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  1. - Top - End - #601
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    DESERT TROLL



    "There are many forms of thirst."

    Desert trolls are fairly hairless and usually a tan color, though they can modify this depending on their whim to blend in with their natural surroundings.

    DESERT TROLL RACIAL TRAITS
    · +12 Strength, +4 Dexterity, +12 Constitution, -2 Intelligence, -4 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant, giving them Low Light Vision
    · Base land speed 30 ft.
    · Darkvision 90 ft.
    · +5 Natural Armor Bonus.
    · Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
    · Regeneration (Ex): Acid, water, and magical fire deal normal damage to a desert troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump
    · Water Weakness (Ex): Water eats away Desert Trolls in a manner similar to acid. 1 pint of water does 1d6 damage.
    · Natural Camouflage (Ex): Desert trolls can slightly alter their skin to blend in with their desert surroundings giving them a +4 Racial Bonus to Hide Checks in the desert. In addition they can make Hide checks in the desert even while being observed, and do not take a Size Penalty to their Hide Checks.
    · Scent (Ex): This is identical to the ability listed in the Monster Manual.
    · Immunities: Desert Trolls are immune to non-magical Cold and Fire damage.
    · Racial Hit Dice: A Desert Troll begins with seven levels of Giant, which provide 7d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. A Desert Trolls Giant levels give it skill points equal to 10 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Hide, Listen, Move Silently and Spot.
    · Desert Trolls have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Common.
    · Level Adjustment: +5
    · Favored Class: Scout

    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: Male: 8'6" Female: 7'10"
    Height Modifier: +2d6"
    Base Weight: Male: 500 lbs. Female: 430 lbs.
    Weight Modifier: x (2d6) lbs.

    DESERT TROLL CHARACTERS
    Unless you go for the Despoiler PrC, your options are beatstick of some sort. Your Hit Dice and LA are too high for other stuff.
    Adventuring Race: Desert Trolls most commonly go on adventures for revenge, or because they follow prey only to find themselves in the midst of events beyond their control.
    Character Development: Initially your immunity to non-magical fire will prevent fire spells being used on you, but you'll want to develop methods to protect yourself from knowledgeable opponents.
    Character Names:

    ROLEPLAYING A DESERT TROLL
    Hunger is the ultimate motivation, and since you must endure the desert sun your hunger is worse than the average Troll.
    Personality: Desert Trolls have little in the way of personality, and few goals behind destroying water and satisfying their hunger.
    Behaviors: Desert Trolls are little more than ambush predators, but they do make a point of befouling desert oases in order to ensure they have less chance of being exposed to water.
    Language: Desert Trolls speak Giant, with a few of the more intelligent ones speaking Common as well.

    DESERT TROLL SOCIETY
    Like most Trolls, the Desert Troll is barely out of the stone age. Many of them don't even use tools.
    Alignment : Desert Trolls are almost universally Chaotic Evil. They are insane creatures dedicated to ending other forms of life.
    Lands : Desert Trolls live in lonely places in the desert, looking to waylay travelers.
    Settlements : Desert Trolls tend to keep to their own territory, lest others band together against them.
    Beliefs : Desert Trolls worship Vaprak.
    Relations: Other races are pretty much food unless they're too powerful for you to kill by yourself.

    DESERT TROLL ADVENTURES
    · A weird little faerie has been skipping merrily along through your territory creating pools of water. You need to have a word with him about that
    · A strange Giant ate Thag. You were going to eat Thag. This just pisses you right off.
    · A stranger claiming to be a God blundered into your ambush, and unfortunately, he seems uneatable. And you've tried. You've reeeeally, really tried.


    Desert Troll Racial Substitution Levels

    Ranger
    Levels 1, 6, 11: New options for Combat Mastery.
    Combat Mastery (Ex): Quicksand Style gains you the following Feats: Combat Expertise (1st), Improved Trip (6th), and Sand Snare (11th). Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th).
    Level 4: Replace Animal Companion with one from Sandstorm list.
    Level 4: Replace Woodland Stride with Sandskimmer
    Sandskimmer: You gain Sandskimmer as a Bonus Feat.

