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Thread: Orc/Goblinoid Resources

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    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    MAULER



    "ROOOOAAAARRR!"

    Maulers are animalistic Beasthead Giants who have somehow tapped into the powers and abilities of the animal whose head they have.

    BECOMING A MAULER
    A Beasthead Giant with any Racial Feat will do.

    ENTRY REQUIREMENTS
    Race: Beasthead Giant
    Feats: Any 1 Racial Feat, Psionic Fist
    Skills: Any 2 Racial skills 8 ranks or higher


    Class Skills
    The Mauler's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Listen (Wis) and Spot (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Psychic Combat
    2. +1    +3     +0     +3    Hardened Body
    3. +2    +3     +1     +3    Beast Totem
    4. +3    +4     +1     +4    Psychic Combat
    5. +3    +4     +1     +4    Hardened Body
    6. +4    +5     +2     +5    Beast Totem
    7. +5    +5     +2     +5    Psychic Combat
    8. +6    +6     +2     +6    Hardened Body
    9. +6    +6     +3     +6    Beast Totem
    10.+7    +7     +3     +7   Veteran Mauler
    Weapon Proficiencies: A Mauler gains no new weapon or armor proficiencies.

    Psychic Combat: At Levels 1, 4 and 7 you gain a cumulative +1 Bonus to Autohypnosis and Concentration Checks. You also add any one Psionic Power whose Range is Personal to your List of powers available. The power must be of a Level you can Manifest, and can come from any list.

    Hardened Body (Ex): At 2nd Level you do not die until you have reached negative (10 plus your Con Modifer) hit points, and you may fight and move normally when at or below 0 hit points. For example, if you have a Con Modifier of +4, you may fight to -14 hit points. At 5th Level you gain a +2 Morale Bonus to attack and damage rolls when at less than 50% of your maximum hit points. At 8th Level your Natural Armor Bonus improves by an amount equal to your Con Modifier.

    Beast Totem: At 3rd Level you may communicate telepathically with any member of the species whose head you have out to a range of 120 ft., and they automatically regard you as Friendly. At 6th Level you may use Psionic Dominate on them as a Psi-Like Ability 3/day. At 9th Level you may Summon one or more members of their species 1/day as a Supernatural Ability (this otherwise works like the Summon Monster spell). If the creatures CR is 11 or higher you Summon 1. If it's CR 10 or lower you get 1s4+1.

    Veteran Mauler:

    PLAYING A MAULER
    Maulers have some sort of odd psychic connection to the beast whose head they have, Or they're raving lunatics whose bestial nature reinforces their psionic power. No one's really determined to find out.
    Combat: Maulers are generally melee brutes who use their psionic powers to boost their combat abilities. They more animal than anything else, and rarely make good tacticians.
    Advancement: Maulers are pretty much on their own with no experieenced hands to guide them most of the time. So while no one places limits on their development, they tend to be remarkably similar due to the demands of survival.
    Resources: Maulers are pretty much on their own, unless they have family willing to aid them.

    MAULERS IN THE WORLD
    "Is he eating that Spinewyrm?"
    Maulers interact with the world by violently murdering parts of it. Approaching them is not remotely safe at all.
    Daily Life: Pretty much the same as any other stone age primitive, you spend your days clawing for survival.
    Notables:
    Organizations: Maulers have no organization. Unless they're part of a family or extended clan, they're on their own.

    NPC Reaction
    PC's regard you pretty much the way they regard any giant monster.

    MAULERS IN THE GAME
    This kind of requires you to be a member of a race most other races are terrified of. This will cause problems depending on what the rest of the party is, and where it goes.
    Adaptation: This is obviously meant for Dark Sun only, and would require some adaptation for other campaigns.
    Encounters: Maulers don't travel much. If you want to find them you go to them, and they aren't known for welcoming visitors.

    Sample Encounter
    EL 12: The PC's have been hired by a group of merchants desperate to know who has been attacking their routes in the Sea of Silt.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC MAULER

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Class Ability
    Class Ability
    Bonus Feats: The Epic Mauler gains a Bonus Feat every x levels higher than 20th


    Beasthead Giant Racial Feats


    Aprig Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Bitten opponents must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Con Modifier) or contract the Red Ache (see diseases in the DMG).


