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Thread: Orc/Goblinoid Resources

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    Default Re: Orc/Goblinoid Resources

    ICE GIANTS



    "The Ice will embrace all."

    Cerilian Ice Giants resemble larger than usual Frost Giants rimed over with frost and ice.

    ICE GIANT RACIAL TRAITS
    ∑ +20 Strength, +14 Constitution, +4 Intelligence, +8 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.
    ∑ Rock Throwing (Ex): The range increment is 140 feet for an Ice Giantís thrown rocks.
    ∑ Ice Throwing (Su): If the Ice Giant has no rocks available to throw it can manufacture it's own. As a Full Attack it can creat and throw a magical ball of ice that does damage equal to the rocks it normally throws plus 1d8 cold damage plus 1 point of temporary Strength damage. In addition it shatters on impact doing an additional 1d8 damage in adjacent squares.
    ∑ Spell-Like Abilities (Sp): At will: Fog Cloud
    1/day: Cone of Cold, Ice Storm, Planar Ally (Ice Paraelemental only), Wall of Ice
    ∑ Cold (Su): The Ice Giants attacks do an additional 1d8 Cold damage, and opponents attacking it with a Natural Weapon, Unarmed Strike or Grapple take 1d8 Cold damage as well as 1 point of temporary Strength damage.
    ∑ Glacial Dependency: Ice Giants do not take movement penalties on snow and ice, and are at no risk of falling. In temperatures above 30 degrees F they must make Fortitude Save with a -4 Racial Penalty as though they were in above 90 degrees (in addition damage done if they fail the Save is lethal, see DMG). If the temperature is above 50 degrees they must save every 10 minutes as though the temperature were over 110. In temperatures above 80 degrees they take damage as though it were above 140.
    ∑ +11 Natural Armor Bonus.
    ∑ Racial Hit Dice: An Ice 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 Climb, Concentration, Intimidate, Listen, and Spot.
    ∑ Ice Giants have a Primary Slam attack doing 1d8 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: Giant. Bonus Languages: Common, Aquan, Auran.
    ∑ Level Adjustment: +8
    ∑ 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: Male: 16' Female: 15'8"
    Height Modifier: +2d8"
    Base Weight: Male: 6000 lbs Female: 4500 lbs
    Weight Modifier: x100 lbs.

    ICE GIANT CHARACTERS
    Unlike most Giants, Cerilian Ice Giants would make pretty decent Gish of you can overcome the Racial Hit Dice/LA problem.
    Adventuring Race: Most adventuring Ice Giants are raiding more southern lands or searching for a way to bring about endless winter. Many also journey for personal glory or revenge as well.
    Character Development: The majority of Ice Giants are raisers of some sort, which plays well into their melee abilities. If the DM is willing to let you exchange racial hit dice or buy off LA they could make decent casters as well given their stats.
    Character Names: Ice Giant naming conventions are not known as no one has really been exposed to their society and came back.

    ROLEPLAYING AN ICE GIANT
    The other races are little more than easily broken toys to you, and you do not understand their natures. You can see banding together against a common foe who is more powerful, but little else of their behavior has any duplicate in your world view.
    Personality: Ice Giants are cold, cruel, and lacking much of what we would describe as 'humanity'.
    Behaviors: When observed Ice Giants have been on raids or indulging in some form of torturing captives. Their tendency to stick to their own homes for most of the time has fairly well isolated them from the world.
    Language: Ice Giants speak the same tongue used by mos of Cerilia's Giants.

    ICE GIANT SOCIETY
    Little is known of Ice Giant society, other than their praise of utmost cruelty and their petty nature that leads them to make decisions whose consequences sometimes turn out poorly for them.
    Alignment : Ice Giants are almost exclusively Lawful Evil, and are known far and wide for their spiteful cruelty. They seem to dislike everything that exists outside of themselves.
    Lands : Ice Giants only live in the extreme Northern reaches of Cerilia, where it is always frozen.
    Settlements : Their dependency on frigid temperatures makes settling away from home very dangerous for the Ice Giants, and hey only leave it when the rest of the world is frozen.
    Beliefs : Cerilia's Giants have no Gods.
    Relations: The Ice Giants seem to view the rest of the world as something to be extinguished. Their race has no known allies.

    ICE GIANT ADVENTURES
    ∑ The winter is especially harsh this year, and you and your companions have been asked to scout southward to test the Humanoids' defenses.
    ∑ Rumor has reached the ears of your people of a way to make the cold winters permanent, and it is your task to investigate.
    ∑ The land does not sustain you as it once did, and all of Giantkind is gathering to see what can be done about this.



    Ice Giant Racial Substitution Levels

    Druid
    Level 1: Replace Animal Companion with Enhanced Spontaneous casting
    Enhanced Spontaneous casting: In addition to summoning spells you may now spontaneously cast spells with the Cold descriptor
    Level 1: Replace Wild Empathy with Cold Empathy
    Cold Empathy (Ex): You gain a +4 Bonus on Diplomacy Checks with creatures of the Cold Subtype.
    Level 2: Replace Woodland Stride with Icewalking
    Icewalking (Ex): You move normally across ice and snow.

    Ranger
    Level 1: Replace Wild Empathy with Cold Empathy
    Cold Empathy: You gain a +4 Bonus on Diplomacy Checks with creatures of the Cold Subtype.
    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.
    Level 5: Replace Woodland Stride with Icewalking
    Icewalking (Ex): You move normally across ice and snow.

    Barbarian
    Level 1: Replace Fast Movement with Icewalking
    Icewalking (Ex): You move normally across ice and snow.
    Last edited by Bhu; 2014-12-20 at 01:20 AM.
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