unsaid that they tend to take spells without Save DC's. Plus caster level is equal to HD, so they don't lose much.



An ACF for a full caster class is a weird pick. Like you said, with a starting ECL of 10 this can pretty much only end up as an underwhelming combo. It is. I was wanting a third set of ACF for them, and their fluff mentioned they had shamans. I'll try spicing it up.

Bhu
2022-06-26, 09:35 PM
SIS'THIK (Mystara)

http://Picture URL if you have one

"You wanna pass this road you gotta pay a toll."

The Sis'thik are leathery, tan-skinned Lizardfolk adapted to the harsh desert environments. They raise Xytar Lizards for cavalry, and often prey on ant lions, jackals, camels, and wyverns.

SIS'THIK RACIAL TRAITS
· +4 Con, -2 Dex, -2 Int (Male) +4 Str, -2 Int, -2 Cha (Female)
· Size Class: Medium.
· Type: Humanoid with the Reptilian Subtype
· Base land speed 20 ft.
· Sis'Thik have a +5 Natural Armor Bonus to AC.
· Desert Adaptation (Ex): Spot Penalties due to desert winds are lessened by 4 as the Sis-Thik have adapted to the sandstorms that consistently plague their lands.
· Partial Fire Immunity (Ex): The Sis 'Thik are immune to normal fire damage, and have Energy Resistance 5 against magical fire.
· A Sis'thik has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Ride, and Survival (female) or Knowledge (Nature, Religion) and Spellcraft (male). It also gets 2 Feats.
· Sis'Thik have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d3 plus half Strength Bonus. They get 2 Claws and a Bite with a Full Attack.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race, usually Draconic.
· Level Adjustment: +1
· Favored Class: Dragon Shaman (Male), Fighter (Female)

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years

HEIGHT AND WEIGHT
Base Height: 6' 5"
Height Modifier: +2d6"
Base Weight: 210 lbs.
Weight Modifier: x (2d6) lbs.

SIS'THIK CHARACTERS
The Sis'thik are basically good only as slow moving beatsticks or mounted fighters (though some may become Wisdom based casters).
Adventuring Race: Sis'Thik go on adventures for fame, glory and wealth. Except the males, who very often go on journeys to escape the Matriarchy (or the Blue Dragons that are behind it).
Character Development: While strong, you are quite slow moving. If you can't boost your speed, try getting a mount (preferably one of the fire breathing Xytar Lizards your race raises, if you can get one).
Character Names: Sis'Thik use Lizardfolk names.

ROLEPLAYING A SIS'THIK
The world owes you what you can take by force. And you take as much as you think you can conceivably get away with.
Personality: The stereotype of the women are that they are greedy, grasping, and violent. Men are thought of as dull and apathetic, yet they almost exclusively are given the gift of being Dragon Shamans.
Behaviors: Males tend to be looked down upon, leaving most positions of political power to the women. It's unknown why such physical and emotional dimorphism exists in a created race, and many wonder if there were a specific statement being made with their design (i.e. some God has issues). Among humanoid beings, they would be considered psychopaths.
Language: As usual they speak Lizardfolk and Common.

SIS'THIK SOCIETY
The Sis'Thik are a matriarchal society, as they consider males lazy, worthless slugs only usable for mating and child rearing. They are very warlike, and demand tribute of all they encounter. With the exception of their Blue Dragon masters.
Alignment : The Sis'thik are fairly merciless and uncaring, making most of them Neutral Evil.
Lands : The Sis'thik prefer warm or temperate deserts.
Settlements : Given their adaptations to desert life the Sis'thik rarely leave it.
Beliefs : The Sis'Thik aren't very religious, but would likely worship Evil Dragon Gods if at all.
Relations: The Sis'Thik are too violent for their own good, and will try to kill just about anything. Despite the odds of them killing one being small, they seem to enjoy the taste of Copper Dragons.

SIS'THIK ADVENTURES
· Someone or something is inspiring the normally docile menfolk to rebel. An end needs to be brought to this quickly.
· A Copper Dragon is loose in the desert, and you have been ordered to bring it to the chieftess to be served as her dinner...
· The Ant Lions you prey one have been suddenly getting smarter and fighting back. You have been asked to figure out whats going on.



Sis'thik Racial Feats

Sis'thik Endurance
You can take whatever the desert hands out.
Prerequisites: Sis'thik
Benefits: You gain a +2 Resistance Bonus on Fortitude Saves against natural waste hazards (see Sandstorm).


Retain Water
You need less water to survive.
Prerequisites: Sis'thik, Con 13+
Benefits: The time you have to wait before making Constitution Checks to avoid Dehydration is doubled (see Sandstorm).


Hardened
Life in the sandstorms has made you tough.
Prerequisites: Sis'thik, Con 13+
Benefits: You gain DR 1/- (this stacks with DR you may gain from Barbarian Levels. This Feat may be taken three times, increasing you to DR 3/-.


Darkened Nictating Membranes
You have built in Shades.
Prerequisites: Sis'thik
Benefits: You cannot be Dazzled by sun glare (see Sandstorm), and gain a +2 Bonus to avoid being Dazzled or Blinded by Light based effects.


Sis'thik Racial Substitution Levels

Scout
Level 1: Instead of Trapfinding you get Sandskimmer as a onus Feat.

Dragon Shaman
Level 1: You may only choose Blue Dragons as your Dragon Shaman.
Level 6 and 11: Replace Touch of Vitality with Touch of Thunder.
Touch of Thunder (Su): Beginning at 6th Level both you and Allies within range of your Draconic Aura do an additional +1d6 electrical damage with melee attacks on a successfully confirmed critical. At eleventh level you do +1d6 electrical damage with a melee attack or a touch attack, and another +1d6 electrical damage om a successful critical.

Ranger
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Sis'thik Rangers can choose Scimitar and Shield or Scimitar.
Combat Style: Scimitar and Shield gets Shield Specialization at 2nd Level, Shield Ward at 6th Level, and Active Shield Defense at 11th Level (see PHB2 for Feats). Scimitar gets Weapon Focus (Scimitar) at 2nd Level, Weapon Specialization (Scimitar) at 6th Level, and Improved Critical (Scimitar) at 11th Level.

Bhu
2022-07-10, 04:38 PM
CHAMELEON MAN (Mystara)

http://Picture URL if you have one

"You do not belong here..."

Chameleon Men are 7' tall humanoids with black curly hair, and thin, gangly physiques. They move in awkward, jerking gaits and their skins are striped with every color in the rainbow. Sages believe they have very distant dragon ancestry in their blood.

CHAMELEON MAN RACIAL TRAITS
· -2 Int, +2 Cha
· Size Class: Medium.
· Type: Humanoid with the Dragonblood Subtype
· Base land speed 30 ft.
· Dimension Door (Su): 1/day as a Full Round Action the Chameleon Man may teleport anywhere within 120'. This otherwise is similar to the Dimension Door spell, except that you never risk teleporting into solid matter. You may use it 2/day at ECL 5, 3.day at ECL 8, and at will once you reach ECL 10.
· A Chameleon Man has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Move Silently, Spot, and Survival. It also gets 1 Feat.
· Chameleon Men have a +4 Racial Bonus to Hide and Move Silently Checks. They do not get this Bonus when wearing clothing or armor.
· Automatic Languages: Draconic, Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Scout

STARTING AGE
Adulthood: 8 weeks
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

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

HEIGHT AND WEIGHT
Base Height: 6'10"
Height Modifier: +2d6"
Base Weight: 180 lbs.
Weight Modifier: x (2d6) lbs.

CHAMELEON MAN CHARACTERS
Despite the Full Round limitation on their teleport ability it still gives Chameleon Men quite a few tactical advantages. They can reach normally inaccessible places to fire from if they are ranged combatants. They can cross areas too large to jump across, avoid Climbing Checks, etc. It also make setting up for ambushes easier.
Adventuring Race: Chameleon Men adventure because their tribe is wiped out, or because it needs aid.
Character Development: Using your Racial stealth bonuses requires you to forego armor or clothing, so maybe get something like Vow of Poverty to make up for that, or do your best to qualify as one of the Lords of Shade and Hue (forthcoming prestige class) which lets you become a true chameleon.
Character Names: Chameleon Men use Dragon names.

ROLEPLAYING A CHAMELEON MAN
The wonders of nature must be defended from the other races who are not mentally fit to be their care takers. The only outsiders you find acceptable are Druids, who have taught you much about the world (in fact they have likely taught your people all you know about the world).
Personality: Chameleon Men rarely change expression, and many are assumed to be emotionless, though this may be due to the fact that they put so much distance between themselves and other races.
Behaviors: Chameleon Men like to remain hidden and immobile for long periods of time, simply observing events around them. They do their best to be caretakers of the natural places of the world, and often chase off or destroy those who would despoil the environment.
Language: Most Chameleon Men speak Draconic, with some speaking Common as well.

CHAMELEON MAN SOCIETY
The center of Chameleon Man society is the tookoo, a magical site of some sort that is usually a natural feature of some kind enhanced by mystic forces. The tookoo radiates magic for purposes of spells like Detect Magic, and Chameleon Men defending it (within 100') gain a +2 Bonus on Attack and Damage Rolls and may Take 20 on Willpower Saves. They do this as the tookoo is their only means of reproduction. The Chameleon Men currently have no females, and when they offer up their shed skin to the tookoo there is a 60% chance that it will become a new Chameleon Man which will grow to adulthood within 8 weeks.
Alignment : Most Chameleon Men are strongly Neutral, preferring to avoid contact with anyone they don't know.
Lands : The Chameleon Men prefer to live in caverns in warm or temperate forests or plains.
Settlements : As they do not like contact with other races the Chameleon Men avoid spreading.
Beliefs : Most Chameleon Men worship the Great One or one of the Neutral Immortals (usually Ka).
Relations: The Chameleon Men avoid contact with other races, especially Lizardfolk who hunt and kill them.

CHAMELEON MAN ADVENTURES
· A young Dragon has been driving away the fish your tribe depends on. You really don't want to dishonor it by running it off, but you feel it needs to go...
· Rumors have reached you of a Chameleon Woman, which the tribe has long thought impossible. You must see this for yourself.
· The Lizardfolk tribe living nearby has fled, and there are signs something has taken up residence in one of the larger swamp caves...


Chameleon Man Racial Feats

Shifting Patterns
When you move the color patterns in your scales seem to come alive.
Prerequisites: Chameleon Man, 6 Hit Dice
Benefits: Any round in which you move you gain the benefits of a Blur spell.


Still Patterns
You are undetectable when still.
Prerequisites: Chameleon Man, 6 Hit Dice
Benefits: Any round in which you do not move you gain the benefits of the Invisibility spell.


Improved Shifting Patterns
Your ability to deflect blows increases.
Prerequisites: Chameleon Man, 9 Hit Dice
Benefits: Any round in which you move you gain the benefits of a Displacement spell.


Tookoo Defender
All Chameleon Men have a magical site sacred to their tribe known as the Tookoo.
Prerequisites: Chameleon Man or Wallara
Benefits: You gain a +2 Bonus on attack rolls and Willpower Saves when defending the tribe's Tookoo, or their Allies, or your Allies.


Chameleon Man Racial Substitution Levels

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Dragonfire Adept
Level 1: You gain access to new Incantations or Breath Effects based on the Gemstone Dragons (which will be forthcoming).

Dragon Shaman
Level 1: You may choose Sea Dragon or any of the Gemstone Dragons as your Totem Dragon (ACF Levels will be forthcoming).

Bhu
2022-07-17, 05:29 PM
CROCODILIAN (BRUTE)

http://Picture URL if you have one

"You should probably stay out of swamps..."

Crocodilians are so-called because of their crocodile-like heads, long tails, and armored hide. They have short legs and long arms, and are distantly related to the Agrutha and Lizardfolk.

CROCODILIAN RACIAL TRAITS
· +12 Str, +8 Con, -4 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 20 ft.
· Base swim speed 30 ft.
· +7 Natural AC Bonus
· Hold Breath (Ex): A crocodilian can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
· A Crocodilian has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 2 Feats.
· Crocodilians have a Primary Bite attack doing 2d4 plus Strength Bonus, and a Secondary Tail Lash doing 1d12 plus 1/2 Str Bonus. They get a Bite and a Tail Lash with a Full Attack.
· A Crocodilian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A Crocodilian gains a +4 racial bonus on Hide checks when in the water. Further, a Crocodilian can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
· Level Adjustment: +3
· Favored Class: Barbarian

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d2 Years

HEIGHT AND WEIGHT
Base Height: 7'3"
Height Modifier: +2d12"
Base Weight: 420 lbs.
Weight Modifier: x (2d6) lbs.

CROCODILIAN CHARACTERS
While you do well in melee combat, you aren't meant for range much without a Feat tax, and LA/Racial HD kind of mess you over as a caster. Your race likes 2 handed or reach weapons, so get a nice big one and wail on.
Adventuring Race: Crocodilians usually go on adventures to right some perceived wrong, or because they are forced to do so. most of them live life as one with nature and don't like that disrupted. Only a threat to the local ecosystem will really move them to act.
Character Development: You're slow on land. If you can't fix this, get a Reach weapon and make foes come to you, or ambush them by the water like Crocs do.
Character Names: Crocodilians use Lizardfolk names.

ROLEPLAYING A CROCODILIAN
Other races care about endless minutiae that you have no time or patience for. Why spend all your days slaving away at a job to pay someone else for food when you can simply catch your own? Why bother with buying weapons when you can simply make your own? You really don't see the point to having a society.
Personality: Crocodilians have little in the way of facial expression, and do not comport themselves in a manner normal to most other intelligent races. Between that and their reserved nature, they rarely reveal much personality.
Behaviors: Most observers don't find much difference between Crocodilians and actual Crocodiles other than intelligence level. But for their habit of talking once in a while, the Crocodilians live pretty much like animals as they prefer a peaceful, uninvolved life as simple predators.
Language: Crocodilians speak Lizardfolk (and occasionally Common).

CROCODILIAN SOCIETY
Crocodilians have no real culture or society. But for mating or mutual self defense, they are avowed loners who live in straw huts out in the middle of nowhere, or in the riverbeds with actual crocodiles. they don't really band together unless circumstance forces them to, or they come under the influence of a Master Crocodilian.
Alignment : Like most Lizardfolk the Crocodilians are usually Neutral.
Lands : Most Crocodilians live alone, or with other Crocodiles in the river beds.
Settlements : Some Crocodilians live in straw huts, but they are never far from a water source.
Beliefs : Most Crocodilians have little use for religion, though some may follow the Lizardfolk Gods. Captives of the Master Crocodilians often worship Evil Gods.
Relations: Crocodilians are highly territorial, and prone to attack if hungry, but unlike many other Lizardfolk are quite likely to be helpful if one is polite, and approaches them in the correct manner.

CROCODILIAN ADVENTURES
· A Priest of Set is attempting to unite everyone, and you hope to somehow stop him. Your people were meant to live quiet, separate lives.
· Something in the swamp water is poisoning the minds of the local animals, twisting them while simultaneously making them grow ever larger. You have fled seeking help.
· Four heavily armed drifters have entered the swamp and are in the progress of making fools of themselves. You have decide to take them under your wing and help with their errand to get rid of them.



Crocodilian Brute Racial Feats

Scent
You can track via smell.
Prerequisites: Crocodilian Brute or Master
Benefits: You gain the Scent ability listed in the Monster Manual.


Sensory Pits
You are sensitive to movement and pressure changes.
Prerequisites: Crocodilian Brute or Master, Wis 15+
Benefits: You gain the Blindsense ability listed in the MM, with a range of 10 feet.



Crocodilian Brute Racial Substitution Levels

Barbarian
Level 1: Lose Fast Movement for Armored Rage
Armored Rage (Ex): When Raging a Crocodilians DR improves by 3. For example if it has DR 1/-, it now has DR 4/-. If you do not have DR yet, you gain DR 3/-.

Metastachydium
2022-07-19, 06:24 AM
SIS'THIK (Mystara)

(…)

· +4 Con, -2 Dex, -2 Int (Male) +4 Str, -2 Int, -2 Cha (Female)

That's an odd one. I'm not sure I can recall seeing male and female members of the same species having different numbers anywher in 3.5, barring , of course, species mimicking eusocial insects (like, say, formians).


Partial Fire Immunity (Ex): The Sis 'Thik are immune to normal fire damage, and have Energy Resistance 5 against magical fire.

Nice. I like that.


Caymen have a +4 Racial Bonus to Hide and Move Silently Checks.

Leftover alert!


Sis'thik Racial Feats

Sis'thik Endurance
You can take whatever the desert hands out.
Prerequisites: Sis'thik
Benefits: You permanently have the benefits of the Endure Elements spell, but only against heat.

That's kind of redundant. As per Sandstorm, fire immunity handles heat just fine (heck, if I remember correctly, fire resistence 5 would do the job on its own).


Dragon Shaman
Level 1: You may only choose Blue Dragons as your Dragon Shaman.
Level 6 and 11: Replace Touch of Vitality with Touch of Thunder.
Touch of Thunder (Su): Beginning at 6th Level both you and Allies within range of your Draconic Aura do an additional +1d6 electrical damage with melee attacks on a successfully confirmed critical. At eleventh level you do +1d6 electrical damage with a melee attack or a touch attack, and another +1d6 electrical damage om a successful critical.

That's not bad. Still, Touch of Vitality is good. Hm.


CHAMELEON MAN (Mystara)

(…)

· Dimension Door (Su): At will as a Full Round Action the Chameleon Man may teleport anywhere within 120'. This otherwise is similar to the Dimension Door spell, except that you never risk teleporting into solid matter.

O-okay. Even as a full-round action, Su Dimension Door+ at-will at ECL 3 is damn strong. Too strong, I'd even dare say.


STARTING AGE
Adulthood: 8 weeks

Ah, they grow up so fast! (Wait, I think I did that one already.)


The tookoo radiates magic for purposes of spells like Detect Magic, and Chameleon Men defending it (within 100') gain a +2 Bonus on Attack and Damage Rolls and may Take 20 on Willpower Saves. They do this as the tookoo is their only means of reproduction. The Chameleon Men currently have no females, and when they offer up their shed skin to the tookoo there is a 60% chance that it will become a new Chameleon Man which will grow to adulthood within 8 weeks.

That's quite something. Not for a PC, perhaps, but still.


CROCODILIAN RACIAL TRAITS
· +12 Str, +8 Con, -4 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 20 ft.
· Base swim speed 30 ft.
· +7 Natural AC Bonus
· Hold Breath (Ex): A crocodilian can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
· A Crocodilian has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 3 Feats.
· Crocodilians have a Primary Bite attack doing 2d4 plus Strength Bonus, and a Secondary Tail Lash doing 1d12 plus 1/2 Str Bonus. They get a Bite and a Tail Lash with a Full Attack.
· A Crocodilian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A Crocodilian gains a +4 racial bonus on Hide checks when in the water. Further, a Crocodilian can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
· Level Adjustment: +3
· Favored Class: Barbarian

That's a bit… Generic. Standard lizardfolk can kind of get away with that, but they don't have a starting ECL of 10.


Crocodilian Brute Racial Feats

Scent
You can track via smell.
Prerequisites: Crocodilian Brute or Master
Benefits: You gain the Scent ability listed in the Monster Manual.


Sensory Pits
You are sensitive to movement and pressure changes.
Prerequisites: Crocodilian Brute or Master, Wis 15+
Benefits: You gain the Blindsense ability listed in the MM, with a range of 10 feet.



Crocodilian Brute Racial Substitution Levels

Barbarian
Level 1: Lose Fast Movement for Armored Rage
Armored Rage (Ex): When Raging a Crocodilians DR improves by 3. For example if it has DR 1/-, it now has DR 4/-. If you do not have DR yet, you gain DR 3/-.

This stuff helps mitigate that somewhat, but still.

Bhu
2022-07-20, 11:49 PM
That's an odd one. I'm not sure I can recall seeing male and female members of the same species having different numbers anywher in 3.5, barring , of course, species mimicking eusocial insects (like, say, formians).

I'm not sure why but the 2e entry really stresses their dimorphism, both in physical appearance and social caste. I modified it and the CHameleon Man to hopefully fix concerns.




That's a bit… Generic. Standard lizardfolk can kind of get away with that, but they don't have a starting ECL of 10.

This stuff helps mitigate that somewhat, but still.

They're ECL 8. They get 2 of the Gator Man Feats related to grappling with their bite as well. I'm afraid there isn't much background on them so I did what I could. The Crocodilian Master is next, and will be a weird one. 3 racial hit dice, 5th level divine spellcasting, LA +4.

Metastachydium
2022-07-21, 10:45 AM
I'm not sure why but the 2e entry really stresses their dimorphism, both in physical appearance and social caste.

2e was weird, but okay.


I modified it and the CHameleon Man to hopefully fix concerns.

Yep. The Dimension Door thing looks good. Scaling racial abilities can be really nice (although I'm still salty about the deal with the raptorans).


They're ECL 8.

My mistake. Ignore me.


They get 2 of the Gator Man Feats related to grappling with their bite as well. I'm afraid there isn't much background on them so I did what I could.

Well, that's not ideal, but when one's hands are tied, one's hands are tied. This here:


The Crocodilian Master is next, and will be a weird one. 3 racial hit dice, 5th level divine spellcasting, LA +4.

should make up for that wonderfully anyway.

Bhu
2022-07-24, 05:22 PM
CROCODILIAN (MASTER)

http://Picture URL if you have one

"Bow to Set!"

Crocodilian masters are much smaller versions of Brutes engineered by Evil deities to serve as Priests assisting with their plans of world conquest. Their tails are much smaller, and they aren't nearly as massive as the Brutes.

CROCODILIAN RACIAL TRAITS
· +4 Str, +4 Con, +2 Int, +2 Wis, +2 Cha
· Size Class: Medium
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 20 ft.
· Base swim speed 30 ft.
· +7 Natural AC Bonus
· Hold Breath (Ex): A Crocodilian can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
· Priest: Masters may cast spells as a 5th Level Cleric of any Evil Deity that accepts Chaotic Evil worshipers. This stacks with any Levels they may gain in the Cleric class.
· A Crocodilian has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Bluff, Hide, Intimidate, Knowledge (Arcana, History, Religion), Listen, Spot, Survival, and Swim. It also gets 2 Feats.
· Crocodilians have a Primary Bite attack doing 2d4 plus Strength Bonus.
· A Crocodilian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A Crocodilian gains a +4 racial bonus on Hide checks when in the water. Further, a Crocodilian can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
· Level Adjustment: +4
· Favored Class: Cleric

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
Base Height: 6'5"
Height Modifier: +2d6"
Base Weight: 210 lbs.
Weight Modifier: x (2d6) lbs.

CROCODILIAN CHARACTERS
You were meant to be a Cleric, and not just because the fluff says that's why an Evil deity made you. Your stats are pretty much tailor made for the Class, and you cast at 5th Level despite having 3 hit dice. Your race screams Cleric so much most other choices don't compare.
Adventuring Race: Masters adventures at the orders of their Evil heathen Gods, or to accrue wealth and power for the day the order to march comes.
Character Development: You're a little slow on land, which is your only real weakness. Spells can prolly fix that tho.
Character Names: Crocodilians use Lizardfolk names.

ROLEPLAYING A CROCODILIAN
You are dedicated to making this world a Hell on Earth, where the Humanoid races are bred as food or disposable workers. Your God has promised you much power, and to achieve that power you must make his wishes come true.
Personality: Masters exemplify the worst traits of Evil. They obey no laws, following their own impulses instead. All other life, even other Masters are pawns, food, or slaves.
Behaviors: Masters enjoy torture, sacrifice, and devouring opponents alive.
Language: Crocodilians speak Lizardfolk and Common, though many learn the languages of nearby evil races who worship the same Gods they do.

CROCODILIAN SOCIETY
Civilization under the Masters rule is a brutal, oppressive theocracy dedicated to slavery and the worship of Evil Gods. Humanoids are often sacrificed or eaten, and other more useful races are simply means to an end.
Alignment : Masters are almost universally Chaotic Evil.
Lands : Most Masters live in temples or cities built on or near rivers.
Settlements : Given their nature, the Masters do not settle so much as attempt to conquer..
Beliefs : Most Masters are beholden to Set, Sebek, or whatever other Chaotic Evil Deity created them.
Relations: Masters are fond of Mummies, Jackalweres, and Spirit Nagas, but despise humans whose flesh they find addictive. They consider other Lizardfolk as their pawns. Everything else is fodder.

CROCODILIAN ADVENTURES
· The time has come for your sect to participate in a rare competition to see who can gain Set's favor and become High Priest. The reward is that you get to keep your mental and mystical powers, but gain the body and physical abilities of a Brute Crocodilian.
· Set has ordered you to bring the swamp under your control. Which would be easy, were it not for the Devourer who also makes it his home..
· A human woman covered in scales shows up claiming to be your new concubine. You didn't order one. You don't really find her attractive. And her blank, thousand yard stare and greasy smile tells you she's a few steps further along the path to insanity than you are... Perhaps Set is testing you. Perhaps she's a Devil, and Hell has realized you've aided in the Blood War. Perhaps she's a serial killer who likes her targets scaly and believes she knows how to get close to you. Either way, life just got interesting.


Crocodilian Master Racial Substitution Levels

Cleric
Level 1: Crocodilian Masters revere Set or Sebek (though some are created by other Evil deities). Set's Domains are Arcana, Air, Darkness, Evil, Hatred, Law, Scalykind. Sebeks Domains are Animal, Evil, Gluttony, Scalykind and Water. They also spontaneously cast domain spells instead of Cure or Inflict.

Bhu
2022-07-31, 05:55 PM
CAYMA (Red Steel)

http://Picture URL if you have one

"Keep yer filthy hands off mah beef!"

Caymas are one foot tall green or brown lizard men with black eyes. They raise large lizards to serve as beasts of burden, and against all odds have become well known herders or Aurochs.

CAYMA RACIAL TRAITS
· +6 Dex, -4 Str (minimum 3), -2 Int
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
· Type: Humanoid with the Reptilian Subtype
· Base land speed 20 ft.
· Darkvision 90 ft.
· Cayma have a +3 Natural Armor Bonus to AC. Cayma gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +6).
· A Cayma has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Hide, Listen, Ride, and Spot. It also gets 1 Feat.
· Cayma have a Primary Bite attack doing 1d3 plus Strength Bonus.
· Cayma have a +4 Racial Bonus to Hide and Move Silently Checks.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
· Level Adjustment: +0
· Favored Class: Ranger

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d3
Bard, Fighter, Paladin, Ranger: +1d4
Cleric, Druid, Monk, Wizard: +2d4

AGING EFFECTS
Middle Age: 20 (30 for casters)
Old: 30 (45 for casters)
Venerable: 40 (60 for casters)
Maximum Age: +2d10 years
Cayma gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +3).

