View Single Post

Thread: Orc/Goblinoid Resources

  1. - Top - End - #668
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    CROCODILIAN (MASTER)

    (…)

    · Priest: Masters may cast spells as a 5th Level Cleric of any Evil Deity that accepts Chaotic Evil worshipers. This stacks with any Levels they may gain in the Cleric class.
    How does this work for the odd non-(C)E croc?

    Crocodilian Master Racial Substitution Levels

    Cleric
    Level 1: Crocodilian Masters revere Set or Sebek (though some are created by other Evil deities). Set's Domains are Arcana, Air, Darkness, Evil, Hatred, Law, Scalykind. Sebeks Domains are Animal, Evil, Gluttony, Scalykind and Water. They also spontaneously cast domain spells instead of Cure or Inflict.
    Nice!

    This croc's quite good and strong overall. Too bad it does warrant that LA. Stuff like that can mess up a cleric chassis.

    Quote Originally Posted by Bhu View Post
    CAYMA (Red Steel)

    (…)

    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: +1
    · Favored Class: Ranger
    Some more tiny little lizards! This is (was; I know you've posted these a while ago) a good day. Gaining +1 natural to AC for hitting maximum age is a tad bit weird, but that's nothing big.

    Do you think I can interest you in reducing the number or RHD? Cayma is not much stronger than muckdweller, and certainly not stronger enough to need 2 more RHD.

    AGING EFFECTS
    Middle Age: 20 (30 for casters)
    Old: 30 (45 for casters)
    Venerable: 40 (60 for casters)
    Maximum Age: +2d10 years
    Hm. That's a new one for me with the variable boundaries. Do the casters live longer? Or do they just normally die before reaching Venerable?

    And who doesn't find a little bitty lizard guy on a giant cow to be amusing?
    Preach it! (How does a tiny creature riding on a large one work in practice, anyway? Rules-wise, I mean. Does an exotic saddle cut it or would they need specialized equipment?)

    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.
    Alright, that's a good one.

    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).
    I'm not sure this is worth the feat slot for much anyone, on the other hand.


    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.
    Same here. This doesn't even grant Eschew Materials' "what if they sunder your equipment" benefit.

    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.

    (…)

    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.
    Good synergies and theme there. I like these.

    Quote Originally Posted by Bhu View Post
    GURRASH (Red Steel)
    That's somewhat bland, but the numbers it gives are kind of affordable, I suppose.

    Ranger
    Level 1: Lose Wild Empathy
    Level 4: Replace Animal Companion with Power Bite
    Power Bite (Ex): If you succeed with a Bite attack on an opponent your size or smaller, you may immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.
    Isn't that just your bog standard Improved Grab? Am I missing someone here?

    Quote Originally Posted by Bhu View Post
    KROLLI (Red Steel)



    "Only the strong should survive."

    Krolli are 7'-8' tall Lizardfolk with large wings and surprisingly light but strong frames.

    KROLLI RACIAL TRAITS
    · +6 Str, +4 Dex, +4 Con, -4 Cha
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft..
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 25 ft.
    · Base flight speed 50 ft. (Good)
    · +8 Natural AC Bonus
    · Limited Flight (Ex): Flight is hard on the Krolli, and if they have lost at least 50% of their hit points cannot do it (nor may they Fly under Heavy Encumbrance). While flying they must make a DC 15 Fortitude Save once per Minute while carrying Light or Medium Encumbrance, or once every 5 Minutes if unencumbered. If the Save is successful, their next Save DC increases by +1 until they fail or stop flying (this is cumulative). If they fail, they must stop flying until they have rested an hour.
    A big bulky flyer? That's neat. Have you considered putting together a racial feat that helps with the Limited Flight thing?

    Quote Originally Posted by Bhu View Post
    SHAZAK (Red Steel)

    (…)

    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
    · 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
    I don't know. The substitution levels are really nice, but otherwise this is just a way worse lizardfolk (same AC, -4 to stats, lower damage and speed, no Hold Breath(, worse favoured class (for whatever that's worth))) at the same ECL.

    Quote Originally Posted by Bhu View Post
    DEMARAX (Planescape)

    (…)

    DEMARAX RACIAL TRAITS
    · +2 Str, +2 Con, -2 Dex, -4 Int, -4 Cha
    · Size Class: Medium
    · Type: Outsider with the Lawful and Extraplanar Subtypes
    · Base land speed 15 ft.
    · +10 Natural AC Bonus
    · Spell Resistance (Ex): Demarax gain Spell Resistance equal to their Hit Dice plus their Constitution Score.
    · 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.
    · 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 take a -4 Racial Penalty on Bluff, Diplomacy, and Intimidate 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 Strength Bonus.
    · Automatic Languages: Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Demarax (see below)
    O-okay. These fellows are delightfully weird but massively overpowered at this ECL. Even if it has no reliable access to the crystal stuff, it still has an obscene SR, +10 natural armour, a pretty good natural attack and outsider HD (which also offsets the hit the INT quite handily) and with that racial class, all it has to do is team up with a warlock (infinite SLAs!) and go to town.

    I can't help but think that this might need quite extensive rework.
    Last edited by Metastachydium; 2022-08-31 at 06:16 AM.