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Thread: Orc/Goblinoid Resources

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    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    FOREST GIANT

    "Your kind does not belong here, little goblin."

    Forest giants have gnarled, woodlike skin and leafy hair and beards. Their hands and feet are rootlike, and indeed they can pt down roots and sleep for years at a time, being mistaken for trees.

    FOREST GIANT RACIAL TRAITS
    +20 Strength, +12 Constitution, +4 Wisdom, +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.
    Spell-Like Abilities (Sp): At will: Entangle, Speak with Animals, Speak with Plants
    1/day: Call Nature's Ally IV, Hold Monster, Wall of Thorns
    Fire Vulnerability: Forest Giants take 1 and a half times normal damage from fire.
    Plantblooded Subtype: Creatures with the Plantblooded Subtype are considered Plants for purposes of spells/feats/powers/etc.
    +10 Natural Armor Bonus.
    Racial Hit Dice: A Forest 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 Forest Giants Giant levels give it skill points equal to 19 (2 + Int modifier, minimum 1) and 6 Feats. Its class skills are Hide , Listen, Move Silently, and Spot.
    FOrest Giants have a Primary Slam attack doing 1d10 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    Automatic Languages: Giant. Bonus Languages: Common, Elven, Sylvan.
    Level Adjustment: +6
    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: 350
    Maximum Age: +4d% years

    HEIGHT AND WEIGHT
    Base Height: 13'
    Height Modifier: +2d8"
    Base Weight: 6000 lbs.
    Weight Modifier: x 100 lbs.

    FOREST GIANT CHARACTERS
    Forest Giants are meant for being stealthy beatsticks.
    Adventuring Race: Forest Giants go on adventures to protect their forests, or in some rare cases for revenge.
    Character Development: Given their LA and Racial Hit Dice any sort of spellcaster is usually out, though they prefer Ranger or Druid to other possibilities if they become one. Usually they become Rogues or Scouts given that the role they normally play is hidden protector of the forest.
    Character Names: Forest Giant names are very long and personal, and they usually go by nicknames among outsiders.

    ROLEPLAYING A FOREST GIANT
    You don't understand the passions or need for hurry among the other races. The only time you move or think with relative quickness are in the rare times an emergency presents itself. And those emergencies are usually cause by the other races...
    Personality: Most Forest Giants are quiet and peaceful. They are more fond of deep thinking than violence or carousing, and do not look fondly on fire or noise.
    Behaviors: Forest Giants are fond of pretending to be trees in order to quietly assess their surroundings or spy on intruders.
    Language: Forest Giants speak their own dialect of the Giant tongue.

    FOREST GIANT SOCIETY
    The Forest Giants are such loners and individualists they can only be said to have a culture or society in it's loosest sense. They only really meet for mating and for times of trouble, each pursuing his own thoughts the rest of the time or sleeping.
    Alignment : Forest Giants are largely Neutral Good, as they keep to themselves but do oppose Evil when it is encountered.
    Lands : Forest Giants live only in the most remote Forests of Cerilia, staying far from the Humanoid races.
    Settlements : Forest Giants do not generally leave their homelands.
    Beliefs : Cerilia's Giants have no Gods.
    Relations: Forest Giants avoid the other races, only actively interfering if they prove to be Evil or start fires, or begin desecrating the forests.

    FOREST GIANT ADVENTURES
    There are Goblins in the forest. You've no idea what the mercenary monsters want, but you want them gone. Unfortunately there are too many to simply assault on your own so you will need to request help.
    The Rjurik have always been tolerated at the periphery of your territory, but a dark power has come upon them. They don't look the same somehow, they don't even smell the same. Their eyes have gone white. They don't speak anymore. It's time you did something about this before it spreads.
    An Ice Giant has been seen in the Forests. Knowing them as you do this cannot be tolerated.




    Forest Giant Racial Substitution Levels

    Druid
    Levels 5, 8, 11, 12, 15: You gain different options with Wild Shape.
    Wild Shape: At 5th Level you can become any Medium or Large Plant. You can become a Small Plant at Level 8, a Huge Plant at Level 11, and a Tiny Plant at Level 15. At 12th Level you may become Animals.

    Ranger
    Levels 2, 6, and 11: You gain new options with Combat Style.
    Combat Style:

    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.
    Last edited by Bhu; 2014-01-31 at 10:57 PM.
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