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Thread: Orc/Goblinoid Resources

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    Default Re: Orc/Goblinoid Resources

    DEMARAX (Planescape)



    "Crystals??"

    The Demarax are bloated, semi humanoid reptiles with jewels studding their hide and three yellow eyes. They move and speak slowly and deliberately, and are often mocked for their perceived inadequacies.

    DEMARAX RACIAL TRAITS
    · +2 Str, +2 Con, -2 Dex, -4 Int (minimum of 3), -4 Cha (minimum of 3)
    · Size Class: Medium
    · Type: Outsider with the Lawful and Extraplanar Subtypes
    · Base land speed 15 ft.
    · Natural AC Bonus equal to half Hit Dice, rounded up (max +10)
    · Spell Resistance (Ex): Demarax gain Spell Resistance equal to their CR plus 11.
    · Spell Crystal Eater (Ex): Spell Crystals are the physical manifestation of Summoning or Divination spells on the Outer Planes. Touching one summons the toucher as opposed to whatever being it was sent to fetch, often causing trouble. Demarax are immune to these effects, and consider spell crystals food. They require one spell crystal per every 24 hours or they must make Fortitude Saves to avoid beginning suffering the effects of starvation (see DMG). Demarax can sense spell crystals within 200' as if they had Blindsight, and crystals within that range immediately divert from their destination and head towards the Demarax at a speed of 50 feet per round..
    · Eye Missiles (Su): The Demarax can cast Magic Missile 3/day as a Supernatural Ability. Each time it uses this ability it shortens the amount of time it needs to eat a spell crystal to avoid starvation by 2 hours.
    · Crystal Storm (Ex): At will as a Standard action the Demarax may unleash a storm of magic energy in a 20 ft. Area centered on itself (it is immune to the effects). Anything within this Area of Effect must make a Willpower Save (DC is 10 plus 1/2 HD plus Con Modifier) or roll on the following:
    1-2: Confused for 1d4 rounds as they are barraged by questions.
    3-4: Blinded for 2d4 rounds by conflicting images of other worlds.
    5: Victims Blink as per the spell for 2d4 rounds.
    6: Victims are transported to the Prime Material Plane by the remnants of a Summon spell gone wrong.
    Using this ability exhausts the Demaraxes life force, and it must eat a spell crystal within 1d6 hours or die.
    · Odd Mind (Ex): Demarax cannot lie, take a -4 Racial Penalty on Diplomacy, and Intimidate Checks. They automatically fail all Bluff Checks. Opponents wishing to make opposed Bluff, Diplomacy or Intimidate Checks against a Demarax take a -6 Penalty as well.
    · A Demarax has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +4 Will Save, and (8 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Knowledge (Arcana, History, The Planes), Spot, and Swim. It also gets 2 Feats.
    · Demarax have a Primary Tail Lash attack doing 1d8 plus one and a half times Strength Bonus.
    · Automatic Languages: Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +2
    · Favored Class: Demarax (see below)

    STARTING AGE
    Adulthood: 5 years
    Barbarian, Rogue, Sorcerer: +1d3
    Bard, Fighter, Paladin, Ranger: +1d4
    Cleric, Druid, Monk, Wizard: +1d6

    AGING EFFECTS
    The Demarax do not age and are effectively immortal unless slain.

    HEIGHT AND WEIGHT
    Base Height: 4' 10"
    Height Modifier: +2d10"
    Base Weight: 150 lbs.
    Weight Modifier: x(2d8) lbs.

    DEMARAX CHARACTERS
    Given their Spell Resistance the Demarax make excellent melee fighters against mages if you can find a way to overcome their speed penalty.
    Adventuring Race: Despite being inveterate wanderers, the Demarax rarely adventure. They need to eat spell crystals to survive, and those are found pretty much on the Outer Planes only.
    Character Development: The Demarax are pretty odd ducks, and not really well suited for most classes other than their Racial Class below.
    Character Names: The Demarax use the names of nearby races if they feel the need to take one. Among themselves they rarely feel the need for them.