HEIGHT AND WEIGHT
Base Height: 8"
Height Modifier: +2d4"
Base Weight: 2 lbs.
Weight Modifier: x1 ounces

CAYMA CHARACTERS
Your dex bonus makes you a pretty good rider so long as you have the right equipment. And who doesn't find a little bitty lizard guy on a giant cow to be amusing?
Adventuring Race: Caymas go on adventures to defend their people, get back things that have been stolen from them, etc. Basically your not so evil motivations.
Character Development: Your small size and slow movement rate will give you problems in melee. Fortunately your race are well renowned Aurochs riders and lizard chariot racers, and your Wizards have a talent for making magical grenades. So screw melee, ride a giant bull while flinging explosives like beads at Mardi Gras.
Character Names: Cayma use Lizardfolk names.

ROLEPLAYING A CAYMA
Your people generally tend to be good at two things: riding bulls and hiding. Your dream is to one day become so good at both that observers think the bull is riding itself for lack of a better term.
Personality: You like fading into the background and being unobtrusive. The unnoticed are safe.
Behaviors: The Cayma survive by being unobtrusive. They also have a startling inventive streak despite their racial Intelligence penalty, and have come up with some pretty odd things. Much of their time is spent observing and trying to figure out how to 'make stuff better'.
Language: Cayma speak Lizardfolk and Common.

CAYMA SOCIETY
Cayma are devoted cattle ranchers and traders. Most of their time is spent gathering cinnabryl and maintaining their Aurochs herds.
Alignment : Most Cayma are strictly Neutral.
Lands : All Cayma live in the swamp known as The Bayou on the Orc's Head Peninsula.
Settlements : The Cayma sometimes extend their grazing lands, but only rarely.
Beliefs : Cayma likely worship Ka the Preserver.
Relations: Cayma tolerate the Shazaks, but fear the Gurrash and most any race larger then themselves.

CAYMA ADVENTURES
· Someone bin rustlin' yer cattle. Time to round up the boys.
· The Gurrash are on the move, and your village is in their path. Time to form a plan for defense.
· A large ghost bull has been sighted in the swamp, and you have been asked to find a way to lay it to rest.



Cayma Racial Feats

Craft Grenade
You make the things what go boom.
Prerequisites: Cayma, Caster Level 1st
Benefits: You can make Cayma Grenades. These are effectively Scrolls with the following differences: Anyone can use them if they have Exotic Weapon Proficiency (Cayma Grenades). Activation is Swift (Manipulation). Only spells which have an area effect that is a burst, emanation or spread AND do damage can be made into grenades. Additionally, the following can be made into grenades as well: Sleep, Fog Cloud, Stinking Cloud, Deep Slumber or Cloudkill. Sleep and Deep Slumber both create a 10 foot radius cloud that affects those inside it. Cayma Grenades weigh 6 ounces, and have a range increment of 10 feet.


Aurochs Rancher
You're a professional cowherd.
Prerequisites: Cayma
Benefits: You get a +2 Bonus or Jump and Ride Checks (this stacks with Animal Affinity). You do not take the -5 penalty to Ride Checks for having an 'ill-suited' mount.


Bone Spell
You wave carved bones at people, and they assume your spells are more powerful (and whaddya know, they are).
Prerequisites: Cayma, Caster Level 3rd
Benefits: You may susbstitute a Focus made of bone for any spell that requires a Material Component worth 1 GP or less. If you sacrifice the bone as a Free Action, the next spell you cast increases it's Caster Level by 2.



Cayma Racial Substitution Levels

Fighter
Level 4: Instead of a Fighter Bonus Feat you gain the Wild Cohort Feat. You may only choose a Bison for your Cohort, but don't take the three Level Penalty for purposes of determining it's abilities. Also technically its an Aurochs, but Bison stats will have to do.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Ranger
Level 1: Lose Wild Empathy but gain Exotic Weapon Proficiency (Cayma Grenades)
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Cayma Rangers can choose Aurochs Rider or Grenadier.
Combat Style: Aurochs Rider gets Mounted Combat at 2nd Level, Ride-By Attack at 6th Level, and Spirited Charge at 11th Level. Grenadier gets Weapon Focus (Cayma Grenade) at 2nd Level, Grenadier at 6th Level (See PHB2), and Far Shot at 11th Level.

Bhu
2022-08-07, 04:36 PM
GURRASH (Red Steel)

http://Picture URL if you have one

"Meat..."

Gurrash are mutants created as slaves by the Herathians like most of the Bayou's Lizard-kin. They resemble 8' tall Lizardfolk with alligator like heads.

GURRASH RACIAL TRAITS
· +6 Str, +4 Con, -4 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10'.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 30 ft.
· Base swim speed 50 ft.
· +5 Natural AC Bonus
· A Gurrash has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 2 Feats.
· Gurrash have a Primary Bite attack doing 2d4 plus Strength Bonus, and a Secondary Claw Attack doing 1d4 plus 1/2 Str Bonus. They get 1 Bite and 2 Claws with a Full Attack.
· A Gurrash has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
· Automatic Languages: Lizardfolk. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Barbarian


STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
Base Height: 7'3"
Height Modifier: +2d10"
Base Weight: 320 lbs.
Weight Modifier: x (2d6) lbs.

GURRASH CHARACTERS
Most Gurrash are, by far, mostly Barbarians, though they have the occasional Cleric. As usual their Racial HD make casters problematic.
Adventuring Race: Gurrash are on a religious mission to wipe out all life except themselves. They don't have time for much else unless they've fled their own people.
Character Development: Given your races paranoia and intense competitiveness, you'd best be self-sufficient if you intend to survive.
Character Names: Gurrash use Lizardfolk names.

ROLEPLAYING A GURRASH
Gurrash have a well deserved reputation for showing no mercy. They believe other races are food and intend to wipe them from the Earth. Obviously this means you have pretty damn few friends...
Personality: The entire world is your enemy, even other Gurrash. Your people may be Goron's chosen, but you must prove to her you deserve her attention more than your fellows, so even they aren't entirely allies.
Behaviors: Gurrash spend most of their time hunting or fighting. They will even eat one another given the chance.
Language: Gurrash speak Lizardfolk and Common.

GURRASH SOCIETY
The Gurrash are little better than brutes spurred on to constant warfare by their dark God who uses them as cannon fodder in her schemes.
Alignment : The savage Gurrash are almost universally Chaotic Evil.
Lands : All Gurrash live in the swamp known as The Bayou on the Orc's Head Peninsula.
Settlements : The Gurrash are at eternal war with everything they encounter, which prevents their spreading much.
Beliefs : Gurrash worship Goron, the reptilian Queen of Evil and Water. It is she who commanded them to revolt against their Herathian creators.
Relations: Gurrash kill and eat virtually anything they encounter.

GURRASH ADVENTURES
· Goron has given the order to go to war. You have been chosen to scout out the right target to begin things.
· The Herathians have been spotted in your territory, and it's obvious they're looking for something. The chieftain wants to go to war, but you know the tribe isn't prepared for it. You need to find out what's going on and settle things before the tribe does something foolish.
· Famine has hit the swamps, and your food sources are drying up. You need to find out whats going on or your people will have to resort to cannibalism.



Gurrash Racial Feats

Gator Rage
You have anger management issues.
Prerequisites: Gurrash
Benefits: You may Rage 1/day as per the Barbarian ability. If you have Barbarian class Levels, this Feat lets you Rage twice more per day instead.


Gator Frenzy
You have bad anger management issues.
Prerequisites: Gurrash, Gator Rage
Benefits: You may Frenzy 1/day as per the Frenzied Berserker ability (see Complete Warrior). If you have Frenzied Berserker class Levels, this Feat lets you Frenzy twice more per day instead.



Gurrash Racial Substitution Levels

Barbarian
Level 1: Lose Fast Movement for Goron's Rage
Goron's Rage (Ex): When Raging a Gurrash gains a +2 Bonus to attack and damage rolls against anything of Good Alignment.

Cleric
Level 1: Gurrash Clerics revere Goron. Goron is a female avatar of Demogorgon (Alignment CE, Favored Weapon Whip or Tentacle, Domains are Chaos, Charm, Decay, Destruction, Evil, Scalykind). They also spontaneously cast domain spells instead of Cure or Inflict.

Ranger
Level 1: Lose Wild Empathy
Level 4: Replace Animal Companion with Power Bite
Power Bite (Ex): If you succeed with a Bite attack on an opponent your size or smaller, you may immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Gurrash Rangers can choose Tail Fighter or Drowner.
Combat Style: Tail Fighter gets a secondary Tail Attack doing 1d6 plus Str Modifier at 2nd Level, Multiattack at 6th Level, and at 11th Level opponents they successfully damage with their tail are stunned 1 round if they fail a Fortitude Save (Save DC is 10 plus 1/2 HD plus Str modifier). Drowner gets a +2 Bonus to Grapple Checks at 2nd Level, Earth's Embrace (See Complete Warrior) at 6th Level, and Constrict (2d4 plus one and a half times Str Modifier) at 11th Level.

Bhu
2022-08-14, 04:46 PM
KROLLI (Red Steel)

http://Picture URL if you have one

"Only the strong should survive."

Krolli are 7'-8' tall Lizardfolk with large wings and surprisingly light but strong frames.

KROLLI RACIAL TRAITS
· +6 Str, +4 Dex, +4 Con, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft..
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 25 ft.
· Base flight speed 50 ft. (Good)
· +8 Natural AC Bonus
· Limited Flight (Ex): Flight is hard on the Krolli, and if they have lost at least 50% of their hit points cannot do it (nor may they Fly under Heavy Encumbrance). While flying they must make a DC 15 Fortitude Save once per Minute while carrying Light or Medium Encumbrance, or once every 5 Minutes if unencumbered. If the Save is successful, their next Save DC increases by +1 until they fail or stop flying (this is cumulative). If they fail, they must stop flying until they have rested an hour.
· Flying Rake (Ex): When making a Full Attack while flying the Krolli gain two Secondary Claw Attacks doing 1d10 plus half Str Bonus).
· A Krolli has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Intimidate, Listen, Spot, Survival, and Swim. It also gets 2 Feats.
· Krolli have a Primary Claw attack doing 1d8 plus Strength Bonus, and a Secondary Bite Attack doing 1d6 plus 1/2 Str Bonus. They get 1 Bite and 2 Claws with a Full Attack.
· A Krolli has a +4 racial bonus on Listen and Spot Checks.
· Automatic Languages: Lizardfolk. Bonus Languages: Any nearby race.
· Level Adjustment: +3
· Favored Class: Fighter

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 60
Old: 90
Venerable: 125
Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
Base Height: 7'3"
Height Modifier: +2d12"
Base Weight: 130 lbs.
Weight Modifier: x (2d6) lbs.

KROLLI CHARACTERS
While LA/Racial HD kills off any thoughts you may have of being a caster, you will make a pretty decent flying warrior. Despite this, a plurality of your population become Clerics.
Adventuring Race: Krolli venture forth as traders and mercenaries to earn the wealth they covet so much. While not many of their race go on adventures those that do often mention money as the reason. In fact, members of your race are primarily adventurers.
Character Development: You're slow on the land so develop your aerial fighting abilities, and work on extending your flight time.
Character Names: Krolli use Lizardfolk names.

ROLEPLAYING A KROLLI
You're kind of hard to like. Others find you greedy, contemptuous, and aloof. However they are willing to pay you well to fight on their behalf, and that's what matters most.
Personality: Might makes right, and if you don't have enough might, you'll accrue wealth until you do. You'd be great robber baron capitalists if you could stand to associate with the other races for any length of time.
Behaviors: Krolli are loners, living only in small cliques, and never associating much outside them. They don't feel comfortable in large groups, especially among other humanoids.
Language: Krolli speak Lizardfolk and Common.

KROLLI SOCIETY
The Krolli are social darwinists, believing that only the strong survive, and going so far as to letting their children die if they can't escape their eggs on their own without help (Krolli eggs are very tough). Evil Krolli are known to be slavers.
Alignment : Krolli are almost as variable as human beings, and have no real specific leanings in their alignment.
Lands : Krolli live in aeries in hills or mountains in an area known as The Arm of the Immortals.
Settlements : Krolli are a sparse race, and have not spread from their homeland (at least not as far as settling anyway).
Beliefs : Most Krolli worship Ka the Preserver.
Relations: Krolli prefer to avoid other races, but they do enjoy wealth and are willing to trade for it, particularly with the humans. The tribes among them who are slave owners are a minority, but their activities soil the reputation of all Krolli.

KROLLI ADVENTURES
· Something has been poaching your peoples eggs. You need to put a stop to it before your people are wiped out.
· The humans your people trade with are late. Scouts have found them dead at the base of the mountain, and you need to find out why before you are blamed.
· A strange humanoid unlike anything you have ever seen has turned up at the aerie, claiming to be an Immortal who will lead your people to their true destiny, You are skeptical, but whatever he is, he has immense power. You'll need to go find help for this one.



Krolli Racial Feats

Powerful Build
Flying requires serious muscles.
Prerequisites: Krolli, Str 15+
Benefits: The physical stature of Krolli lets them function in many ways as if they were one size category larger.

Whenever a Krolli is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Krolli is treated as one size larger if doing so is advantageous to him.

A Krolli is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Krolli can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.


Initiate of Ka
Ka the Preserver has accepted you as a member of his clergy.
Prerequisites: Ka as a Patron, Lawful Alignment, Cleric Level 1st
Benefits: Any weapons you wield (including natural) are considered Lawful-aligned for overcoming DR. Add the following to your Cleric spell list:

1st Alarm
2nd Mechanus Mind
3rd Earthen Grace
4th Lesser Globe of Invulnerability
5th Aiming at the Target
6th Globe of Invulnerability
7th Antimagic Ray
8th Finding the Center


Flyby Spell
You're good at casting on the move.
Prerequisites: Krolli, Flyby Attack
Benefits: When casting a spell as part of a Flyby attack, the Save DC of your spell increases by +1. This stacks with Feats like Spell Focus.


Improved Flyby spell
You prefer to cast spells on the wing.
Prerequisites: Krolli, Flyby Spell
Benefits: When casting a spell as part of a Flyby attack, the Save DC of your spell increases by an additional +1. This stacks with Feats like Spell Focus.


Improved Flight
You can fly further than most of your people.
Prerequisites: Krolli, Powerful Build, Level 6+
Benefits: You do not lose your ability to fly when your hit points dip below half. They do not need to make a save to avoid needing to rest if unencumbered, and only every 10 minutes with Light or Medium Encumbrance.



Krolli Racial Substitution Levels

Fighter
Level 1: When choosing your Fighter Bonus you may instead choose any Feat that has a Fly speed as a prerequisite, or any Feat that requires a Feat with a Fly speed as a prerequisite.

Cleric
Level 1: Krolli Clerics revere Ka (Alignment LG, Favored Weapon Longsword, Domains are Animal, Creation, Knowledge, Protection, Scalykind. They also spontaneously cast domain spells instead of Cure or Inflict.

Bhu
2022-08-21, 04:53 PM
SHAZAK (Red Steel)

http://Picture URL if you have one

"The forest is important and should be protected."

Shazaks are green or brown Lizardfolk with golden eyes. Created by the Herathians as slaves, and subsequently freed, they still sometimes serve their old masters in times of war.

SHAZAK RACIAL TRAITS
· +2 Str, -2 Int, -2 Cha
· Size Class: Medium
· Type: Humanoid with the Reptilian Subtype
· Base land speed 20 ft.
· +5 Natural AC Bonus
· Ferocity (Ex): A Shazak is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
· A Shazak has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Listen, Ride, Spot, and Swim. It also gets 2 Feats.
· Shazak have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite Attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
· Level Adjustment: +0
· Favored Class: Fighter

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
Base Height: 4'10"
Height Modifier: +2d10"
Base Weight: 120 lbs.
Weight Modifier: x (2d4) lbs.

SHAZAK CHARACTERS
As usual the Shazak are meant for playing melee classes. Losing three caster Levels huts too much.
Adventuring Race: Shazak go on adventures to aid the Herathians, their own people, or other allies. They also do so in defense of their realm. They lack the greed common to many mercenaries, and the pursuit of money is not common to them.
Character Development: Your people are known for riding giant Mobats, which considering your slow movement you will wish to look into.
Character Names: Shazak use lizardfolk names.

ROLEPLAYING A SHAZAK
The Shazak are survivors. They survived being turned away by the Herathians, wars with the Gurrash, and now wars with the Rakasta. Your folk pride themselves on their hardiness.
Personality: The Shazak understand human and humanoid motivations far better than most other Lizardfolk, and even pattern their culture after humans (sort of). In many ways their outlook is far more Druidic than typical civilized humanoids. It's just that humanoid society is the only civilization they've been exposed to.
Behaviors: The Shazak would be called environmentalists in modern society, and are very keen on preserving nature. Spoiling the environment is one of the few things that really gets on their nerves.
Language: Shazak speak Lizardfolk and Common.

SHAZAK SOCIETY
Shazak society is modeled loosely off that of the Herathian nobility, with lots of the Druid's reverence for nature mixed in. Unlike most of the other Lizardfolk they have established some advanced technology.
Alignment : Like most Lizardfolk the Shazak are fairly Neutral.
Lands : The Shazak have been chased from their native swamps by the Gurrash.
Settlements : Having been chased form their homelands the Shazak are venturing into various swamps and forests of the Orc's Head Peninsula.
Beliefs : The Shazak often worship the same Immortals as their Herathian creators.
Relations: The Shazaks are often at war with either the Gurrash or Rakasta, thought they get along well enough with their creators. Which is odd considering their treatment by them.

SHAZAK ADVENTURES
· Something is chasing the Gurrash from the swamps into the forest. They are obviously terrified of something, and you need to put an end to that something to prevent war.
· A Rakasta has insulted a corrupt Herathian noble and suddenly hundreds of you are flying on Mobats, riding into a war no one wants. There has to be a better way. You need to find that way.
· You'd swear one of the Mobats is talking to the others in batspeak. And the way they all look at you when you walk up and find them chittering to one another...is not good.



Shazak Racial Feats

Beast Handler
You can handle more than just Animals.
Prerequisites: Shazak, Handle Animal 6 ranks
Benefits: You may now use the Handle Animal skill on Magical Beasts with an Intelligence of 3 or less.


Mobat Rider
You have trained your Dire Bat to unleash hellish screeches.
Prerequisites: Beast Handler, must have Dire Bat Cohort or Animal Companion
Benefits: Once per day as a standard action, your Mobat (Dire Bat) can produce an ear-splitting screech that stuns non-Mobats in a 20-foot-radius burst. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other Mobats and Shazak are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.


Shazak Hardiness
You are tougher than most think.
Prerequisites: Shazak, Con 13+
Benefits: You gain a +1 Bonus to Fortitude Saves (this stacks with Greater Fortitude and similar Feats).


Shazak Endurance
You're even tougher than you think.
Prerequisites: Shazak Hardiness
Benefits: You gain a +1 Bonus to Willpower Saves (this stacks with Iron Will and similar Feats).


Shazak Racial Substitution Levels

Fighter
Level 4: Instead of a Fighter Bonus Feat you gain the Wild Cohort Feat. You may only choose a Dire Bat for your Cohort, but don't take the three Level Penalty for purposes of determining it's abilities.

Ranger
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Shazak Rangers can choose Bat Rider or Spearman.
Combat Style: Bat Rider gets Mounted Combat at 2nd Level, Mounted Archery at 6th Level, and Improved Mounted Archery (see Complete Warrior) at 11th Level. Spearman gets Weapon Focus (Spear) at 2nd Level, Weapon Specialization (Spear), and Improved Critical (Spear) at 11th Level.


Scout
Level 4+: You add Wild Cohort to the list of Feats you may take for your Scout Bonus Feats.

Bhu
2022-08-28, 04:19 PM
DEMARAX (Planescape)

http://Picture URL if you have one

"Crystals??"

The Demarax are bloated, semi humanoid reptiles with jewels studding their hide and three yellow eyes. They move and speak slowly and deliberately, and are often mocked for their perceived inadequacies.

DEMARAX RACIAL TRAITS
· +2 Str, +2 Con, -2 Dex, -4 Int (minimum of 3), -4 Cha (minimum of 3)
· Size Class: Medium
· Type: Outsider with the Lawful and Extraplanar Subtypes
· Base land speed 15 ft.
· Natural AC Bonus equal to half Hit Dice, rounded up (max +10)
· Spell Resistance (Ex): Demarax gain Spell Resistance equal to their CR plus 11.
· Spell Crystal Eater (Ex): Spell Crystals are the physical manifestation of Summoning or Divination spells on the Outer Planes. Touching one summons the toucher as opposed to whatever being it was sent to fetch, often causing trouble. Demarax are immune to these effects, and consider spell crystals food. They require one spell crystal per every 24 hours or they must make Fortitude Saves to avoid beginning suffering the effects of starvation (see DMG). Demarax can sense spell crystals within 200' as if they had Blindsight, and crystals within that range immediately divert from their destination and head towards the Demarax at a speed of 50 feet per round..
· Eye Missiles (Su): The Demarax can cast Magic Missile 3/day as a Supernatural Ability. Each time it uses this ability it shortens the amount of time it needs to eat a spell crystal to avoid starvation by 2 hours.
· Crystal Storm (Ex): At will as a Standard action the Demarax may unleash a storm of magic energy in a 20 ft. Area centered on itself (it is immune to the effects). Anything within this Area of Effect must make a Willpower Save (DC is 10 plus 1/2 HD plus Con Modifier) or roll on the following:
1-2: Confused for 1d4 rounds as they are barraged by questions.
3-4: Blinded for 2d4 rounds by conflicting images of other worlds.
5: Victims Blink as per the spell for 2d4 rounds.
6: Victims are transported to the Prime Material Plane by the remnants of a Summon spell gone wrong.
Using this ability exhausts the Demaraxes life force, and it must eat a spell crystal within 1d6 hours or die.
· Odd Mind (Ex): Demarax cannot lie, take a -4 Racial Penalty on Diplomacy, and Intimidate Checks. They automatically fail all Bluff Checks. Opponents wishing to make opposed Bluff, Diplomacy or Intimidate Checks against a Demarax take a -6 Penalty as well.
· A Demarax has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +4 Will Save, and (8 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Knowledge (Arcana, History, The Planes), Spot, and Swim. It also gets 2 Feats.
· Demarax have a Primary Tail Lash attack doing 1d8 plus one and a half times Strength Bonus.
· Automatic Languages: Common. Bonus Languages: Any nearby race.
· Level Adjustment: +2
· Favored Class: Demarax (see below)

STARTING AGE
Adulthood: 5 years
Barbarian, Rogue, Sorcerer: +1d3
Bard, Fighter, Paladin, Ranger: +1d4
Cleric, Druid, Monk, Wizard: +1d6

AGING EFFECTS
The Demarax do not age and are effectively immortal unless slain.

HEIGHT AND WEIGHT
Base Height: 4' 10"
Height Modifier: +2d10"
Base Weight: 150 lbs.
Weight Modifier: x(2d8) lbs.

DEMARAX CHARACTERS
Given their Spell Resistance the Demarax make excellent melee fighters against mages if you can find a way to overcome their speed penalty.
Adventuring Race: Despite being inveterate wanderers, the Demarax rarely adventure. They need to eat spell crystals to survive, and those are found pretty much on the Outer Planes only.
Character Development: The Demarax are pretty odd ducks, and not really well suited for most classes other than their Racial Class below.
Character Names: The Demarax use the names of nearby races if they feel the need to take one. Among themselves they rarely feel the need for them.

ROLEPLAYING A DEMARAX
The Demarax mentality is unusual enough that playing one will be difficult. You aren't very intelligent, you have some obvious cognitive limitations, and you're compulsively Lawful. Quite obviously you are not meant for campaigns involving stealth, subterfuge, or diplomacy as the Demarax are fairly incapable of all of the above.
Personality: The Demarax are infamous for being brick stupid, and unable to lie. However they are important to historians as they never forget anything. Older Demarax can repeat conversations thousands of years old word for word. It's difficult to converse with them sometimes, as they apparently have no separate concepts of past, present, and future.
Behaviors: Demarax are obsessed by eating. They rarely speak much unless it's to ask if you've seen a spell crystal.
Language: The Demarax speak Common.

DEMARAX SOCIETY
The Demarax travel in small groups or alone, and rarely gather in anything bigger. Their simple minded dedication to hunting the spell crystals that are their only source of food keeps them very busy. Rumor has it they were created by the Powers of Law to abate the problems caused by spell crystals.
Alignment : Almost all Demarax are Lawful Neutral.
Lands : The Demarax are found on roaming the Outlands for the most part.
Settlements : They can occasionally be found roaming into any Lawfully aligned plane of existence.
Beliefs :The Demarax aren't known for being religiously devout, but it's assumed if they do worship it would likely be Lawful Neutral deities.
Relations: The Demarax pursue food so single mindedly that few of them ever develop relationships.

DEMARAX ADVENTURES
· A local mage has been bribing other Demarax with spell crystals to perform deeds for him. No one suspects the dull, normally placid creatures of being up to anything so they never see it coming. You do though, and you don't like it.
· A Lichlord is mighty upset you've been eating his summoning spells, and he's decided to make you pay. Fortunately he can't currently make a trip to the Outer Planes to find you. but he is willing to make contact with local entities and bribe them to pursue you.
· You're being followed by some weird floating critter that's become attached to you. You'd swear it's trying to communicate but no one seems to be able to understand it. And you haven't felt hungry since it arrived.



DEMARAX (Prerequisite: Must be an adult of the Demarax species)

http://Picture URL

"Crystals?"

Demarax are so unusual they advance via their own racial class!

Class Skills
The Demarax's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Jump (Str), Knowledge (Arcana, Geography, Local, History, The Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +2 Eat Spell (3rd or lower)
2. +2 +3 +3 +3 Absorb Spell
3. +3 +3 +3 +3 Eat Spell (4th or lower)
4. +4 +4 +6 +6 Arcane Sight, +1 Natural Weapons
5.+5 +4 +4 +4 Eat Spell (5th or lower)
6.+6 +5 +5 +5 Magic Armor +2, Improved Eye Missiles
7.+7 +5 +5 +5 Eat Spell (6th,or lower)
8.+8 +6 +6 +6 +2 Natural Weapons
9.+9 +6 +6 +6 Eat Spell (7th or lower)
10.+10 +7 +7 +7 Devour Item
11.+11 +7 +7 +7 Eat Spell (8th or lower)
12.+12 +8 +8 +8 +3 Natural Weapons
13.+13 +8 +8 +8 Eat Spell (9th or lower)


Weapon Proficiencies: A Demarax gains no new weapon or armor proficiencies.

Eat Spell (Su): A Demarax can siphon spell energy away from his target and use it to feed himself. A Demarax who hits an opponent with a successful melee attack can choose to 'eat' a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a Demarax can steal a spell with a touch as a standard action. The Demarax can also 'eat' Spell-like Abilities in this manner as long as they have limited daily uses (i.e. they can't eat 'at will' spell-like abilities).

The target of a Eat Spell attack loses one 0-level to 3rd-level spell from memory if she prepares spells ahead of time, or one 0-level to 3rd-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the eaten spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A Demarax can choose which spell to eat; otherwise, the DM determines the devoured spell randomly. If a Demarax tries to eat a spell that isn't available, the eaten spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level Demarax who uses this ability against a 1st-level sorcerer could choose to eat magic missile. Assuming the sorcerer knew that spell, a successful Eat Spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same Demarax ate magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

A devoured spell feeds the Demarax for another 24 hours and keeps starvation at bay. This is cumulative, so eating 5 spells means the Demarax doesn't need to eat for 5 days. Optionally it may use the devoured spell energy to fuel some of it's racial feats.