    Bear Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. It also gains Improved Grab. If it succeeds with it's Bite Attack it can automatically attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's Bite damage with a Grapple Check.


    Boneclaw Head
    Prerequisites: Beasthead Giant, 9+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest Inflict Pain 3/day as a Psilike Ability.


    Braxat Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Once every 1d4 rounds it can breathe Acid in a 30 ft. cone of acid doing 6d6 damage.


    Carru Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Gore Attack. They also gain a Trample Attack doing 2d8 plus one and a half times Str damage (Reflex Save for half damage, Save DC is Str based).


    Cha'Thrang Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous. Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Str.


    Drik Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it does 4d4 plus one and a half times Str damage with a successful Charge attack.


    Eagle Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a +8 Racial Bonus on Spot Checks.


    Erdland Head
    Prerequisites: Beasthead Giant, 9+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally the Erdland can cast the following as a Psilike Ability 3/day: Psionic Dominate.


    Fordorran Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally is can Manifest Concussion Blast at will as a Psilike Ability.


    Goat Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a +4 Racial Bonus to Jump Checks and Fortitude Saves to avoid harm from things it has eaten (such as ingested poisons).


    Gorak Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can cast the Hypnotism at will as a Spell-Like Ability.


    Hatori Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. It also gains a Burrow speed of 30 ft.


    Id Fiend Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally once every 1d4 rounds it can emanate Fear (as per the spell) in a 60 ft. Cone. Save DC is Charisma based.


    Jaguar Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. In addition, the Beasthead can make a Full Attack on a Charge.


    Jankx Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous. Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Dex.


    Kirre Head
    Prerequisites: Beasthead Giant, 12+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as a Psilike Ability: Id Insinuation, Psychic Crush, Thought Shield.


    Klar Head
    Prerequisites: Beasthead Giant, 12+
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as Psilike Abilities: Control Body, Control Sound, Telekinetic Force.


    Lizard Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a +4 Racial Bonus on Balance and Climb Checks.


    Mekillot Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Tongue Attack. It's reach with it's tongue is 20 ft with it's tongue. Additionally if it makes a successful Tongue attack against a Medium or smaller opponent, it can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity. It does it's Tongue damage with a successful Grapple Check.


    Pterrax Head
    Prerequisites: Beasthead Giant, 9+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following powers 3/day as a Psilike Ability: Animal Affinity, Mindlink, Thicken Skin.


    Raclinn Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it may enter Rage (as per the Barbarian ability) 1/day. This stacks with daily uses of Rage you gain from Barbarian Levels.


    Razorwing Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a Flight speed (Average) equal to 60 ft., but loses this ability in an Antimagic or Null Psionics Field.


    Ruve Head
    Prerequisites: Beasthead Giant, 15+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as Psilike Abilities: Psionic Dimensional Anchor, Psionic Dimension Door, Psionic Teleport.


    Sand Howler Head
    Prerequisites: Beasthead Giant, 12+
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a Gaze Attack: Paralysis 2d4 rounds, Fortitude Save negates (Save DC is Charisma based), 30 feet.


    Silk Wyrm Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can drain it's opponents blood, doing 1 point of temporary Constitution damage with a successful Grapple Check.


    Silt Eel Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it becomes immune to the effects of Silt, and may make Swim Checks to move through it.


    Sitak Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it may communicate Telepathically with a range of 60 ft.


    Sloth Head
    Prerequisites: Beasthead Giant, 3+ ND
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a Climb speed equal to it's base Land Speed.


    Snake Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous. Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Con.


    Tembo Head
    Prerequisites: Beasthead Giant, 9+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it's Bite bestows 1 negative Level (Fortitude Save to remove, Save DC is Charisma based).


    Tigone Head
    Prerequisites: Beasthead Giant, 12+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as Psilike Abilities: Clairvoyant Sense, Danger Sense, and Ubiquitous Vision


    Wolf Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains the Scent ability.


    Zhakal Head
    Prerequisites: Beasthead Giant, 9+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. It may also Manifest the following Powers as Psilike Abilities 3/day: Cloud Mind, Ego Whip, Mindlink.


    Z'tal Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally once every 1d4 rounds the Beasthead may scream. All living creatures within 60 ft. that can hear him must make a Fortitude Save (Save DC is Charisma based) or be Deafened and Dazed for 1d3 rounds.
    Last edited by Bhu; 2015-11-21 at 10:07 PM.
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