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Thread: Orc/Goblinoid Resources

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    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    CAYMA (Red Steel)



    "Keep yer filthy hands off mah beef!"

    Caymas are one foot tall green or brown lizard men with black eyes. They raise large lizards to serve as beasts of burden, and against all odds have become well known herders or Aurochs.

    CAYMA RACIAL TRAITS
    · +6 Dex, -4 Str (minimum 3), -2 Int
    · Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · Darkvision 90 ft.
    · Cayma have a +3 Natural Armor Bonus to AC. Cayma gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +6).
    · A Cayma has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Hide, Listen, Ride, and Spot. It also gets 1 Feat.
    · Cayma have a Primary Bite attack doing 1d3 plus Strength Bonus.
    · Cayma have a +4 Racial Bonus to Hide and Move Silently Checks.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Ranger

    STARTING AGE
    Adulthood: 10
    Barbarian, Rogue, Sorcerer: +1d3
    Bard, Fighter, Paladin, Ranger: +1d4
    Cleric, Druid, Monk, Wizard: +2d4

    AGING EFFECTS
    Middle Age: 20 (30 for casters)
    Old: 30 (45 for casters)
    Venerable: 40 (60 for casters)
    Maximum Age: +2d10 years
    Cayma gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +3).

    HEIGHT AND WEIGHT
    Base Height: 8"
    Height Modifier: +2d4"
    Base Weight: 2 lbs.
    Weight Modifier: x1 ounces

    CAYMA CHARACTERS
    Your dex bonus makes you a pretty good rider so long as you have the right equipment. And who doesn't find a little bitty lizard guy on a giant cow to be amusing?
    Adventuring Race: Caymas go on adventures to defend their people, get back things that have been stolen from them, etc. Basically your not so evil motivations.
    Character Development: Your small size and slow movement rate will give you problems in melee. Fortunately your race are well renowned Aurochs riders and lizard chariot racers, and your Wizards have a talent for making magical grenades. So screw melee, ride a giant bull while flinging explosives like beads at Mardi Gras.
    Character Names: Cayma use Lizardfolk names.

    ROLEPLAYING A CAYMA
    Your people generally tend to be good at two things: riding bulls and hiding. Your dream is to one day become so good at both that observers think the bull is riding itself for lack of a better term.
    Personality: You like fading into the background and being unobtrusive. The unnoticed are safe.
    Behaviors: The Cayma survive by being unobtrusive. They also have a startling inventive streak despite their racial Intelligence penalty, and have come up with some pretty odd things. Much of their time is spent observing and trying to figure out how to 'make stuff better'.
    Language: Cayma speak Lizardfolk and Common.

    CAYMA SOCIETY
    Cayma are devoted cattle ranchers and traders. Most of their time is spent gathering cinnabryl and maintaining their Aurochs herds.
    Alignment : Most Cayma are strictly Neutral.
    Lands : All Cayma live in the swamp known as The Bayou on the Orc's Head Peninsula.
    Settlements : The Cayma sometimes extend their grazing lands, but only rarely.
    Beliefs : Cayma likely worship Ka the Preserver.
    Relations: Cayma tolerate the Shazaks, but fear the Gurrash and most any race larger then themselves.

    CAYMA ADVENTURES
    · Someone bin rustlin' yer cattle. Time to round up the boys.
    · The Gurrash are on the move, and your village is in their path. Time to form a plan for defense.
    · A large ghost bull has been sighted in the swamp, and you have been asked to find a way to lay it to rest.



    Cayma Racial Feats

    Craft Grenade
    You make the things what go boom.
    Prerequisites: Cayma, Caster Level 1st
    Benefits: You can make Cayma Grenades. These are effectively Scrolls with the following differences: Anyone can use them if they have Exotic Weapon Proficiency (Cayma Grenades). Activation is Swift (Manipulation). Only spells which have an area effect that is a burst, emanation or spread AND do damage can be made into grenades. Additionally, the following can be made into grenades as well: Sleep, Fog Cloud, Stinking Cloud, Deep Slumber or Cloudkill. Sleep and Deep Slumber both create a 10 foot radius cloud that affects those inside it. Cayma Grenades weigh 6 ounces, and have a range increment of 10 feet.


    Aurochs Rancher
    You're a professional cowherd.
    Prerequisites: Cayma
    Benefits: You get a +2 Bonus or Jump and Ride Checks (this stacks with Animal Affinity). You do not take the -5 penalty to Ride Checks for having an 'ill-suited' mount.


    Bone Spell
    You wave carved bones at people, and they assume your spells are more powerful (and whaddya know, they are).
    Prerequisites: Cayma, Caster Level 3rd
    Benefits: You may susbstitute a Focus made of bone for any spell that requires a Material Component worth 1 GP or less. If you sacrifice the bone as a Free Action, the next spell you cast increases it's Caster Level by 2.



    Cayma Racial Substitution Levels

    Fighter
    Level 4: Instead of a Fighter Bonus Feat you gain the Wild Cohort Feat. You may only choose a Bison for your Cohort, but don't take the three Level Penalty for purposes of determining it's abilities. Also technically its an Aurochs, but Bison stats will have to do.

    Scout
    Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush
    Ambush (Ex): In any round in which the Scout makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

    The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

    At 3rd level, the applicable range for your Ambush attack increases by +20'. This bonus improves by and additional 20' for every four levels gained above 3rd (+40' at 7th, +60' at 11th, +80' at 15th, and +120' at 19th level).

    A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

    Ranger
    Level 1: Lose Wild Empathy but gain Exotic Weapon Proficiency (Cayma Grenades)
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Cayma Rangers can choose Aurochs Rider or Grenadier.
    Combat Style: Aurochs Rider gets Mounted Combat at 2nd Level, Ride-By Attack at 6th Level, and Spirited Charge at 11th Level. Grenadier gets Weapon Focus (Cayma Grenade) at 2nd Level, Grenadier at 6th Level (See PHB2), and Far Shot at 11th Level.
    Last edited by Bhu; 2024-02-03 at 08:04 PM.
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