As a Demarax gains levels, he can choose to steal higher-level spells. At 3rd level, he can steal spells of up to 4th level, and for every two levels gained after 8th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 13th level).

A Demarax can also 'eat' an active spell effect from another creature. A Demarax who hits an opponent with a melee attack can choose to 'eat' a single spell affecting the target. If the target is willing, a Demarax can eat a spell effect with a touch as a standard action.

The Demarax can choose which spell effect to eat; otherwise, the DM determines the devoured spell effect randomly. If a Demarax tries to eat a spell effect that isn't present, the devoured spell effect is determined randomly from among those currently in effect on the target. A Demarax can't eat a spell effect if its caster level exceeds his Hit Dice + his Charisma modifier.

A devoured spell effect feeds the Demarax for another 24 hours and keeps starvation at bay. Optionally it may use the devoured spell energy to fuel some of it's racial feats.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Absorb Spell (Su): Beginning at 2nd level, if a spell or Spell-like ability that targets the Demarax fails to overcome his Spell Resistance, he can attempt to absorb the spell energy to feed himself for 24 hours, or fuel a racial feat. A Demarax can't absorb a spell of a higher spell level than he could devour with his Eat Spell ability (see above).

Arcane Sight (Su): Beginning at 4th Level the Demarax permanently gains the benefits of the Arcane Sight spell (caster level is equal to Hit Dice).

Natural Weapons (Su): At 4th Level the Demarax's Natural Weapons, unarmed strikes and Grapple Attacks gain a +1 Enhancement Bonus, and are considered Magic for purposes of overcoming DR. The Bonus increases to +2 at 8th Level, and +3 at 12th Level.

Magic Armor (Su): The Demarax gains a +2 Deflection Bonus to AC at 6th Level.

Improved Eye Missiles (Su): At 6th Level you can use Chain Missile instead of Magic Missile 5/day (see Spell Compendium).

Devour Item (Su): At 10th Level if you hold an unattended Magic Item for a full round, it must make a Willpower Save or be turned into a normal item. You are fed for 1 day per spell that is required to make the item. You can only Devour Items if the spells that are prerequisites for it's making are of a Level you could devour using your Eat Spell Ability.


EPIC DEMARAX

Hit Die: d8
Skills Points at Each Level : 4 + int
Eat Spell A 21st Level Demarax who hits an opponent with a melee attack can choose to 'eat' an epic spell, spell effect or spell-like ability. To successfully eat an epic spell, the Demarax must make a Spellcraft check equal to the DC of the epic spell. Devoured epic spells feed the Demarax for 1 month if they aren't used to power racial feats.
Absorb Spell At 22nd Level you can Absorb Epic spells, if they fail to penetrate your Spell Resistance, and you can make a Spellcraft check equal to the DC of the epic spell. At 23rd level or higher, a Demarax can choose to use the devoured spell energy as an immediate action, to use to power his racial feats.
Improved Eye Missiles At 22nd Level you upgrade to one Chain Missile per Hit Die (max 20d4+10) and may use it at will. It still reduces the time for when you need to eat again.
Magic Armor Your Deflection Bonus to AC increases to +4 at Level 23.
Natural Weapons At Level 24 and every 4 Levels thereafter your Enhancement Bonus increases by +1, to a maximum of +10 at Level 48.
Devour Item You can now Devour Epic Items.
Bonus Feats: The Epic Demarax gains a Bonus Feat every 5 levels higher than 20th





Demarax Racial Feats

Devour Abjuration
Prerequisites: Demarax, BAB +6
Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Abjuration school, it gains a Deflection Bonus to AC for 1 round per hit die. The Bonus is equal to the spells level.


Devour Conjuration
Prerequisites: Demarax, BAB +6
Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Conjuration school, you gain an effect based on the spells sub-school. If it's a Calling or Summoning spell you can use your Crystal Storm ability once without putting yourself near starvation. If it's a Creation spell you may use your Crystal Storm ability once without putting yourself near starvation, but it's actual whirling crystals instead of magical effects. Opponents within the area of effect take xd6 slashing damage, x equals the Spell's level. If it's a Healing spell you heal (Spell's Level)d6 hit points in damage. If it's a Teleportation spell, you can Teleport 30 feet as a Move Action. You must use this Teleport within a number of rounds equal to the Spell's Level.


Devour Divination
Prerequisites: Demarax, BAB +6
Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Divination school, you gain an Insight Bonus on any one roll. You must choose to roll within (Hit Dice) rounds, or the effect is wasted. Bonus is equal to the spells level.


Devour Enchantment
Prerequisites: Demarax, BAB +6
Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Enchantment school, you gain an effect based on the spells sub-school. If it's a Charm spell you receive a Bonus on Bluff and Diplomacy Checks equal to the Spells level. This effect lasts a number of Rounds equal to your Hit Dice. If it's a Compulsion spell, then opponents find it difficult to attack you for a number of rounds equal to your Hit Dice. If they attack you within this time, they must make a Willpower Save whose Save DC is equal to (10 + Spell Level +Cha Modifier), or choose another target.


Devour Evocation
Prerequisites: Demarax, BAB +6
Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Evocation school, you get a Bonus to attack and damage rolls with your Natural Weapons for one round per Hit Die. The Bonus is equal to the Spell's level. In addition your Natural Weapons are considered Magic for purposes of overcoming Damage Reduction for the same time.


Devour Illusion
Prerequisites: Demarax, BAB +6
Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Illusion school, you gain an effect based on the spells sub-school. If it's a Figment spell you gain the benefits of the Mirror Image spell for a number of Rounds equal to your Hit Dice. If it's a Glamer spell, you are Invisible as per the Greater Invisibility spell for a number of rounds equal to the spells level. If it's a Pattern spell, you gain a Gaze attack with a range of 30 feet for a number of Rounds equal to the Spell's Level. Those who fail the Willpower Save (DC is 10 + Spell's Level +Cha Modifier) are affected as by a Rainbow Pattern Spell for a number of Rounds equal to the Spell's level. If it's a Phantasm spell, you take on a horrifying appearance for a number of Rounds equal to the Spell's level. Anything that sees you must make a Willpower Save (DC is 10 + Spell's Level +Cha Modifier) or be Shaken for a number of Rounds equal to your Hit Dice. If it's a Shadow spell, your Natural Weapon attack does temporary Str damage on it's next hit. The attack must be made before the Encounter ends, and does temporary Str damage equal to the Spell's level.


Devour Necromancy
Prerequisites: Demarax, BAB +6
Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Necromancy school, you heal Ability Damage/Drain equal to the spells Level.


Devour Transmutation
Prerequisites: Demarax, BAB +6
Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Transmutation school, it gains a Resistance Bonus to Saving Throws for 1 round per hit die. The Bonus is equal to the spells level.

Metastachydium
2022-08-31, 06:15 AM
CROCODILIAN (MASTER)

(…)

· Priest: Masters may cast spells as a 5th Level Cleric of any Evil Deity that accepts Chaotic Evil worshipers. This stacks with any Levels they may gain in the Cleric class.

How does this work for the odd non-(C)E croc?


Crocodilian Master Racial Substitution Levels

Cleric
Level 1: Crocodilian Masters revere Set or Sebek (though some are created by other Evil deities). Set's Domains are Arcana, Air, Darkness, Evil, Hatred, Law, Scalykind. Sebeks Domains are Animal, Evil, Gluttony, Scalykind and Water. They also spontaneously cast domain spells instead of Cure or Inflict.

Nice!

This croc's quite good and strong overall. Too bad it does warrant that LA. Stuff like that can mess up a cleric chassis.


CAYMA (Red Steel)

(…)

CAYMA RACIAL TRAITS
· +6 Dex, -4 Str (minimum 3), -2 Int
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
· Type: Humanoid with the Reptilian Subtype
· Base land speed 20 ft.
· Darkvision 90 ft.
· Cayma have a +3 Natural Armor Bonus to AC. Cayma gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +6).
· A Cayma has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Hide, Listen, Ride, and Spot. It also gets 1 Feat.
· Cayma have a Primary Bite attack doing 1d3 plus Strength Bonus.
· Cayma have a +4 Racial Bonus to Hide and Move Silently Checks.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Ranger

Some more tiny little lizards! This is (was; I know you've posted these a while ago) a good day. Gaining +1 natural to AC for hitting maximum age is a tad bit weird, but that's nothing big.

Do you think I can interest you in reducing the number or RHD? Cayma is not much stronger than muckdweller, and certainly not stronger enough to need 2 more RHD.


AGING EFFECTS
Middle Age: 20 (30 for casters)
Old: 30 (45 for casters)
Venerable: 40 (60 for casters)
Maximum Age: +2d10 years

Hm. That's a new one for me with the variable boundaries. Do the casters live longer? Or do they just normally die before reaching Venerable?


And who doesn't find a little bitty lizard guy on a giant cow to be amusing?

Preach it! (How does a tiny creature riding on a large one work in practice, anyway? Rules-wise, I mean. Does an exotic saddle cut it or would they need specialized equipment?)


Craft Grenade
You make the things what go boom.
Prerequisites: Cayma, Caster Level 1st
Benefits: You can make Cayma Grenades. These are effectively Scrolls with the following differences: Anyone can use them if they have Exotic Weapon Proficiency (Cayma Grenades). Activation is Swift (Manipulation). Only spells which have an area effect that is a burst, emanation or spread AND do damage can be made into grenades.

Alright, that's a good one.


Aurochs Rancher
You're a professional cowherd.
Prerequisites: Cayma
Benefits: You get a +2 Bonus or Jump and Ride Checks (this stacks with Animal Affinity).

I'm not sure this is worth the feat slot for much anyone, on the other hand.



Bone Spell
You wave carved bones at people, and they assume your spells are more powerful (and whaddya know, they are).
Prerequisites: Cayma, Caster Level 3rd
Benefits: You may susbstitute a Focus made of bone for any spell that requires a Material Component worth 1 GP or less.

Same here. This doesn't even grant Eschew Materials' "what if they sunder your equipment" benefit.


Cayma Racial Substitution Levels

Fighter
Level 4: Instead of a Fighter Bonus Feat you gain the Wild Cohort Feat. You may only choose a Bison for your Cohort, but don't take the three Level Penalty for purposes of determining it's abilities. Also technically its an Aurochs, but Bison stats will have to do.

(…)

Ranger
Level 1: Lose Wild Empathy but gain Exotic Weapon Proficiency (Cayma Grenades)
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Cayma Rangers can choose Aurochs Rider or Grenadier.
Combat Style: Aurochs Rider gets Mounted Combat at 2nd Level, Ride-By Attack at 6th Level, and Spirited Charge at 11th Level. Grenadier gets Weapon Focus (Cayma Grenade) at 2nd Level, Grenadier at 6th Level (See PHB2), and Far Shot at 11th Level.

Good synergies and theme there. I like these.


GURRASH (Red Steel)

That's somewhat bland, but the numbers it gives are kind of affordable, I suppose.


Ranger
Level 1: Lose Wild Empathy
Level 4: Replace Animal Companion with Power Bite
Power Bite (Ex): If you succeed with a Bite attack on an opponent your size or smaller, you may immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.

Isn't that just your bog standard Improved Grab? Am I missing someone here?


KROLLI (Red Steel)

http://Picture URL if you have one

"Only the strong should survive."

Krolli are 7'-8' tall Lizardfolk with large wings and surprisingly light but strong frames.

KROLLI RACIAL TRAITS
· +6 Str, +4 Dex, +4 Con, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft..
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 25 ft.
· Base flight speed 50 ft. (Good)
· +8 Natural AC Bonus
· Limited Flight (Ex): Flight is hard on the Krolli, and if they have lost at least 50% of their hit points cannot do it (nor may they Fly under Heavy Encumbrance). While flying they must make a DC 15 Fortitude Save once per Minute while carrying Light or Medium Encumbrance, or once every 5 Minutes if unencumbered. If the Save is successful, their next Save DC increases by +1 until they fail or stop flying (this is cumulative). If they fail, they must stop flying until they have rested an hour.

A big bulky flyer? That's neat. Have you considered putting together a racial feat that helps with the Limited Flight thing?


SHAZAK (Red Steel)

(…)

SHAZAK RACIAL TRAITS
· +2 Str, -2 Int, -2 Cha
· Size Class: Medium
· Type: Humanoid with the Reptilian Subtype
· Base land speed 20 ft.
· +5 Natural AC Bonus
· A Shazak has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Listen, Ride, Spot, and Swim. It also gets 2 Feats.
· Shazak have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite Attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
· Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
· Level Adjustment: +0
· Favored Class: Fighter

I don't know. The substitution levels are really nice, but otherwise this is just a way worse lizardfolk (same AC, -4 to stats, lower damage and speed, no Hold Breath(, worse favoured class (for whatever that's worth))) at the same ECL.


DEMARAX (Planescape)

(…)

DEMARAX RACIAL TRAITS
· +2 Str, +2 Con, -2 Dex, -4 Int, -4 Cha
· Size Class: Medium
· Type: Outsider with the Lawful and Extraplanar Subtypes
· Base land speed 15 ft.
· +10 Natural AC Bonus
· Spell Resistance (Ex): Demarax gain Spell Resistance equal to their Hit Dice plus their Constitution Score.
· Spell Crystal Eater (Ex): Spell Crystals are the physical manifestation of Summoning or Divination spells on the Outer Planes. Touching one summons the toucher as opposed to whatever being it was sent to fetch, often causing trouble. Demarax are immune to these effects, and consider spell crystals food. They require one spell crystal per every 24 hours or they must make Fortitude Saves to avoid beginning suffering the effects of starvation (see DMG). Demarax can sense spell crystals within 200' as if they had Blindsight, and crystals within that range immediately divert from their destination and head towards the Demarax.
· Eye Missiles (Su): The Demarax can cast Magic Missile 3/day as a Supernatural Ability. Each time it uses this ability it shortens the amount of time it needs to eat a spell crystal to avoid starvation by 2 hours.
· Crystal Storm (Ex): At will as a Standard action the Demarax may unleash a storm of magic energy in a 20 ft. Area centered on itself (it is immune to the effects). Anything within this Area of Effect must make a Willpower Save (DC is 10 plus 1/2 HD plus Con Modifier) or roll on the following:
1-2: Confused for 1d4 rounds as they are barraged by questions.
3-4: Blinded for 2d4 rounds by conflicting images of other worlds.
5: Victims Blink as per the spell for 2d4 rounds.
6: Victims are transported to the Prime Material Plane by the remnants of a Summon spell gone wrong.
Using this ability exhausts the Demaraxes life force, and it must eat a spell crystal within 1d6 hours or die.
· Odd Mind (Ex): Demarax take a -4 Racial Penalty on Bluff, Diplomacy, and Intimidate Checks. Opponents wishing to make opposed Bluff, Diplomacy or Intimidate Checks against a Demarax take a -6 Penalty as well.
· A Demarax has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +4 Will Save, and (8 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Knowledge (Arcana, History, The Planes), Spot, and Swim. It also gets 2 Feats.
· Demarax have a Primary Tail Lash attack doing 1d8 plus Strength Bonus.
· Automatic Languages: Common. Bonus Languages: Any nearby race.
· Level Adjustment: +0
· Favored Class: Demarax (see below)

O-okay. These fellows are delightfully weird but massively overpowered at this ECL. Even if it has no reliable access to the crystal stuff, it still has an obscene SR, +10 natural armour, a pretty good natural attack and outsider HD (which also offsets the hit the INT quite handily) and with that racial class, all it has to do is team up with a warlock (infinite SLAs!) and go to town.

I can't help but think that this might need quite extensive rework.

Bhu
2022-09-04, 03:00 PM
How does this work for the odd non-(C)E croc? The Master Crocs are created by Evil Gods. A non-Evil one would somehow have to survive leaving their patron and everything they know, and that's extraordinarily unlikely.



Do you think I can interest you in reducing the number or RHD? Cayma is not much stronger than muckdweller, and certainly not stronger enough to need 2 more RHD. I might be able to be convinced on the LA.


Hm. That's a new one for me with the variable boundaries. Do the casters live longer? Or do they just normally die before reaching Venerable?The casters live longer, but both have a max of +2d10 years after hitting venerable


Preach it! (How does a tiny creature riding on a large one work in practice, anyway? Rules-wise, I mean. Does an exotic saddle cut it or would they need specialized equipment?) They would probably ake a -5 to Ride Checks for being an 'ill-suited mount', but I'll address that with the Aurochs Rider Feat changes.



Same here. This doesn't even grant Eschew Materials' "what if they sunder your equipment" benefit. I'm unsure what benefit you're referring to here.




Isn't that just your bog standard Improved Grab? Am I missing someone here? It is improved grab yes.




A big bulky flyer? That's neat. Have you considered putting together a racial feat that helps with the Limited Flight thing? I can if people want it, the original race was kinda stuck this way.



I don't know. The substitution levels are really nice, but otherwise this is just a way worse lizardfolk (same AC, -4 to stats, lower damage and speed, no Hold Breath(, worse favoured class (for whatever that's worth))) at the same ECL. There wasn't a ton of lore on these, but I'll see if I can find something I can add to spice it up.




O-okay. These fellows are delightfully weird but massively overpowered at this ECL. Even if it has no reliable access to the crystal stuff, it still has an obscene SR, +10 natural armour, a pretty good natural attack and outsider HD (which also offsets the hit the INT quite handily) and with that racial class, all it has to do is team up with a warlock (infinite SLAs!) and go to town.

I can't help but think that this might need quite extensive rework.

The original Demarax was damn weird, and I knew it would be damn difficult to balance (but I like the occasional challenge). I was hoping someone would give feedback on the rough draft before I tried revising it this week.

Metastachydium
2022-09-05, 11:38 AM
The Master Crocs are created by Evil Gods. A non-Evil one would somehow have to survive leaving their patron and everything they know, and that's extraordinarily unlikely.

I mean, "unlikely" is a common element in a PC's job description. One must always account for those pesky NG defectors from decadence (or something)!



I might be able to be convinced on the LA.

Better, yeah. I can more than live with that.


They would probably ake a -5 to Ride Checks for being an 'ill-suited mount', but I'll address that with the Aurochs Rider Feat changes.

Looks good and kind of saves the feat too.


I'm unsure what benefit you're referring to here.

You sure know that one: the horror story with the bad DM that tries to sunder spell component pouches all the time to cripple the casters. Anecdotes aside, the point's mainly this: the feat does the exact same thing as Eschew Materials except it doesn't remove the need for carrying about an item that can be misplaced, confiscated, stolen or destroyed. Taking the core feat is is not only easier, but also safer.


I can if people want it, the original race was kinda stuck this way.

[Faux-innocent grin.] Do I count as "people"?


There wasn't a ton of lore on these, but I'll see if I can find something I can add to spice it up.

That might be a good idea, yeah. Sole problem is, that won't really change the fact that mechanically speaking they'll still be "lizardfolk but worse in every respect (especially if LA byoff is on the table)".


The original Demarax was damn weird, and I knew it would be damn difficult to balance (but I like the occasional challenge). I was hoping someone would give feedback on the rough draft before I tried revising it this week.

I think the racial class might need serious pruning (the warlock exploits, e.g., must certainly be made impossible somehow and the "it's sweet outsider HD with actual features" is likewise too much) at the very least and probably ditching, even (spellthief ACFs and feats helping with the crystal-dependency in some controlled manner could, perhaps, go far).

Bhu
2022-09-05, 06:18 PM
You sure know that one: the horror story with the bad DM that tries to sunder spell component pouches all the time to cripple the casters. Anecdotes aside, the point's mainly this: the feat does the exact same thing as Eschew Materials except it doesn't remove the need for carrying about an item that can be misplaced, confiscated, stolen or destroyed. Taking the core feat is is not only easier, but also safer.

I wasn't thinking of that, I was just looking at the Feat. I changed it and added a Feat for the Krolli.



That might be a good idea, yeah. Sole problem is, that won't really change the fact that mechanically speaking they'll still be "lizardfolk but worse in every respect (especially if LA byoff is on the table)". I could find nothingon these besides:

They may be matriarchal.

They may have been made by the Aranea, which means either they or the Herathians are a retcon.

They are somehow 'tougher' than regular lizardmen, despite their stats not reflecting this. I'll need to think on this more, and I'll post when I've got tthe Demeraxfixed.

Metastachydium
2022-09-06, 07:59 AM
I changed it and added a Feat for the Krolli.

Neat&nice!


They are somehow 'tougher' than regular lizardmen, despite their stats not reflecting this. I'll need to think on this more,

Hm. That's sure something to work with. Slapping Endurance on as a bonus feat would cover that, but that's not terribly original or interesting. Lookin' forward to seeing where you go with it.

Bhu
2022-09-06, 11:17 AM
Maybe give them Diehard as a Bonus Feat?

Metastachydium
2022-09-06, 01:31 PM
That could work, but it's still pretty standard stuff. How about, say, a swift action CON check to stay awake and functional between 0 and -9 hp or some other twist on the concept?

Bhu
2022-09-07, 10:00 PM
Maybe an Improved Diehard Feat?

Metastachydium
2022-09-08, 03:37 AM
I'm not sure I'm familiar with that feat. Where's it come from?

Bhu
2022-09-08, 10:24 PM
I'm not sure I'm familiar with that feat. Where's it come from?

I would make it. Optionally I could just give them Ferocity like Boars have.

Metastachydium
2022-09-09, 04:19 AM
Optionally I could just give them Ferocity like Boars have.

I'm not sure how I managed to not think of Ferocity as an option. I think I'd go with that.

Bhu
2022-09-11, 12:20 AM
Editd Shazak, made some minor edits to Demarax (and removed Warlock exploit). Will do more tomorrow.

Adamantrue
2022-09-16, 10:58 PM
Does anyone mind if I add pure fluff, as opposed to crunch, from my Worldbuilding Thread (https://forums.giantitp.com/showthread.php?616821-Gaialin-a-SLOW-Work-in-Progress)?

*

Goblin

Collective term for the nomadic tribesfolk, known for their violent mounted raids. The proper use of the term Goblin (https://www.heroforge.com/load_config%3D8316630/) is for the females of the species, all considered wives to the Chieftain. Hobgoblins (https://www.heroforge.com/load_config%3D8316226/) are the males and leaders of the tribe, with only a single male heir allowed at any given time. All other male children are neutered at birth, resulting in Bukubar (https://www.heroforge.com/load_config%3D8315053/) (commonly called a Bugbear).

*

Though the term Goblin has come to refer to the entire race, it is properly used for the females of the species, with males being correctly being referred to as hobgoblin. It is believed to have became the common term because of the disproportionate number of females in goblin communities, with approximately 1 in 8 children being born male.

In the days of Giant rule, goblins were viewed as vermin rather than enslaved. They would be exterminated, and attempts were made to control their numbers. At some point, these attempts allowed goblins to discover that a hobgoblin neutered at birth would become empowered physically in adulthood, and the Bukubar (commonly referred to as Bugbears) became a standard practice in tribes.

Though goblins played a role in the Rise, they were not granted lands in the same way as other races. Instead, nomadic tribes roam in a region in the Commons, crossing into southern Dowafukoku and the Gnome Republic.

*

The core of each goblin tribe typically consists of the Hobgoblin Khan, with perhaps his hobgoblin heir if he is of age, leading the tribe. They are usually protected by the khan's brother guard, no fewer than 5 bukubar unless they are performing specific tasks. Among them would be the Khan's Harem, consisting of as many as a dozen goblin wives that act as the breeding population of the tribe.

Within the Khan's Harem, the two goblins that wield tribal power are the Heart, the Khan's favored wife, and the Fated, the mother of the hobgoblin heir. It is not unheard of that the Heart and the Fated to be the same goblin. Their combined authority can rival the Khan in tribal matters, if necessary.

There is rarely animosity between the wives, and in fact goblin often prefer the company of females and rarely quarrel with each other. Due to the rarity of males in their society, goblin females tend pair with each other, and often would avoid heterosexual relationships entirely if it were not needed for the tribe to survive.

*

Goblins have short pregnancies, typically 4 months from conception to birth. For the first 3 months, the mothers appetite significantly increases, as she builds tremendous stores of fat necessary for the final month. As the last month approaches, she becomes almost ravenous, and others in the tribe do their best to satisfy her madness.

The final month is spent in a dormant, near hibernation state. She is cared for by others until she awakens to deliver their litter, typically 3 to 6 infants. Males are rare, with some goblins unable to bear them at all, but if a hobgoblin heir already exists in the tribe, it is now that any males are made into bukubar.

Infants stay with the harem until finished nursing. Hobgoblin and bukubar are raised by the Khan and his brothers. It is a common practice for hobgoblin heirs to be traded between tribes. This serves to keep peace between them, as well as to avoid excessive inbreeding. Females that finish nursing are often given to a paired goblin couple, to be trained in the goblin ways of archery and worg riding.

Individual goblin tribes vary in temperament. Some are peaceful, nomadic hunters. They have good relations with their neighbors, and even escort trade caravans across the Commons. If not for the difficulty of the goblin language, it would be a good merchant tongue.

Others are marauders, raiding villages and travelers, even other goblin tribes. Because of their nomadic nature, various places may have dealings with multiple tribes and not easily distinguish them, giving goblins as a whole a poor reputation among the civilized races.

*

Goblins have a long history of having nothing to call their own. This extends to their spiritual beliefs. At some point in their distant past, they made a pact with the Barghests (the Demons of Nothing, in the goblin tongue). They were gifted the worgs as a result, but it cost them their afterlife, instead having to wander the emptiness of the night sky for all of eternity.

Many still pay tribute to the Barghests, to be spared its wrath each day.

When a goblin or worg dies, it is buried deep in the earth, along with weapons and supplies needed to survive. When possible, they are not buried individually, but in groups.

Goblin strength has always been with others, and its a blessing to not have to spend eternity alone.

*

The Goblin Game

Goblins believe that when they die, they spend their afterlife in a barren darkness, wandering the heavens above. Being denied lands in the mortal realm, their fate is mirrored in eternity.

But goblin spirit and pride will not be denied. They continue their raids, stealing both land and light from the afterlives of others, and slowly pooling together these trophies to create a homeland so vast it it becomes visible in the sky.

When it is finally completed, which takes about 14 days, a perfect silver sphere is the only light in the night sky, the light of all the stars having been stolen.

The full moon. The day of celebration in goblin tribes.

The moon slowly fades, as its pieces are returned. The goblins are finally satisfied, and make peace with the others in the next life. And in 14 days, the moon is gone, and the Goblin Game begins anew.

On rare occasions as the game ends, a great band of the goblin dead raid the sun itself, stealing its light instead of the stars. This bold move risks the destruction of the eternal soul, but those that succeed are then reborn in the tribes of Gaialin...

Bhu
2022-09-18, 04:28 PM
People have always been free to post goblin/giant/orc/scaly content to this thread!

Demarax has been updated.

Metastachydium
2022-09-19, 04:05 AM
Demarax has been updated.

It's still far from weak, but that's no bug. I like it and props for making NA and SR scaling. Races with non-diminishing returns are always usually nice (again, I1m looking at you, raptoran). The class looks good enough as well, although I can't tell you much about the epic bits (for to the epics, I go not).

