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Thread: Orc/Goblinoid Resources

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    Default Re: Orc/Goblinoid Resources

    FOREST PROTECTOR



    "Fire will always betray you."

    Forest Protectors have taken it upon themselves to make it their life mission to keep Evil from invading their forest homes, as well as those pesky Humanoids who like to cut and burn trees.

    BECOMING A FOREST PROTECTOR
    A few Levels in Druid will do you.

    ENTRY REQUIREMENTS
    Race: Forest Giant (Cerilian)
    Class Abilities: Trackless Step
    Skills: Hide 4 ranks, Knowledge (Nature) 4 ranks, Move Silently 4 ranks
    Feats: Rooting


    Class Skills
    The Forest Protector's class skills (and the key ability for each skill) are 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 Swim (Str).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Fire Resistance 5, +1 Level of Divine Spellcasting Class
    2. +2    +3     +0     +0    Awakening
    3. +3    +3     +1     +1    Forest's Wrath
    4. +4    +4     +1     +1    Fire Resistance 10, +1 Level of Divine Spellcasting Class
    5. +5    +4     +1     +1    Awakening
    6. +6    +5     +2     +2    Forest's Wrath
    7. +7    +5     +2     +2    Fire Resistance 15, +1 Level of Divine Spellcasting Class
    8. +8    +6     +2     +2    Awakening
    9. +9    +6     +3     +3    Forest's Wrath
    10.+10   +7     +3     +3   Lord of the Green, +1 Level of Divine Spellcasting Class
    Weapon Proficiencies: The Forest Protector gains no new weapon or armor proficiencies.

    Fire Resistance (Ex): You gain Fire Resistance 5 at Level 1. This increases to 10 at Level 4, and 15 at Level 7.

    Awakening (Su): At 2nd Level you may cast Awaken on trees only 3/day as a Supernatural Ability.

    At 5th Level you may cast Sending at will as a Supernatural Ability, but may only communicate with trees you have personally Awakened, or beings that have at least one Level in Forest Protector.

    At 8th Level you may cast Mass Awaken instead of Awaken.

    Forest's Wrath (Su): At 3rd Level you may cast Nature's Wrath 3/day as a Supernatural Ability.

    At 6th Level you may cast Poison Thorns 3/day as a Supernatural Ability.

    At 9th Level you may cast Poison Vines 3/day as a Supernatural Ability.

    Lord of the Green (Su): While in your forest home you permanently have an Invisibility spell in effect on your person (turning this on or off is a Swift Action), and may cast Transport Via Plants at will as a Supernatural Ability.

    PLAYING A FOREST PROTECTOR
    Foolish Goblinoids and their reliance on fire as a weapon against your kind. They should know better. They deserve being stepped on.
    Combat: Forest Protectors prefer subtlety to overt force, but they aren't shy if it becomes necessary. But if given the choice they fight from he shadows to prevent intruders from having an opponent to truly confront.
    Advancement: How you advance is generally up to you, but most Protectors advance along similar lines.
    Resources: Forest Protectors are usually on their own, but the more open veterans who have made peaceable contact with other races in their territory can sometimes call on them for aid.

    FOREST PROTECTORS IN THE WORLD
    "Did that tree just snort disapprovingly?"
    Forest Protectors are seen, not heard, and if they can help it they aren't seen all that often. They prefer o work through their Awakened helpers, silently disrupting opponents with spells or other abilities rather than personally confronting them.
    Daily Life: Your life is absorbed by your job. The forest is a big place, and there are lots of bad guys out there.
    Notables:
    Organizations: Forest Protector's concentrate solely on their life's mission, and rarely have time for any organization that does not have the same goal in mind.

    NPC Reaction
    NPC's rarely encounter Forest Protector's unless hey live in or enter their domain.

    FOREST PROTECTORS IN THE GAME
    This is kind of limiting so DM's may wish to restrict it to NPC's who don't need to travel.
    Adaptation: This is meant for forest only campaigns, because only world shattering events will convince a Protector o leave his home otherwise.
    Encounters: Unless PC's live in, and otherwise protect or despoil the forest, they probably won't encounter Protectors, and should probably be thankful for that.

    Sample Encounter
    EL 22: The NPC's have made camp, and just started a cooking fire when a disapproving tree leans down and asks them 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 FOREST PROTECTOR

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Bonus Feats: The Epic Forest Protector gains a Bonus Feat every 4 levels higher than 20th


    Forest Giant Racial Feats

    Rooting
    You can put down roots to gain nourishment, or even hibernate.
    Prerequisites: Forest Giant, Con 26+
    Benefits: As a Standard Action you can put down roots and effectively become a tree, entering a sort of suspended animation. You gain a +8 Circumstance Bonus to Disguise Checks if opponents suspect you are not a tree. You do not need food or water as you get all your nutritional needs from the sun and soil, and while in hibernation also gain the benefits of an Endure Elements spell.


    Toughened Bark
    You have learned to enhance your natural toughness.
    Prerequisites: Forest Giant, Wis 18+
    Benefits: You may cast Barkskin at will as a Supernatural Ability.


    Hand of the Forest
    You can hold intruders fast.
    Prerequisites: Forest Giant, Wis 18+
    Benefits: You may cast Briar Web at will as a Supernatural Ability.


    Green Speech
    You can use the trees as a communication network.
    Prerequisites: Forest Giant, Hand of the Forest
    Benefits: You may cast Forest Eyes and Forest Voice 3/day as a Supernatural Ability.
    Last edited by Bhu; 2014-02-28 at 06:24 PM.
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