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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 Silt is a place without expectation."

    Silt Hunters are the most dangerous of the Desert Giants: those who know the secret roads through the Silt Sea, and who hunt inside it. Giants are dangerous enough without the Silt. Some wear Silters to keep out the dust, and some use psionics to simply supply themselves with air while sealing their orifices.

    Any Desert or Plains Giant with the appropriate Feats will do.

    Race: Desert Giant or Plains Giant
    Feats: Silt-Walker, Silt-Fighter
    Skills: Knowledge (Nature) 4 ranks, Survival 4 ranks
    Class Features: Must have 6 Levels in either Barbarian, Ranger or Scout.

    Class Skills
    The Silt Hunter's class skills (and the key ability for each skill) are Balance (Dex), 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 Use Rope (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Silt Fighting
    2. +2    +3     +0     +0    Fighting Style
    3. +3    +3     +1     +1    Silt Sense
    4. +4    +4     +1     +1    Silt Fighting
    5. +5    +4     +1     +1    Fighting Style
    6. +6    +5     +2     +2    Silt Sense
    7. +7    +5     +2     +2    Silt Fighting
    8. +8    +6     +2     +2    Fighting Style
    9. +9    +6     +3     +3    Silt Sense
    10.+10   +7     +3     +3   Silt Master
    Weapon Proficiencies: A Silt Hunter gains no new weapon or armor proficiencies.

    Silt Fighting (Ex): At 1st Level you learn to use the Silt to your advantage. You gain a +4 on Hide Checks and do not take a Size Penalty to Hide Checks while within the Silt.

    At 4th Level you can throw Silt in the face of an opponent a a Standard Action. Your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Wisdom Modifier) or be blinded for 1d6 rounds, plus take 1d6 damage as the Silt digs into his eyes. If he fails the Save by rolling a Natural 1, he also chokes on the Silt, and is Nauseated for 1 round. Opponents with the Silt Subtype who fail the Save are only blinded one round.

    At 7th Level you can pull someone under the Silt by Pinning them during a Grapple Check. Opponents who are pulled under take the normal effects of a failed Grapple, as well as the suffocating effects of the Silt (see below).

    Fighting Style (Ex): At Level 2, 5, and 8 you gain some sort of bonus depending on which class (Barbarian, Rogue or Scout) you took to qualify for Silt Hunter. Barbarians gain an additional use of Rage per day at each of these Levels. Rogues gain an additional die of Sneak Attack at each of these Levels. Scouts gain an additional Skirmish die at Levels 2 and 5, and at Level 8 they can use their Skirmish dice without moving if they make a Full Attack.

    Silt Sense (Ex): At Level 3 you gain Tremorsense 20 ft. while standing in Silt that is at least as high as your waist. This increases by an additional 20 ft. at Levels 6 and 9.

    Silt Master (Ex): At Level 10 you gain the Silt Subtype, and as a Standard Action you can whip up a cloud of Silt. Opponents within 30 ft. must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Wisdom Modifier) or be blinded for 1d6 rounds, plus take 1d6 damage as the Silt digs into his eyes. If he fails the Save by rolling a Natural 1, he also chokes on the Silt, and is Nauseated for 1 round. Opponents with the Silt Subtype who fail the Save are only blinded one round.

    You are the idol of your people. You alone are brave enough to risk the shallows of the Silt Sea to go raiding. You alone will confront the various horrors that await within the Silt.
    Combat: You are specialized to fighting within the Sea of Silt. You can still do well enough fighting in plain old desert, but the Sea is your true home.
    Advancement: Advancement among Silt Hunters who actually live is strikingly similar. Your mission is dangerous enough that you require certain skills, and you have little time for trial and error.
    Resources: Silt Hunters are quite important to the tribes survival, so if you need something that will aid you in stopping danger to them they will give it willingly.

    "We'd all be dead if it weren't for him."
    You confront monsters your people people find terrifying. It takes a lot to frighten a Giant, but the Silt Sea is full of such terrors. It leaves you a bit shell shocked at times, but you realize if not for you, no one else is there to fill your place until you train the next generation.
    Daily Life: Much of your time is spent hunting, or learning what you can about survival within the Silt Sea. In good times you can feel free to relax, and perhaps learn new things not related to your tribes needs from yo as a hunter, but in bad times you will find little rest.
    Organizations: Silt Hunters from the same clan form a loose alliance, but beyond that you have little in the way of organization.

    NPC Reaction
    NPC's are not generally pleased to see large Giants armed to the teeth hiding in the sand.

    This assumes you are a tribal warrior that your people depend on, making it best for NPC's.
    Adaptation: This is meant for Athasian Giants, but could be adapted with some work.
    Encounters: PC's generally only see Silt Hunters if they are trading with the Giants or accidentally blunder into their territory. Though if times get rough they may encounter a raiding party.

    Sample Encounter
    EL 12: The PC's are on the run in the Sea of Silt when they encounter a Giant wrestling with some sort of Horror, who appeals to them for aid. The Giant, not the Horror. Horrors don't generally appeal to anyone

    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
    Fighting Style At Level 22 and every 3 Levels thereafter you gain another use of Rage or die of Sneak Attack/Skirmish depending on which option you took.
    Bonus Feats: The Epic Silt Hunter gains a Bonus Feat every 3 levels higher than 20th

    Desert Giant or Plains Giant Racial Feats

    You have learned the many secret roads through the Sea of Silt, and walk it's shallows
    Prerequisites: Desert Giant or Plains Giant
    Benefits: You no longer take movement penalties in deep Silt (see below), and gain a +2 Bonus to Survival Checks in the Sea of Silt.

    You have learned to fight while in silt up to your chest.
    Prerequisites: Desert Giant or Plains Giant, Silt-Walker
    Benefits: You no longer take penalties for fighting in deep Silt (see Silt rules below).

    Your normally hostile mind blinds those who use psionic powers to find you.
    Prerequisites: Desert Giant or Plains Giant, Silt-Walker, Hostile Mind
    Benefits: The benefits of your Hostile Mind Feat now apply to powers of the Clairsentience discipline instead.

    Certain spells work better for you when cast in the Silt.
    Prerequisites: Desert Giant or Plains Giant, must have levels in any spellcasting class
    Benefits: When within the area of the Silt Sea you may cast the following spells as a Free Action if you know them: Awaken Sand, Blast of Sand, Choking Sands, Control Sand, Flaywind Burst, Freedom of Breath, Haboob, Sandform, Sand Storm, Storm Mote. Wall of Sand, and Waste Strider.

    Sea of Silt rules

    The Sea of Silt is effectively composed of Slipsand (see Sandstorm page 25). In addition it is prone to Dust Storms when winds are high (Sandstorm Page 16) This dust is very clingy, and has effects similar to Moondust (Sandstorm page 23). Giants and other being who are large enough to stand on the bottom take the same penalties for fighting underwater if the Silt is more than waist high (they do not get a Swim Check to lessen these penalties like they would in water) along with stirring up clouds of dust. They also take a -10 ft. penalty to Land Speed.

    Silt Subtype
    Creatures with the Silt Subtype ignore the suffocation hazards of Silt, take no penalties while fighting in it, and take no penalty to their movement speed.
    Last edited by Bhu; 2015-05-07 at 11:53 PM.
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