    ROLEPLAYING A DEMARAX
    The Demarax mentality is unusual enough that playing one will be difficult. You aren't very intelligent, you have some obvious cognitive limitations, and you're compulsively Lawful. Quite obviously you are not meant for campaigns involving stealth, subterfuge, or diplomacy as the Demarax are fairly incapable of all of the above.
    Personality: The Demarax are infamous for being brick stupid, and unable to lie. However they are important to historians as they never forget anything. Older Demarax can repeat conversations thousands of years old word for word. It's difficult to converse with them sometimes, as they apparently have no separate concepts of past, present, and future.
    Behaviors: Demarax are obsessed by eating. They rarely speak much unless it's to ask if you've seen a spell crystal.
    Language: The Demarax speak Common.

    DEMARAX SOCIETY
    The Demarax travel in small groups or alone, and rarely gather in anything bigger. Their simple minded dedication to hunting the spell crystals that are their only source of food keeps them very busy. Rumor has it they were created by the Powers of Law to abate the problems caused by spell crystals.
    Alignment : Almost all Demarax are Lawful Neutral.
    Lands : The Demarax are found on roaming the Outlands for the most part.
    Settlements : They can occasionally be found roaming into any Lawfully aligned plane of existence.
    Beliefs :The Demarax aren't known for being religiously devout, but it's assumed if they do worship it would likely be Lawful Neutral deities.
    Relations: The Demarax pursue food so single mindedly that few of them ever develop relationships.

    DEMARAX ADVENTURES
    · A local mage has been bribing other Demarax with spell crystals to perform deeds for him. No one suspects the dull, normally placid creatures of being up to anything so they never see it coming. You do though, and you don't like it.
    · A Lichlord is mighty upset you've been eating his summoning spells, and he's decided to make you pay. Fortunately he can't currently make a trip to the Outer Planes to find you. but he is willing to make contact with local entities and bribe them to pursue you.
    · You're being followed by some weird floating critter that's become attached to you. You'd swear it's trying to communicate but no one seems to be able to understand it. And you haven't felt hungry since it arrived.



    DEMARAX (Prerequisite: Must be an adult of the Demarax species)



    "Crystals?"

    Demarax are so unusual they advance via their own racial class!

    Class Skills
    The Demarax's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Jump (Str), Knowledge (Arcana, Geography, Local, History, The Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
    Skills Per Day at 1st Level : (4 + int)x4
    Skills Per Day at Each Additional Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities  
    1. +1    +2     +2     +2    Eat Spell (3rd or lower)
    2. +2    +3     +3     +3    Absorb Spell 
    3. +3    +3     +3     +3    Eat Spell (4th or lower)
    4. +4    +4     +6     +6    Arcane Sight, +1 Natural Weapons
    5.+5     +4     +4     +4    Eat Spell (5th or lower)
    6.+6     +5     +5     +5    Magic Armor +2, Improved Eye Missiles
    7.+7     +5     +5     +5    Eat Spell (6th,or lower)
    8.+8     +6     +6     +6    +2 Natural Weapons
    9.+9     +6     +6     +6    Eat Spell (7th or lower)
    10.+10   +7     +7     +7    Devour Item
    11.+11   +7     +7     +7    Eat Spell (8th or lower)
    12.+12   +8     +8     +8    +3 Natural Weapons
    13.+13   +8     +8     +8    Eat Spell (9th or lower)
    Weapon Proficiencies: A Demarax gains no new weapon or armor proficiencies.

    Eat Spell (Su): A Demarax can siphon spell energy away from his target and use it to feed himself. A Demarax who hits an opponent with a successful melee attack can choose to 'eat' a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a Demarax can steal a spell with a touch as a standard action. The Demarax can also 'eat' Spell-like Abilities in this manner as long as they have limited daily uses (i.e. they can't eat 'at will' spell-like abilities).