    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.
    Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
    Level 10: Replace Blindsense with Tremor Sense 15'.
    Level 20: Replace Blindsight with Tremor Sense 30'.
    Last edited by Bhu; 2021-01-23 at 08:27 PM.
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  2. - Top - End - #602
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    I'll try to have the Despoiler up next week, I just got back from eye surgery.
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  3. - Top - End - #603
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    DESPOILER



    "I assure you, the water may be black but it's perfectly drinkable."

    Despoilers ruin desert oases, and blight nature in general. Initially they begin wanting to get rid of water, but most end up going psycho and becoming anti-life.

    BECOMING A DESPOILER
    A sufficiently devoted Desert Troll will usually find a way.

    ENTRY REQUIREMENTS
    Race: Desert Troll
    Spellcasting: Must have 1 Level in any Divine spellcasting class.
    Skills: Knowledge (Nature) 4 ranks, Spellcraft 4 ranks
    Feats: Combat Casting, Improved Initiative


    Class Skills
    The Despoiler's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis)
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +0    Despoiler Magic
    2. +1    +3     +0     +0    Bonus Feat, +1 Caster Level of Divine Casting Class
    3. +2    +3     +1     +1    Hungry Aura, +1 Caster Level of Divine Casting Class
    4. +3    +4     +1     +1    Despoiler Magic
    5. +3    +4     +1     +1    Bonus Feat, +1 Caster Level of Divine Casting Class
    6. +4    +5     +2     +2    Hungry Aura, +1 Caster Level of Divine Casting Class
    7. +5    +5     +2     +2    Despoiler Magic
    8. +6    +6     +2     +2    Bonus Feat, +1 Caster Level of Divine Casting Class
    9. +6    +6     +3     +3    Hungry Aura, +1 Caster Level of Divine Casting Class
    10.+7    +7     +3     +3   Holocaust
    Weapon Proficiencies: A Despoiler gains no new weapon or armor proficiencies.

    Despoiler Magic (Sp): Beginning at 1st Level you gain a limited number of Spell-Like Abilities. Caster Level is equal to Hit Dice. At Will: Locate Water 3/Day: Circle of Nausea, Desiccate 1/Day: Dire Hunger, Dispel Water

    At 4th Level you gain the following:1/Day: Mass Desiccate 3/Day: Dispel Water

    At 7th Level you gain the following: 1/Day: Befoul

    Bonus Feat: At Levels 2, 5 and 8 you gain one of the following as a Bonus Feat: Boost Spell-Like Ability, Empower Spell-Like Ability, Heighten Spell-Like Ability, Maximize Spell-Like Ability or Quicken Spell-Like Ability.

    Hungry Aura (Su): Beginning at 3rd Level you permanently gain the benefits of the Reaving Aura spell. At 6th Level the range extends to 20 ft. At 9th Level the range extends to 30 ft.

    Holocaust(Sp): At 10th Level you may cast Despoil 1/Day as a Spell-Like Ability. Caster Level is equal to Hit Dice.

    PLAYING A DESPOILER
    Water is a significant weakness for you, and you intend to make sure as little as possible exists anywhere near you. Plus you kind of get your jollies by ruining nature.
    Combat: You aren't all that different from the average Troll as most of your powers aren't helpful in combat.
    Advancement: Despoilers are neither very bright or imaginative. Most of them advance along fairly predictable lines.
    Resources: Whatever you can scrounge up.

    DESPOILERS IN THE WORLD
    "Them Desert Trolls are bad news son. Kill 'em all says I."
    The world is mostly interested in killing you. Needless to say, you spend much of your time avoiding it.
    Daily Life: You pretty much spend your days like any other Troll, with the exception of wiping out oases.
    Notables:
    Organizations: There are some Evil beings who have use for your talents, but even most of them find you skeevy..

    NPC Reaction
    You're more hated than regular Trolls, if such a thing is possible.

    DESPOILERS IN THE GAME
    This is probably best for all Evil campaigns.
    Adaptation: This is probably modifiable for something less awful. Maybe.
    Encounters: Despoilers are generally found making the desert a worse place to live.

