Quote Originally Posted by Stratovarius View Post
If you want it, I've got these folks Bhu:
Orc Warboss
Orc Shaman
Goblin Shaman
Hi Strat! I'll add em to the front page today.


"Nothing makes me happier than the screams of the drowning."

Island Giants are well known for wrecking ships that sail near their islands. In fact some of them specialize in it.

Most Island Giants will probably qualify for this.

Race: Island Giant
Class Abilities: Rage
Feats: Point Blank Shot, Power Attack

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

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Clubmaker
2. +2    +3     +0     +0    Stonethrower
3. +3    +3     +1     +1    Shipwrecker
4. +4    +4     +1     +1    Clubmaker
5. +5    +4     +1     +1    Stonethrower
6. +6    +5     +2     +2    Shipwrecker
7. +7    +5     +2     +2    Clubmaker
8. +8    +6     +2     +2    Stonethrower
9. +9    +6     +3     +3    Shipwrecker
10.+10   +7     +3     +3    Master of Violence
Weapon Proficiencies: A Wrecker gains no new weapon or armor proficiencies.

Clubmaker (Ex): Your ability to uproot trees from the ground means you are rarely without a weapon on your island home. If necessary the Wrecker can uproot a tree as a Full Round Action. It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge. They may wield these trees as clubs, with damage varying based on size: Medium is 2d6 plus Str (one handed), Large is 3d6 plus Str (one handed), Huge is 4d6 plus one and a half times Str (two handed). They may also throw theses trees, with a Range Increment of 30'.

At 4th Level they do one additional die of damage with these improvised clubs.

At 7th Level they do another additional die of damage with their clubs.

Stonethrower (Ex): You have excelled in your rock throwing abilities, especially distance. At 2nd Level you do one additional die of damage, and the range of your thrown rocks increases by +20 ft.

At 5th Level your thrown rocks do one more additional die of damage, and their range increases an additional +20 ft.

At 8th Level your thrown rocks do one more additional die of damage, and their range increases an additional +30 ft.

Shipwrecker (Ex): At 3rd Level your thrown rocks ignore the Hardness rating of target vehicles.

At 6th Level a submerged Wrecker that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

At 9th Level the chances of capsizing a vessel increase to 100% if it's 20 ft. or less, 60% for a vessel from 20 to 60 ft. long, and 30% for vessels over 60 ft. long.

Master of Violence (Ex): At 10th Level you may reroll any damage dice that roll a 2 or less.

You love wrecking ships. Just love it. You actually get super depressed if you go any length of time without killing people. Yeah technically you're the islands main defense, but you're a very...proactive defense.
Combat: Combat for you generally consists of shrinking ships with boulders, waiting for the crew to swim to shore, and then beating them to death.
Advancement: Most Wreckers are staggeringly similar. They are creatures with simple passions.
Resources: You only have the resources you can steal pretty much.

"There's a reason no one visits the archipelago..."
You live on a deserted island in the middle of nowhere. You don't interact much with anything.
Daily Life: You're pretty much a sadistic whacko who scans the horizon for the opportunity to torture and kill people.
Organizations: Island Giants aren't the organizing type.

NPC Reaction
No one likes Wreckers. Even their own kind.

This class is probably best for all Evil campaigns, considering as it's predicated on those taking it being a sadistic monster.
Adaptation: This is meant for Al-Qadim, but could easily be adopted to other settings.
Encounters: Wreckers occasionally hire out as mercs, but mostly they're only found on their island homes.

Sample Encounter
EL x:The PC's are on the lookout, guarding the merchant vessel they're on from pirates, when a huge boulder crashes through the hull. Gonna be one of them days.

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: d12
Skills Points at Each Level : 2 + int
Bonus Feats: The Epic Wrecker gains a Bonus Feat every 3 levels higher than 20th

Island Giant Racial Feats

Cyclopean Anger
You have but one eye and some rage issues.
Prerequisites: Island Giant
Benefits: Once per day you can do maximum damage with an attack.

Your skin is covered in small spines.
Prerequisites: Island Giant, Con 25+
Benefits: Opponents who attack you with natural attacks, unarmed strikes or grapples takes it's own Str modifier in piercing damage.

Body of Stone
Your wounds do not bleed.
Prerequisites: Island Giant, Con 25+
Benefits: You don't take bleeding damage.

Your hooves allow you to stomp smaller opponents.
Prerequisites: Island Giant
Benefits: You gain a Trample attack doing 2d6 plus one and a half times Str modifier damage.