    The target of a Eat Spell attack loses one 0-level to 3rd-level spell from memory if she prepares spells ahead of time, or one 0-level to 3rd-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the eaten spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A Demarax can choose which spell to eat; otherwise, the DM determines the devoured spell randomly. If a Demarax tries to eat a spell that isn't available, the eaten spell (or spell slot) is determined randomly from among those the target has available.

    For example, a 1st-level Demarax who uses this ability against a 1st-level sorcerer could choose to eat magic missile. Assuming the sorcerer knew that spell, a successful Eat Spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same Demarax ate magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

    A devoured spell feeds the Demarax for another 24 hours and keeps starvation at bay. This is cumulative, so eating 5 spells means the Demarax doesn't need to eat for 5 days. Optionally it may use the devoured spell energy to fuel some of it's racial feats.

    As a Demarax gains levels, he can choose to steal higher-level spells. At 3rd level, he can steal spells of up to 4th level, and for every two levels gained after 8th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 13th level).

    A Demarax can also 'eat' an active spell effect from another creature. A Demarax who hits an opponent with a melee attack can choose to 'eat' a single spell affecting the target. If the target is willing, a Demarax can eat a spell effect with a touch as a standard action.

    The Demarax can choose which spell effect to eat; otherwise, the DM determines the devoured spell effect randomly. If a Demarax tries to eat a spell effect that isn't present, the devoured spell effect is determined randomly from among those currently in effect on the target. A Demarax can't eat a spell effect if its caster level exceeds his Hit Dice + his Charisma modifier.

    A devoured spell effect feeds the Demarax for another 24 hours and keeps starvation at bay. Optionally it may use the devoured spell energy to fuel some of it's racial feats.

    This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

    Absorb Spell (Su): Beginning at 2nd level, if a spell or Spell-like ability that targets the Demarax fails to overcome his Spell Resistance, he can attempt to absorb the spell energy to feed himself for 24 hours, or fuel a racial feat. A Demarax can't absorb a spell of a higher spell level than he could devour with his Eat Spell ability (see above).

    Arcane Sight (Su): Beginning at 4th Level the Demarax permanently gains the benefits of the Arcane Sight spell (caster level is equal to Hit Dice).

    Natural Weapons (Su): At 4th Level the Demarax's Natural Weapons, unarmed strikes and Grapple Attacks gain a +1 Enhancement Bonus, and are considered Magic for purposes of overcoming DR. The Bonus increases to +2 at 8th Level, and +3 at 12th Level.

    Magic Armor (Su): The Demarax gains a +2 Deflection Bonus to AC at 6th Level.

    Improved Eye Missiles (Su): At 6th Level you can use Chain Missile instead of Magic Missile 5/day (see Spell Compendium).

    Devour Item (Su): At 10th Level if you hold an unattended Magic Item for a full round, it must make a Willpower Save or be turned into a normal item. You are fed for 1 day per spell that is required to make the item. You can only Devour Items if the spells that are prerequisites for it's making are of a Level you could devour using your Eat Spell Ability.


    EPIC DEMARAX

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Eat Spell A 21st Level Demarax who hits an opponent with a melee attack can choose to 'eat' an epic spell, spell effect or spell-like ability. To successfully eat an epic spell, the Demarax must make a Spellcraft check equal to the DC of the epic spell. Devoured epic spells feed the Demarax for 1 month if they aren't used to power racial feats.
    Absorb Spell At 22nd Level you can Absorb Epic spells, if they fail to penetrate your Spell Resistance, and you can make a Spellcraft check equal to the DC of the epic spell. At 23rd level or higher, a Demarax can choose to use the devoured spell energy as an immediate action, to use to power his racial feats.
    Improved Eye Missiles At 22nd Level you upgrade to one Chain Missile per Hit Die (max 20d4+10) and may use it at will. It still reduces the time for when you need to eat again.
    Magic Armor Your Deflection Bonus to AC increases to +4 at Level 23.
    Natural Weapons At Level 24 and every 4 Levels thereafter your Enhancement Bonus increases by +1, to a maximum of +10 at Level 48.
    Devour Item You can now Devour Epic Items.
    Bonus Feats: The Epic Demarax gains a Bonus Feat every 5 levels higher than 20th