    Sample Encounter
    EL 12: The PC's pull up to the only oasis within miles to find a troll peeing in the water. The troll doesn't acknowledge them, which is generally a bad sign.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC DESPOILER

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Despoiler gains a Bonus Feat every 2 levels higher than 20th




    Desert Troll Racial Feats

    Improved Despoiler Magic
    You can use your powers more often.
    Prerequisites: Desert Troll, Despoiler Magic
    Benefits: Choose 1 spell-like ability you gain from the Despoiler Class. You may use that ability 1 additional time per day. This Feat may be taken multiple times.

    Desert Magic
    You're more powerful in the desert.
    Prerequisites: Desert Troll, Divine Spellcaster Level 3+
    Benefits: The Caster Level of your spell-like abilities increases by +1 when you are in Desert Terrain.

    Desert Sight
    You are well acquainted with desert travel.
    Prerequisites: Desert Troll
    Benefits: You cannot be Dazzled by sun glare or similar effects (see Sandstorm), nor do you take visibility penalties in duststorms or sandstorms.

    Improved Desert Sight
    You need never worry about mirages again.
    Prerequisites: Desert Sight
    Benefits: You are immune to Mirages and gain a +2 Racial Bonus on Willpower Saves against Illusions.
    Last edited by Bhu; 2021-01-23 at 08:46 PM.
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  4. - Top - End - #604
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    Snow Troll
    Large Giant (Cold)
    Hit Dice: 7d8+42 (73 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +5/+15
    Attack: Claw +10 melee (1d6+6)
    Full Attack: 2 Claws +10 melee (1d6+6) and 1 Bite +5 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend (2d6+9)
    Special Qualities: Darkvision 90’, Low Light Vision, Regeneration 5, Scent, Snowshoes, Tremorsense 60'
    Saves: Fort +11, Ref +4, Will +3
    Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
    Skills: Climb +10, Hide +1, Listen +4, Move Silently +3, Spot +4
    Feats: Alertness, Iron Will, Track
    Environment: Any Cold
    Organization: Solitary or Pair
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +5

    Unlike the Ice Trolls which are considered the result of magical experimentation, the Snow Troll is a natural arctic predator haunting lonely passes through cold, snowbound territory. Slightly smaller but broader than normal trolls they are covered in white fur.

    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

    Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Snowshoes (Ex): Snow Trolls can walk over ice and snow without having their speed reduced. They are not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling.

    Skills: Snow Trolls gain a +4 Racial Bonus on Climb Checks.

    Combat: Snow Trolls cover the entrances to caves near passes with snow and wait for prey to come in range. Once they detect something they burst forth and begin attacking without fear of death.
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  5. - Top - End - #605
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    SNOW TROLL



    "The loneliness is the best part of living out here."

    Unlike the Ice Trolls which are considered the result of magical experimentation, the Snow Troll is a natural arctic predator haunting lonely passes through cold, snowbound territory. Slightly smaller but broader than normal trolls they are covered in white fur.

    SNOW TROLL RACIAL TRAITS
    · +12 Strength, +4 Dexterity, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant with the Cold Subtype, giving them Low Light Vision
    · Base land speed 20 ft.
    · Darkvision 90 ft.
    · +5 Natural Armor Bonus.
    · Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
    · Regeneration (Ex): Acid and Fire deal normal damage to a snow troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump
    · Snowshoes (Ex): Snow Trolls can walk over ice and snow without having their speed reduced. They are not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling.
    · Tremorsense (Ex): Snow Trolls have a Tremorsense with a range of 60 ft.
    · Scent (Ex): This is identical to the ability listed in the Monster Manual.
    · Racial Hit Dice: A Desert Troll begins with seven levels of Giant, which provide 7d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. A Snow Trolls Giant levels give it skill points equal to 10 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Climb, Hide, Listen, Move Silently and Spot.
    · Snow Trolls have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Common.
    · Level Adjustment: +5
    · Favored Class: Scout


    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: Male: 8'0" Female: 7'6"
    Height Modifier: +2d6"
    Base Weight: Male: 500 lbs. Female: 430 lbs.
    Weight Modifier: x (2d6) lbs.

