View Single Post

Thread: Orc/Goblinoid Resources

  1. - Top - End - #461
    Titan in the Playground
    Bhu's Avatar

    Join Date
    Mar 2008
    Hell itself (Ohio)

    Default Re: Orc/Goblinoid Resources


    "World ho!"

    Since their race was altered by Ptah, one in ten Spacesea Giants becomes an Elder. The term is not one referring to age, but power and social status instead. Most Elders consider it their duty to Ptah to develop their powers for the benefit of their race, and many become leaders of society (or ship captains since magical power is required to get the spaceships to move). Stone Giants manifest Elders as well, but not quite as many.

    Usually you're born with the potential to become an Elder.

    Race: Stone Giant or Spacesea Giant
    Spellcasting: Must be able to cast at least 1st Level spells from either the Favored Soul or Sorcerer lists, at least one of which must have the Earth Descriptor
    Skills: Diplomacy 4 ranks, Knowledge (Religion) 4 ranks
    Feats: Elder

    Class Skills
    The Elder's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana, Nature, Religion) (Int), Listen (Wis), Pilot Spelljammer (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis). (Spacesea Giants replace Knowledge: Nature with Knowledge: Wildspace, and Survival with Wildspace Survival).
    Skills Points at Each Level : 2 + int

    Hit Dice: d6

       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    +1 Charisma
    2. +1    +0     +0     +3    Stone Power (+1), +1 Level of Arcane or Divine Spellcasting Class
    3. +1    +1     +1     +3    Spell-Like Ability, +1 Level of Arcane or Divine Spellcasting Class
    4. +2    +1     +1     +4    +1 Charisma
    5. +2    +1     +1     +4    Stone Power (+2), +1 Level of Arcane or Divine Spellcasting Class
    6. +3    +2     +2     +5    Spell-Like Ability, +1 Level of Arcane or Divine Spellcasting Class
    7. +3    +2     +2     +5    +1 Charisma
    8. +4    +2     +2     +6    Stone Power (+3), +1 Level of Arcane or Divine Spellcasting Class
    9. +4    +3     +3     +6    Spell-Like Ability, +1 Level of Arcane or Divine Spellcasting Class
    10.+5    +3     +3     +7    Ancient, +1 Level of Arcane or Divine Spellcasting Class
    Weapon Proficiencies: An Elder gains no new Weapon or Armor Proficiencies.

    Charisma: At Levels 1, 4, and 7 the Elder receives a permanent +1 increase to his Charisma Score.

    Stone Power (Ex): At Level 2 the Save DC of your Spell-Like Abilities and any spells you cast with the Earth descriptor increases by +1. This increases to +2 at Level 5 and +3 at Level 8.

    Spell-Like Ability (Sp): At Levels 3, 6, and 9 you gain a spell that you may cast as a Spell-Like Ability. Caster Level is equal to your Hit Dice or 10th Level whichever is lower. At 3rd Level you may choose from the following: Earth Lock (Spell Compendium), Earthen Grace (Spell Compendium), Earthen Grasp (Spell Compendium), Fist of Stone (Spell Compendium), Fortify Metal and Stone (Secrets of Sarlona), Foundation of Stone (Spell Compendium), Local Tremor (Races of the Dragon), Soften Earth and Stone, Speaking Stones (Magic of Eberron), Stone Shape. At 6th Level you may also choose from the following: Eradicate Earth (Spell Compendium), Giant's Wrath (Spell Compendium), Meld Into Stone, Stony Grasp (Spell Compendium), or Tremor (Spell Compendium). At 9th Level you may also choose from the following: Call of Stone (PHB II), Greater Stone Shape (Underdark), Heart of Earth (Complete Arcane), Hurtling Stone (Heroes of Battle), Spike Stones, Stone Metamorphosis (Underdark), Stoneskin, Stone Sphere (Spell Compendium), Transmute Mud to Rock, Transmute Rock to Mud, Transmute Sand to Stone (Sandstorm), or Wall of Stone.