Bhu
2022-09-19, 11:50 PM
It's still far from weak, but that's no bug. I like it and props for making NA and SR scaling. Races with non-diminishing returns are always usually nice (again, I1m looking at you, raptoran). The class looks good enough as well, although I can't tell you much about the epic bits (for to the epics, I go not).

I always add rules on the weird chance someone does epic level play, but I've never had a taste for it. The balancing issues are pretty extreme.

Bhu
2022-09-25, 02:48 PM
This one might be better as a racial class.

MARL

http://Picture URL if you have one

"Halt!"

Marls resemble gigantic brown cobras with white underbellies, and 3-8 humanoid arms depending on age. Some are also mottled green.

MARL RACIAL TRAITS
· +20 Str, +12 Con, -4 Cha
· Size Class: Gargantuan size. -4 penalty to Armor Class, -4 penalty on attack rolls, -16 penalty on Hide checks, +16 bonus on grapple checks, lifting and carrying limits eight times those of Medium characters.
· Type: Aberration, giving it 60 ft. Darkvision.
· Base land speed 15 ft.
· Base swim speed 60 ft.
· +8 Natural AC Bonus
· Improved Grab (Ex): If the Marl successfully hits with it's Slam Attack it may immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict.
· Constriction (Ex): The Marl does 6d6 plus Str Bonus with a successful Grapple Check as it bites down on him.
· Immunities: Marls are immune to Mind-Affecting effects.
· Bird Phobia: Marls hate birds, who are their primary food source. If attacked by a bird or anything resembling one the Marl goes into a Rage (as per the Barbarian Ability listed in the PHB) until all birds or birdlike entities are dead.
· Skills: Marls have a +4 Racial Bonus on Hide Checks.
· A Marl has 10 Racial Hit Dice, giving it the following: 10d8 Hit Points, +7 Base Attack Bonus, +3 Fort Save, +3 Ref Save, +7 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Knowledge (Nature), Listen, Move Silently, Spot, Survival, and Swim. It also gets 4 Feats.
· Marl have a Primary Slam attack doing 1d6 plus Strength Bonus. It gets 8 Slams with a Full Attack.
. Non Humanoid Form: The Marl are non humanoid in form. They cannot be tripped. Armor they buy is 16 times the normal cost and eight times the normal weight.
· Automatic Languages: Common. Bonus Languages: Any nearby race (usually Ophidians or Yuan-Ti).
· Level Adjustment: +7
· Favored Class: Barbarian

STARTING AGE
Adulthood: 2 years
Barbarian, Rogue, Sorcerer: +1
Bard, Fighter, Paladin, Ranger: +1d2
Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
Middle Age: 10 years
Old: 15 years
Venerable: 20 years
Maximum Age: +2d6 years

HEIGHT AND WEIGHT
Base Length: 36'
Length Modifier: +2d3'
Base Weight: 16 tons
Weight Modifier: x (2d10) tons

MARL CHARACTERS
Marls are quite devastating as melee fighters, and with the appropriate Feats can be nasty at range as well. Most do not seem to become casters, and express a profound lack of interest in arcane or divine power.
Adventuring Race: Marls usually adventure because they are being paid to. Usually in food and shinies. Some few hold a grudge though, and are not beneath going on epic revenge quests.
Character Development: Marls do not generally use weapons, especially ranged ones, unless they are taught to do so when they hire on as mercs. Make sure you pick up Multiweapon fighting Feats if you go that route, or ones that involve Grappling to maximize your natural abilities.
Character Names: Marls do not generally have names given their lack of society. They only adopt one when dealing with other races.

ROLEPLAYING A MARL
Marls hate birds. Some say this is not surprising given that marsh birds are their main food source, but the Marl genuinely seem to go into a mouth foaming frenzy at the appearance of anything with feathers. Even they hae forgotten why, and it appears to be an atavistic response.
Personality: Marls are mostly intelligent snakes. Despite their sentience they care little for civilization, and are fairly apathetic to most things an animal wouldn't normally care about until they are convinced to spend time with others. Being adopted by others brings about personality changes in them, making them more friendly and inquisitive.
Behaviors: Most Marls spend their time sunning or hunting for food, and are loners by nature. If adopted into other societies however they learn quickly, and most develop some sort of skill or hobby they quickly master by becoming obsessed with.
Language: Surprisingly Marls have no racial language, and speak whatever is most common to the area near them.

MARL SOCIETY
Despite being highly intelligent, the Marls are little more than animals. They produce nothing, and live as any other non-sentient predator would. Unless they serve as mercenaries they don't even really have basic equipment. They are highly adaptable to new cultures however, and many have become famous artists and warriors.
Alignment : The majority of Marls are Neutral, though those aligned with the Yuan-Ti are usually Neutral Evil.
Lands : Marls live in temperate or warm marshes, usually in or near rivers.
Settlements : The Marl never venture far from large bodies of water.
Beliefs :The Marl adopt the Gods of whatever society they join, otherwise they are fairly non-theistic.
Relations: While the Marls will work with Yuan-Ti, Ophidians, and other serpentine races, they consider most mammals to be food. The can be convinced otherwise by the quick witted or honest.

MARL ADVENTURES
· Bird people have invaded the marsh. Too many for you to kill personally, unfortunately. Time to round up the others and go on a smashing spree.
· Some Ophidian is offering food for guards. Something about him makes you not trust him, but too many of your fellows have signed on to do anything about him. Time to get help.
· The Yuan-Ti have been holding perverse parties in the swamp and you are just darn sick and tired of it. It's time to find some help to oust them.


Marl Racial Feats

Mental Resistance
Psionics are less effective on you.
Prerequisites: Marl
Benefits: You gain a +1 Resistance Bonus on Saving Throws against Psionics


Improved Mental Resistance
Your resistance continues to prove.
Prerequisites: Mental Resistance
Benefits: Your Resistance Bonus increases to +2.


Feathered Frenzy
You go insane at the sight of anything with feathers or that reminds you of birds.
Prerequisites: Marl
Benefits: When you see anything feathered or Bird-like you go into Frenzy (see Complete Warrior). You can do this 1/day.


Improved Feathered Frenzy
Man you really hate birds...
Prerequisites: Feathered Frenzy
Benefits: You may now use this ability 3/day.


Marl Racial Substitution Levels

Ranger
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Marl Rangers can choose Ambush Predator or Multi-Weapon Fighting.
Combat Style: Ambush Predator gets +1d6 Sneak Attack at Levels 2, 6, and 11 (see PHB). This stacks with Sneak Attack dice gained from other sources. Multi-Weapon Fighting gets Multiweapon Fighting at 2nd Level, Improved Initiative at 6th Level (See PHB2), and Improved Multiweapon Fighting at 11th Level.


Barbarian
Level 1: Lose Fast Movement for Stubborn Rage
Stubborn Rage (Ex): When Raging a Marl gains a +2 Bonus on all Saving Throws against Psionics. This stacks with their Racial Feats.

Bhu
2022-10-02, 04:04 PM
DRAY (Athas)

http://Picture URL if you have one

"Learn to study the language of your superiors!"

The Dray are wingless humanoid dragons created by Dregoth, the undead Dragon King. The first generation are twisted, unfinished beings. The second are closer to what Dregoth had in mind, having a more refined and aesthetic appearance.

DRAY RACIAL TRAITS
· +2 Str, -4 Cha (1st Generation), +2 Cha (2nd Generation)
· Size Class: Medium
· Type: Humanoid with the Dragonblood Subtype
· Base land speed 30 ft.
· +3 Natural AC Bonus
· Energy Resistance (Ex): Dray have Energy Resistance 10 (Fire).
· Kalin Bond (Ex): You can use the Handle Animal skill on Kalin without the increase in check DC for it not being an Animal. They have a +2 Racial Bonus on Handle Animal and Ride Checks with Kalin.
· Naturally Psionic: Dray gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
· A Dray has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Listen, Spot, and Survival. It also gets 2 Feats. Class skills for 2nd generation Dray are Knowledge (Religion, Psionics), Ride, and Psicraft.
· Dray have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite Attack doing 1d4 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
· Automatic Languages: Giustenal.
· Level Adjustment: +0
· Favored Class: Barbarian (1st Generation) or Templar (2nd Generation, see Athas.org)


STARTING AGE
Adulthood: 40 years
Barbarian, Rogue, Sorcerer: +4d6
Bard, Fighter, Paladin, Ranger: +6d6
Cleric, Druid, Monk, Wizard: +9d6

AGING EFFECTS
Middle Age: 100
Old: 150
Venerable: 200
Maximum Age: +3d% years

HEIGHT AND WEIGHT
Base Height: 6'
Height Modifier: +2d8"
Base Weight: 150 lbs.
Weight Modifier: x (2d4) lbs.

DRAY CHARACTERS
1st generation Dray are generally intended to be beatsticks. 2nd generation are usually Psionic or Divine Casters of some sort.
Adventuring Race: Dray adventure when ordered to and for little other reason. They have no real way of communicating with outside species as they have no common language, and they don't want to risk war while their numbers are low.
Character Development: The Dray don't have much in the way of difficulties (except for Cha for the 1st generation). You will however wish to pick up some languages or other means of communication if you wish to adventure.
Character Names: Dray usually use Dragon names.

ROLEPLAYING A DRAY
You are superior, you are one of the few to be Chosen. The other races do not matter and are fodder, excepting other humans who can be made Dray.
Personality: Second generation Dray tend towards condescending bigotry while the First generation are pretty screwed up due to their creators rejection of them. They're more distrustful than homicidal towards strangers but their self loathing and love/hate relationship with their deity probably makes them a psychologists dream come true.
Behaviors: The Dray's entire outlook on life is colored by their visions of apocalyptic future wars with all other races on Athas. In short, they're almost a parody of fascists in some way.
Language: After their transformation the Dray speak the tongue of ancient Giustenal, and would have to relearn any modern languages.

DRAY SOCIETY
The second generation lives in something similar to advanced human societies with the addition of a few changes due to their new religion. The first generation are little more than hunter gatherers, scraping a living from the land as best they can.
Alignment : Much like the humans they were created from the Dray can be of just about any Alignment, though worshipers of Dregoth tend strongly towards Evil.
Lands : The 1st generation inhabit the ruins of Kragmorta, living in caverns. The second generation lives in New Giustenal.
Settlements : While they have imperialistic aspirations, the Dray do not have sufficient number to conquer or settle.
Beliefs : Both generations venerate Dregoth, but the first generation also hate him for his rejection of them.
Relations: The Dray distrust all surface dwellers, while the second generation has been taught to actively hate them. 1st and 2nd generations aren't even all that fond of each other. Humans are sometimes shown mercy as they can be converted to new Dray.

DRAY ADVENTURES
· A second generation priest has approached you and promised you acceptance back into Dray society if you and your band can solve a little problem for him. He's obviously lying, but can you afford to tell him no?
· The Wall-Walkers have been conducting raids into Kragmorta, acting as if they have both intelligence and perhaps a hive mind. It is a worrying turn of events.
· A Wraith has been spotted in New Giustenal, and has survived all attempts to eradicate it. Your team now has the honor of hunting it down, as the previous teams are dead.



Dray Racial Feats

Dray Fury
You almost prefer fighting with tooth and claw.
Prerequisites: Dray (1st generation)
Benefits: You gain a +1 Bonus on attack and damage rolls with your Natural Weapons.


Elemental Summoning
You can call up Small elementals.
Prerequisites: Dray, Cleric Level 3rd
Benefits: You add Summon Nature's Ally II to your Cleric spell list, but can only use it to Summon Elementals.


Improved Elemental Summoning
You can call up Medium or Large elementals.
Prerequisites: Dray, Cleric Level 9th
Benefits: You add Summon Nature's Ally V to your Cleric spell list, but can only use it to Summon Elementals.



Dray Racial Substitution Levels

Barbarian
Level 1: Lose Fast Movement for Toughened Rage
Toughened Rage (Ex): When Raging a Dray's Natural Bonus to AC increases to +6.

Rogue
Level 10: You gain a new option to choose from with your Rogue's Special Ability:
Blind Hate (Ex): You gain a +2 Bonus to attack and damage rolls with your Natural Weapons. This stacks with any Feats doing the same.

Metastachydium
2022-10-03, 12:23 PM
DRAY (Athas)

These guys could use some more love. Decent ER and a nice subtype… It might not be really worth 3 Humanoid HD. (Hm. Wild idea: what would break if they had actual dragon HD?)


Class skills are Climb, Jump, Listen, Spot, and Survival. It also gets 1 Feat. Class skills for 2nd generation Dray are Knowledge (Religion, Psionics), Ride, and Psicraft.

Is that a bonus feat for 1st generation? If not, it should be 2 feats.


2nd generation are usually Psionic or Divine Casters of some sort.

(…)

Character Development: The Dray don't have much in the way of difficulties (except for Cha for the 1st generation). You will however wish to pick up some languages or other means of communication if you wish to adventure.

I'd argue that 3 RHD are a difficulty for casters/manifesters.


Humans are sometimes shown mercy as they can be converted to new Dray.

Actually & on second thought, have you considered making this a template instead (at least to the extent, say, dragonborn is a template)?

Bhu
2022-10-03, 11:59 PM
These guys could use some more love. Decent ER and a nice subtype… It might not be really worth 3 Humanoid HD. (Hm. Wild idea: what would break if they had actual dragon HD?) Let me think on that.



I'd argue that 3 RHD are a difficulty for casters/manifesters./quote] I would too, but the source material insists they are (along with their master killing them if they get too powerful).



[quote]Actually & on second thought, have you considered making this a template instead (at least to the extent, say, dragonborn is a template)?

let me think on this too.

Metastachydium
2022-10-04, 04:25 AM
I would too, but the source material insists they are (along with their master killing them if they get too powerful).

Never change, Dark Sun, never change!

Bhu
2022-10-09, 04:55 PM
The source says only humans can be made Dray, and they aren't true Dragons (I still think doing them as a Racial template might be ok). I addded a few abilities.

Metastachydium
2022-10-10, 06:24 AM
(I still think doing them as a Racial template might be ok).

I still kind of feel like that would be a good idea (human traits would serve these critters well).


I addded a few abilities.

Well, it's still nothing stellar, but it's certainly better.

Bhu
2022-10-16, 04:02 PM
FLAILER (Athas)

http://Picture URL if you have one

"Hsssss...."

Flailers look somewhat like 6 legged tortoises about 4' long. Their hides and shells are textured and colored to resemble the rocks of their native habitat.

FLAILER RACIAL TRAITS
· +2 Con, -2 Int
· Size Class: Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
· Type: Magical Beast, giving it Low Light Vision and 60 ft. Darkvision
· Base land speed 25 ft.
· +9 Natural AC Bonus
· Camouflage (Ex): This is identical to the Ranger ability listed in the PHB.
· Sneak Attack (Ex): The Flailer has +1d6 Sneak Attack (this is identical to the Rogue ability in the PHB).
· Psionics: Flailers can Manifest Powers as a 9th Level Lurk, and their Racial Hit Dice and Lurk Levels stack for purposes of determining Manifester Level.
· A Flailer has 9 Racial Hit Dice, giving it the following: 9d10 Hit Points, +9 Base Attack Bonus, +6 Fort Save, +6 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Concentration, Hide, Knowledge (Psionics), Listen, Psicraft, Spot and Survival. It also gets 4 Feats.
· Flailers have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite Attack doing 1d8 plus 1/2 Str Modifier, and a Secondary Mid-claw Attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, a Bite, and 2 Mid-Claws with a Full Attack.
. Non Humanoid Form: The Flailers aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. Being vicious predators they also can't make Handle Animal checks as animals are terrified of them. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is double the cost but half the weight for them. Being multi legged they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
· Skills: Flailers have a +8 Racial Bonus to Hide Checks in their native environment.
· Automatic Languages: Flailers have no language, but most PC's will have learned Common or the language of a nearby race.
· Level Adjustment: +2
· Favored Class: Lurk

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

AGING EFFECTS
Middle Age: 35
Old: 53
Venerable: 70
Maximum Age: +2d20


HEIGHT AND WEIGHT
Base Length: 3' 5"
Length Modifier: +2d4"
Base Weight: 40 lbs
Weight Modifier: x1 lb.

FLAILER CHARACTERS
Their racial abilities practically scream Lurk or stealthy Psychic Warrior. You are practically built to be a stealthy ambush beatstick.
Adventuring Race: Flailers are solitary beasts and usually only adventure for revenge. They will sometimes follow adventurers subtly and aid them against common foes on the sly. Many a party has slain monsters due to help from a nearby camouflaged Flailer. Granted the Flailer then sometimes picks them off as well...
Character Development: Find someway of dealing with your slow speed.
Character Names: Flailers have no names unless they bother with learning a language.

ROLEPLAYING A FLAILER
You enjoy eating. Eating is good. Thankfully virtually all non-Flailer species are edible.
Personality: Flailers are stereotyped as having no personality, but that isn't true. They are more than animals, but only just. Even animals have feelings and a personality.
Behaviors: You're pretty much like any other ambush killer. You spend lots of time lying in wait for prey. It's pretty much your life's work.
Language: The Flailers have no native tongue, and have to be taught one by anyone wishing to communicate with them.

FLAILER SOCIETY
The Flailers are intelligent beasts not yet evolved to be more than ambush predators. They could have a civilization and culture if they wanted one, but most are content to live like common carnivores.
Alignment : Almost all Flailers are Neutral. They still have an animal's mindset despite their advanced intelligence.
Lands : Most Flailers live in stony barrens in the Tablelands of Athas.
Settlements : Given that they're tailor made for hiding in their native environment, most Flailers stay put.
Beliefs : The Flailers have no Gods or religion.
Relations: Flailers see other races, even intelligent ones, as food. They can be convinced of the benefits of teamwork though.

FLAILER ADVENTURES
· A local Elemental has been popping in and out, proselytizing all who will listen (as well as those who won't). Your Aunt has promised to teach you a few tricks to make him move along, but she lives in a bad neighborhood...
· A Nightmare Beast has moved into your territory. You have remained hidden and watched as it hunted down everything in reach, including others of your kind. You need to unite the Flailers or it will eventually kill you all.
· A group of Defiler henchman slaughtered your mate. You have been tracking them for weeks, trying like mad to keep up with them (thankfully they're on foot). You'll have to ambush them soon, as they're leaving the barrens within a few days.



Flailer Racial Feats

Mass Psionic Fist [Psionic]
You are dangerous to be near.
Prerequisites: Flailer, Greater Psionic Fist
Benefits: The benefits of your Greater Psionic Fist Feat apply to all Natural Weapon attacks you make this round, not just one.


Defensive Power [Metapsionic]
Your hide is reinforced via the psychic energies you unleash.
Prerequisites: Flailer
Benefits: To use this Feat you must expend your Psionic Focus. When you use any Powers from the Psychometabolism Discipline, your Natural Armor Bonus to AC increases by +2 for the duration of the Power.


Ambush Power [Metapsionic]
You are sneaky.
Prerequisites: Flailer
Benefits: IF you successfully target an opponent who is Flat-footed or Denied his Dex Bonus to AC, it takes 1d6 damage. Unlike other Metapsionic Feats you are not required to expend your Psionic Focus.


Ambush Predator
You hunt for your food.
Prerequisites: Flailer
Benefits: You gain a +2 Bonus on attack rolls against Flat-footed opponents, or opponents who are unaware of you.


Flailer Racial Substitution Levels

Lurk
Level 14, 8: You gain new Lurk Augments and access to Racial Powers (see below). Your Manifesting ability score is Wisdom instead of Intelligence.
High Value Targets (Su): Replace Sneak Attack Undead with Sneak Attack Elementals.
Sneak Attack Elementals The lurk's sneak attack can damage elementals, if sneak attack damage would otherwise apply on the lurk's attack (for instance, if the elemental is flanked or flat-footed). Minimum level 8th.

Psion
Level 1: Remove Craft and Profession from the Class Skill list, and limit Knowledge to Geography, Nature and Psionics. Add Hide to the Skill List. You gain access to Racial Powers (see below). Your Manifesting ability score is Wisdom instead of Intelligence.

Psychic Warrior
Level 1: Exchange Craft for Hide on the Class Skill List. You gain access to Racial Powers (see below).


Psychic Ambush
Clairsentience
Level: Lurk 1, Psion/wilder 1, Psychic Warrior 1
Display: Visual
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 minutes/level
Power Points: Lurk 1, Psion/wilder 1, Psychic Warrior 1

You gain a +2 Insight Bonus on Initiative rolls for the duration of this power.


Increase Pain
Psychometabolism
Level: Lurk 3, Psion/wilder 3, Psychic Warrior 3
Display: Auditory and visual
Manifesting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Target: 1 Creature
Duration: Instantaneous, but see text
Power Points: 5

The next time the victim of this power takes damage, it takes an additional equal amount of non-lethal damage. If it is not damaged within a number of rounds equal to your Manifester Level this power has no effect.

Metastachydium
2022-10-17, 06:11 AM
FLAILER (Athas)

(…)

Flailers look somewhat like 6 legged tortoises about 4' long. Their hides and shells are textured and colored to resemble the rocks of their native habitat.

So cute! I already like these guys.


FLAILER RACIAL TRAITS
· +2 Con, -2 Int

Hm. I was going to say those ASIs are way underwhelming with 9 RHD, but then I realized: the only thing an actual lurk has on these guys is +1d6 psionic (i.e. inferior quality) sneak attack and skills. Otherwise, they are strictly superior: better HD, BAB, NA, 5 natural attacks, almost guaranteed surprise round to get Sneak Attack on all of them, racial substitution levels offering decent synergies… Well done, Sir!


Class skills are Concentration, Hide, Knowledge (Psionics), and Psicraft.

That's one weird skill list for a critter that's like "I'm as smart as the next guy, yes, but I just want to do this ambush predator routine and eat stuff, okay?" I'd personally drop Knowledge (psionics) (and maybe Psicraft too) and add Listen/Spot and Survival. Perhaps standard issue boring monster skills like Climb too. Knowledge (nature) or (geography) would likewise make more sense than (psionics) if you want a Knowledge skill on them.


Flailers have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite Attack doing 1d8 plus 1/2 Str Modifier, and a Secondary Mid-claw Attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, a Bite, and 2 Mid-Claws with a Full Attack.

Hm. Why are the mid-claws stronger than the front claws? I'd put them at 1d4 as well, keeping them secondary (since they are harder to use).


They cannot wield weapons.

Remind me: do mouthpicks require a primary bite or something?


Adventuring Race: Flailers are solitary beasts and usually only adventure for revenge. They will sometimes follow adventurers subtly and aid them against common foes on the sly. Many a party has slain monsters due to help from a nearby camouflaged Flailer. Granted the Flailer then sometimes picks them off as well...

Heh. Nice touch!


You enjoy eating. Eating is good. Thankfully virtually all non-Flailer species are edible.

As is this one.

Bhu
2022-10-17, 10:54 PM
So cute! I already like these guys.

Hm. I was going to say those ASIs are way underwhelming with 9 RHD, but then I realized: the only thing an actual lurk has on these guys is +1d6 psionic (i.e. inferior quality) sneak attack and skills. Otherwise, they are strictly superior: better HD, BAB, NA, 5 natural attacks, almost guaranteed surprise round to get Sneak Attack on all of them, racial substitution levels offering decent synergies… Well done, Sir! I would point out it has an Int penalty, and the Lurks powers key off Int (also, it doesn't have the Lurk Augments). Though I may increase the LA.



That's one weird skill list for a critter that's like "I'm as smart as the next guy, yes, but I just want to do this ambush predator routine and eat stuff, okay?" I'd personally drop Knowledge (psionics) (and maybe Psicraft too) and add Listen/Spot and Survival. Perhaps standard issue boring monster skills like Climb too. Knowledge (nature) or (geography) would likewise make more sense than (psionics) if you want a Knowledge skill on them. I'll alter the skills when I have time. I didn't give them too many cause of their low Int.



Hm. Why are the mid-claws stronger than the front claws? I'd put them at 1d4 as well, keeping them secondary (since they are harder to use). Darned if I know. All the source material has the front claws doing less damage, but all the pics of the critter show all 6 legs as being identical in size. 2e was very wth.




Remind me: do mouthpicks require a primary bite or something? It can be secondary too I think.

Metastachydium
2022-10-18, 05:30 AM
I would point out it has an Int penalty, and the Lurks powers key off Int (also, it doesn't have the Lurk Augments). Though I may increase the LA.

No need for that. I think it's fine, I was just voicing my appreciation.


I'll alter the skills when I have time. I didn't give them too many cause of their low Int.

Half of them being INT-basid (quasi-)Knowledge is odd for the same reason.


Darned if I know. All the source material has the front claws doing less damage, but all the pics of the critter show all 6 legs as being identical in size. 2e was very wth.

Fair enough.

Bhu
2022-10-18, 11:32 AM
I do need to mo their racial substitution levels tho, they'll never get to 14th level to take those.

Metastachydium
2022-10-18, 02:03 PM
Oh. I absolutely missed that one. Yeah, taking 14 lurk levels atop 9 lurk+ levels and 2 LA is… Not impossible, but not exactly likely to ever happen either.

Bhu
2022-10-23, 03:46 PM
DRACON (Spelljammer)

http://Picture URL if you have one

"2 Beholders and a Hamster walk into a bar..."

The Dracon appear as dragon headed centaurs with the lower bodies of a Sauropod dinosaur. They have 6 fingered hands with massive thumb claws.

DRACON RACIAL TRAITS
· +8 Str, +4 Con, +4 Int, -4 Cha
· Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 5 ft.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 45 ft.
· +5 Natural AC Bonus
· A Dracon has 6 Racial Hit Dice, giving it the following: 6d8 Hit Points, +6 Base Attack Bonus, +2 Fort Save, +5 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Diplomacy, Knowledge* (Local, Planetology, Wildspace), Listen, Sense Motive, and Spot. It also gets 3 Feats, and Improved Grapple as a Bonus Feat.
· Dracon have a Primary Claw attack doing 1d4 plus Strength Bonus. It gets 2 Claw Attacks with a Full Attack. * See spelljammer.org
· Dracon have a Primary Claw attack doing 1d4 plus Strength Bonus. It gets 2 Claw Attacks with a Full Attack.
. Non Humanoid Form: The Dracon are non humanoid in form. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts. Armor you buy is 4 times the normal cost and twice the normal weight.
· Automatic Languages: Dracon and Draconian. Bonus Languages: Common
· Level Adjustment: +2
· Favored Class: Knight

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

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

HEIGHT AND WEIGHT
Base Length: 10'
Length Modifier: +2d12"
Base Weight: 2,050 lbs.
Weight Modifier: x (4d6) lbs.

DRACON CHARACTERS
The Dracons are pretty well suited to various melee builds. Their LA and Racial HD complicate caster builds a bit too much, despite many of them being priests.
Adventuring Race: Dracons removed from their family units/herds become ill, and if no other options are available will seek to join a new family unit, usually a party of adventurers. They will also volunteer in any capacity to oppose the Neogi (or spiders in general).
Character Development: Given your speed you probably do well as some sort of Charger build. Your race is also pretty adept at wrestling as well.
Character Names: The Dracon usually use modified Dragon names.

