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Thread: Orc/Goblinoid Resources

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    Titan in the Playground
    Bhu's Avatar

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    Mar 2008
    Hell itself (Ohio)

    Default Re: Orc/Goblinoid Resources


    :The Ice will cover all."

    Envoys do their best to prolong winter so that their fellows can continue to raid into the south. They are at the forefront of the Ice Giants quest to make winter permanent the world over.

    A few levels in Druid will do you.

    Race: Ice Giant
    Spellcasting: Must be able to cast 2nd Level Druid spells
    Skills: Knowledge (Nature) 6 ranks, Spellcraft 6 ranks
    Feats: Any one of the four Racial Feats listed below

    Class Skills
    The Envoy's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana, Nature) (Int), Listen (Wis), Spellcraft (Int), or Survival (Wis).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Ice Magic
    2. +1    +0     +0     +3    Fire Resistance 5
    3. +1    +1     +1     +3    Fimbulwinter
    4. +2    +1     +1     +4    Ice Magic
    5. +2    +1     +1     +4    Fire Resistance 10
    6. +3    +2     +2     +5    Fimbulwinter
    7. +3    +2     +2     +5    Ice Magic
    8. +4    +2     +2     +6    Fire Resistance 15
    9. +4    +3     +3     +6    Fimbulwinter
    10.+5    +3     +3     +7    Winter King
    Weapon Proficiencies: An Envoy gains no new weapon or armor proficiencies.

    Ice Magic: At Levels 1, 4, an 7 you may switch out one Druid spell and replace it with a spell from any list with the Cold Descriptor.

    Fire Resistance (Ex): At Level 2 you gain Fire Resistance 5. This increases to Fire Resistance 10 at level 5, and Fire Resistance 15 at Level 8.

    Fimbulwinter (Sp): At Level 3 you may cast Fimbulwinter 1/day as a Spell-Like Ability. This increases to 2/day at Level 6, and 3/day at Level 9.

    Winter King (Su): When using your Fimbulwinter Ability, the range, area and duration are doubled.

    You will one day enshrine the world in ice. This is your life's work. Your reason for existence. It might be considered insane if it weren't for the fact that at times members of your profession have almost pulled it off.
    Combat: Envoys have bigger fish to fry than indulging in simple fisticuffs (or even magical fights for that matter). They will use their spells to effect combat, but try not to be in the thick of things.
    Advancement: Envoys almost religiously attempt to make their Fimbulwinter ability more powerful. hey lay the foundation for the assaults their race launches upon the other realms.
    Resources: Envoys enjoy great favor among their own kind, and can usually call upon anyone for help.

    "Were it not for the Envoys, the Ice Giants would be less of a threat."
    The Envoys are rarely seen, and don't much interact with others. Their magical research precludes social pleasantries.
    Daily Life: Most of your time is taken up by study and experimentation.
    Organizations: The Envoys are a loose affiliation, almost like a non-heirarchical church of some sort.

    NPC Reaction
    Given that you're usually spotted during an Ice Giant raid, NPC's are usually terrified of you.

    This might be better for NPC's than for players given it's nature.
    Adaptation: This is meant for Birthright campaigns, but could be adapted.
    Encounters: Envoys are usually only seen when conducting an experiment designed to prolong and spread winter.

    Sample Encounter
    EL 22: The PC's have been hired to terminate whatever is causing a magical winter that is killing local crops. Ice Giants have been seen in the local area and are presumed responsible..

    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: d8
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Envoy of the Ice gains a Bonus Feat every 3 levels higher than 20th

    Ice Giant Racial Feats

    Winter's Healing
    You can repair yourself in the most frigid temperatures.
    Prerequisites: Ice Giant, Con 28+
    Benefits: You have Fast Healing 1 if the temperature is below 32 degrees Farenheit.

    Cold Presence
    You have learned to extend he reach of your freezing temperatures.
    Prerequisites: Ice Giant, Cha 18+
    Benefits: You may cast Zone of Cold at will as a Supernatural Ability.

    Hand of Winter
    You can cause frostbite with a touch
    Prerequisites: Ice Giant, Cha 18+
    Benefits: You may cast Lesser Frostburn at will as a Supernatural Ability.

    Winters Approach
    You can call up foul weather.
    Prerequisites: Ice Giant, Hand of Winter
    Benefits: You may cast Glacial Globe of Invulnerability and Control Temperature 3/day as a Supernatural Ability.
    Last edited by Bhu; 2014-04-15 at 09:41 PM.
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