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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


    "Is that a tentacle? IS THAT A TENTACLE?"

    You have been a taught to serve and worship the Nzuntas as have all your kind. You are the army of the Nzunta empire, as well as it's only visible face. You keep the outside world from knowing of the Nzunta until they return to rule the world as they claim prophecy has foretold.

    Any Orughi proficient with weapons will do.

    Race: Orughi
    Feats: Exotic Weapon Proficiency (Tonnk), and any 1 other combat related Feat
    Skills: Climb (4 ranks), Intimidate (4 ranks)

    Class Skills
    The Nzunta Footsoldier's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Aquatic Warrior
    2. +2    +3     +0     +0    Tohkk Warfare
    3. +3    +3     +1     +1    Blessings of Zeboim
    4. +4    +4     +1     +1    Aquatic Warrior
    5. +5    +4     +1     +1    Tohkk Warfare
    6. +6    +5     +2     +2    Blessings of Zeboim
    7. +7    +5     +2     +2    Aquatic Warrior
    8. +8    +6     +2     +2    Tohkk Warfare
    9. +9    +6     +3     +3    Blessings of Zeboim
    10.+10   +7     +3     +3   Veteran
    Weapon Proficiencies: A Nzunta Footsoldier gains no new weapon or armor proficiencies.

    Aquatic Warrior (Ex): At 1st Level you gain the Aquatic Subtype, but remain capable of breathing air. At 4th Level you gain Blindsense with a 30 foot radius when under water. At 7th Level your attacks no longer take the -2 penalty for being used underwater.

    Tonkk Warfare (Ex): At Levels 2, 5 and 8 you may choose one of the following Bonus Feats: Able Sniper, Brutal Throw, Far Shot, Greater Weapon Focus (Tonkk), Point Blank Shot, Precise Shot, Ranged Disarm, Weapon Focus (Tonkk).

    Blessings of Zeboim: At Levels 3, 6 and 9 you gain one of the Blessings of Zeboim from the following list:

    Aboleth's Tentacles (Ex): (Prerequisite: 9th Level) The Footsoldier gains two additional tentacle attacks with a Full Attack that do 1d6 plus half Str damage. Opponent who are successfully struck by these tentacles must make a Fortitude Save (Save DC is Con based) or be unable to breathe for 1d6 rounds (see drowning rules in DMG).

    Amphi-Dragon's Breath (Su): Once every 1d4 rounds the Footsoldier can breathe a 60 foot line of Acid doing 5d6 damage (Reflex save for half damage, Save DC is Con based).

    Dragon's Fear (Ex): When the Footsoldier attacks or charges all living creatures within 30 ft. must wake a Willpower Save (Save DC is Cha based), or become Shaken for 2d4 rounds. If the Save is successful, that opponent is immune to this Footsoldier's Frightful Presence for 24 hours.

    Imp's Cold (Ex): A Footsoldier’s body generates intense cold, causing opponents to take an extra 1d4 points of
    cold damage every time it succeeds with an Unarmed strike, grapple or natural attack. Creatures attacking a Footsoldier unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

    Kalothagh Spines (Ex): Any creatures within 5 feet of a Footsoldier must succeed at a Reflex save each round or take 1d6 piercing damage. The save DC is Dexterity-based. Any creature hurt by a Footsoldier’s spines through this method or its attack must succeed at a Reflex save, or the barbed spines will hook in the creature’s flesh, causing the spine to detach from the Footsoldier. Removing the spines results in another 1d4 points of damage. A Footsoldier is assumed to have 2d8+16 spines at any given time. It takes one week for its spines to grow back.

    Magori's Blood (Ex): Whenever an opponent within 5 feet of the Footsoldier deals damage to it with a slashing or piercing
    weapon, he must make a DC Reflex save or take 2d4 points of acid damage as the Footsoldier’s blood splatters him. Success
    negates all damage. The save DC is Constitution-based.

    Veteran: So long as you are touching the sea you are immune to critical hits.

    The Nzunta are Gods, the true rulers of the world. You were born to serve them, and they will reward you when the world is theirs again.
    Combat: You try to lure opponents into the water where they are more vulnerable. You're also fond of ambushing ships, pulling sailors off the decks.
    Advancement: How you advance depends entirely on your masters.
    Resources: You have what you can steal or what the Nzunta give you.

    "If you see tall stone towers on an island, give it a wide berth."
    As far as the world knows the Orughi are marauding brutes, much like any other. No one suspects your hidden masters.
    Daily Life: Much of your day is spent hunting and fishing unless your masters need you. Or a ship sails too close.
    Organizations: Being servants of the Nzunta, you pretty much aren't allowed to have other ties.

    NPC Reaction
    You're a monster, NPC's treat you much like any other monster.

    This assumes the PC is the servant of an evil empire hellbent on world domination (or at least they consider themselves that). Might be best as an NPC class.
    Adaptation: This is meant for Evil Campaigns set in the oceans of the Forgotten Realms.
    Encounters: The Orughi and their masters only exist on remote islands north of Ansalon.

    Sample Encounter
    EL x: The PC's run aground in a horrible storm. The superstitious crew is terrified of the stone towers on the island. Turns out they have reason to be.

    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: d10
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Nzunta Footsoldier gains a Bonus Feat every 2 levels higher than 20th

    Orughi Racial Feats

    Further Blessings of Zeboim
    You have been especially blessed by the Sea Goddess.
    Prerequisites: Orughi, Blessings of Zeboim
    Benefits: This Feat can be chosen multiple times, and must be chosen for a different blessing each time:

    Aboleth's Tentacles (Ex): (Prerequisite: 9th Level) Opponents who fail a Save vs your tentacle attack now permanently lose the ability to breathe air, becoming able to breathe water instead. Remove Disease, Heal or Mass Heal will cure this.

    Amphi-Dragon's Breath (Su): Your Breath Weapon does 8d6 damage.

    Dragon's Fear (Ex): Opponents who fail their Save vs your Frightful Presence they are Frightened instead of Shaken.

    Imp's Cold (Ex): Your cold damage increases to2d4.

    Kalothagh Spines (Ex): Your spines now regrow instantly, effectively giving you unlimited spines.

    Magori's Blood (Ex): A successful Save now only halves damage instead of negating it.
    Last edited by Bhu; 2019-03-04 at 09:18 PM.
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