ROLEPLAYING A DRACON
You prize honor and the needs of the many above all else. Dracons despise selfishness and ambition, as what benefits the one generally runs counter to the benefit of all.
Personality: Dracons typify what would be considered knightly behavior in other species. It is known that you can generally take them at their word, and that they will not cheat.
Behaviors: The Dracon are a fairly martial people, and spend much time practicing wrestling and various arms. They seem to need to feel prepared for coming troubles.
Language: Dracons speak their own language as well as Draconian.

DRACON SOCIETY
The Dracon live in complex family units based off a herd mentality with each extended herd led by a Kaba who is a leader chosen by a confusing system of kinship relations. He is assisted by the Shalla, a high priest.
Alignment : Almost all Dracon are Lawful being as they live in herds, and the majority are Good as well.
Lands : The location or name of the Dracon homeworld is unknown.
Settlements : The Dracon are making their first forays into wildspace, and are fairly rare as of now.
Beliefs : Dracons worship a mishmash of human, elven and dwarven deities led by an overdeity called the Ub-Kalla. They are opposed by the Dark God, a giant spider like entity that devours or tempts the Dracon. They consider Dragons the messengers of the Gods.
Relations: Due to a ravenous spiderlike monster they refer to as the Dark God, the Dracon hate spiders and spiderlike beings, particularly the Neogi. Beholders they find comical, necessitating keeping the two races separate in order to prevent violence. Dragons, Lizardfolk, and other centauroid beings are accepted and liked. Most humanoids or semi-humanoid beings are pitied and considered deformed due to their lack of legs.

DRACON ADVENTURES
· The Beholders have learned of your races tendency to make them the object of mocking comedy. They intend to introduce you to some biting social satire of their own...
· Neogi have wiped out your family, and by God you want revenge. Though first you need to find a new family before you die of the jitters.
· A dragon has hatched from an egg found in your ship and adopted you as it's parent. Obviously this will not do, and you must find out where it's true parents are.



Dracon Racial Feats

Foe of the Dark One
You really hate the Neogi
Prerequisites: Dracon
Benefits: You gain +2 Favored Enemy Bonus (Aberration). This is identical to the Ranger ability of the same name, and stacks with it.


Beholder Mocker
You just can't help yourself.
Prerequisites: Dracon, Favored Enemy (Aberration)
Benefits: You gain your Favored Enemy Bonus against Aberrations on Saving Throws if your opponent is an Aberration


Fearless
You takes no sass...
Prerequisites: Dracon, Favored Enemy
Benefits: You gain your Favored Enemy Bonus on Willpower Saves made against Fear effects.


Illithid Wrestler
You find wrestling the Mindflayers to be interesting.
Prerequisites: Dracon, Favored Enemy (Aberration)
Benefits: You gain your Favored Enemy (Aberration) Bonus on Grapple Checks against Aberrations.


Dracon Racial Substitution Levels

Cleric
Level 1: Dracon Clerics revere Ub-Kalla (Alignment LG, Favored Weapon: Longsword, Domains include Animal, Community, Creation, Healing, Protection, Sun, and War).

Knight
Levels 2, 11 and 20: Replace Shield Bonus with Halberd Defense
Halberd Defense (Ex): At Level 2 you gain a +1 Shield Bonus to AC when wielding a 2-Handed weapon.
Level 2: Replace Mounted Combat with Weapon Focus (Halberd)

Paladin
Level 1: Replace Special Mount with Divine Weapon
Divine Weapon (Su): At will you may Summon a magic weapon (or enchant one you are already holding). At 5th-7th Level it is considered a +1 Weapon. This increases to +2 at Level 8, +3 at Level 11, and +4 at Level 15. If you use this ability to enchant a weapon you are holding, the Enhancement Bonuses do not stack. You may only have one Divine Weapon at a time, and it lasts until dismissed or destroyed. If it is destroyed you must wait 24 hours before using this ability again.

Metastachydium
2022-10-24, 06:41 AM
Way cute! My only gripe is that, again, the racial feats and stuff make these guys mechanically; their chassis itself has little of interest. My only other gripe is the skill list. These are +4 INT good guy troll extraordinaries with a strong martial focus. And yet, they only have four skills and three of them are weird picks for a race with so little inherent affinity for psionics. Knowledge (dungeoneering) would serve them well. I could also see a case for Sense Motive and most STR skills, among other things. (Oh, and one more thing: WHY CAN'T HALBERD DEFENSE BE A STANDARD OPTION FOR ALL KNIGHTS?)

Bhu
2022-10-25, 10:28 PM
Way cute! My only gripe is that, again, the racial feats and stuff make these guys mechanically; their chassis itself has little of interest. My only other gripe is the skill list. These are +4 INT good guy troll extraordinaries with a strong martial focus. And yet, they only have four skills and three of them are weird picks for a race with so little inherent affinity for psionics. Knowledge (dungeoneering) would serve them well. I could also see a case for Sense Motive and most STR skills, among other things. (Oh, and one more thing: WHY CAN'T HALBERD DEFENSE BE A STANDARD OPTION FOR ALL KNIGHTS?)

Sorry, wrong skillset! I has fixed.

Metastachydium
2022-10-26, 05:54 AM
Nice! Looks good now. (But man, Spelljammer has odd knowledge skills.)

Bhu
2022-10-30, 03:44 PM
GAUND (Forgotten Realms)

http://Picture URL if you have one

"Clickclickclick..."

The Gaund are partially bipedal lizards with gray-green scales and three glowing red eyes.

GAUND RACIAL TRAITS
· +2 Dex, +2 Con, +2 Wis, -2 Int, -4 Cha
· Size Class: Medium
· Type: Magical Beast with the Fire Subtype, giving it Low Light Vision and 90 ft. Darkvision
· Base land speed 30 ft.
· +4 Natural AC Bonus
· Tremorsense (Ex): Range 30 ft.
· Back Kick (Ex): As a Full Attack action the Gaund may kick an opponent behind it doing 3d4 plus Str Modifier damage.
· Burning Gaze (Su): IBurning Gaze is a ranged touch attack against one creature or object in range, and is a Standard Action. If it is successful there is an effect similar to Heat Metal. It does 1d4 fire damage the first two rounds, and 2d4 fire damage each round thereafter that the attack is maintained. If at any point the attack misses the damage drops to 1d4 fire damage that round, and if it misses a second round damage drops to 0 and the Gaund must start over. Range is 90 ft., opponents wearing magical metal armor get a Willpower Save to negate the effect (Save is 10 plus 1/2 HD plus Cha modifier). If the Gaund targets a hel item, the holder must make a Fortitude Save (same DC as previous) or drop the item.
· Vulnerabilities: The Gaund have a -2 Racial Penalty on all Saving Throws against powers or effects with the Sonic descriptor or doing Sonic damage. They are abnormally sensitive to vibrations.
· A Gaund has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Listen, Spot, and Survival. It also gets 2 Feats.
· Gaund have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite Attack doing 1d6 plus 1/2 Str Modifier, and a Secondary Tail Attack doing 1d8 plus 1/2 Str Modifier. They get 2 Claws, a Bite, and 1 Tail with a Full Attack.
. Non Humanoid Form: The Gaund aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is double the cost for them. Being quadrupedal they have 1 1/2 times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
· Automatic Languages: Gaund
· Level Adjustment: +2
· Favored Class: Scout
· Frost Gaund: Frost Gaunds live in cold caverns, have the Cold Subtype, and do Cold damage with Burning Gaze. They may take Racial Feats, which likewise do Cold damage instead of fire.

STARTING AGE
Adulthood:6
Barbarian, Rogue, Sorcerer: +1d3
Bard, Fighter, Paladin, Ranger: +1d4
Cleric, Druid, Monk, Wizard: +2d4

AGING EFFECTS
Middle Age: 60
Old: 90
Venerable: 120
Maximum Age: +1d6 years

HEIGHT AND WEIGHT
Base Height: 4'10"
Height Modifier: +2d10"
Base Weight: 120 lbs.
Weight Modifier: x (2d4) lbs.

GAUND CHARACTERS
Gaunds are perfect for melee builds, especially cooperative ones where a few engage and tie up opponents while the rest set back and use their gaze attacks.
Adventuring Race: Gaunds don't need material possessions, and are generally content where they are, so it would take a need for revenge or some pretty life altering circumstances to convince them to go on an adventure.
Character Development: Your vulnerability to Sonic attacks is a serious hindrance, and it should be addressed somehow.
Character Names: The Gaund names are composed of the unpronounceable clicks and whistles that make up their language.

ROLEPLAYING A GAUND
Yours is a race that often faces death by many methods, chiefest of which is the prejudice of the humanoids who mistake you for not being intelligent. As such you have learned it's best to wipe them out on sight or bribe them with the baubles they seem to value so much. The caves are loaded with gems after all and they're of no use to you.
Personality: You aren't quite the dumb animals people take you for, you just don't see the need for living in a traditional humanoid style of society. As if those egocentric jerks have a monopoly on the best way to live...
Behaviors: The Gaund generally pretend to be brute animals since most other races mistake them for such. Many outsiders are surprised that they are assaulted when they bother with the small herds the Gaund shepherd as food animals.
Language: The Gaund language is composed primarily of clicks and whistling sounds.

GAUND SOCIETY
The Gaund live very simple, primitive lives. They are often mistaken for unintelligent giant lizards.
Alignment : Like the animals they live among, most Gaund are Neutral.
Lands : The Gaund live in hot underground caverns, usually in volcanically active areas.
Settlements : The Gaund do not like living near other races or in areas that are too cool, so they haven't spread much.
Beliefs : If the Gaund have any Gods it is unknown, as they have never communicated much with the outside world (especially their private beliefs).
Relations: Given that other races mistake them for animals (and thusly have no compunctions about killing them) the Gaund have traditionally not gotten along well with other species. Plus they're fairly territorial.

GAUND ADVENTURES
· Thieves are pilfering the eggs as they are coated in a valuable protective slime. It's time to put a stop to this.
· The caverns you live in are filling with lava due to volcanic activity, and you had to flee or drown. Now you must find a new home.
· The humans are offering a partnership. Their 'protection' in exchange for access to the gems they wish to mine from your homes. You are pondering how to best kill them.



Gaund Racial Feats

Improved Burning Gaze
You heat things up quickly.
Prerequisites: Gaund
Benefits: Your Gaze now does 2d4 Fire damage on the second round.


Greater Burning Gaze
Your gaze is more potent.
Prerequisites: Gaund, Improved Burning Gaze
Benefits: You now do 2d6 damage on the first round, and all subsequent rounds with your eye ray.


Precise Gaze
Your ray can now threaten criticals.
Prerequisites: Gaund, Improved Burning Gaze
Benefits: Your gaze now threatens a Critical on a 19-20. It does 4d6 fire damage on a successful critical.


Protective Slime
You produce the slime that protects your races eggs.
Prerequisites: Gaund, Con 15+
Benefits: You now gain immunity to Acid damage.


Gaund Racial Substitution Levels

Ranger
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Gaund Rangers can choose Ripper or Ray Master.
Combat Style: Ripper gets Multiattack at 2nd Level, Improved Initiative at 6th Level, and Improved Multiattack at 11th Level. Grenadier gets Improved Ray (see Racial Feats above) at 2nd Level, Weapon Focus (Ray) at 6th Level, and Greater Ray (see Racial Feats above) at 11th Level.


Druid
Level 13: Instead of a Thousand Faces you lose your Racial Vulnerability to Cold.

Metastachydium
2022-10-30, 03:58 PM
GAUND (Forgotten Realms)

(…)

· +2 Dex, +2 Con, +2 Wis, -2 Int, -4 Cha

(…)

· Burning Gaze (Su): IBurning Gaze is a ranged touch attack, and a Standard Action. If it is successful there is an effect similar to Heat Metal. Nothing happens the first round, but it does 1d4 fire damage the second round, and 2d4 fire damage each round thereafter that the attack is maintained. If at any point the attack misses the damage drops to 1d4 fire damage that round, and if it misses a second round damage drops to 0 and the Gaund must start over. Range is 90 ft., opponents wearing magical metal armor get a Willpower Save to negate the effect (Save is 10 plus 1/2 HD plus Cha modifier).

Why would it EVER try to use that? It deals less damage than a claw, still eats up perfectly good actions and can be negated with a save having a DC based off of the gaund's single worst stat. The feats improving on it don't quite save the thing either.


· Vulnerabilities: The Gaund have a -2 Racial Penalty on all Saving Throws against powers or effects with the Sonic descriptor or doing Sonic damage.

Character Development: Your vulnerability to Sonic attacks is a serious hindrance, and it should be addressed somehow.

While vulnerability to sonic is not that bad, I'm not sure why they have it in the first place. They are not much better at Listen than your average critter, they have no ear-based blindsense/blindsight or weird crystalline bodies.




Meanwhile, ripper ranger's some real good stuff and the druid thing is nice, late as it may come online.

Bhu
2022-10-30, 04:18 PM
Why would it EVER try to use that? It deals less damage than a claw, still eats up perfectly good actions and can be negated with a save having a DC based off of the gaund's single worst stat. The feats improving on it don't quite save the thing either. My guess is it hides, or is far enough away that it gives it a few rounds before the opponent closes to use it. I'm seriously considering breaking with the source material for this one.





While vulnerability to sonic is not that bad, I'm not sure why they have it in the first place. They are not much better at Listen than your average critter, they have no ear-based blindsense/blindsight or weird crystalline bodies.

I haven't really found anything explaining it.

Metastachydium
2022-10-31, 05:04 AM
My guess is it hides, or is far enough away that it gives it a few rounds before the opponent closes to use it. I'm seriously considering breaking with the source material for this one.

I couldn't endorse that idea more vocally. Tweaking this into relevance at the very least would be nice.


I haven't really found anything explaining it.

Something should perhaps be done about that too.

Bhu
2022-11-03, 12:11 AM
I'd forgotten how iffy Heat Metal was in 3.5.

Metastachydium
2022-11-04, 12:29 PM
Well, damn. I've just checked the 5e version and… Yeah. In actual fact, backporting something like that effect (with the neccessary modifications, obviously (bonus action, I'm looking at you)) might work as a way to make Burning Gaze actually relevant. 2d4 or 2d6 fire once per round as a standard action at the curent range, maybe? I also kind fo like the "save or drop stuff" side benefit, to be honest.

Bhu
2022-11-13, 03:34 PM
HURWAET (Spelljammer)

http://Picture URL if you have one

"We don't tolerate your kind here slaver."

The Hurwaeti are also known somewhat condescendingly as Wiggles, and are said to be related to both the Lizardmen and the Sahuagin (which all things considered should be impossible given their appearance and abilities). They are humanoid in shape with long froglike limbs, webbed hands and feet, and scales so small that their olive green skin appears to be unbroken and shiny. Heavy clothing is shunned in favor of loin cloths, and the occasional pack or belt for moving supplies. Their faces are somewhat Gnome like, but exaggerated with a pointed chin and nose. Unlike other reptiles (fish?) they have hair on their heads, and the older among them have full fledged beards.

HURWAET RACIAL TRAITS
· +2 Int, +2 Wis
· Size Class: Medium
· Type: Humanoid with the Reptilian, Aquatic and Amphibious Subtypes
· Base land speed 20 ft.
· Base swim speed 30 ft.
· +5 Natural AC Bonus
· Fog Cloud (Sp): Hurwaeti can cast Fog Cloud as a Spell-Like Ability 1/day as a 9th Level Sorcerer.
· Leaper (Ex): You do not take an increased DC to Jump Checks for not moving.
· A Hurwaeti has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Swim and Survival. It also gets 2 Feats.
· Hurwaeti have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line. They also have a +8 Racial Bonus to Jump Checks.
· Automatic Languages: Hurwaeti, Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Scout

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
Base Height: 6'
Height Modifier: +2d6"
Base Weight: 185 lbs.
Weight Modifier: x (2d6) lbs.

HURWAET CHARACTERS
Salt and Swamp Wiggles make excellent Barbarians or other melee combatants. Spacefaring Wiggles stats are well suited towards casters but they have Racial HD, so perhaps it's better to make them more skills oriented.
Adventuring Race: Spacefaring Hurwaeti are professional mercenaries and ship crews, they pretty much spend all their time adventuring in order to support their clan. Swamp Wiggles are incredibly xenophobic, so they generally only adventure to prove themselves or because they have become outcasts. Salt Wiggles are sometimes available for hire as cheap muscle or shock troops.
Character Development: Wiggles make great backstabbers if you get their racial Feats enhancing their fog ability, and allowing them to see through mists.
Character Names: Most other races cannot speak Hurwaeti, so they choose a name in the language of whatever species ship they are serving on.

ROLEPLAYING A HURWAETI
The world is a tough place. You have many racial enemies, and plenty of others are willing to take advantage of your reputation for being good employees. Your more primitive relatives certainly don't help your reputation. Your race has fallen far, and you are determined to change that.
Personality: The Hurwaeti tend to be dour, nose to the grind sort of folk. The more civilized ones are dedicated to their clans survival, and earning money to once again get their species back on track in the universe. The Swamp Wiggles are recluses who rarely deal with outsiders, and the Salt Wiggles are little better than flesh eating Ogres.
Behaviors: With the exception of the Salt Wiggles, Hurwaeti of all sorts are dedicated workers, often referred to as the perfect employees. Unless they meet members of the opposite sex, in which case they desert their positions to take advantage of the rare opportunity.
Language: The Hurwaeti speak their own language, and that of the Lizardmen which is fairly similar in some ways.

HURWAETI SOCIETY
The Hurwaeti were once a massive spacefaring civilization spreading their culture and beliefs. Alas, they had the misfortune of simultaneously declaring war on the Neogi, Beholders, and Illithids. The mistake cost them dearly, and shattered their empire. But for a few remaining colonies, the majority have descended into a far more barren existence. These 'Swamp Wiggles' live lives as little more than primitive hunters (or in some cases raiders). Something has gone wrong with them as 2% of their children are born monstrous. These children are almost universally tainted by Evil, and if not slain immediately they make for salt water to join their fellow outcasts. The cause of this malady is unknown. Much of the spacefaring Hurwaeti have been reduced to salvage or piracy, especially towards the territories of their old enemies.
Alignment : The Wiggles formerly leaned strongly towards both Good and Neutrality, but the harshness of their new existence has burned much of the Goodness out of them. Mind you they aren't Evil, but they aren't exactly angels either. Even the primitive Swamp Wiggles are mostly Neutral. The Salt Wiggles, however, are almost universally Lawful Evil for reasons no one fully understands.
Lands : The Hurwaeti are nomads, and are usually found strictly on ships as very few of them become land-bound anymore. Swamp Wiggles trend towards Temperate or Warm swamps. Salt Wiggles usually make for temperate or warm oceans, and if they can't find others of their own kind, they often live under bridges killing passers by.
Settlements : The Hurwaeti have a wide range of options if they wish to settle down, but Swamp Wiggles rarely leave their marshy homes. Salt Wiggles keep to themselves as well if they want to live.
Beliefs : Given their existence as travelers, the Hurwaeti encounter a variety of beliefs, and could worship a variety of deities. The Swamp and Salt Wiggles do not appear to have a concept of divinity.
Relations: The Hurwaeti are affable enough, and are dedicated and hard working. They despise Neogi, Beholders, and Illithids. Swamp Wiggles are xenophobes who will deal with outsiders, but only if they can be proven to be more powerful than the tribe. Salt Wiggles are little more than monsters who see all other beings weaker than themselves as food.

HURWAETI ADVENTURES
· Some kind of taint, whether physical or magical, is causing all of the tribes children to be born as Salt Wiggles. This must be stopped.
· The Neogi are in town for repairs to their ship, and both you and a variety of their haters have decided it would be fun to stomp them into the dust..
· Scrags have decided to contest with you Salt Wiggles for your territory. Let the wrasslin' begin!.



SWAMP WIGGLE (Spelljammer)

http://Picture URL if you have one

"You're in our territory now."

Swamp Wiggles are taller, long legged Hurwaeti who have become tribal hunters.

SWAMP WIGGLE RACIAL TRAITS
· +2 Con, +2 Wis
· Size Class: Medium
· Type: Humanoid with the Reptilian, Aquatic and Amphibious Subtypes
· Base land speed 20 ft.
· Base swim speed 40 ft.
· +5 Natural AC Bonus
· Fog Cloud (Sp): Hurwaeti can cast Fog Cloud as a Spell-Like Ability 1/day as a 9th Level Sorcerer.
· Leaper (Ex): You do not take an increased DC to Jump Checks for not moving.
· A Swamp Wiggle has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Swim and Survival. It also gets 2 Feats.
· Swamp Wiggles have a Primary Kick attack doing 1d6 plus Strength Bonus. They get 2 Kicks with a Full Attack.
· Swamp Wiggles have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line. They also have a +8 Racial Bonus to Jump Checks.
· Automatic Languages: Hurwaeti, Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Barbarian

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
Base Height: 6'6"
Height Modifier: +2d6"
Base Weight: 195 lbs.
Weight Modifier: x (2d6) lbs.




SALT WIGGLE

http://Picture URL if you have one

"Hissssssssssss!"

About 2% of Swamp Wiggles eat the other eggs before parasitically devouring their incubating parent. If they manage to escape destruction they grow up to be large, fanged monsters often mistaken for Scrags.

SALT WIGGLE RACIAL TRAITS
· +8 Str, +4 Con, +2 Wis, -2 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10'.
· Type: Humanoid with the Reptilian, Aquatic and Amphibious Subtypes
· Base land speed 15 ft.
· Base swim speed 50 ft.
· +8 Natural AC Bonus
· Fog Cloud (Sp): Hurwaeti can cast Fog Cloud as a Spell-Like Ability 1/day as a 9th Level Sorcerer.
· Leaper (Ex): You do not take an increased DC to Jump Checks for not moving.
· Rend (Ex): If a Salt Wiggle hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
· A Salt Wiggle has 12 Racial Hit Dice, giving it the following: 12d8 Hit Points, +9 Base Attack Bonus, +4 Fort Save, +8 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Swim and Survival. It also gets 5 Feats.
· Salt Wiggles have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite Attack doing 2d6 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
· Salt Wiggles have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line. They also have a +8 Racial Bonus to Jump Checks.
· Automatic Languages: Hurwaeti, Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +0
· Favored Class: Barbarian

STARTING AGE
Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
Base Height: 7'6"
Height Modifier: +2d6"
Base Weight: 2000 lbs.
Weight Modifier: x (4d6) lbs.



Hurwaeti Racial Feats

Improved Fog Cloud
You can use Fog Cloud more often.
Prerequisites: Hurwaeti (or Wiggles), 9 Hit Dice
Benefits: You may now use your Fog Cloud ability at will.


Mist Vision
You can see through clouds that normally obscure vision.
Prerequisites: Hurwaeti (or Wiggles), Wis 13+
Benefits: You can see through fogs and mists normally, whether they are natural or magic (see below for a list of example spells).


Fogcaster
You specialize in fog spells.
Prerequisites: Hurwaeti (or Wiggles), Caster Level 6th
Benefits: The following spells are added to your spell list, and you gain a +2 Bonus on Saves against them.
1st Obscuring Mist
2nd Fog Cloud
3rd Arctic Haze (see Frostburn), Caustic Smoke (see Complete Mage), Contagious Fog (see Spell Compendium), Nauseating Breath (see Spell Compendium), Stinking Cloud
4th Murderous Mist (see Spell Compendium), Solid Fog
5th Cloudkill
6th Acid Fog, Freezing Fog (see Spell Compendium)
8th Incendiary Cloud
9th Towering Thunderhead (see Complete Mage)


Hurwaeti Flexibility
You'll take on any job.
Prerequisites: Hurwaeti
Benefits: Gain a +2 Bonus on any two Skills of your choice.


Hurwaeti Racial Substitution Levels

Scout
Level 1: When choosing your Scout's Bonus Feats, you may opt to choose a Racial Feat instead.

Fighter
Level 4: Replace your 6th Level Bonus Feat with Improved Fog Cloud.
Murky Fog Cloud (Sp): When using your racial Fog Cloud ability you may instead choose to use Stinking Cloud (you are immune to it's effects).

Rogue
Level 10+: You gain new options with your Rogues Special Ability.
Special Ability (Ex): You may now choose from the following additional option:
Solid Fog (Sp): You may now cast Solid Fog 1/day as a Spell-Like ability as a 10th Level Sorcerer. You are immune to it's effects.

Swamp Wiggle Racial Substitution Levels

Scout
Level 1: When choosing your Scout's Bonus Feats, you may opt to choose a Racial Feat instead.

Barbarian
Level 1: Lose Fast Movement for Obscuring Rage
Obscuring Rage (Ex): You may now use your Racial Fog Cloud ability once per Rage.

Ranger
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Swamp Wiggle Rangers can choose Greatclub and Slinger.
Combat Style: Greatclub get Weapon Focus (Greatclub) at 2nd Level, Weapon Specialization (Greatclub) at 6th Level, and Improved Critical (Greatclub) at 11th Level. Slinger gets Point Blank Shot at 2nd Level, Precise Shot at 6th Level, and Improved Precise Shot at 11th Level.


Salt Wiggle Racial Substitution Levels

Scout
Level 4+: When choosing your Scout's Bonus Feats, you may opt to choose a Racial Feat instead.

Barbarian
Level 1: Lose Fast Movement for Obscuring Rage
Obscuring Rage (Ex): You may now use your Racial Fog Cloud ability once per Rage.

Metastachydium
2022-11-16, 03:16 PM
SALT WIGGLE

(…)

SALT WIGGLE RACIAL TRAITS
· +8 Str, +4 Con, +2 Wis, -2 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10'.
· Type: Humanoid with the Reptilian, Aquatic and Amphibious Subtypes
· Base land speed 15 ft.
· Base swim speed 50 ft.
· +8 Natural AC Bonus
· Fog Cloud (Sp): Hurwaeti can cast Fog Cloud as a Spell-Like Ability 1/day as a 9th Level Sorcerer.
· Leaper (Ex): You do not take an increased DC to Jump Checks for not moving.
· Rend (Ex): If a Salt Wiggle hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
· A Salt Wiggle has 12 Racial Hit Dice, giving it the following: 12d8 Hit Points, +9 Base Attack Bonus, +4 Fort Save, +8 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Swim and Survival. It also gets 5 Feats.
· Salt Wiggles have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite Attack doing 2d6 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
· Salt Wiggles have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line. They also have a +8 Racial Bonus to Jump Checks.
· Automatic Languages: Hurwaeti, Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +2
· Favored Class: Barbarian

I was going to compare these guys very favourably to ogres (as they are slightly above the ogre ballpark), but then I saw the 12 Humanoid RHD. That's a lot of bad RHD. Let's use scrags as a point of comparison!
–Speed's a wash;
–damage's a wash (stronger bite for the wiggle, more STR on the troll);
–Amphibious (it's not a subtype, it's a special ability, by the way) and a slightly better natural AC for the wiggle;
–but far better senses for the scrag (darvision 90', low-light vision and scent);
–Leaper and the SLA are interesting;
–but Regeneration blows them out of the water;
–the wiggle has better mentals (+2 INT, +4 WIS);
–but the scrags +4 on STR, +4 on DEX and +8 on CON make that a consolation price.

