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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


    "No I don't have a pet bird, why the hell does everyone ask that?"

    Reef Pirates are those Reef Giants who have gone from plundering the ocean for tradeable goods, to just straight up plundering.

    Any non-Good Reef Giant might do.

    Race: Reef Giant
    Alignment: Can't be Good
    Feats: Reef Guardian, Reef Pirate
    Skills: Hide 8 ranks, Move Silently 8 ranks

    Class Skills
    The Reef Pirate's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Use Rope (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Pirate Magic
    2. +1    +0     +0     +3    Giant to Ship Combat
    3. +1    +1     +1     +3    Cannon
    4. +2    +1     +1     +4    Pirate Magic
    5. +2    +1     +1     +4    Giant to Ship Combat
    6. +3    +2     +2     +5    Cannon
    7. +3    +2     +2     +5    Pirate Magic
    8. +4    +2     +2     +6    Giant to Ship Combat
    9. +4    +3     +3     +6    Cannon
    10.+5    +3     +3     +7   Veteran Raider
    Weapon Proficiencies: Reef Pirates gain no new weapon or armor proficiencies.

    Pirate Magic (Sp): You gain new Spell-Like Abilities you can cast 1/day:

    1st Level: Waterspout
    4th Level: Depthsurge
    7th Level: Doom of the Seas

    Giant to Ship Combat (Ex): At 2nd Level your ranged and melee attacks do +2d6 damage to ships.

    At 5th Level, the Hardness of ships you attack is halved (rounded down).

    At 8th Level each time you successfully damage a ship it's Seaworthiness and Shiphandling Ratings are reduced by 1 (see Stormwrack). Maximum total Penalty is -4.

    Cannon (Su): At 3rd Level, when using your Rock Throwing ability, successful rock hits do an additional die of damage (for example if they normally do 2d8 damage they now deal 3d8). You gain one more additional die at Levels 6 and 9.

    Veteran Raider (Sp): Choose any two Spell-Like Abilities you have. You may now cast them 3/day.

    You aren't the jolly, singing pirate of myth. You sink ships, and their crews for a living. You are a monster in every sense of the word.
    Combat: You generally soften up ships with your rock throwing and SLA's, and then plunder them for goodies once they have sank.
    Advancement: Most Reef Pirates focus on becoming more efficient killers.
    Resources: Reef Pirates are generally loners or small groups. They have what resources they can take by force.

    Seriously, DO NOT ask him about parrots..."
    You got tired of raiding the reefs for stuff to trade, and being screamed at by the Merfolk and others for despoiling the sea. Now they scream at you for polluting the sea because you bring down ships. Some people are never satisfied.
    Daily Life: Most of your time is spent looking for ships to plunder, or enjoying the fruits of your labor...and occasionally fleeing for your life.
    Organizations: Most Reef Pirates don't operate in groups larger than three, though some join maritime Thieve's Guilds as muscle.

    NPC Reaction
    Being that you're a criminal, people generally aren't happy to see you.

    This PrC assumes you are a wanted criminal, so it might be best for Evil only campaigns.
    Adaptation: Reef Giants are generally Al-Qadim, but this can be adapted for aquatic Giants for other campaigns.
    Encounters: PC's usually encounter Reef Giants while guarding merchant ships.

    Sample Encounter

    EL 22: "Hey look guys, there some wingnut on the beach throwing rocks at us..."

    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
    Bonus Feats: The Epic Reef Pirate gains a Bonus Feat every 2 levels higher than 20th

    Reef Giant Racial Feats

    Sea Witch
    You may control the ocean to a small extent.
    Prerequisites: Reef Giant, Cha 15, any 1 other Racial Feat
    Benefits: You may cast Control Currents 1/day as a Spell-Like Ability.

    Reef Pirate
    You have turned to plundering nearby ships instead of relying on trade.
    Prerequisites: Reef Giant, Wis 18, any 1 other Racial Feat
    Benefits: You may cast Detect Ship and Wake Trail 1/day as a Spell-Like Ability.

    Reef Guardian
    You are hard to surprise.
    Prerequisites: Reef Giant, Wis 18
    Benefits: You may cast Tojanida Sight 1/day

    Water Witch
    You're harder to hit in water.
    Prerequisites: Reef Giant, Cha 15
    Benefits: You may cast Turbidity 1/day as a Spell-Like Ability.
    Last edited by Bhu; 2016-09-28 at 06:22 PM.
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