    SNOW TROLL CHARACTERS
    Casters are right out given your LA, Racial HD and ability modifiers. Beatstick or stealth are your only real options.
    Adventuring Race: Revenge or necessity. Very little else could compel a Snow Troll to put up with the company of others.
    Character Development: Your Cold Subtype leaves you more vulnerable to Fire than usual. You need some items to mitigate that.
    Character Names:

    ROLEPLAYING A SNOW TROLL
    You have endless patience, and can wait days for prey to stumble by. Truly yours is a prey centric existence.
    Personality: Even more so than most Trolls, you're little more than a rabid carnivore.
    Behaviors: Your race is obsessed with hunting, as that's all you really have to do.
    Language: Snow Trolls have their own, high-pitched dialect of Giant. Some also speak Common.

    SNOW TROLL SOCIETY
    Snow Trolls are lone hermits, and really have no civilization.
    Alignment : Almost universally Chaotic Evil.
    Lands : Snow Trolls prefer remote Arctic wastes.
    Settlements : Snow Trolls only leave their homes once every three years, to meet in mountain valleys for mating season.
    Beliefs : The Snow Trolls usually worship Vaprak.
    Relations: All other races are prey, even Ice Trolls and White Dragons (who they are constantly at war with).

    SNOW TROLL ADVENTURES
    · Someone has been Awakening the local Polar Bears, who are organizing against you. This is doubly a problem, since most of your food is, in fact, Polar Bear,
    · You overhear adventurers planning to destroy your entire species during the annual mating season. You must inform your fellows.
    · A representative of a White Dragon came by to inform you to obey him or die. You ate him in what is becoming a series of questionable life decisions.


    Snow Troll Racial Substitution Levels

    Ranger
    Level 1: Replace Wild Empathy with Savage Rending
    Savage Rending: You do dounle your Str Modifier with Rending attacks.
    Level 4: Replace Animal Companion with Arctic Guerilla
    Arctic Guerilla (Ex): You gain a +2 Bonus on Hide, Knowledge (Geography), Move Silently and Survival Checks made in cold environments.

    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.
    Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
    Level 10: Replace Blindsense with Tremor Sense 15'.
    Level 20: Replace Blindsight with Tremor Sense 30'.
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  6. - Top - End - #606
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    FROST WARRIOR



    "They aren't like us."

    Frost Trolls are generally loners, but occasionally they must band together to fight common foes, typically the Ice Trolls. You decided to make it a profession. You kill the bad guys so the other bad guys don't have to. And incidentally you can get some kewl lewt in the process.

    BECOMING A FROST WARRIOR
    Any particularly militant Snow Troll will do.

    ENTRY REQUIREMENTS
    Race: Snow Troll
    BAB: +8
    Skills: Hide 4 ranks, Move Silently 4 ranks
    Feats: Snowy Ambush, Snowsense


    Class Skills
    The Frost Warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +0    Ambush (+1d6)
    2. +1    +0     +3     +0    Hidden Warfare (+1)
    3. +2    +1     +3     +1    Arctic Stealth
    4. +3    +1     +4     +1    Ambush (+2d6)
    5. +3    +1     +4     +1    Hidden Warfare (+2)
    6. +4    +2     +5     +2    Arctic Stealth
    7. +5    +2     +5     +2    Ambush (+3d6)
    8. +6    +2     +6     +2    Hidden Warfare (+3)
    9. +6    +3     +6     +3    Arctic Stealth
    10.+7    +3     +7     +3   Veteran Warrior
    Weapon Proficiencies: A Frost Warrior gains Proficiency with Simple Weapons and Light and Medium Armor.

    Ambush (Ex): You gain an additional Ambush die at Levels 1, 4 and 7 identical to your Race's ability listed under Scout Substitution Levels. This stacks with Ambush dice gained from other Class Levels.

    Hidden Warfare (Ex): At 2nd Level you gain a +1 Competence Bonus on Attack rolls with attacks that would let you qualify for using Ambush. This increases to +2 at Level 5 and +3 at Level 8.