And again, Humanoid HD. Giant is atrocious alright, but Humanoid only really has Enlarge Person going for it. I'd reconsider that 12.


Hurwaeti Racial Feats

Improved Fog Cloud
You can use Fog Cloud more often.
Prerequisites: Hurwaeti (or Wiggles), 9 Hit Dice
Benefits: You may now use your Fog Cloud ability at will.

(…)

Fighter
Level 4: Replace your 6th Level Bonus Feat with Improved Fog Cloud.
Improved Fog Cloud (Sp): When using your racial Fog Cloud ability you may instead choose to use Stinking Cloud (you are immune to it's effects).

The identical name here is a tad confusing. They also leave me wondering if the two stack. At-will cloud of nausea is a hell of a BFC ability.
Also, is the AFC 4th or 6th level?


Ranger
Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Swamp Wiggle Rangers can choose Greatclub and Slinger.
Combat Style: Greatclub get Weapon Focus (Greatclub) at 2nd Level, Weapon Specialization (Greatclub) at 6th Level, and Improved Critical (Greatclub) at 11th Level. Slinger gets Point Blank Shot at 2nd Level, Far Shot at 6th Level, and Precise Shot at 11th Level.

I don't know. PBS is an annoying feat tax, mostly. Getting it for free is okay, but if one can get stuff chained off of it without having to meet requirements, it's not really worth it. Far Shot is kind of meh. Precise Shot, in the meantime is an absolutely essential tool for any dedicated ranged build. Waiting until ECL 15 to get it (unless the game starts at ECL 15 or higher, and probably kind of even then) is… Bad. Sabotage-level bad.

Bhu
2022-11-17, 12:43 AM
I did some edits. How about if I change it to LA 0?

Metastachydium
2022-11-17, 07:14 AM
I did some edits.

I'm not entirely sure what those even are. I'd still like the confusing identical name for Improved Fog Cloud and Improved Fog Cloud sorted out, and Slinger's still a big fat trap option.


How about if I change it to LA 0?

Hm. If we balance against stupid WotC numbers (which I tend to advocate for the sake of compatibility), that's ECL 11 (6+5) versus ECL 12 (12+0). Yeah, that could work.

Bhu
2022-11-20, 05:27 PM
Apparently the edits didn't take, so I have tried again.

Metastachydium
2022-11-21, 09:17 AM
Okay, I see them now; it's all good.

Bhu
2022-11-26, 07:03 PM
getting these up a day early, cause I got a lot of monsters coming tomorrow


KLA'A-TAH (Red Steel)

http://Picture URL if you have one

"Trouble is coming, warn your people."

The Kla'a-tah resemble great sea turtles with clawed forelimbs, and whose shells are studded with uncut gems and ore. Often called the Tortle Guardians, they often act as protectors of their race in times of disaster.

KLA'A-TAH RACIAL TRAITS
· +12 Str, +6 Con, +4 Int, +2 Wis, +2 Cha
· Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 5 ft.
· Type: Magical Beast with the Aquatic and Amphibious Subtypes, giving it Low Light Vision.
· Base land speed 15 ft.
· Base swim speed 40 ft.
· +11 Natural AC Bonus
· Hold Breath (Ex): A Kla'a-tah can hold its breath for a number of hours equal to 4 × its Constitution modifier before it risks drowning.
· Shell (Ex): The Kla'a-tah's thick shell gives it a +2 Resistance Bonus on Saving Throws. As a Move Action the Kla'a-tah may withdraw into (or emerge from) it's shell, increasing it's Natural Armor Bonus to AC to +13, and it's Save Bonus to +4.
· Float (Ex): Kla'a-tah have a natural ballast system that lets them float at the top of the water as log as they want, and if they lose consciousness it immediately kicks in.
· Darkvision 90 ft.
· A Kla'a-tah has 7 Racial Hit Dice, giving it the following: 7d10 Hit Points, +7 Base Attack Bonus, +5 Fort Save, +5 Ref Save, +2 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Knowledge (any), Swim and Survival. It also gets 3 Feats.
· Kla'a-tah have a Primary Claw attack doing 2d4 plus Strength Bonus, and a Secondary Bite Attack doing 2d8 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
· Kla'a-tah have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line.
. Non Humanoid Form: The Kla'a-tah aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts. Armor you buy is 4 times the normal cost and twice the normal weight.
· Automatic Languages: Kla'a-tah, Tortle and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +3
· Favored Class: Barbarian

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

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

HEIGHT AND WEIGHT
Base Length: 10'
Length Modifier: +2d12"
Base Weight: 2050 lbs.
Weight Modifier: x4d6 lbs.

KLA'A-TAH CHARACTERS
Given their Racial Hit Dice and LA, it's probably likely that most Kla'a-tah will stick with some sort of melee option.
Adventuring Race: Kla'a-tah rarely leave their homes, and it would take threats of epic proportions to make them do so (though presumably they are as susceptible to the need for revenge as anyone else).
Character Development: Given your limits due to your non-human form, and your lack of land speed, it would be wise to invest in something to offset this (even if it's just a caster Cohort who buffs you). Otherwise this race is for ocean based campaigns.
Character Names: It is presumed the Kla'a-tah use Tortle names, but with no one else other than Tortles having ever communicated with them no one is sure.

ROLEPLAYING A KLA'A-TAH
You are one of the last defenders of the natural world and the Old Ways. You cannot fail in your duties as protector.
Personality: Kla'a-tah never shy away from a fight, and rarely retreat from one. They see themselves as protectors of their territory and work tirelessly to ensure it is free of evil influences and monsters.
Behaviors: Kla'a-tah are rarely seen other than attacking Sea Gluttons or other monsters, or sunning themselves on rocks afterwards.
Language: The Kla'a-tah speak their own language, and that of the Tortles.

KLA'A-TAH SOCIETY
The Kla'a-tah are rare and reclusive, and usually only one of them is seen at a time. But for the moments when they have been glimpsed conversing with Tortle Shamans, it was always thought they were simply powerful animals. Legend about their origins is divided. Some believe they are Tortles changed somehow by the Monoliths of Zul or the Immortals, or even Tortles who have somehow overcome the Red Curse.
Alignment : The few Kla'a-tah that have been encountered have always been Neutral Good.
Lands : Kla'a-tah live in temperate waters off the coasts near Tortle communities. It is thought they live in deep trenches towards the ocean floors.
Settlements : Kla'a-tah have never been observed far from the territories of their Tortle charges.
Beliefs : Given the many rumors of their attachments to the Immortals, they can presumably be said to worship at least one of them (likely Ka), but it has never been observed.
Relations: They hate the Sea Gluttons and Cluu-rin, but haven't been observed interacting with any races but them and the Tortles.

KLA'A-TAH ADVENTURES
· A demagogue among the Tortles is preaching the virtues of a new deity, a deity that considers you irrelevant and possibly dangerous Something tells you the newest assault against your charges will be a more subtle threat than usual,
· Animals normally considered prey are disappearing quietly, and predators are becoming a threat to the surrounding area through sheer desperation. You need to fix this quick.
· Something appears to be directing the Sea Gluttons attacks. They don't normally have much in the way of tactics or cooperation. Time you round up some friends and go investigate.




Kla'a-tah Racial Feats

Tortle Guardian
You often search the future for catastrophes in order to guard your Tortle charges.
Prerequisites: Kla'a-tah, Wis 15+
Benefits: You may cast Augury 3/day as a Spell-like Ability.


Tortle Seer
You are a veteran guardian.
Prerequisites: Tortle Guardian
Benefits: You may cast Divination 1/day as a Spell-like ability.


Glutton Killer
You are a devoted foe of the Sea Gluttons.
Prerequisites: Kla'a-tah or Cluu-rin
Benefits: You gain +2 Favored Enemy Bonus (Magical Beast). This is identical to the Ranger's ability listed in the PHB.


Hard Shelled
Your armor is thicker than usual.
Prerequisites: Kla'a-tah, Con 20+, Hit Dice 9+
Benefits: You gain DR 2/-. This Feat may be taken multiple times, and it's effects stack.


Kla'a-tah Racial Substitution Levels

Cleric
Level 1: Kla'a-tah Clerics revere Mother Ocean (Calitha Starbow: Alignment, Favored Weapon Trident, Domains are Animal, Healing, Ocean, Plant, Time and Water) or Father Earth (Ka: Alignment LG, Favored Weapon Longsword, Domains are Animal, Creation, Knowledge, Protection, Scalykind). They also spontaneously cast domain spells instead of Cure spells.

Barbarian
Level 1: Your Fast Movement applies to your Swim speed, not your land speed.

Druid
Level 1: You have an Aquatic Animal Companion (see Stormwrack page 50).

Metastachydium
2022-11-27, 06:23 AM
KLA'A-TAH (Red Steel)

http://Picture URL if you have one

"Trouble is coming, warn your people."

The Kla'a-tah resemble great sea turtles with clawed forelimbs, and whose shells are studded with uncut gems and ore. Often called the Tortle Guardians, they often act as protectors of their race in times of disaster.

Nice! I like 'em.


· Shell (Ex): The Kla'a-tah's thick shell gives it a +2 Resistance Bonus on Saving Throws. As a Move Action the Kla'a-tah may withdraw into (or emerge from) it's shell, increasing it's Natural Armor Bonus to AC to +13, and it's Save Bonus to +4.


How does an Ex shell give a bonus to Will saves?


Lands : Kla'a-tah live in temperate waters off the coasts near Tortle communities. It is thought they live in deep trenches towards the ocean floors.

Even with a starting CON of 18 before the racial bonus plus 2 ASis and a +4 item the big turtles can only Hold their breath for abot 24 minutes. I'm not sure deep sea trenches would work out so hot for them. Maybe if they were Amphibious or had a feat to upgrade their Hold Breath to Amphibious.


Kla'a-tah Racial Feats

Tortle Guardian
You often search the future for catastrophes in order to guard your Tortle charges.
Prerequisites: Kla'a-tah, Wis 15+
Benefits: You may cast Augury 3/day as a Spell-like Ability.


Tortle Seer
You are a veteran guardian.
Prerequisites: Tortle Guardian
Benefits: You may cast Divination 1/day as a Spell-like ability.

Hrm. Not very strong, but very thematic. I'll go with a good job there!


Hard Shelled
Your armor is thicker than usual.
Prerequisites: Kla'a-tah, Cha 20+, Hit Dice 9+
Benefits: You gain DR 2/-. This Feat may be taken multiple times, and it's effects stack.

CHA? Why CHA?

Bhu
2022-11-27, 03:39 PM

How does an Ex shell give a bonus to Will saves? The source material never explains it. Maybe it's the gems//ore crusting the shell?



CHA? Why CHA?

Oopsie, that was supposed to be Con. I revised the hold breath too.

Metastachydium
2022-11-28, 08:03 AM
The source material never explains it. Maybe it's the gems//ore crusting the shell?

Eh, works for me.


I revised the hold breath too.

That might be a tad too much. 48+ hours? I'd go down to something like 4×CON modifier; that's 12+ hours. Real-world sea turtles can manage about 7, so that's not even artistic license territory.

Bhu
2022-11-30, 10:41 PM
Eh, works for me.



That might be a tad too much. 48+ hours? I'd go down to something like 4×CON modifier; that's 12+ hours. Real-world sea turtles can manage about 7, so that's not even artistic license territory.

OOpsie, I forgot to change that. I has fixed.

Metastachydium
2022-12-01, 06:31 AM
'Kay, all good now!

Bhu
2022-12-03, 10:52 PM
CLUU-RIN

http://Picture URL if you have one

"We require tribute for passage through our lands."

Cluu-rin appear somewhat smaller and sleeker than the Kla'a-tah, and are the 'guardians' (extortionists really) of the Snapper race.

CLUU-RIN RACIAL TRAITS
· +12 Str, +8 Con, +4 Int, +2 Wis, -2 Cha
· Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 5 ft..
· Type: Magical Beast, giving it Low Light Vision
· Base land speed 10 ft.
· Base swim speed 50 ft.
· +10 Natural AC Bonus
· Hold Breath (Ex): A Cluu-rin can hold its breath for a number of hours equal to 4 × its Constitution modifier before it risks drowning.
· Shell (Ex): As a Move Action a Cluu-rin may withdraw into (or exit from) it's shell, increasing it's Natural Armor Bonus to AC to +13.
· Float (Ex): Cluu-rin have a natural ballast system that lets them float at the top of the water as log as they want, and if they lose consciousness it immediately kicks in.
· Darkvision 90 ft.
· A Cluu-rin has 8 Racial Hit Dice, giving it the following: 8d10 Hit Points, +8 Base Attack Bonus, +6 Fort Save, +6 Ref Save, +2 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Knowledge (any), Swim and Survival. It also gets 3 Feats.
· Cluu-rin have a Primary Claw attack doing 2d4 plus Strength Bonus, and a Secondary Bite Attack doing 2d8 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
· Cluu-rin have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line.
. Non Humanoid Form: The Cluu-rin aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts. Armor you buy is 4 times the normal cost and twice the normal weight.
· Automatic Languages: Cluu-rin, Tortle and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +3
· Favored Class: Barbarian

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

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

HEIGHT AND WEIGHT
Base Length: 8'
Length Modifier: +2d12"
Base Weight: 1850 lbs.
Weight Modifier: x4d6 lbs.

CLUU-RIN CHARACTERS
The Cluu-rin are little more than thieves. Most will opt for melee classes or Rogue, either of which they are suited for.
Adventuring Race: Cluu-rin adventure for the same reasons as other evil beings: power, wealth, revenge. Not always in that order.
Character Development: Much like the Kla'a-tah it would be wise to take Leadership to have a Cohort buffer cover your weaknesses.
Character Names: Currently unknown, as the Cluu-rin never give their names.

ROLEPLAYING A CLUU-RIN
You are the Lord of your territory, and you kill anything that says otherwise. Unless it's willing to pay for passage.
Personality: The Cluu-rin require money or some other form of tribute to pass through their lands, for their protection, and for just about any interaction with other beings. They're either bribed, or everything ends in violence.
Behaviors: The Cluu-rin are very territorial, and are just as keen to keep large sea creatures out of their waters as the Kla'a-tah, though this is less due to ethics and more to do with keeping out rivals.
Language: The Cluu-Rin speak their own language and Tortle as well.

CLUU-RIN SOCIETY
The Cluu-Rin effectively have no society. They live as primitive animals or brigands, demanding tribute even from the Snapper tribes whom they consider to be under their protection (as long as they pay up). The Cluu-rin can be bribed, and sometimes form associations with pirates, but beyond that anyone meeting them is dead.
Alignment : The Cluu-rin are almost universally Neutral evil.
Lands : Cluu-Rin tend towards life in the warmer parts of the ocean where the Snapper tribes can be found.
Settlements : The Cluu-Rin only move when there are too many of them to peacefully co-exist in one area.
Beliefs : The Cluu-Rin have never been observed performing any religious rituals or indulging in anything that could be construed as worship. It could e assumed, however, that their species has some form of negative metaphysical influence in much the same way the Kla'a-tah have a positive one.
Relations: The Cluu-Rin are extremely territorial, and attack most other races on sight.

CLUU-RIN ADVENTURES
· The locals have had enough of your piracy, and are mounting a coup to oust you. Time to show them who's boss.
· Another Cluu-rin has given in to the Affliction due to lack of cinnabryl, and he is swiftly becoming a local terror in his desperation to find what he needs. He's murdered the Snappers who were his former providers when they came up dry. He has become such a problem, in fact, that it has been decided that you need to do something about him. Otherwise the other Cluu-rin will conspire to cut off your tribute of cinnabryl until you do.
· Rumors abound of a ghostly Sea Glutton haunting the local waters. Both Cluu-rin and Kla'a-tah have been found dead, and you have been asked to broker a temporary alliance to get rid of a mutual problem



Cluu-rin Racial Feats

Locking Jaws
You're like a Pit Bull.
Prerequisites: Cluu-rin, Str 25+
Benefits: You gain Improved Grab. When you successfully make a Bite attack against an opponent your own size or smaller, you can immediately make a Grapple attempt as a Free Action without provoking an attack of opportunity.


Death Grip
Pit Bulls now worship at your feet.
Prerequisites: Locking Jaws, 15+ HD
Benefits: You gain the Constriction ability, doing 2d8 plus one and a half times Str Modifier damage with a successful Grapple Check.


Jaws of Death
Prerequisites: Death Grip
Benefits: Your Bite attack now threatens a critical on a Natural 18-20, and does +1d6 damage on a successful Critical.



Cluu-rin Racial Substitution Levels

Cleric
Level 1: Cluu-rin worship no Gods that anyone know of, but they still have 'shamans'. Their Favored Weapon is their own claw, and available Domains are Evil, Tyrant (see Complete Warrior) and Water.

Barbarian
Level 1: Your Fast Movement applies to your Swim speed, not your Land speed.

Druid
Level 1: You have an Aquatic Animal Companion (see Stormwrack page 50).

Metastachydium
2022-12-04, 09:19 AM
CLUU-RIN

(…)

· Type: Magical Beast Aquatic and Amphibious Subtypes, giving it Low Light Vision

Amphibious is still not a subtype, but rather a special ability.


· Hold Breath (Ex): A Cluu-rin can hold its breath for a number of hours equal to 3 × its Constitution score before it risks drowning.

Same old overkill as with the other big turtle, and it's not even like they need it (if you need them resistant to suffocation for some reason, a more conservative N×CON rounds duration would do just fine; owing to Amphibious, drowning is a non-issue).


CLUU-RIN CHARACTERS
The Cluu-rin are little more than thieves. Most will opt for melee classes or Rogue, either of which they are suited for.

I'd argue that being STR/CON-heavy with size penalties and RHD they aren't exactly your usual Rogue-material.

Bhu
2022-12-04, 05:50 PM
Crap, those subtypes were from an earlier draft, they were supposed to have been removed, I have fixed.

Metastachydium
2022-12-05, 08:26 AM
Crap, those subtypes were from an earlier draft, they were supposed to have been removed, I have fixed.

Hold Breath still keys off of score rather than modifier. Is that intentional?

Bhu
2022-12-05, 10:49 PM
Hold Breath still keys off of score rather than modifier. Is that intentional?

Dagnabbit! I has fixed.

Bhu
2022-12-10, 06:31 PM
ID FIEND

http://Picture URL if you have one

*silent stare*

Id Fiends generally resemble 4 foot Gila Monsters, with more tapering tails than normal. Color schemes vary, and are usually adequate for blending in with the local terrain.

ID FIEND RACIAL TRAITS
· +2 Con, +4 Int, +2 Wis, -4 Cha
· Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 5 ft..
· Type: Magical Beast with the Psionic Subtype, giving it Low Light Vision and Darkvision 60 ft..
· Base land speed 30 ft.
· +4 Natural AC Bonus
· Psionics: Id Fiends manifest psionic powers as either a Psion or Psychic Warrior (manifester Level equals their Hit Dice). This stacks with Levels they may gain in either class to determine manifester level.
· Fear Attack (Su): At will the Id Fiend may unleash a blast of Fear (as per the spell) in a 60 foot radius from itself, affecting up to 15 Hit Dice worth of creatures of it's choice. Creatures targeted in the area must make a Willpower Save (Save DC is Int based), or be Shaken for a number of rounds equal to the Id Fiends Hit Dice.
· An Id Fiend has 5 Racial Hit Dice, giving it the following: 5d10 Hit Points, +5 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Knowledge (Psionics), Listen, Move Silently, Spot and Survival. It also gets 2 Feats.
· Id Fiends have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite Attack doing 1d8 plus 1/2 Str Modifier, and a Secondary Tail Attack doing 1d8 plus 1/2 Str Modifier. They get 2 Claws and a Bite and a Tail Attack with a Full Attack.
. Non Humanoid Form: The Id Fiends aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is double the cost for them. Being quadrupedal they have 1 1/2 times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
· Automatic Languages: Id Fiend. Bonus Languages: Any nearby race.
· Level Adjustment: +4
· Favored Class: Psion or Psychic Warrior

STARTING AGE
Adulthood: 60
Barbarian, Rogue, Sorcerer: +4d6
Bard, Fighter, Paladin, Ranger: +6d6
Cleric, Druid, Monk, Wizard: +8d6

AGING EFFECTS
Middle Age: 150
Old: 200
Venerable: 250
Maximum Age: +6d% years

HEIGHT AND WEIGHT
Base Length: 8'
Length Modifier: +2d12"
Base Weight: 1850 lbs.
Weight Modifier: x4d6 lbs.

ID FIEND CHARACTERS
Your only option beyond Psionics is some sort of melee brute, and the Psi route offers you better options (or at least more of them) even with the LA.
Adventuring Race: Given that they are practically little more than intelligent animals, Id Fiends do not have the usual reasons for adventuring, except perhaps revenge. It is never wise to cross one. It's a truly exceptional Id Fiend who joins a party, and usually they do so for reasons unique to them.
Character Development: Given that your racial psionics stacks with the Psion and Psychic Warrior classes, it's almost a given you will be taking advantage of that. To help make up for your lack of hands if nothing else.
Character Names: Due to their lack of society, an Id Fiend chooses it's own name, if it actually wishes to have one. Names really serve them no purpose.

ROLEPLAYING AN ID FIEND
Fear is the key, the motivator of all living things. Manipulating Fear keeps your belly full, and your blood un-spilled. You need to nurture it as much as you can.
Personality: Id Fiends are effectively sociopaths (or at least they appear that way to other species), with little or no empathy, and no real understanding of good or evil.
Behaviors: You generally laze about like most lizards, or spend your time honing your psionic powers and hunting skills.
Language: Id Fiends have their own language, which they are born knowing. It has no alphabet, and is virtually impossible for non-psionic humanoids to learn.

ID FIEND SOCIETY
The Id Fiends have no society. They are solitary ambush predators who live as animals, and come together once per year to mate. As their young are born able to eat solid food, their mother abandons them after the hatching.
Alignment : Almost universally Neutral, though a few drift towards Evil or Chaos due to loneliness induced madness.
Lands : Id Fiends generally prefer the forests and jungles near the Forest Ridge, or the Tablelands surrounding the Sea of Silt.
Settlements : Ever the opportunists, Id Fiends may be found throughout Athas.
Beliefs : Id Fiends have no known religious beliefs.
Relations: All other races are food. Trying to befriend an Id Fiend is a very difficult cause.

ID FIEND ADVENTURES
· Psions believing dried Id Fiend blood will enhance their powers have hired trappers to round up your people. Time you round up the relatives and put them down.
· A Sink Worm has moved into your territory, and it's ruined hunting. You've sent out a desperate telepathic call to others of your kind, hoping they'll see the communal threat it presents (and incidentally rescue you).
· One of your kind has apparently become a cannibalistic serial killer. You need to find out who and put him down before you become a victim.



Id Fiend Racial Feats

Improved Fear
You really know how to break up a party.
Prerequisites: Id Fiend, ECL 12
Benefits: Your Fear Attack now affects up to 25 Hit Dice, and if opponents fail their Save they are Frightened on the 1st round, and then Shaken for the remainder.

Greater Fear
You...are not popular.
Prerequisites: Improved Fear
Benefits: Your Fear Attack now affects all opponents within it's area regardless of Hit Dice.

Phantasm
You can pull forth people's greatest fears.
Prerequisites: Id Fiend, ECL 12
Benefits: You can manifest Phantasmal Killer 3/day as a Psilike ability. Save DC is Int based.

Greater Phantasm
You can pull forth people's greatest fears squared.
Prerequisites: Id Fiend, ECL 18
Benefits: You can manifest Weird 1/day as a Psilike ability. Save DC is Int based.


Id Fiend Racial Substitution Levels


Lurk
Level 14, 17: You gain new Lurk Augments and access to Racial Powers (see below).
Lurk Augments (Ex): Replace Sneak Attack Constructs with Sneak Attack Elementals, and replace Planar attack with Psionic Attack.
Sneak Attack Elementals The lurk's sneak attack can damage elementals, if sneak attack damage would otherwise apply on the lurk's attack (for instance, if the elemental is flanked or flat-footed). Minimum level 14th.
Psionic Attack The lurk's next attack deals an extra 2d6 points of damage to psionic creatures. For every power point spent, the damage increases by 1d6 points. Minimum level 17th.

Psion
Level 1: Remove Craft and Profession from the Class Skill list, and limit Knowledge to Geography, Nature and Psionics. Add Hide to the Skill List. You gain access to Racial Powers (see below).

Psychic Warrior
Level 1: Exchange Craft for Hide on the Class Skill List. You gain access to Racial Powers (see below).




Detect Poison, Psionic
Clairsentience
Level: Lurk 1, Psion/wilder 1, Psychic Warrior 1
Display: Visual and auditory
Manifesting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, one object, or a 5-ft. cube
Duration: Isntantaneous
Power Points: Lurk 1, Psion/wilder 1, Psychic Warrior 1

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Stygian Field
Psychometabolism
Level: Lurk 6, Psion/wilder 6, Psychic Warrior 6
Display: Visual
Manifesting Time: 1 Standard Action
Range: 20 ft.
Area: 20 foot Area, centered on you
Duration: 1 Round/level
Saving Throw Fortitude Negates
Power Resistance Yes
Power Points: Lurk 1, Psion/wilder 1, Psychic Warrior 1

You do 11d4 negative energy damage to all beings in the area that fail their Saving Throw. For every additional power point you spend, this power’s damage increases by 1d4 points.

Scent, Psionic
PSychometabolism
Level: Lurk 2, Psion/wilder 2, Psychic Warrior 2
Display: Visual and olfactory
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 minutes/level
Power Points: Lurk 1, Psion/wilder 1, Psychic Warrior 1

You gain the Scent ability listed in the Monster Manual for the duration of the spell.

Metastachydium
2022-12-11, 01:43 PM
ID FIEND

http://Picture URL if you have one

*silent stare*

Id Fiends generally resemble 4 foot Gila Monsters,

4 foot tall, I presume? (Also, do they have anything to do with muckdwellers? I like muckdwellers. And they are also fantasy Gila monsters.)


· Level Adjustment: +2
· Favored Class: Psion or Psychic Warrior

That's really on the generous side by WotC standards. I mean, these funny lizards are basically full-BAB, d10 HD Psions (good synergy with that pretty, pretty INT boost) or P.Warriors (good synergy with the WIS increase and all those juicy natural attacks that look nice on any P.Warrior).


Id Fiend Racial Feats

Improved Fear
Your presence is harder to resist than usual.
Prerequisites: Id Fiend
Benefits: Your Racial Fear Attack and Psionic Powers you manifest that have the Fear descriptor see their Save DC increased by 1.

Greater Fear
You really know how to break up a party.
Prerequisites: Improved Fear
Benefits: Your Fear Attack now affects up to 25 Hit Dice, and if opponents fail their Save they are Frightened on the 1st round, and then Shaken for the remainder.

Mighty Fear
You...are not popular.
Prerequisites: Greater Fear
Benefits: Your Fear Attack now affects all opponents within it's area regardless of Hit Dice, and if opponents fail their Save they are Panicked on the 1st round, and then Shaken for the remainder.

