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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



    Ogre Giants are furry giants with elephant like ears, tusks jutting from their bottom jaw, and more than likely with one eye as well. Their brown or umber fur fades into gray with old age, and elder Giants have pure gray faces.

    ∑ +20 Strength, +12 Constitution, +6 Wisdom, -2 Dexterity, -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.
    ∑ +10 Natural Armor Bonus.
    ∑ Rock Throwing (Ex): The range increment is 140 feet for an Ogre Giantís thrown rocks.
    ∑ Temperamental (Ex): Ogre Giants become confused and angered easily, and dealing with other beings causes them great stress. Any time an Ogre Giant becomes angry, Confused (as per the spell), is subject to any compulsion causing any emotional effect, or is required to make a certain Skill Checks (Bluff, Diplomacy, Intimidate, or Sense Motive) it must make a DC 15 Willpower Save. Until it has had 8 hours rest each Save DC gains a cumulative +1, making failure somewhat inevitable if the Giant isn't left alone. If it fails the Save it goes into Frenzy (this is identical to the ability listed in the Complete Warrior).
    ∑ Racial Hit Dice: An Ogre 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. An Ogre Giants Giant levels give it skill points equal to 17 ◊ (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Handle Animal, Intimidate, Listen, and Spot.
    ∑ Ogre 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, Midani, any nearby humanoid race.
    ∑ Level Adjustment: +5
    ∑ 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%

    Base Height: Male: 16 ft. Female: 14 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 8000 lbs. Female: 7500 lbs.
    Weight Modifier: x 200 lbs

    Ogre Giants are awful arcane casters, and Racial Hit Dice give them issues with divine casting (which they might otherwise be good at).
    Adventuring Race: Generally Ogre Giants only leave their mountains when paid to, or when seeking vengeance. Revenge is by far the most common reason.
    Character Development: Given their temper issues it is strongly recommended to maximize an Ogre Giants Willpower Save.
    Character Names:

    Given their instability, Ogre Giants are best used in small groups of all Ogre Giants. It's inevitable they'll kill anyone else.
    Personality: Ogre Giants as a whole are violently psychologically unstable, but there is one thing that can keep them focused: revenge. An Ogre Giant will do just about anything to revenge themselves on those who have wronged him or who have violated their Cairns.
    Behaviors: Typical behaviors for a member of this race..
    Language: Ogre Giants speak Giant, but have no written language.

    Ogre Giants only have the barest beginnings of culture, not even wearing clothes or using much in the way of tools. They live in small paternal clans and trade for goods they need, usually by wiping out the traders target of choice.
    Alignment : The vast majority of the Ogre Giant race is Chaotic Neutral. For the most part they are as uncaring about civilization as most animals, but madness runs strongly in their race.
    Lands : Ogre Giants are generally restricted to desert mountains.
    Settlements : Ogre Giants only live in secluded areas difficult to get to.
    Beliefs : Few Ogre Giants participate in religion.
    Relations: Ogre Giants only tolerate their own kind well, and even then only in small families. They suffer from some combination of anxiety and psychosis that makes them berserk in crowds or when confused or upset. They'll tolerate the occasional lone being (usually an Ogre Magi) or small trade group, as despite their ferocious appearance they don't eat sentient beings.

    ∑ The Ogre Magi you guard has effectively disappeared. You need the money and food he promised to feed the family. You've raided enough to keep them in provisions a while, but now you need to find out what happened to him.
    ∑ Something is killing the humans you depend on for trade. Something small that can hide in cracks in the mountains beyond your reach. You need to hire some mercenaries or gain some tiny friends.
    ∑ You recently went berserk after waking up in a strange place surrounded by crowds, and are now on the run trying to find out what the hell is going on.

    Ogre Giant Racial Substitution Levels

    Level 2: You have additional options with Combat Mastery
    Combat Mastery: If you choose the Berserker Path, you can Rage 1/day at 2nd Level, and an additional time per day at Levels 6 and 11. If you choose the Rock Thrower Path you gain the Point Blank Shot at 2nd Level, Far Shot at 6th Level, and the Penetrating Shot Feat at 11th Level.

    Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Rock Tossing
    Rock Tossing (Ex): The Scout gains +1d6 damage with thrown weapons at 1st Level, and an additional +1d6 at Levels 5, 9, 13, and 17. At 3rd Level the Scout gains a +1 Competence Bonus on Attack rolls with thrown weapons. This increases by +1 at Levels 7, 11, 15, and 19.

    Level 1: Replace Rage with Frenzy from Complete Warrior. You get Greater Frenzy at 11th Level, and Tireless Frenzy at 17th Level. At Level 20 you gain Mighty Frenzy (Str Bonus from Frenzy is +14).
    Last edited by Bhu; 2016-10-31 at 06:06 PM.
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