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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



    Thunderers are Crag Giant Clerics specializing in throwing bolts of lightning, and who enjoy playing in the rare storms that frequent their lonely home.

    Virtually all Crag Giant Clerics become Thunderers.

    Race: Crag Giant
    Domains: Must have access to the Rolling Thunder and Sky Blitz Domains.
    Feats: Domain Focus, Lightning Thrower
    Skills: Knowledge (Religion) 4 ranks, Spellcraft 4 ranks

    Class Skills
    The Thunderer's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Thunder, +1 Level of Divine Spellcasting Class
    2. +1    +3     +0     +3    Lightning
    3. +2    +3     +1     +3    Energy Resistance 5 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
    4. +3    +4     +1     +4    Thunder, +1 Level of Divine Spellcasting Class
    5. +3    +4     +1     +4    Lightning
    6. +4    +5     +2     +5    Energy Resistance 10 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
    7. +5    +5     +2     +5    Thunder, +1 Level of Divine Spellcasting Class
    8. +6    +6     +2     +6    Lightning
    9. +6    +6     +3     +6    Energy Resistance 15 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
    10.+7    +7     +3     +7    Stormfriend, +1 Level of Divine Spellcasting Class
    Weapon Proficiencies: A Thunderer gains no new weapon or armor proficiencies.

    Thunder (Su): At 1st Level your spells with the Electricity descriptor are accompanied by a clap of thunder, and if your opponent fails his saving throw against the spell he is also Deafened for 1d4 rounds. Creatures immune to Sonic damage are immune to this effect.

    At 4th Level the opponent is permanently Deafened.

    At 7th Level the opponent is also Stunned 1d6 rounds.

    Lightning: At 2nd Level you gain Repeat Spell as a Bonus Feat whether or not you meet the qualifications.

    At 5th Level, spells enhanced by the Repeat Spell Feat that have the Electricity Descriptor only use a spell slot two Levels higher than normal.

    At 8th Level, spells enhanced by the Repeat Spell Feat that have the Electricity Descriptor only use a spell slot one Level higher than normal.

    Stormfriend (Su): At 10th Level you become immune to Electricity and Sonic damage.

    You are among the last of your kind. You must not let your traditions or the traditions of your people die out.
    Combat: Thunderers prefer fighting at range with their damaging energy spells.
    Advancement: Thunderers are focused on keeping their traditions alive, and are as a consequence quite conservative. Most advance along pretty similar lines.
    Resources: Thunderers have access to whatever meager resources are available to the Crag Giant community.

    "He has problems enough, I'd leave him well alone if I were you."
    Thunderers tend to be lonely, mysterious figures to the tribe, who may not understand divine magic so well.
    Daily Life: Much of your life is prayer and contemplation. You do your best to educate the tribe, and try to think upon someway to avert your races inevitable downfall.
    Organizations: Thunderers associate only loosely, and generally only come together in defense of their people. They are also at the fore front of any effort to gain revenge upon the Mind Lords.

    NPC Reaction
    Given the savage nature of the Crag Giants, they tend to make NPC's quite nervous, regardless of their occupation.

    This PrC assumes you are a member of a race restricted in it's movements, which may make it better for NPC's (unless getting rid of the Mind Lords is a campaign focus).
    Adaptation: This is obviously meant for Dark Sun, but could be adapted with some work.
    Encounters: Thunderers are rarely found outside the Lonely Butte, and then only on missions of revenge

    Sample Encounter
    EL 12: The PC's have been sent to contact an infamous Cleric, who also turns out to be a primitive Giant who views outsiders as easily squishable enemies.

    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 : 2 + int
    Bonus Feats: The Epic Thunderer gains a Bonus Feat every 2 levels higher than 20th

    Crag Giant Racial Feats

    Improved Shocking Rage
    Your rage bring the thunder and the lightning.
    Prerequisites: Crag Giant, Shocking Rage
    Benefits: If you successfully do electrical damage to an opponent while Raging you may do an additional 1d5 Sonic damage as well. If you successfully Stun an opponent while Raging, he is also Deafened for the same duration.

    Lightning Thrower
    You are well known for your abilities with electricity.
    Prerequisites: Crag Giant, Divine spellcaster
    Benefits: Add the following spells to your spell list: Arc of Lightning, Call Lightning Storm, Chain Lightning, Electric Loop, Lightning Bolt, Stormrage, Stun Ray, and Thunderhead.

    Shocking Spell
    Your spells doing electrical damage leave foes stunned.
    Prerequisites: Crag Giant
    Benefits: If a spell you cast that does electrical damage successfully damages an opponent, he is Stunned for 1 round. This Feat may only be applied to spells with the Electricity descriptor, and uses a spell slot one level higher than the spell's actual level.

    Shocking Rage
    Your rage is quite shocking.
    Prerequisites: Crag Giant, Thundering Rage
    Benefits: If you successfully deal Electricity damage to an Opponent while Raging, he must make a Fortitude Save (DC is 10 plus 1/2 your Hit Dice, plus your Constitution Modifier) or be Stunned 1 round.
    Last edited by Bhu; 2015-02-15 at 02:13 AM.
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