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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
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    Default Re: Orc/Goblinoid Resources

    Hi guys. Sorry for the work in progress. I head in teh 28th for surgery so I'm pressed for time doing preparations. Will be back soon.

    RAIDER



    "Death! Death to all who oppose us!"

    Raiders are the bulk of the Fhoimorien military. Professional killers, they deliberately sow fear and chaos before once again retreating to their remote homes to plan their next raid.

    BECOMING A RAIDER
    Most Fhoimorien qualify for this class with minimal trouble.

    ENTRY REQUIREMENTS
    Race: Fhoimorien
    Spellcasting: Must be able to cast a 2nd Level spell from the Sorcerer spell list, either as a Spell or Spell-Like Ability.
    Feats: Raider, Warclub
    Skills: Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks


    Class Skills
    The Raider's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana, Nature) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d4

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    War Magic
    2. +1    +0     +0     +3    Earth Magic, +1 Level of Arcane Casting Class
    3. +1    +1     +1     +3    Air Magic, +1 Level of Arcane Casting Class
    4. +2    +1     +1     +4    War Magic
    5. +2    +1     +1     +4    Earth Magic, +1 Level of Arcane Casting Class
    6. +3    +2     +2     +5    Air Magic, +1 Level of Arcane Casting Class
    7. +3    +2     +2     +5    War Magic
    8. +4    +2     +2     +6    Earth Magic, +1 Level of Arcane Casting Class
    9. +4    +3     +3     +6    Air Magic, +1 Level of Arcane Casting Class
    10.+5    +3     +3     +7    Veteran Raider, +1 Level of Arcane Casting Class
    Weapon Proficiencies: A Raider gains proficiency with the Greatclub.

    War Magic (Su): At 1st level, when using your Warclub Feat, the enchanted weapons critical threat range increases by 1 (i.e. if it normally threatened a crit on a 20, it now does so on a 19-20), and does +1d6 damage on a successful critical. At 4th level the critical threat range increases by 2, and it does 2d6 on a successful critical. At 7th Level your opponent must make a Fortitude Save (10 plus 1/2 HD plus Str Modifier) or be Stunned 1 Round.

    Earth Magic (Su): At 2nd Level, whenever you cast a spell with the Earth descriptor, you gain DR 5/- for a number of rounds equal to the Spell's level. This does not stack.

    At 5th Level, whenever you cast a spell with the Earth descriptor, you may choose one target it effects to make a Reflex Save (Save DC is 10 plus 1/2 HD plus Cha modifier). If it fails it falls prone. At 8th Level it falls prone, and is Dazed 1 Round.

    Air Magic (Su): At 3rd Level, whenever you cast a spell with the Air descriptor, you may immediately make a 5 foot step as a free action.

    At 6th Level, whenever you cast a spell with the Air descriptor, you gain a +4 Insight Bonus to AC for a number of rounds equal to the Spell's level. This does not stack.

    At 9th Level, you may take a 10 foot step instead of 5 feet (you still don't provoke attacks of opportunity).

    Veteran Raider (Su): Your Gaseous Cloud ability may now be used at will as a Supernatural ability. The Damage Reduction is now DR 15/- instead of DR 15/Magic.

    PLAYING A
    Adventurers think they know what being a murderhobo is. Psh. You were killing people and taking their stuff long before most adventurers were born.
    Combat: Generally you use your Gaseous Form to get to a high point, or somewhere there are obstacles between you and your opponent before pelting him with rocks (and possibly spells). You then activate your Warclub Feat before using Gaseous Form to close the gap and pummel your opponent.
    Advancement: Most Raiders are pretty similar, they specialize in whatever better enabled them to kill people and take their stuff.
    Resources: You are a professional raider, so pretty much whatever you can forcibly take.

    RAIDERS IN THE WORLD
    "Never look away on watch duty. The Giants are always there hidden somewhere, waiting for their moment."
    Raiders are vile beings. No act of cruelty or torture is too much for them, and they like taking slaves over wealth. The true purpose of their raids is extermination and tyranny.
    Daily Life: Your life is spent planning and recovering from raids. And counting your loot with a little luck.
    Notables:
    Organizations: Technically you are the Fhoimorien military.

    NPC Reaction
    Raiders are archetypal evil giant monsters. No one likes them (including some other Evil Giants).

    RAIDERS IN THE GAME
    This is best for an all Evil campaign, as no other group will accept them.
    Adaptation: This is meant for Birthright, but with enough changes could be adapted elsewhere.
    Encounters: PC's will generally encounter you during raids or war. You tend to isolate yourself otherwise.

    Sample Encounter
    EL x: The PC's are escorting a caravan through a mountain pass infamous for Fhoimorien raids. The inevitable boulder landing on one of the guards lets them know it's on.


    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 RAIDER

    Hit Die: d4
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Raider gains a Bonus Feat every 2 levels higher than 20th


    Fhoimorien Giant Racial Feats

    Warclub
    You can enchant melee weapons that do bludgeoning damage.
    Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
    Benefits: As a Full Round Action you can expend a spell slot to enchant one melee weapon for 1 hour. This is a Supernatural ability and can be used once per day. The weapon gains a Bonus to attack rolls equal to the expended spell slots level. It also gains bonus damage based on the spell slots level: Level 1-3 (+1d6), 4-5 (+2d6) or 6-9 (+3d6).


    Air Sorcerer
    You are better at casting spells with the Air descriptor than others.
    Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
    Benefits: The caster Level for spells you cast with the Air descriptor is equal to your Effective Character Level.


    Earth Sorcerer
    You are better at casting spells with the Earth descriptor than others.
    Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
    Benefits: The caster Level for spells you cast with the Earth descriptor is equal to your Effective Character Level.


    Raider
    You specialize in offensive magic.
    Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
    Benefits: You gain several spells you can cast once per day. These do not count against your spells known or spell slots per day, and cannot be expended for other abilities like normal spells. Caster Level is equal to your Effective Character Level. Spells available depend on your Hit Dice:
    1-3: Shocking Grasp
    4-5: Gust of Wind
    6-7: Stinking Cloud
    8-9: Stoneskin
    10-11: Wall of Stone
    12-13: Acid Fog
    14-15: Wind Walk
    16-17: Earthquake
    18+: Elemental Swarm (Earth or Air only)
    Last edited by Bhu; 2017-03-13 at 07:15 PM.
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