    Arctic Stealth (Ex): At 3rd Level you no longer take Size penalties to Hide Checks in ice and snow. At 6th Level you gain a +4 Racial Bonus on Hide Checks in ice and snow. At 9th Level you gain Camouflage, as per the Ranger ability in the PHB, in ice and snow.

    Veteran Warrior At 10th Level, in any round in which an opponent is Flat-footed or unaware of your presence, you gain an additional attack at your highest BAB. The first successful attack that round automatically threatens a critical if it hits.

    PLAYING A FROST WARRIOR
    There's always a need for someone to kill invaders. And unfortunately you make your living being that someone.
    Combat: You rely on Stealth to ambush opponents, particularly more dangerous ones like White Dragons..
    Advancement: Your training tends to be determined by whatever foes you face most commonly..
    Resources: Pretty much whatever you can steal or loot off the dead..

    FROST WARRIORS IN THE WORLD
    "Ferd is a worthless gober, but you can count on him when the Dragons rain down out of the sky."
    You don't interact with the world until it invades your territory..
    Daily Life: Until times of trouble you live like any other Snow Troll. When called on you take up arms as long as necessary.
    Notables:
    Organizations: Frost Warriors are a pretty loose organization. You're really only organized in times of need.

    NPC Reaction
    NPC's treat you like any other monster.

    FROST WARRIORS IN THE GAME
    This assumes you are an on again off again militiaman defending your home territory. You'll want a good reason for leaving it to adventure.
    Adaptation: This is adaptable to other races given enough work..
    Encounters: Frost Warriors are only encountered during war, or if you stumble onto their home.

    Sample Encounter
    EL 12: The PC's are discussing how best to confront the local White Dragon, when a bunch of furry Trolls jump from nowhere and begin clubbing the hell out of it Maybe they should just back away slowly...


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC FROST WARRIOR

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Frost Warrior gains a Bonus Feat every 2 levels higher than 20th



    Frost Troll Racial Feats

    Fearless
    You don't scare easily seeing as it's damn hard to kill you.
    Prerequisites: Troll
    Benefits: You get a +2 Racial Bonus against Fear Effects.

    Absolutely Fearless
    You don't scare at all.
    Prerequisites: Troll, Wisdom 12+
    Benefits: You are immune to Fear Effects.

    Snowy Ambush
    You're hard to see in your native terrain.
    Prerequisites: Frost Troll, Hide 4 ranks
    Benefits: You no longer take Size Penalties to Hide Checks in ice and snow.

    Snowsense
    You're hard to surprise.
    Prerequisites: Frost Troll, Alertness, Wis 12+
    Benefits: You don't need to make Saving Throws against Snowblindness (see Frostburn), or penalties to Search and Spot Checks in the snow.
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  7. - Top - End - #607
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    Default Re: Orc/Goblinoid Resources

    Just found this thread and it looks amazing. Going to enjoy it. Thanks for gathering all this stuff.
    Minister of sarcasm and pragmatism of the Grayview fanclub.

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  8. - Top - End - #608
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    Quote Originally Posted by TerrickTerran View Post
    Just found this thread and it looks amazing. Going to enjoy it. Thanks for gathering all this stuff.
    Thanks for reading! I'm working on adding scalies once I get the 2e/4e conversions done.
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    Legacy Troll (Red Steel Campaign)
    Large Giant (Aquatic)
    Hit Dice: 6d8+42 (69 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), Swim 30 ft.
    Armor Class: 18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +4/+10
    Attack: Claw +9 melee (1d6+6)
    Full Attack: 2 Claws +9 melee (1d6+6) and 1 Bite +4 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend (2d6+9)
    Special Qualities: Darkvision 90’, Low Light Vision, Limited Regeneration 5, Scent, Legacies, Hold Breath
    Saves: Fort +12, Ref +4, Will +3
    Abilities: Str 23, Dex 14, Con 24, Int 6, Wis 9, Cha 6
    Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Swim +19
    Feats: Alertness, Iron Will, Track
    Environment: Any Swamp
    Organization: Solitary,Group (2-4), Colony (2-8)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +5

    Legacy Trolls are tall, spindly trolls with gills and wide mouths full of needle-like teeth. Many are deformed due to the Vermeil contaminating their environments.