    Ancient (Ex): At Level 10 you gain a spell that you may cast as a Spell-Like Ability. Caster Level of your Spell-Like Abilities is now equal to that of your spellcasting class (or 10th Level, whichever is higher). You may choose from the following: Bones of the Earth (PHB II), Eye of Stone (Races of Stone), Flesh to Stone, Mineralize Warrior (Underdark), Move Earth, Sarcophagus of Stone (Spell Compendium), Stone to Flesh or Stone Tell.

    The other Giants look up to you for answers, and you regularly pray to Ptah (or whomever) that you have them. Unlike the dumber Giant races you're smart enough to know just how little you really know. You have power of course, but power implies neither intelligence nor wisdom, and your powers are fairly thematic...
    Combat: Combat wise you're pretty much like any other spontaneous caster. Some of your Spell-Like Abilities have some fighting applications of course, but since they're all stone or earth related most opponents see them coming. Which is why the wiser among you learn some nifty surprise spells...
    Advancement: The spells and skills you learn are largely dictated by circumstances of the moment. Constant travel means you need to adapt to whatever is needed most at the time. Being the universes foremost scholar isn't much helpful if you're trapped in Beholder Space. And if you live in a fairly comfortable area and aren't traveling , you really don't need to be a combatant so much as being able to help those who depend on you for aid in other ways.
    Resources: Elders are generally well-respected, and unless you behave in a particularly evil manner you can depend on the help of your fellow Giants.

    Back in the good old days your people solved problems by hitting them with boulders till they died or went away. Unfortunately that wasn't enough to stop the Neogi from enslaving you. Power simple wasn't enough for all situations. You needed knowledge as well, and Ptah provided. Since then you've tried to uphold your end of things by trying to have an answer for every question. It drives some of you a little crazy.
    Daily Life: When you aren't studying hard to better yourself, you tend to handle requests by the tribesmen who are coming to you for aid. There are always problems that need handling.
    Organizations: Being the defacto leaders and wise men of Spacesea Giant society, the Elders run or belong to a great many organizations.

    NPC Reaction
    NPC's who know about Spacesea Giants are willing to give you a chance. Many of your people are merchants or guards after all. Those who aren't knowledgeable about your race see you as any other Giant, meaning you make them a tad nervous.

    For a PC to take this class assumes the party is in someway important to the Giants. Which, assuming they're all Giants is probably not so bad. Humanoids and smaller entities may be a little envious of the Elders time in the spotlight.
    Adaptation: This is obviously intended for Spelljammer (or for a Stone Giant campaign). But adaptation should be simple enough.
    Encounters: Elders are found piloting spacecraft, leading small communities of Giants, or the temples dedicated to their God. Many are also found in libraries or other repositories of information.

    Sample Encounter
    EL 22: The PC's are responding to a distress call, when a nearby ship of Giants orders them to stand down or prepare to be boarded. Gonna be a hot night...

    Init +0, Senses: Listen +, Spot +,
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    Speed ft. ( squares)
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    Abilities Str , Dex , Con , Int , Wis , Cha


    Hit Die: d6
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Class Name gains a Bonus Feat every 2 levels higher than 20th

    Spacesea Giant Racial Feats

    You're more adept than usual with spells involving the earth you came from.
    Prerequisites: Spacesea Giant or Stone Giant, ability to cast spells or use Spell-Like Abilities, Cha 15+
    Benefits: Spells you cast with the Earth Descriptor are cast at +1 Caster Level.

    Mace of the Earth
    You can create potent weapons from stone.
    Prerequisites: Spacesea Giant or Stone Giant, able to cast Stone Shape as a Spell or Spell-Like Ability
    Benefits: When using Stone Shape to create a club or mace from stone, it is a +2 weapon.

    Dense Flesh
    Your flesh is increasingly rocklike.
    Prerequisites: Spacesea Giant or Stone Giant, Con 24+
    Benefits: You gain DR 5/-. This stacks with similar DR gained from Spells or Class Abilities.

    Well Traveled
    You have long traveled the reaches of the universe.
    Prerequisites: Spacesea Giant, Knowledge (Wildspace) 6 ranks, Diplomacy 6 ranks
    Benefits: You may always take 10 on Knowledge (Wildspace) and Diplomacy Checks.
    Last edited by Bhu; 2014-01-13 at 12:30 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here