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Thread: Orc/Goblinoid Resources

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    Bhu's Avatar

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    Mar 2008
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    Default Re: Orc/Goblinoid Resources

    VARKHA



    "We don't care much for Drow here..."

    The Varkha are short, stout, aquatic lizardfolk. They have webbing between their torso and arms, and a head that is vaguely frog-like. Color is dark gray to green, an their tails are much stubbier than usual.

    VARKHA RACIAL TRAITS
    · +2 Con, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · Base swim speed 20 ft.
    · +4 Natural Armor Bonus to AC
    · Hold Breath (Ex): A Varkha can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
    · Light Sensitivity: Varkha are dazzled in bright sunlight or within the radius of a daylight spell.
    · Skills: A Varkha gains a +8 Racial Bonus on Swim Checks, and can always Take 10 on a Swim Check.
    · Varkha have a Primary Claw attack doing 1d6 plus Strength Bonus. They get 2 Claws with a Full Attack.
    · Automatic Languages: Lizardfolk and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Barbarian

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d20 years

    HEIGHT AND WEIGHT
    Base Height: 3'9"
    Height Modifier: +2d10"
    Base Weight: 130 lbs.
    Weight Modifier: x(2d6) lbs.

    VARKHA CHARACTERS
    Except for Charisma based casters, your options are pretty open.
    Adventuring Race: Varkha adventure because they are ordered to, or due to exile or revenge.
    Character Development: Try to find a way to mitigate your Sunlight Sensitivity. Also, it might be a good idea to find a way past reflexively murdering anyone you don't know out of fear.
    Character Names: Varkha use Lizardfolk names.

    ROLEPLAYING A VARKHA
    You aren't sure why, but no one likes you. Everything from Troglodytes, to Drow, to Gibberlings try to murder your people.
    Personality: Your species has a great many enemies, and as such you are primarily fueled by hate and fear.
    Behaviors: Varkha enjoy games that let them hone their hunting skills.
    Language: The Varkha speak a gurgling dialect of Lizardfolk.

    VARKHA SOCIETY
    The Varkha are a tribal society, led by a patriarch (usually the best hunter).
    Alignment : Varkha are primarily Lawful, with a plurality of them being Evil as well.
    Lands : They prefer moist caverns in the underdark.
    Settlements : Varkha who are outcast will want somewhere with plenty of water, and little sunlight..
    Beliefs : Uncertain, but presumably similar to other Lizardfolk.
    Relations: While close knit among themselves, the Varkha do NOT like strangers. Mostly because strangers try to eat or kidnap them.

    VARKHA ADVENTURES
    · You're hard at work fighting with the Gibberlings, when some sort of giant thing barges in and tears through both armies. You have been asked to find a way to be rid of it.
    · You stumble upon a Drow outpost, and find everyone there dead. Your Tserl has told you to find out whats happened.
    · Something has killed the Tserl, and you have to find out what did it amid the fight to be the new Tserl.


    Varkha Racial Feats

    Egg Guard
    You guard whatever the leader considers important.
    Prerequisites: Varkha
    Benefits: When you are assigned to guard a person, location or object, you receive a +1 to attack and damage rolls while defending your charge.


    Vigilance
    You are used to fighting fatigue.
    Prerequisites: Varkha, Egg Guard
    Benefits: You gain a +1 Bonus on Initiative Checks and Saving Throws against Fatigue or Exhaustion.


    Lizard Cohort
    As a leader among your people you get an honorary pet lizard.
    Prerequisites: Varkha, Handle Animal 4+ ranks, 7+ HD
    Benefits: This is identical to the Wild Cohort Feat, except your Advanced Animal Companion is a Subterranean Lizard (see The Forge of Fury). Your Level for determining it's abilities iis -6.


    Aquatic Hunter
    Varkha excel at hunting and combat in water.
    Prerequisites: Varkha, Swim-By Attack
    Benefits: You gain a +1 to Attack and Damage rolls when in or under water.


    Varkha Racial Substitution Levels

    Spirit Shaman
    Level 17: Replace Spirit Journey with Spirit of the Ancestors.
    Spirit of the Ancestors (Sp): Once per day you can cast Summon Nature's Ally VI as a Spell-Like Ability. Additionally you can use the spell to summon any Dinosaur within the CR 6 to CR 8 range.

    Cleric
    Level 1: When choosing Domains, a Varkha may always elect to choose the Scalykind Domain (see Players Guide to Faerun) regardless of what God they worship.

    Ranger
    Level 7+: At Level 7 or higher you may opt to choose a Subterranean Lizard as an Advanced Animal Companion.
    Last edited by Bhu; 2023-05-10 at 09:54 PM.
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