    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

    Limited Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Legacy Trolls only Regenerate when at least one third of their body is immersed in water.

    Legacies: Legacy Trolls are horribly mutated by the Vermeil dust saturating their homes. The exact effect depends on which Location they are in. Region 1 trolls typically have Armor, Burn, Grow, or Senses. Region 2 can have Animal Form, Crimson Fire, Farsight, Meld, Sleep, or Spikes. Region 3 may have All-Around Vision, Ball of Fire, Separation, Shock, or Shrink. Region 4 has Acid Touch, Duplicate, Poison, Spell Shield, or Weaken. While deformed they take no penalties from the Red Curse and do not need Cinnabryl. Most Trolls have a single Legacy.

    Hold Breath (Ex): Normally Aquatic, Legacy Trolls can 'hold their breath' out of water for a number of rounds equal to ( 8 x it's Con Score) before risking suffocation.

    Combat: Legacy Trolls attack in a manner similar to regular Trolls, but they prefer to wait until opponents are in the water for obvious reasons.


    LEGACIES
    Legacies may be activated 3/day as a Full Round Action. They are Exceptional Abilities unless mentioned otherwise. A Legacy Troll may end the effects of a Legacy early voluntarily, but if damaged when activating one it must make a Concentration to activate it successfully much in the same manner as a Spellcaster casting a spell. Saving Throw DC's if any are 10 plus half Hit Dice plus Constitution Bonus. Caster Level is equal to Hit Dice if applicable.

    Acid Touch The troll drools a slightly acidic substance and it's bites does additional acid damage equal to the Troll's Hit Dice plus 1. This lasts for 1 Minute.

    All-Around Vision 4 eyes grow on the Trolls body lasting 1/round per Hit Die. He gains a +2 Bonus to Initiative and Spot Checks and cannot be Flanked.

    Animal Form The troll is permanently a fish from the waist down and loses it's land speed. It may change into any Animal the same Size Class as itself for 2 rounds/Hit Die. This is identical to the Alternate Form ability. Any equipment melds into the new form, and if the animal has a mouth the Troll can speak. This is a Supernatural Ability.

    Armor The troll gains red scales for 1 round/Hit Die. It provides a +1 Natural AC Bonus per every 3 Hit Dice to a maximum increase of +5.

    Ball of Fire The trolls skin turns red briefly as it throws a ball of fire at an opponent doing 1d4 fire damage per every 3 Hit Dice to a maximum of 6d4. It is a Ranged attack with a Range Increment of 10 ft. If it hits anything combustible it automatically sets fire to it. This is a Spell-Like Ability.

    Burn The trolls skin turns red briefly as it unleashes fire as a touch attack doing 1d4 Fire damage, plus 1 point per Hit Die. At Level 5 and every 5 levels thereafter range increases +5' to a maximum of 10'. This is a Spell-Like Ability.

    Crimson Fire The trolls eyes glow bright red for 2 rounds/Hit Die. During this time it may cast Faerie Fire at will. This is a Supernatural Ability.

    Duplicate The Troll grows an Illusory third arm for 2 rounds/level, and it is under the effect of a Mirror Image spell during this time. This is a Supernatural Ability.

    Farsight The trolls eyes grow on stalks, and for 2 rounds/Hit Die it can alter the focus of it's vision to see clearly (even read) for up to 300' per Hit Die (to a maximum of 1 Mile).

    Grow One of the trolls limbs is twice it's normal size. For two rounds per Hit Die it's Size Category increases by 1 with all the attendant effects this brings (see Monster Manual). This is a Supernatural Ability.

    Meld Anytime the troll is at rest it's skin color slowly beings changing to that of it's surroundings. For 2 rounds per Hit Die, the Troll and up to 100 pounds of equipment can meld with any wood, earth, or stone object. This is otherwise identical to the Meld into Stone spell. This is a Supernatural Ability.

