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Thread: Orc/Goblinoid Resources

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    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    SHAZAK (Red Steel)



    "The forest is important and should be protected."

    Shazaks are green or brown Lizardfolk with golden eyes. Created by the Herathians as slaves, and subsequently freed, they still sometimes serve their old masters in times of war.

    SHAZAK RACIAL TRAITS
    · +2 Str, -2 Int, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · +5 Natural AC Bonus
    · Ferocity (Ex): A Shazak is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
    · A Shazak has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Listen, Ride, Spot, and Swim. It also gets 2 Feats.
    · Shazak have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite Attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Fighter

    STARTING AGE
    Adulthood: 10
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 50
    Old: 75
    Venerable: 100
    Maximum Age: +5d20 Years

    HEIGHT AND WEIGHT
    Base Height: 4'10"
    Height Modifier: +2d10"
    Base Weight: 120 lbs.
    Weight Modifier: x (2d4) lbs.

    SHAZAK CHARACTERS
    As usual the Shazak are meant for playing melee classes. Losing three caster Levels huts too much.
    Adventuring Race: Shazak go on adventures to aid the Herathians, their own people, or other allies. They also do so in defense of their realm. They lack the greed common to many mercenaries, and the pursuit of money is not common to them.
    Character Development: Your people are known for riding giant Mobats, which considering your slow movement you will wish to look into.
    Character Names: Shazak use lizardfolk names.

    ROLEPLAYING A SHAZAK
    The Shazak are survivors. They survived being turned away by the Herathians, wars with the Gurrash, and now wars with the Rakasta. Your folk pride themselves on their hardiness.
    Personality: The Shazak understand human and humanoid motivations far better than most other Lizardfolk, and even pattern their culture after humans (sort of). In many ways their outlook is far more Druidic than typical civilized humanoids. It's just that humanoid society is the only civilization they've been exposed to.
    Behaviors: The Shazak would be called environmentalists in modern society, and are very keen on preserving nature. Spoiling the environment is one of the few things that really gets on their nerves.
    Language: Shazak speak Lizardfolk and Common.

    SHAZAK SOCIETY
    Shazak society is modeled loosely off that of the Herathian nobility, with lots of the Druid's reverence for nature mixed in. Unlike most of the other Lizardfolk they have established some advanced technology.
    Alignment : Like most Lizardfolk the Shazak are fairly Neutral.
    Lands : The Shazak have been chased from their native swamps by the Gurrash.
    Settlements : Having been chased form their homelands the Shazak are venturing into various swamps and forests of the Orc's Head Peninsula.
    Beliefs : The Shazak often worship the same Immortals as their Herathian creators.
    Relations: The Shazaks are often at war with either the Gurrash or Rakasta, thought they get along well enough with their creators. Which is odd considering their treatment by them.

    SHAZAK ADVENTURES
    · Something is chasing the Gurrash from the swamps into the forest. They are obviously terrified of something, and you need to put an end to that something to prevent war.
    · A Rakasta has insulted a corrupt Herathian noble and suddenly hundreds of you are flying on Mobats, riding into a war no one wants. There has to be a better way. You need to find that way.
    · You'd swear one of the Mobats is talking to the others in batspeak. And the way they all look at you when you walk up and find them chittering to one another...is not good.



    Shazak Racial Feats

    Beast Handler
    You can handle more than just Animals.
    Prerequisites: Shazak, Handle Animal 6 ranks
    Benefits: You may now use the Handle Animal skill on Magical Beasts with an Intelligence of 3 or less.


    Mobat Rider
    You have trained your Dire Bat to unleash hellish screeches.
    Prerequisites: Beast Handler, must have Dire Bat Cohort or Animal Companion
    Benefits: Once per day as a standard action, your Mobat (Dire Bat) can produce an ear-splitting screech that stuns non-Mobats in a 20-foot-radius burst. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other Mobats and Shazak are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.


    Shazak Hardiness
    You are tougher than most think.
    Prerequisites: Shazak, Con 13+
    Benefits: You gain a +1 Bonus to Fortitude Saves (this stacks with Greater Fortitude and similar Feats).


    Shazak Endurance
    You're even tougher than you think.
    Prerequisites: Shazak Hardiness
    Benefits: You gain a +1 Bonus to Willpower Saves (this stacks with Iron Will and similar Feats).


    Shazak Racial Substitution Levels

    Fighter
    Level 4: Instead of a Fighter Bonus Feat you gain the Wild Cohort Feat. You may only choose a Dire Bat for your Cohort, but don't take the three Level Penalty for purposes of determining it's abilities.

    Ranger
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Shazak Rangers can choose Bat Rider or Spearman.
    Combat Style: Bat Rider gets Mounted Combat at 2nd Level, Mounted Archery at 6th Level, and Improved Mounted Archery (see Complete Warrior) at 11th Level. Spearman gets Weapon Focus (Spear) at 2nd Level, Weapon Specialization (Spear), and Improved Critical (Spear) at 11th Level.


    Scout
    Level 4+: You add Wild Cohort to the list of Feats you may take for your Scout Bonus Feats.
    Last edited by Bhu; 2022-09-09 at 09:51 PM.
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