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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


    "You brought home a WHAT?"

    Jungle Giants are tall, thin Giants with muddy yellow skin and pale green hair. They often have tattoos, elaborate feather head dresses, and filed teeth. Carnivorous to a fault they can strip an area clean of life if they remain for very long. Unlike other Giants, they are willing to befriend humanoids with similar ideas, and who can prove themselves.

    +18 Strength, +4 Dexterity, +8 Constitution, +2 Intelligence, +4 Wisdom
    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.
    Base climb speed 20 ft.
    +7 Natural Armor Bonus.
    Poison Use (Ex): Jungle Giants are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. They often poison their arrows. Injury, DC 27, Initial Damage is 1d6 Dex, Secondary Damage is Paralyzed for 2d6 rounds.
    Jungle Camouflage (Ex): This is identical to the Ranger's Camouflage ability listed in the PHB, but is only usable in Warm Forests.
    Racial Hit Dice: A Jungle Giant begins with eleven levels of Giant, which provide 11d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +3, and Will +3. A Desert Giants Giant levels give it skill points equal to 16 (2 + Int modifier, minimum 1) and 4 Feats. Its class skills are Climb, Craft, Hide, Listen, Move Silently, Spot, and Survival. Jungle Giants get a +4 Racial Bonus to Hide Checks in their native environment. They also have a +8 Racial Ability to Climb Checks, and may always Take 10 on a Climb Check, even if rushed or threatened.
    Jungle 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, any nearby humanoid race.
    Level Adjustment: +5
    Favored Class: Scout

    Adulthood: 20
    Barbarian, Rogue, Sorcerer: +2d4
    Bard, Fighter, Paladin, Ranger: +3d6
    Cleric, Druid, Monk, Wizard: +4d6

    Middle Age: 50
    Old: 75
    Venerable: 100
    Maximum Age: +5d20 Years

    Base Height: Male: 15 ft. Female: 13 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 2500 lbs. Female: 2000 lbs.
    Weight Modifier: 100 lbs.

    Jungle Giants have the same LA problems most Giants do. However their proficiency with poisons and bows makes them good ranged fighters.
    Adventuring Race: Not normally the adventuring type, Jungle Giants tend to do so only out of revenge or necessity.
    Character Development: With your poison crafting skills you probably make a pretty decent assassin of some sort.
    Character Names:

    You are curious and welcoming to all, but cannot abide weakness. Life is about survival and you cannot afford slackers.
    Personality: Self-sufficiency is the order of the day. Skills you know already must be perfected, and skills you do not have should be attained.
    Behaviors: Jungle Giants are fond of learning new skills that increase their survivability.
    Language: Jungle Giants speak Giant, and perhaps those of nearby races.

    Being strict carnivores, the Jungle Giants are nomadic by nature. They are closely knit families of hunters, or loners who may be outcasts. Unlike other Giants they get along perfectly well with Humanoids as long as the individual can contribute to the hunt.
    Alignment : With some exceptions most of the Jungle Giants are purely Neutral (but their isolationism breeds exceptions).
    Lands : Jungle Giants live in the Jungles of Al-Qadim.
    Settlements : When they become over populated, or are cast out, most Giants move to the nearby savannahs. They try to return to the jungles as soon as possible, given that they are less proficient in the grasslands.
    Beliefs : Religion is uncommon among the Giants, but is not unknown. It varies from one individual to another.
    Relations: Jungle Giants have no patience for those who cannot carry their own weight and will often leave them behind. That being said any being who proves himself capable is welcome to join them.

    Rumors have reached you of drums coming from an old ruined temple deep in the jungle. You have been sent to investigate.
    Jinn have been raising hell in the jungle, and somehow they seem to outnumber your people. You have been sent to acquire help.
    An enormous Dragonfly is rumored to have appeared, and the Dragonflies your people keep as pets no longer seem to obey...

    Jungle Giant Racial Substitution Levels

    Level 1: Replace Animal Empathy with Trapper
    Trapper (Ex): You gain Trapfinding (as per the Rogue Ability) and Disable Device as a Class Skill.
    Level 3: Replace Endurance with Heat Endurance
    Heat Endurance: You gain Heat Endurance as a Bonus Feat.
    Level 4: Replace Animal Companion with Improved Favored Enemy.
    Improved Favored Enemy (Ex): Choose one Favored Enemy. Your Bonus increases by +4 for that particular Enemy.

    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 8: Replace Camouflage with Skill Mastery
    Skill Mastery (Ex): Identical to the Rogue ability listed in the PHB.

    Level 1: Replace Rage with the Whirling Frenzy variant from Unearthed Arcana.
    Last edited by Bhu; 2016-04-29 at 08:46 PM.
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