Hrm. Baseline Fear can use some help for sure, but I'm not quite as sure about this. I mean, Improved Fear is strictly a bothersome feat tax; Greater is… Not that bad, I suppose, but between the HD cap and the CHA-based Fort save it might not be a top choice either.

Meanwhile, Mighty is uncapped at-will Panic available at the moment of character creation assuming one flaw. All these make a weird combo.


Phantasm
You can pull forth people's greatest fears.
Prerequisites: Id Fiend, 7 HD
Benefits: You can manifest Phantasmal Killer 1/day as a Psilike ability.

And this is a trap. Phantasmal Killer is infamously weaksauce and it giving two chances to pass CHA-hampered saves paired with it only coming online at ECL 11 doesn't help.

Bhu
2022-12-13, 11:50 PM
I have made some edits.

The Muckdwellers, I believe, are a different world setting.

Metastachydium
2022-12-14, 04:36 AM
I have made some edits.

All's looking good and lovely.


The Muckdwellers, I believe, are a different world setting.

And from the Book We Don't Talk About to boot, but I had to ask.

Bhu
2022-12-18, 12:59 AM
INGUNDI (Greyhawk)

http://Picture URL if you have one

"....."

The Ingundi are semi-bipedal lizardmen, standing roughly 5-6 feet tall. They are light green in color, fading to yellow on their bellies. Their eyes are yellow with black pupils.

INGUNDI RACIAL TRAITS
· +2 Con, +2 Cha, -4 Int
· Size Class: Medium
· Type: Humanoid with the Reptilian Subtype
· Base land speed 20 ft.
· +4 Natural AC Bonus
· Spell-Like Abilities (Sp): Detect Thoughts-at will, Disguise Self 2/day
· Telepathy 60 ft.
· An Ingundi has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Bluff, Diplomacy, Hide, Move Silently, and Survival. It also gets 2 Feats.
· Ingundi have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d8 plus half Strength Bonus. They get 2 Claws and a Bite with a Full Attack.
· Ingundi have a +4 Racial Bonus to Bluff and Diplomacy Checks.
· Automatic Languages: Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Scout

STARTING AGE
Adulthood: 60
Barbarian, Rogue, Sorcerer: +4d6
Bard, Fighter, Paladin, Ranger: +6d6
Cleric, Druid, Monk, Wizard: +8d6

AGING EFFECTS
Middle Age: 150
Old: 200
Venerable: 250
Maximum Age: +6d%

HEIGHT AND WEIGHT
Base Height: 5'4"
Height Modifier: +2d6"
Base Weight: 90 lbs.
Weight Modifier: x3 lbs.

INGUNDI CHARACTERS
Given their animalistic lifestyle, Ingundi are well adapted to forest dwelling classes such as the Barbarian and Scout. Their Int penalty will hurt skill choice though.
Adventuring Race: Ingundi generally go on quests for revenge or power. Optionally they may need to disappear because they've worn out their welcome, and tag along disguised in an adventuring party until they can score a new home.
Character Development: If you intend to go out into the world be sure to take some racial Feats in order to disguise yourself.
Character Names: Due to their lifestyle and telepathy, the Ingundi see no need for names.

ROLEPLAYING AN INGUNDI
You have little in the way of emotion. Humans would call you a psychopath if that term existed in fantasy worlds. You aren't a psychopath, you just don't feel much of anything.
Personality: You have little in the way of personality, and are almost strictly a predatory animal, even given your intelligence.
Behaviors: Ingundi often sit hidden, watching others for hours to learn better methods of seducing prey. Animals are approached using their illusory disguise, pretending to be a docile member of their species. Humanoids are seduced and led to quiet places where the Ingundi can take advantage of their vulnerability.
Language: The Ingundi have no language, communicating with each other telepathically. They usually learn Common though.

INGUNDI SOCIETY
The Ingundi have no known culture or civilization, despite their powers and intelligence. They only come together once a year, to mate in the winter.
Alignment : Ingundi are almost universally Chaotic Evil. At least until they get to learn other species are people.
Lands : Ingundi haunt the temperate forests of Greyhawk, making their lairs in dead trees or similar abodes.
Settlements : Ingundi do not generally venture out of the safety of the deep woods
Beliefs : If the Ingundi serve a deity, it is not known to the seers of Greyhawk.
Relations: Ingundi regard all other races as food, though some do charm Giant Iguanas to serve as mounts or attack beasts. It's a special one of them that accepts other species as an equal.

INGUNDI ADVENTURES
· A well designed pogrom has nearly exterminated your people, and those of you left are forced to hide among the enemy. You hide, while looking for opportunities for revenge.
· A small village has been paying you a monthly tribute in the form of people (i.e. food), but they're overdue. When you go into town to teach them a lesson, you find their bodies burned in one giant pile, with all their heads arranged around the ashes. Some part of you wants to run, while another wants revenge for losing your comfortable life.
· You've been seeing things in your dreams at night that hint towards the death of your kind (and incidentally just about everything else). You fear you may have to put your cravings for meat aside and join with the local Humanoids to help ward off whatever impending event promises your mutual destruction.



Ingundi Racial Feats

Thought Thief
Your telepathy has gotten better with time.
Prerequisites: Ingundi, 12 HD
Benefits: You my cast Probe Thoughts 2/day as a Spell-like ability.


Face Thief
Your telepathic disguise is more versatile.
Prerequisites: Ingundi
Benefits: You may now cast Reflective Disguise2/day (see Spell Compendium).


Charming Mask
You have a way with words.
Prerequisites: Ingundi
Benefits: You may cast Charm Person 3/day as a Spell-like ability.


Improved Charming Mask
Even other monsters say so.
Prerequisites: Charming Mask, 9 HD
Benefits: You may cast Charm Monster 2/day as a Spell-like ability.


Ingundi Racial Substitution Levels

Barbarian
Level 1: Lose Fast Movement for Sneak Attack
Sneak Attack (Ex): You gain 1d6 Sneak Attack (see PHB), which stacks with Sneak attack dice from other sources.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Psion
Level 1: When choosing your Bonus Feat, you may take a Racial Feat instead.

Metastachydium
2022-12-19, 10:17 AM
INGUNDI (Greyhawk)

(…)

· Favored Class: Barbarian

They are a bit subtle to be good Barbarian material. Scout or Wilderness Rogue would perhaps serve them better.


INGUNDI CHARACTERS
Given their animalistic lifestyle, Ingundi are well adapted to forest dwelling classes such as the Barbarian and Scout. Their Int penalty will hurt skill choice though.

It's not that bad; Scout/Rogue leaves them with 6 skill points per level without any serious investment in INT and it's not like Barbarians are very skill-based.


Charming Mask
You have a way with words.
Prerequisites: Ingundi
Benefits: You may cast Charm Person 3/day as a Spell-like ability.


Improved Charming Mask
Even other monsters say so.
Prerequisites: Charming Mask, 9 HD
Benefits: You may cast Charm Monster 2/day as a Spell-like ability.

Those are pretty good picks and I don't thin anything'd break if the lizards got the Improved one at 7 HD; I mean, with the LA that's ECL 8 where the Sorcerer gets it and it's not like one can churn as much out of a 2/day SLA as a full caster can from a spell known.

Bhu
2022-12-19, 11:22 PM
They are a bit subtle to be good Barbarian material. Scout or Wilderness Rogue would perhaps serve them better.


hose are pretty good picks and I don't thin anything'd break if the lizards got the Improved one at 7 HD; I mean, with the LA that's ECL 8 where the Sorcerer gets it and it's not like one can churn as much out of a 2/day SLA as a full caster can from a spell known.

I has fixed. I made the Feat 9 HD cause that's the earliest it ca get a Feat. Otherwise it'd be at 7 hd.

Metastachydium
2022-12-20, 07:00 AM
I made the Feat 9 HD cause that's the earliest it ca get a Feat. Otherwise it'd be at 7 hd.


In my defense, two strategically placed levels of Savant can grant a feat at 7th, among other ways. But yeah.

Bhu
2022-12-24, 04:53 PM
JOZHAL (Athas)

http://Picture URL if you have one

"Shiny!"

Jozhal are thin, gangly reptiles, who can change color at will. They are bipedal, with scales so fine it seems as though they are covered in skin.

JOZHAL RACIAL TRAITS
· +2 Dex, +4 Int, +2 Wis, -2 Str, -2 Cha
· Size Class: Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
· Type: Magical Beast, giving it Low Light Vision and 60' Darkvision
· Base land speed 45 ft.
· +6 Natural AC Bonus
· Camouflage (Ex): This is identical to the Ranger ability listed in the PHB.
· Spellcasting: Jozhal can cast spells as a Cleric equal to their Hit Dice. This stacks with any Levels in Cleric they may gain to determine their Caster Level.
· Psionics: Jozhal can manifest psionic powers as a Psion equal to their Hit Dice. This stacks with any Levels in Psion they may gain to determine their Manifester Level.
· Power Resistance equal to 10+CR
· Empathy (Su): Jozhalcan communicate and empathize with others. This gives them a +4 racial bonus on checks when influencing the attitudes and allows the communication of simple concepts, such as "friend," "foe," "flee," and "attack."
· A Jozhal has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Concentration, Hide, Knowledge (Psionics), Move Silently, Psicraft, and Use Psionic Device. It also gets 2 Feats.
· Jozhal have a Primary Bite attack doing 1d6 plus Strength Bonus.
. Non Humanoid Form: The Jozhal aren't humanoid. Being vicious predators they can't make Handle Animal checks as animals are terrified of them. Armor is double the cost but half the weight for them.
· Skills: Jozhal have a +4 Racial Bonus to Hide Checks.
· Automatic Languages: Jozhal have no language, but most PC's will have learned Common or the language of a nearby race.
· Level Adjustment: +5
· Favored Class: Cleric or Psion

STARTING AGE
Adulthood: 60
Barbarian, Rogue, Sorcerer: +4d6
Bard, Fighter, Paladin, Ranger: +6d6
Cleric, Druid, Monk, Wizard: +8d6

AGING EFFECTS
Middle Age: 150
Old: 200
Venerable: 250
Maximum Age: +6d%

HEIGHT AND WEIGHT
Base Height: 3'
Height Modifier: +2d4"
Base Weight: 35 lbs.
Weight Modifier: x1 lb.

JOZHAL CHARACTERS
The LA will be a nasty penalty, but given their racial abilities the Jozhal are meant for either Cleric or Psion.
Adventuring Race: Jozhal are very reverent towards nature, and will go to great lengths to preserve it or chase away Humanoids. They also adventure to acquire magic items, and for revenge.
Character Development: Try to find some way to obviate your racial LA, and to disguise yourself among the other races.
Character Names: Jozhal names are pronounceable only by their species.

ROLEPLAYING A JOZHAL
Humanoids always mean trouble for everyone. Only in times of direst need are they to be tolerated.
Personality: Jozhal leave nothing to waste, devouring their dead, and making tools from their bones. Their sort of like weird cannibal hippies/survivalists.
Behaviors: Jozhal are very curious about magic items, and see nothing wrong with pilfering them. They do, however, take great offense at the wilderness being despoiled. So while taking shinies is okay, don't discard them in the wild.
Language: The Jozhal have no language, living at the equivalent of the human Stone Age. They communicate in much the same way apes do, with a primitive proto language, unless they make the effort to learn Common or another tongue.

JOZHAL SOCIETY
The Jozhal are scavengers living in small family units. They leave nothing to waste, because at their level of subsistence nothing can afford to be wasted.
Alignment : Almost universally Chaotic Neutral.
Lands : Jozhal are found in the Tablelands or Hinterlands.
Settlements : Despite being nomadic, the Jozhal rarely leave their homelands.
Beliefs : The Jozhal revere nature, and are careful to never despoil it, but it is uncertain that this extends to any form of religious belief.
Relations: Jozhal tend to be isolationists, fearing humanoids as being dangerous and lacking in sense. They do have a taste for magic items though, and will attempt theft if they detect any on travelers.

JOZHAL ADVENTURES
· A local campaign against the Sorcerer Kings is led by a man whose origin and location no one knows. Mostly because that 'man' is you using a psionic disguise.
· A powerful undead is threatening to unleash a plague of his kind. And the only one who knows about it is you, a member of a species most others don't feel a need to listen to.
· In a truly odd, and convoluted story for the ages, you have been elected some sort of king among the local bug peoples. You just know this is gonna end bad.



Jozhal Racial Feats

Mystic Ambush
You're a sneaky caster/manifester.
Prerequisites: Jozhal, Ambush alternative class feature
Benefits: If you succeed in targeting a single opponent who is unaware of you with a spell or power, you may add your Ambush damage. You may only use this Feat with spells or powers that target a single being, and that do damage.


Improved Ambush
You are a master predator, or at least you like to think so.
Prerequisites: Jozhal, Ambush 2d6
Benefits: Your Ambush damage improves by +2d6, and the range at which you can use it increases by 20 ft.


Hindering Power
Your spells slow opponents down.
Prerequisites: Jozhal, any Metapsionic or Metamagic Feat
Benefits: If an opponent fails a Saving Throw against a spell you cast or a power you manifest, you may voluntarily reduce the caster/manifester level by 1 to reduce your opponents land speed by 10 feet for 1 Minute. Multiple uses of this Feat stack, but cannot reduce an opponents speed lower than 5 feet.


Camouflage Master
You always did best at hide and seek.
Prerequisites: Jozhal, Hide 4 ranks
Benefits: The penalties you take for moving during a Hide Check are reduced by 5.


Jozhal Racial Substitution Levels

Cleric
Level 1: See rules for Athasian Clerics on Athas.org.

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

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

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

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Level 8: Replace Camouflage with Racial Feat.



Psion
Levels 1, 5, 10, 15 and 20: Instead of gaining Bonus Feats you may choose 2 disciplines at 1st Level, as well as their associated skills. If you choose this option you are limited to Psychoportation and Telepathy.

Metastachydium
2022-12-25, 02:52 PM
· Spellcasting: Jozhal can cast spells as a Cleric equal to their Hit Dice. This stacks with any Levels in Cleric they may gain to determine their Caster Level.
· Psionics: Jozhal can manifest psionic powers as a Psion equal to their Hit Dice. This stacks with any Levels in Psion they may gain to determine their Manifester Level.

I was going to comlain about the LA being a bit high (I know, I know, I usually do the opposite of that), but then I saw they get these both. Not bad!


Non Humanoid Form: The Jozhal aren't humanoid. Being vicious predators they can't make Handle Animal checks as animals are terrified of them.

Nice touch!


· Automatic Languages: Jozhal have no language, but most PC's will have learned Common or the language of a nearby race.

(…)

Language: The Jozhal have no language, living at the equivalent of the human Stone Age. They communicate in much the same way apes do, with a primitive proto language, unless they make the effort to learn Common or another tongue.

I don't know. I'm not sure a creature with a +4 to INT (which woukld, by default, grant two bonus languages to a PC) and an easy grasp of skills such as Knowledge (psionics) has any business not being able to speak a language more sophisticated than something devised by animals with an INT score of 2. Not having a language of their own makes sense, but I think something like "Any one" or "Any two" would work better in that capacity, 2e fluff be damned.


Jozhal Racial Feats

Mystic Ambush
You're a sneaky caster/manifester.
Prerequisites: Jozhal, Ambush alternative class feature
Benefits: If you succeed in targeting a single opponent who is unaware of you with a spell or power, you may add your Ambush damage. You may only use this Feat with spells or powers that target a single being, and that do damage.


Improved Ambush
You are a master predator, or at least you like to think so.
Prerequisites: Jozhal, Ambush 2d6
Benefits: Your Ambush damage improves by +2d6, and the range at which you can use it increases by 20 ft.

(…)

Scout
Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush


Hindering Power is neat, but I'm really not sure about the rest. Camouflage Master is okay, if a bit superfluous (these guys start with a +9 to Hide before ranks and unadjusted stats). But then we have half the feats and the most substantive racial class variant revolve around Ambush. I know I complain about Ambush a lot, but hear me out: Skirmish has the advantage that it's easier to set up than any other type of precision damage; Deceptive Attack, bad as it is, has the advantage of being like precision damage without being actual precision damage and thus applying against any type of foe by default.

Ambush, on the other hand… It's kind of nice if one can pull off sniping from within melee range for most of one's career? And Jozhal get the first measly dice of it at ECL 10.

Bhu
2022-12-25, 05:26 PM
Maybe if I changed it to "their language is currently in development"?

Metastachydium
2022-12-26, 03:31 PM
Maybe if I changed it to "their language is currently in development"?

That kind of has the same problem. They are a bit too smart for that. I had an epiphany, though, this morning! These lizards are sneaky psychic lizards! They could have some kind of Empathetic Link with conspecifics, allowing them to transfer emotions and simple concepts (so long as they are not very far from each other). It wouldn't break much (even if there's more than one jozhal in a party, it's just a cute boon), it would fit the psionic profile and it would explain why they don't have a language (they could make one or several, but for what if they can "talk" among each other without the risk of being detected or eavesdropped? It's not like they are sentimental fuzzballs with much they want to speak about).

Bhu
2022-12-26, 06:06 PM
Would this be species specific, or would they need to learn languages to speak to other races?

Metastachydium
2022-12-27, 01:14 PM

Both? It's supposed to be a by-jozhals-for-jozhals deal that doesn't help much (read: at all) when conversing with non-jozhal.

Bhu
2022-12-27, 11:54 PM
I've edited it in

Bhu
2023-01-01, 09:39 PM
ALCOR

http://Picture URL if you have one

"You don't belong here..."

The Alcor looks like a typical Lizardfolk, minus the adaptations for semi aquatic living. It's tail also widens into a broad, flat pad it can stand on.

ALCOR RACIAL TRAITS
· +2 Dex, +2 Con, +2 Wis, -6 Int (minimum 3), -4 Cha
· Size Class: Medium.
· Type: Humanoid with the Reptilian Subtype
· Base land speed 25 ft.
· +5 Natural AC Bonus
· Tail Slap(Ex): If it is not using it's Tail to ski, the Alcor can deliver a devastating Tail Slap as a Full Round Action. If the attack is successful it does 2d4 plus Str Modifier damage, and the Alcor can immediately make a Trip attack as a Free Action without provoking an Attack of Opportunity.
· Snow-Walking (Ex): The Alcor suffer no penalties for moving through snow. Additionally they may stand on their broad, flat tails and use them to ski down mountainsides, with a spear as their ski pole. When skiing they move at double their land speed, and if they successfully perform a charge attack while skiing the damage is doubled.
· Cold Resistance 5
· An Alcor has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Climb, Knowledge (Nature), Spot and Survival. It also gets 2 Feats.
· Alcor have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Str modifier. It gets 2 claws and a bite with a Full Attack.
· Skills: Alcor have a +4 Racial Bonus to Survival Checks.
· Automatic Languages: Draconic.
· Level Adjustment: +0
· Favored Class: Scout

STARTING AGE
Adulthood: 30
Barbarian, Rogue, Sorcerer: +2d6
Bard, Fighter, Paladin, Ranger: +4d6
Cleric, Druid, Monk, Wizard: +6d6

AGING EFFECTS
Middle Age: 70
Old: 105
Venerable: 140
Maximum Age: +4d20 years

HEIGHT AND WEIGHT
Base Height: 5'
Height Modifier: +2d10"
Base Weight: 100
Weight Modifier: x2d6 lbs.

ALCOR CHARACTERS
Go Scout if the campaign takes place on a snowy mountain, you're perfect for it. If not, some form of lightly armored fighter type is good.
Adventuring Race: Alcor go adventuring for the same reason most Lizardfolk would go. Wealth, glory, etc.
Character Development: Given your races reputation for xenophobia, it might do to be as adept at either stealth or combat as you can...
Character Names: Alcor use Lizardfolk names.

ROLEPLAYING AN ALCOR
Non Lizard people are evil. Pure, nasty evil. Granted a lot could be said about you being hypocritical seeing as you kill any one on the mountain and all...
Personality: You're a reptile trapped in permanent winter...you have anger issues.
Behaviors: You spend much time practicing your skiing and stabbing things.
Language: Alcor speak a degraded version of Draconic.

ALCOR SOCIETY
With the exception of living in an alpine climate (and harsh xenophobia), you're pretty much just like the rest of the Lizardfolk race.
Alignment : The vast majority of Alcor are Neutral in outlook, caring about nothing more than survival.
Lands : Alcor generally live on snowbound mountain peaks.
Settlements : It's rare that the Alcor settle, but they still prefer arctic conditions if they do.
Beliefs : If the Alcor have a religion, no one knows about it.
Relations: The Alcor are extremely xenophobic, even differing tribes of Alcor will only cooperate with each other when there is another enemy (i.e. anything not Alcor) in the area.

ALCOR ADVENTURES
· A tribe of Amitok has decided to move in on your territory. Let the battle of the snow monsters begin!
· It's time for the annual skiing competition, but some fool called up a minor demon and no one knows how to get rid of the damn thing. You are now volunteered to tell it to leave. Good luck!
· Today an Angel dropped by your cave to ask directions, despite your valiant attempts to damage him. He was followed by a Devil. Then some sort of alien thing. What the hell is going on?



Alcor Racial Feats

Winterized
You're used to the cold.
Prerequisites: Alcor, Cold Endurance
Benefits: Your Cold Resistance improves from 5 to 10.


Polar Vision
You are used to light reflecting off the ice and snow.
Prerequisites: Alcor, Con 13+
Benefits: You are immune to Snow Blindness (see Frostburn).


Numb Rage
Instead of anger, you become incredibly focused and emotionless during rage.
Prerequisites: Alcor, Improved Cold Rage, Wis 15+
Benefits: You are immune to Mind-Affecting effects during Rage.


Frozen Rage
Your wounds don't bleed.
Prerequisites: Alcor, Cold Rage
Benefits: You are immune to the Wounding Weapon Property (and similar abilities that do ability or hit point damage due to blood loss) while Raging.


Alcor Racial Substitution Levels

Scout
Level 1: Replace Flawless Stride with Snowglider.
Snowglider (Su): You can move without penalty over ice and snow (including terrain that requires a Climb or Swim check, or that has been magically manipulated), and do not need to make Balance Checks to avoid falling. You also do not fall through snow, moving atop it as if it were solid ground.

Barbarian
Level 1: Replace Rage with Cold Rage
Cold Rage (Ex): This identical to normal Rage (including for purposes of Feats that require Rage), with 2 exceptions. The first is that the Alcor is not Fatigued when the Rage ends. nor do you take a Penalty to AC. Instead of the usual Bonus to Str, Con an Willpower Saves you instead receive a +2 Resistance Bonus to all Saving Throws.
Level 3+: Trap Sense is modified.
Trap Sense (Ex): Barbarians may add their trap sense bonus on Reflex saves made against natural hazards of the frostfell, as well as to their Armor Class against attacks made by natural hazards. Hazards of the frostfell include dangers such as avalanches, snow-filled crevasses, and other terrain features of frostfell terrain.

This ability replaces the benefits a standard barbarian receives from having trap sense.
Level 11: Replace Rage with Improved Cold Rage
Improved Cold Rage (Ex): Your Bonus to Saving Throws during Cold Rage increases to +3.
Level 17: Replace Tireless Rage with Greater Cold Rage
Greater Cold Rage (Ex): During Cold Rage you now gain a +2 Morale Bonus to attack rolls.
Level 20: Replace Mighty Rage with Mighty Cold Rage
Mighty Cold Rage (Ex): Your Bonus to Saving Throws during Cold Rage increases to +4.

Druid
Level 1: Use the Animal Companion list from Frostburn.
Level 2: Replace Woodland Stride with Snowglider.
Ambush (Ex): You can move without penalty over ice and snow, and do not need to make Balance Checks to avoid falling. You also do not fall through snow, moving atop it as if it were solid ground.

Metastachydium
2023-01-02, 04:41 PM
ALCOR

http://Picture URL if you have one

"You don't belong here..."

The Alcor looks like a typical Lizardfolk, minus the adaptations for semi aquatic living. It's tail also widens into a broad, flat pad it can stand on.

ALCOR RACIAL TRAITS
· +2 Dex, +2 Con, +2 Wis, -6 Int (minimum 3), -4 Cha

Ouch. That's harsh.


· Size Class: Medium.
· Type: Humanoid with the Reptilian Subtype
· Base land speed 25 ft.
· +5 Natural AC Bonus
· Tail Slap(Ex): If it is not using it's Tail to ski, the Alcor can deliver a devastating Tail Slap as a Full Round Action. If the attack is successful it does 2d4 plus Str Modifier damage, and the Alcor can immediately make a Trip attack as a Free Action without provoking an Attack of Opportunity.
· Snow-Walking (Ex): The Alcor suffer no penalties for moving through snow. Additionally they may stand on their broad, flat tails and use them to ski down mountainsides, with a spear as their ski pole. When skiing they move at double their land speed, and if they successfully perform a charge attack while skiing the damage is doubled.
· Cold Resistance 5
· An Alcor has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Climb, Knowledge (Nature), Spot and Survival. It also gets 2 Feats.
· Jozhal have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Str modifier. It gets 2 claws and a bite with a Full Attack.
· Automatic Languages: Draconic.
· Level Adjustment: +0
· Favored Class: Scout

I'll assume these guys are balanced against regular lizardfolk (same ECL, same natural armour, they are lizards). Now, regular lizards get
–+2 STR instead of (the superior) DEX and nothing to WIS, but only a -2 stat penalty for a balance of +2. For these guys, that balance is a -4 and the penalties are big;
–regular lizards are 5' faster by default, but skiing easily compensates for that;
–have stronger primary natural attacks (1 die difference), which is offset by the strong tail slap, though being full-round, it's of questionable utility as an attack except against DR;
–a somewhat shorter skill list, but a total of +12 racial to skills (vs. the alcor's 4) and far better INT (an INT-based class skill on something with a -6 to INT feels counter-intuitive, by the way);
–Hold Breath, which is a joke compared to cold resistance plus double damage on charge plus superior mobility in their preferred terrain.

Alcors pull ahead before stat adjustments, overall, but I think that -10 might be a bit much. I'd probably consider ditching the WIS bonus and lessening the INT penalty to -2. That's in line with lizardfolk stats, still gives a total of -4 and leaves the xenophobia-based hit to CHA intact.


· Jozhal have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Str modifier. It gets 2 claws and a bite with a Full Attack.

Leftover alert!


Character Development: Given your races reputation for xenophobia, it might do to put some ranks in diplomacy...

Given that dumpster fire INT and CHA and that Diplomacy's cross-class for both alcors and scouts, that might be a dubious advice.


Personality: You're a reptile trapped in permanent winter...you have anger issues.
Behaviors: You spend much time practicing your skiing and stabbing things.

Heh. I mean, whoever wouldn't?


Alcor Racial Feats

Winterized
You're used to the cold.
Prerequisites: Alcor, Cold Endurance
Benefits: Your Cold Resistance improves from 5 to 10.

Nice!


Numb Rage
Instead of anger, you become incredibly focused and emotionless during rage.
Prerequisites: Alcor, Greater Cold Rage, Wis 15+
Benefits: You are immune to Mind-Affecting effects during Rage.

Hrm. That might come online a tad late.