    Demarax Racial Feats

    Devour Abjuration
    Prerequisites: Demarax, BAB +6
    Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Abjuration school, it gains a Deflection Bonus to AC for 1 round per hit die. The Bonus is equal to the spells level.


    Devour Conjuration
    Prerequisites: Demarax, BAB +6
    Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Conjuration school, you gain an effect based on the spells sub-school. If it's a Calling or Summoning spell you can use your Crystal Storm ability once without putting yourself near starvation. If it's a Creation spell you may use your Crystal Storm ability once without putting yourself near starvation, but it's actual whirling crystals instead of magical effects. Opponents within the area of effect take xd6 slashing damage, x equals the Spell's level. If it's a Healing spell you heal (Spell's Level)d6 hit points in damage. If it's a Teleportation spell, you can Teleport 30 feet as a Move Action. You must use this Teleport within a number of rounds equal to the Spell's Level.


    Devour Divination
    Prerequisites: Demarax, BAB +6
    Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Divination school, you gain an Insight Bonus on any one roll. You must choose to roll within (Hit Dice) rounds, or the effect is wasted. Bonus is equal to the spells level.


    Devour Enchantment
    Prerequisites: Demarax, BAB +6
    Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Enchantment school, you gain an effect based on the spells sub-school. If it's a Charm spell you receive a Bonus on Bluff and Diplomacy Checks equal to the Spells level. This effect lasts a number of Rounds equal to your Hit Dice. If it's a Compulsion spell, then opponents find it difficult to attack you for a number of rounds equal to your Hit Dice. If they attack you within this time, they must make a Willpower Save whose Save DC is equal to (10 + Spell Level +Cha Modifier), or choose another target.


    Devour Evocation
    Prerequisites: Demarax, BAB +6
    Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Evocation school, you get a Bonus to attack and damage rolls with your Natural Weapons for one round per Hit Die. The Bonus is equal to the Spell's level. In addition your Natural Weapons are considered Magic for purposes of overcoming Damage Reduction for the same time.


    Devour Illusion
    Prerequisites: Demarax, BAB +6
    Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Illusion school, you gain an effect based on the spells sub-school. If it's a Figment spell you gain the benefits of the Mirror Image spell for a number of Rounds equal to your Hit Dice. If it's a Glamer spell, you are Invisible as per the Greater Invisibility spell for a number of rounds equal to the spells level. If it's a Pattern spell, you gain a Gaze attack with a range of 30 feet for a number of Rounds equal to the Spell's Level. Those who fail the Willpower Save (DC is 10 + Spell's Level +Cha Modifier) are affected as by a Rainbow Pattern Spell for a number of Rounds equal to the Spell's level. If it's a Phantasm spell, you take on a horrifying appearance for a number of Rounds equal to the Spell's level. Anything that sees you must make a Willpower Save (DC is 10 + Spell's Level +Cha Modifier) or be Shaken for a number of Rounds equal to your Hit Dice. If it's a Shadow spell, your Natural Weapon attack does temporary Str damage on it's next hit. The attack must be made before the Encounter ends, and does temporary Str damage equal to the Spell's level.


    Devour Necromancy
    Prerequisites: Demarax, BAB +6
    Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Necromancy school, you heal Ability Damage/Drain equal to the spells Level.


    Devour Transmutation
    Prerequisites: Demarax, BAB +6
    Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Transmutation school, it gains a Resistance Bonus to Saving Throws for 1 round per hit die. The Bonus is equal to the spells level.
    Last edited by Bhu; 2022-09-18 at 04:26 PM.
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