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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



    Desert Giants resemble humans with dark red or jet black skin and exaggerated facial features. They stand 20 to 25 feet tall, and weigh 6 to 8 tons.

    ∑ +28 Strength, +12 Constitution, +4 Wisdom, -4 Intelligence (minimum 3).
    ∑ 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 a Crag Giantís thrown rocks.
    ∑ +12 Natural Armor Bonus.
    ∑ Power Resistance: Desert Giants have Power Resistance equal to 12 plus CR.
    ∑ Racial Hit Dice: A Desert Giant begins with fourteen levels of Giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. A Desert Giants Giant levels give it skill points equal to 17 ◊ (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Craft, Handle Animal, Intimidate, Listen, and Spot.
    ∑ Desert Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: Giant. Bonus Languages: Common.
    ∑ Level Adjustment: +6
    ∑ Favored Class: Barbarian

    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

    Middle Age: 175
    Old: 263
    Venerable: 350
    Maximum Age: +4d% years

    Base Height: Male: 20 ft Female: 18 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 6000 lbs. Female: 4500 lbs.
    Weight Modifier: x100 lbs.

    As usual, given their Racial HD and LA, Desert Giants prefer to be non-casters.
    Adventuring Race: Desert Giants are infrequent travelers given the dangers of their home region, so most who adventure have been exiled, or are on a quest for power.
    Character Development: Their natural Power Resistance makes Desert Giants decent anti-caster/manifester fighters.
    Character Names:

    You don't like strangers, and are generally pretty xenophobic. You have a plan to kill everyone you meet just in case. It's hard for you to make non-Giant acquaintances, and even harder to trust them.
    Personality: Desert Giants are usually content to raise their animal flocks, with occasional raids for essentials along the Silt Sea. They generally aren't trustful, especially of strangers. You're basically a paranoid hillbilly who lives in the desert.
    Behaviors: You like to practice rock throwing and hunting whenever possible. The harsh life of the desert makes constant refinement of your skills a necessity.
    Language: Desert Giants speak the Giant language, but have no written alphabet.

    The Desert Giants are a primitive society of Shepherds, most of whom are trapped on islands in the Sea of Silt. Still not quite as savage as the Beastheads, but they have little qualms about eating other races in times of famine.
    Alignment : The bulk of the Desert Giants are Neutral Evil, with small pockets of purely Neutral Giants.
    Lands : Desert Giants live on 'islands' in the Sea of Silt, preferring the coolness of large caves while their flocks wander outside.
    Settlements : Desert Giants usually do not have the option to emigrate from their homes. The Sea of Silt makes mass migration impossible.
    Beliefs : Desert Giants have few religious beliefs or preferences, as with most Athasians.
    Relations: While the Giants trade their hair to ropemakers, they are not fond of visitors. Coming within throwing distance of their village is not advisable. Plus food is not always readily available, and the Giants are omnivores who will devour anything within reach.

    ∑ Something in the Silt has been taking Kanks from the herd. Something you haven't been able to see or catch. Now it's taking the clan chiefs daughter, and you have been tasked with finding and disposing of it.
    ∑ A horribly damaged Beasthead Giant came up from the Silt and died raving about the end of the world this dawn. Exposure may have finished it off, but the damage done to it was purposeful, and you have been charged with shoring up the tribes defenses while finding out what happened.
    ∑ The tribes chief has been unwell. He talks often of seeing Shadows move, and seems cold to the touch, and he has killed tribesmen randomly in...odd ways. You are being sent out into the world to find a cure.

    Desert Giant or Plains Giant Racial Substitution Levels

    Levels 1, 6, 11: New options for Combat Mastery.
    Combat Mastery (Ex): Quicksand Style gains you the following Feats: Combat Expertise (1st), Improved Trip (6th), and Sand Snare (11th). Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th).
    Level 3: Replace Endurance with Heat Endurance
    Heat Endurance: You gain Heat Endurance as a Bonus Feat.
    Level 4: Replace Animal Companion with one from Sandstorm list (or for something more Athas appropriate).
    Level 4: Replace Woodland Stride with Sandskimmer
    Sandskimmer: You gain Sandskimmer as a Bonus Feat.

    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.
    Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
    Level 10: Replace Blindsense with Tremor Sense 15'.
    Level 20: Replace Blindsight with Tremor Sense 30'.

    Level 1: Replace Fast Movement with Silt-Fighting
    Silt-Fighting (Ex): You gain Silt Fighter as a Bonus Feat.
    Level 3: Replace Trap Sense with Silt Trap Sense
    Silt Trap Sense (Ex): Your Trap Sense Bonus is now received against natural hazards of the Silt Sea (and also applies to his AC against same). Hazards being various terrain features.
    Last edited by Bhu; 2015-05-07 at 11:54 PM.
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