Alcor Racial Substitution Levels

Scout
Level 1: Replace Flawless Stride with Snowglider.
Ambush (Ex): You can move without penalty over ice and snow, and do not need to make Balance Checks to avoid falling. You also do not fall through snow, moving atop it as if it were solid ground.

1. Ambush should probably read Snowglider there.
2. Flawless Stride is a 6th level ability and since a scout with it "can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment", it kind of does everything Snowglider does and then MUCH more.



This ability replaces the benefits a standard barbarian receives from having trap sense.
Level 11: Replace Rage with Greater Cold Rage
Greater Cold Rage (Ex): Your Bonus to Saving Throws during Cold Rage increases to +3.
Level 17: Replace Tireless Rage with Improved Cold Rage
Improved Cold Rage (Ex): During Cold Rage you now gain a +2 Morale Bonus to attack rolls.

Usually, Improved is the first boost and Greater the second. Is swapping them here intentional?

Bhu
2023-01-07, 06:58 PM
I've made preliminary mods to fix stuff. Snowlider got a boost and the rest was switched, other than the ability scores. In the original source material, their Int is referred to as 'animal to low'. They're supposed to just be emerging from the stone age (they don't even use clothes). Lemme think on what i might wanna do to fix this.

Metastachydium
2023-01-08, 11:13 AM
I've made preliminary mods to fix stuff. Snowlider got a boost and the rest was switched,

Alright, that should work. Note, though, that Flawless Stride is still 6th level (did you mean the lizards gains Snowglider at 1st in exchange for not gaining FStride at 6th?) and under Druid, Snowglider is still listed as Ambush. Also note that while the original wording of Snowglider makes it a fair trade for Woodland Stride, if the Scout and Druid ACFs use the same name but do different things, that'll end up confusing.


other than the ability scores. In the original source material, their Int is referred to as 'animal to low'. They're supposed to just be emerging from the stone age (they don't even use clothes). Lemme think on what i might wanna do to fix this.

I see. (Still, why would a lizard ever wear clothes if it's never cold?) I stand by my previous calculations, nevertheless with regards to balance (and my personal preferences, but that's, of course, secondary).

Bhu
2023-01-08, 08:12 PM
I added some skill bonuses, lowered the int penalty to -4, and redid the substitution levels. I'll look at it again later, I'm exhausted.


VARANID

http://Picture URL if you have one

"Do not mistake my kindness for weakness."

Varanids looks like humanoid Komodo Dragons or Monitor Lizards.

VARANID RACIAL TRAITS
· +2 Str, +2 Dex, -2 Cha
· Size Class: Medium
· Type: Humanoid with the Reptilian Subtype
· Base land speed 40 ft.
· +3 Natural Armor Bonus to AC
· A Varanid has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Move Silently, and Survival. It also gets 2 Feats.
· Varanids gain Two Weapon Fighting as a Bonus Feat
· Varanids have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Strength Bonus, and a Secondary Tail Slam doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Bite and a Tail Slap with a Full Attack.
· Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +0
· Favored Class: Fighter

STARTING AGE
Adulthood: 30
Barbarian, Rogue, Sorcerer: +2d6
Bard, Fighter, Paladin, Ranger: +4d6
Cleric, Druid, Monk, Wizard: +6d6

AGING EFFECTS
Middle Age: 70
Old: 105
Venerable: 140
Maximum Age: +4d20 years

HEIGHT AND WEIGHT
Base Height: 5'
Height Modifier: +2d10"
Base Weight: 130 lbs.
Weight Modifier: x2d6 lbs.

VARANID CHARACTERS
Varanids love combat, virtually ensuring they'll be one of the melee classes. Some of you become warpriests as well.
Adventuring Race: Varanids go on advenutres for a variety of reasons, much like most other humanoids.
Character Development: Your species has a badass reputation that will get you challenged a lot. Make sure you're up to it, or you'll be in trouble.
Character Names: Varanids use Lizardfolk names.

ROLEPLAYING A VARANID
Those who approach you with caution find you friendly and loyal, if a little remote. Everyone else doesn't live long.
Personality: You tend to be flat and emotionless, only speaking when you have something important to say.
Behaviors: Typical activities include spearfishing, sunning on rocks, or crafts. You are a surprisingly industrious people.
Language: Varanid speak a variant of Lizardfolk.

VARANID SOCIETY
Varanids are a bit more advanced than the average Lizardfolk. They have a rep as warriors, more than being industrious. While they don't go seeking combat, they love to prove themselves once it arrives..
Alignment : Most Varanids are purely Neutral.
Lands : Varanids prefer warm forests or marshes.
Settlements : Varanids can be found sometimes in warm plains.
Beliefs : Varanids worship a minor pantheon of ancestral Demigods.
Relations: Varanids are fairly peaceful for lizardfolk, so as long as you treat them well, and are self sufficient, you'll do just fine. But they are harsh and emotionless in war. Cross them and they won't stop until you're dead.

VARANID ADVENTURES
· Something is turning normal jungle critters gigantic, and you need to find out what before things go sideways for the tribe.
· One of the Ancestors appears and tells you the time to lead your tribe to war is now. Funny thing is, you aren't the tribe leader. Or it's priest. Time to quietly start finding out whats going on.
· Your best friend Shistak bets you that you can't go in to town without getting your ass kicked by paranoid humans. So you set down your beer and head into town, only to find it being assaulted by some sort of creature that appears to be above your pay grade.



Varanid Racial Feats

Scent
You have an atavism that grants you better smell and taste.
Prerequisites: Varanid or Iguanid, Wis 13+
Benefits: You gain the Scent ability listed in the Monster Manual.


Vestigial Venom
You have retained very mild poison from your ancestors.
Prerequisites: Varanid, Con 13+
Benefits: Your bite is poisonous. Injury, Fortitude Save (Save DC is Con based), Initial damage is 1 Str. Secondary damage is profuse bleeding for 1 Minute (you do an extra +1d6 damage with each successful attack during that time).


Stoicism
Your BS radar is strong.
Prerequisites: Varanid, Wis 15+
Benefits: You can always Take 10 on Sense Motive Checks or Willpower Saves.


Lasher
You're in charge of giving the warriors a pep talk for war.
Prerequisites: Varanid, Cha 13+
Benefits: Allies within 30 feet of you gain a +1 Bonus on attack rolls and initiative checks.


Varanid Racial Substitution Levels

Fighter
Level 1: Instead of Martial Weapon Proficiency you are proficient with the various racial weapons listed below, as well as the Falchion, Gythka and Two-Bladed Sword.

Ranger
Level 1: Replace Wild Empathy with any Fighter Feat.
Level 4: Replace Animal Companion with Born Killer.
Born Killer (Ex): When rolling to confirm a critical hit against an opponent who qualifies for your Favored Enemy Bonus, roll twice and take the better result.

Scout
Level 4+: Remove the following from the list of Bonus Feats you can take: Far Shot, Point Blank Shot, Precise Shot, Rapid Reload, and Shot on the Run. Replace them with the following: Two-weapon Fighting, Two-weapon Defense, Improved Two-weapon Fighting, Greater Two-weapon Fighting, Improved Two-weapon Defense.


Varanid Curved Axe: 30 GP, 1d6 Small, 1d8 damage Medium, x3 damage on a successful critical, slashing damage, grants a +4 Bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Varanid Barbed Net: This is identical to the normal Net except as follows: it can be used as a melee weapon doing 1d6 piercing damage (1d4 if Small), and opponents who are entangled in one take 1d6 plus their own Str Modifier on failed Escape Artist or Str Checks meant to escape it.

Varanid Punch Dagger: 8 GP, 1d4 Small, 1d6 Medium, x2 damage on a successful critical (threatens critical on an 18-20), slashing or piercing damage, if used in pairs and one is not used to attack it grants a +1 Shield Bonus to AC (this stacks with the AC Bonus from Two Weapon Defense and similar Feats).

Metastachydium
2023-01-09, 12:18 PM
I added some skill bonuses, lowered the int penalty to -4, and redid the substitution levels. I'll look at it again later, I'm exhausted.

Standing by 'til then!


VARANID

http://Picture URL if you have one

"Do not mistake my kindness for weakness."

Varanids looks like humanoid Komodo Dragons or Monitor Lizards.

VARANID RACIAL TRAITS
· +2 Str, +2 Dex, -2 Cha
· Size Class: Medium
· Type: Humanoid with the Reptilian Subtype
· Base land speed 40 ft.
· +3 Natural Armor Bonus to AC
· A Varanid has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Move Silently, and Survival. It also gets 2 Feats.
· Varanids gain Two Weapon Fighting as a Bonus Feat
· Varanids have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Strength Bonus, and a Secondary Tail Slam doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Bite and a Tail Slap with a Full Attack.
· Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +0
· Favored Class: Fighter

These guys are a bit vanilla overall, but their racial stats are pretty darn good, as is their speed and attack routine. I also like their fluff a lot.


Vestigial Venom
You have retained very mild poison from your ancestors.
Prerequisites: Varanid, Con 13+
Benefits: Your bite is poisonous. Injury, Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1 Str.


Stoicism
Your BS radar is strong.
Prerequisites: Varanid, Wis 15+
Benefits: You gain a +2 Bonus to Sense Motive Checks, and a +1 Resistance Bonus to Willpower Saves.

I'm not sure when and how these two could be really useful;



Lasher
You're in charge of giving the warriors a pep talk for war.
Prerequisites: Varanid, Cha 15+
Benefits: Allies within 30 feet of you gain a +1 Bonus on attack rolls and initiative checks.

this one, on the other hand, is nice, if a tad overpriced on a martial type with a CHA penalty.


Varanid Racial Substitution Levels

Fighter
Level 1: Instead of Martial Weapon Proficiency you are proficient with the various racial weapons listed below, as well as the Falchion, Gythka and Two-Bladed Sword.

Ranger
Level 1: Replace Wild Empathy with any Fighter Feat.
Level 4: Replace Animal Companion with Born Killer.
Born Killer (Ex): When rolling to confirm a critical hit against an opponent who qualifies for your Favored Enemy Bonus, roll twice and take the better result.

Scout
Level 4+: Remove the following from the list of Bonus Feats you can take: Far Shot, Point Blank Shot, Precise Shot, Rapid Reload, and Shot on the Run. Replace them with the following: Two-weapon Fighting, Two-weapon Defense, Improved Two-weapon Fighting, Greater Two-weapon Fighting, Improved Two-weapon Defense.


Varanid Curved Axe: 30 GP, 1d6 Small, 1d8 damage Medium, x3 damage on a successful critical, slashing damage, grants a +4 Bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Varanid Barbed Net: This is identical to the normal Net except as follows: it can be used as a melee weapon doing 1d6 piercing damage (1d4 if Small), and opponents who are entangled in one take 1d6 plus their own Str Modifier on failed Escape Artist or Str Checks meant to escape it.

Varanid Punch Dagger: 8 GP, 1d4 Small, 1d6 Medium, x2 damage on a successful critical (threatens critical on an 18-20), slashing or piercing damage, if used in pairs and one is not used to attack it grants a +1 Shield Bonus to AC.

This stuff's nice as well, especially Born Killer, the barbed net and the punch dagger. Speaking of, does the AC bonus from the latter stack with the one from the TWD-line?

Bhu
2023-01-12, 11:48 PM
Varanid has been modified, how about a +2 Str for the Alcor?

Metastachydium
2023-01-13, 08:59 AM
Varanid has been modified,

New and improved stuff looks lovely.


how about a +2 Str for the Alcor?

Dunno about that. Their racial adjustments are all over the place already.

Bhu
2023-01-14, 06:40 PM
GECKONID

http://Picture URL if you have one

It's not what it looks like..."

Geckonids are humanoid Geckos of red, blue, green or brown color. Tokays are bigger, and pink with grey dots.

GECKONID RACIAL TRAITS
· -2 Str, +4 Dex, -2 Wis (+4 Dex, -2 Wis, -2 Cha for Tokay)
· Size Class: Medium
· Type: Humanoid with the Reptilian Subtype.
· Base land speed 30 ft.
· Base climb speed 30 ft.
· +3 Natural Armor Bonus to AC
· Wall-Walker (Ex): You permanently have the benefits of the Spider Climb spell, but your Climb speed is noted above.
· See Invisible (Su): All Geckonids permanently have the benefits of the See Invisibility spell.
· Tokay Geckonids have a Primary Bite attack doing 1d4 plus one and a half times Str Modifier.
· Geckonids have a +8 Racial Bonus to Climb, Hide and Jump Checks, and may always Take 10 on either. They may use the Run Action while climbing as long as they climb in a straight line. The height of their jumps is not limited by their Size.
· Automatic Languages: Lizardfolk and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +2
· Favored Class: Rogue (Fighter or Rogue for Tokay)

STARTING AGE
Adulthood: 30
Barbarian, Rogue, Sorcerer: +2d6
Bard, Fighter, Paladin, Ranger: +4d6
Cleric, Druid, Monk, Wizard: +6d6

AGING EFFECTS
Middle Age: 70
Old: 105
Venerable: 140
Maximum Age: +4d20 years

HEIGHT AND WEIGHT
Base Height: 5' (5'6" for Tokay)
Height Modifier: +2d10"
Base Weight: 100 lbs. (125 lbs. for Tokay)
Weight Modifier: x2d6 lbs.

GECKONID CHARACTERS
Both the Tokay and Geckonids make excellent Rogues. The Tokay also do well as lightly armored, mobile fighting types. Some have a talent for magic, but most don't have the attention span to really develop them.
Adventuring Race: Geckonids adventure for fun, thrills and curiosity. They really could care less about the money. Tokays though. Tokays do it for greed.
Character Development: Your race kind of has a reputation for illegal shenanigans. You might wanna offset that somehow.
Character Names: Geckonids use Lizardfolk names.

ROLEPLAYING A GECKONID
You like to run. You'd rather run than fight, which, given your habits, is a good thing. People just don't get you. They get the Tokay pretty good though, because a lot of them are absolute evil.
Personality: Geckonids are fond of jokes and other pranks, and are primarily driven by their personal sense of humor and curiosity. In the Tokay this takes a turn for the darker, and expresses itself as sadism and greed.
Behaviors: Most of your race don't understand personal property. For most Geckonids this is because you're curious about other peoples stuff. For the Tokay, it's because they're thieving bastards.
Language: Geckonids speak their own dialect of Lizardfolk.

GECKONID SOCIETY
Most Geckonids have left for the city life. Even the rural ones are still pretty much city dwellers in temperament..
Alignment : Geckonids tend towards Neutral Good. The Tokay are usually Neutral or Neutral Evil.
Lands : Geckonids prefer the city life.
Settlements : Rural Geckonids can be found in warm or temperate forests.
Beliefs : Geckonids tend to worship whichever gods are prominent in their adopted city.
Relations: Geckonids are warm, open and friendly. Except for the Tokay, who are mocking and cruel.

GECKONID ADVENTURES
· Normal Geckonids are shedding their skins and becoming Tokays. Time to find out how before half your species is wiped out.
· So in a fit of dubious hilarity you find yourself on the run after having stolen the Lichlords crown...
· Someone slips a note asking for help under your door. Your closet door...


Geckonid Racial Feats

Atavistic Senses
You have good Night vision.
Prerequisites: Geckonid, Wis 13+
Benefits: You gain Darkvision with a range of 60 feet.


Sneak Attack
Your race is good at being stabbity.
Prerequisites: Geckonid, Dex 13+
Benefits: You gain +1d6 Sneak Attack (this is identical to, and stacks with, the Rogue Ability of the same name).


Annoying Croak
People hate you for obvious reasons
Prerequisites: Geckonid, Con 13+
Benefits: As a Standard Action you can let loose a loud, obnoxious croak that others seem to find distracting. All living beings within 30 ft must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Con Modifier) or take a -2 Morale Penalty on all attack rolls and skill checks made until the beginning of your next turn.


Invisible Spell
Your spells are more potent if your opponent is unaware of you.
Prerequisites: Geckonid, Caster Level 3rd
Benefits: If you are Invisible, or your opponent is unaware of you, the Save DC for your spells cast improve by +1 (this stacks with Feats like Spell Focus).


Geckonid Racial Substitution Levels

Fighter (Tokay only)
Level 1: When choosing your Bonus Fighter Feats you may also choose a Racial Feat.

Rogue
Level 10: You gain a new option with the Rogue's Special Ability.
Parkour Master (Ex): You gain a +4 Bonus on Balance, Jump and Tumble Checks. You do not take a penalty to Jump Checks if you do not move or have a running start, nor do your Tumble Check DC's increase for making Checks against multiple opponents.

Scout
Level 4+: When choosing a Bonus Feat, you may also choose a Racial Feat.

Metastachydium
2023-01-15, 01:00 PM
GECKONID

http://Picture URL if you have one

https://www.vhv.rs/dpng/d/151-1516613_clip-art-geico-gecko-png-geico-gecko-png.png
https://www.boredpanda.com/blog/wp-content/uploads/2017/10/gecko-59e5ec12e7f5c__700.jpg


It's not what it looks like..."

Geckonids are humanoid Geckos of red, blue, green or brown color. Tokays are bigger, and pink with grey dots.

GECKONID RACIAL TRAITS
· -2 Str, +4 Dex, -2 Wis (+4 Dex, -2 Wis, -2 Cha for Tokay)
· Size Class: Medium
· Type: Humanoid with the Reptilian Subtype.
· Base land speed 30 ft.
· Base climb speed 30 ft.
· Wall-Walker (Ex): You permanently have the benefits of the Spider Climb spell, but your Climb speed is noted above.
· See Invisible (Su): All Geckonids permanently have the benefits of the See Invisibility spell.
· Tokay Geckonids have a Primary Bite attack doing 1d4 plus one and a half times Str Modifier.
· Geckonids have a +8 Racial Bonus to Climb, Hide and Jump Checks, and may always Take 10 on either. They may use the Run Action while climbing as long as they climb in a straight line. The height of their jumps is not limited by their Size.
· Automatic Languages: Lizardfolk and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +0
· Favored Class: Rogue (Fighter or Rogue for Tokay)



I love these guys! Good, strong, cute lizards! So good, in fact, that though the very thought pains me, I can't help but note that with perfect climbing, constant See Invisibility and three effective Take 17+ skills WotC would never ever give them LA +0, and even I would hesitate to stay below +2 or so.


Both the Tokay and Geckonids make excellent Rogues. The Tokay also do well as lightly armored, mobile fighting types. Some have a talent for magic, but most don't have the attention span to really develop them.
Adventuring Race: Geckonids adventure for fun, thrills and curiosity. They really could care less about the money. Tokays though. Tokays do it for greed.
Character Development: Your race kind of has a reputation for illegal shenanigans. You might wanna offset that somehow.
Character Names: Geckonids use Lizardfolk names.

ROLEPLAYING A GECKONID
You like to run. You'd rather run than fight, which, given your habits, is a good thing. People just don't get you. They get the Tokay pretty good though, because a lot of them are absolute evil.
Personality: Geckonids are fond of jokes and other pranks, and are primarily driven by their personal sense of humor and curiosity. In the Tokay this takes a turn for the darker, and expresses itself as sadism and greed.
Behaviors: Most of your race don't understand personal property. For most Geckonids this is because you're curious about other peoples stuff. For the Tokay, it's because they're thieving bastards.

So they are kind of like the kender, except actually cute and actually good at what they do?


Sneak Attack
Your race is good at being stabbity.
Prerequisites: Geckonid, Dex 13+
Benefits: You gain +1d6 Sneak Attack (this is identical to, and stacks with, the Rogue Ability of the same name).


Annoying Croak
People hate you for obvious reasons
Prerequisites: Geckonid, Con 13+
Benefits: As a Standard Action you can let loose a loud, obnoxious croak that others seem to find distracting. All living beings within 30 ft must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Con Modifier) or take a -2 Morale Penalty on all attack rolls and skill checks made until the beginning of your next turn.

NICE. The SA one would also compensate quite well for LA on a Rogue, I must say. Annoying Croak's also lovely; it really sounds like something with a CHA-based DC, though.


Geckonid Racial Substitution Levels

Fighter (Tokay only)
Level 1: When choosing your Bonus Fighter Feats you may also choose a Racial Feat.


A sneak attack Fighter that isn't awful? Yes, please.

Bhu
2023-01-21, 05:58 PM
Changed the CR, and added the AC Bonus I forgot.

IGUANID

http://Picture URL if you have one

"Pick up that trash or I'll pick it up for you."

Iguanids are humanoid Marine Iguanas. They are the most prolific of the Lizardfolk species, probably because they avoid war.

IGUANID RACIAL TRAITS
· +2 Str, +2 Dex, -2 Int
· Size Class: Medium
· Type: Humanoid with the Reptilian Subtype..
· Base land speed 30 ft.
· Base climb speed 30 ft.
· Base swim speed 30 ft.
· +3 Natural Armor Bonus to AC
· An Iguanid can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.
· Iguanids have a +2 Racial Bonus on saving throws against poison
· Spell Resistance: Iguanids have mild Spell Resistance equal to (11+CR).
· Iguanids have a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on either. They may use the Run Action while swimming as long as they swim in a straight line.
· Iguannids have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Tail Slam doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Tail Slap with a Full Attack.
· Automatic Languages: Lizardfolk and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +2
· Favored Class: Cleric, Druid or Spirit Shaman

STARTING AGE
Adulthood: 30
Barbarian, Rogue, Sorcerer: +2d6
Bard, Fighter, Paladin, Ranger: +4d6
Cleric, Druid, Monk, Wizard: +6d6

AGING EFFECTS
Middle Age: 70
Old: 105
Venerable: 140
Maximum Age: +4d20 years

HEIGHT AND WEIGHT
Base Height: 5'
Height Modifier: +2d10"
Base Weight: 130 lbs.
Weight Modifier: x2d6 lbs.

IGUANID CHARACTERS
Iguanids make pretty good divine casters, and their race is generally psychologically unprepared for most other classes.
Adventuring Race: Iguanids go on adventures because their tribe or nature is threatened. Nothing pisses them off like ecological harm.
Character Development: Try to make allowances for the hatred other Lizardfolk feel for you if they are common in the campaign.
Character Names: Iguanids use Lizardfolk names.

ROLEPLAYING AN IGUANID
Despoiling nature is not to be tolerated. Seriously, you may be an otherwise peaceful peyote addict, but you will whup some behind over littering.
Personality: You are religious and contemplative, and generally always try diplomacy before violence.
Behaviors: You spend much time enjoying or guarding nature, which is why the other Lizardfolk call them weak. At least thats the reason they give.
Language: Iguanids speak their own dialect of Lizardfolk.

IGUANID SOCIETY
Iguanids have rejected technology in most of it's forms, but thankfully magic is widespread among them. Otherwise they might not even be at the stone age level because they'd have been wiped out.
Alignment : Most Iguanids are purely Neutral.
Lands : Iguanids prefer warm islands.
Settlements : If they cant find their own private islands, the Iguanids like coastal regions.
Beliefs : Iguanids worship the forces of nature, and their priesthood is Druidic in nature.
Relations: The other Lizardfolk do not care for the Iguanids, and they avoid one another.

IGUANID ADVENTURES
· Something is poisoning the fruit trees your people rely on, and you have been chosen to remedy this.
· Something is introducing invasive species of rays, when you find out the rays are themselves intelligent. You must stop the Ixitxachitl before they destroy the reef.
· Outsiders are widely mocking your people, and when you're about to tell them to sod off one of them ups and dies. His companions blame you, and now you have to figure out how the tribe can avoid further conflict.



Iguanid Racial Feats

Pacifist
You're a lover, not a fighter.
Prerequisites: Iguanid
Benefits: You can always Take 10 on Diplomacy and Hide Checks.


Friend of Nature
You're good at making friends.
Prerequisites: Iguanid, Wis 15+
Benefits: You can always Take 10 on Handle Animal and Knowledge (Nature) Checks.


Wrestling Veteran
You practice takedowns as a way of taking foes down without hurting them.
Prerequisites: Iguanid, Str 15+
Benefits: You gain a +2 Bonus to Grapple Checks (this stacks with Improved Grapple).


Iguanid Racial Substitution Levels

Cleric
Level 1: Iguanids do not worship Gods so much as nature itself. Their Favored weapon is their claws. Available Domains are Air, Animal, Earth, Fey, Plant, Water or Weather.

Druid
Level 1: In addition to the usual options for Animal Companions, the Iguanid Druid may choose aquatic animals from the list in Stormwrack as well as the following:

1st Level or Higher Fastieth, Spitting Crawler

4th Level or Higher Footpad Lizard, Riding Lizard

7th Level or Higher Pack Lizard, Protoceratops, Quicksilver Lizard, Subterranean Lizard, Woodling Monitor Lizard

10th Level or Higher Cave Ankylosaurus, Cave Triceratops

13th Level or Higher Ankylosurus, Archelon,

Spirit Shaman
Level 19: Replace Favored of the Spirits with Favored of Nature
Favored of Nature (Ex): Animals, Elementals, Fey and Plants are automatically on Friendly terms with you as long as you aren't hostile or violent. You gain a +4 Circumstance Bonus on Diplomacy and Gather Information Checks with them.

Metastachydium
2023-01-22, 03:52 PM
IGUANID

http://Picture URL if you have one

"Pick up that trash or I'll pick it up for you."

Iguanids are humanoid Marine Iguanas.

Cute ones with cute toys. Bonus points for the lore.


STARTING AGE
Adulthood: 30
Barbarian, Rogue, Sorcerer: +2d6
Bard, Fighter, Paladin, Ranger: +4d6
Cleric, Druid, Monk, Wizard: +6d6

AGING EFFECTS
Middle Age: 70

I'm not sure a possible starting age of 66 for the favoured classes of a race is ideal if middle age comes knocking at 70.


Character Development: Try to make allowances for mating season. Perhaps get some potions to calm you, or just disappear for the week.

(…)

Personality: You are peaceful and contemplative, with the exception of mating season. There are no such things as friends or allies during the week of mating season, when your people becoming berserkers.

(…)

· It's mating season, yet everyone but you seems lethargic and full of apathy. Time to find out whats up if you can keep it together.

Am I missing something or is this purely fluff/cultural?


Iguanid Racial Feats

Pacifist
You're a lover, not a fighter.
Prerequisites: Iguanid
Benefits: You gain a +2 Bonus on Diplomacy and Hide Checks.


Friend of Nature
You're good at making friends.
Prerequisites: Iguanid, Wis 15+
Benefits: You gain a +2 Bonus on Handle Animal and Knowledge (Nature) Checks.

Pacifist might see use on a suboptimal diplomancer build, but otherwise it's just one of those rightly derided skill feats. Friend of Nature is the same, except worse, since it requires actual build investment.


Wrestling Veteran
You practice takedowns as a way of taking foes down without hurting them.
Prerequisites: Iguanid, Str 15+
Benefits: You gain a +2 Bonus to Grapple Checks.


Bonuses from the same source (feats, in our case) don't usually stack, I think. If this doesn't stack with Improved Grapple, it's a trap option.


Spirit Shaman
Level 19: Replace Favored of the Spirits with Favored of Nature
Favored of Nature (Ex): Animals, Elementals, Fey and Plants are automatically on Friendly terms with you as long as you aren't hostile or violent. You gain a +4 Circumstance Bonus on Diplomacy and Gather Information Checks with them.

Very nice! I like it.