    Poison The troll grows a stinging tail which does damage and has the same poison as a Monstrous Scorpion of the same Size Class for 1 round per Hit Die.

    Senses The trolls eyes, nose, tongue, ears and fingers become elongated or exaggerated. For 2 rounds per Hit Die it can increase it's senses. It gains Tremorsense 30', and can Take 20 on Search, Spot, and Listen Checks. Optionally it may instead use one of it's daily uses to remove any effect making it Blind or Deaf.

    Separation One of the trolls eyes is permanently detached painlessly, and will fall out occasionally if the Troll isn't careful. The Troll can see through this eye regardless of distance, and if it is destroyed the Troll gains a new eye in 1d6 days. The eye has hit points equal to the Trolls Hit Dice, and the Same Natural AC Bonus. It is Size Class Fine.

    Shock The troll is constantly charged with static electricity. The Troll may use Shocking Grasp whenever it activates this Legacy. This is a Spell-Like Ability.

    Shrink
    The Troll has a pinhead. For 2 rounds per Level it can cause a single other being it can see to decrease in Size Class one step if it is Large or Smaller with all the attendant effects this brings (see Monster Manual) if it fails a Willpower Save. This is a Supernatural Ability.

    Sleep The troll always appears tired. It may cast Sleep on one creature with a duration of 2 rounds per Hit Die. There is no Hit Die limit on what creatures it can effect, but it must maintain Concentration to keep the victim asleep. This is a Spell-Like Ability.

    Spell Shield A glowing red disk orbits the Troll for 2 rounds per Hit Die. The Troll gains a +1 Bonus on Saving Throws per every three Hit Dice up to a maximum of +7. This is a Supernatural Ability.

    Spikes The Troll becomes covered in fleshy spikes for 2 rounds per Hit Die. Opponents attacking the Troll with Unarmed Strikes, Natural Weapons, or Grapples take 1d6 piercing damage plus their own Str Modifier. The Troll also gains a Bonus to Grapple Checks equal to it's Hit Dice, and does 1d6 +Str piercing damage with a successful Grapple Check.

    Weaken The troll appears horribly emaciated. For 1 round per Level the Troll gains a Melee Touch attack doing 1d6 Strength Damage unless it's opponent makes a Willpower Save. This is a Supernatural Ability.
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  10. - Top - End - #610
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    LEGACY TROLL



    "You wanna cross the river, you have to pay the toll!"

    Legacy Trolls are tall, spindly trolls with gills and wide mouths full of needle-like teeth. Many are deformed due to the Vermeil contaminating their environments. Their arms are thin, and frail looking. Their teeth are like needles. Skin color ranges from blue-green to olive, and tinged with red.

    LEGACY TROLL RACIAL TRAITS
    · +12 Strength, +4 Dexterity, +14 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant with the Aquatic Subtype, giving them Low Light Vision
    · Base land speed 10 ft.
    · Base swim speed 30 ft.
    · Darkvision 90 ft.
    · +5 Natural Armor Bonus.
    · Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
    · Limited Regeneration (Ex): Acid and Fire deal normal damage to a snow troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Legacy Trolls only Regenerate when at least one third of their body is immersed in water.
    · Legacies (Ex): Choose one Legacy from the list above.
    · Hold Breath (Ex): Normally Aquatic, Legacy Trolls can 'hold their breath' out of water for a number of rounds equal to ( 8 x it's Con Score) before risking suffocation.
    · Scent (Ex): This is identical to the ability listed in the Monster Manual.
    · Racial Hit Dice: A Legacy Troll begins with six levels of Giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. A Legacy Trolls Giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1) and 3 Feats. Its class skills are Hide, Listen, Move Silently, Spot and Swim.
    · Legacy Trolls have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Common.
    · Level Adjustment: +5
    · 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: Male: 8'6" Female: 7'10"
    Height Modifier: +2d6"
    Base Weight: Male: 500 lbs. Female: 430 lbs.
    Weight Modifier: x (2d6) lbs.

    LEGACY TROLL CHARACTERS
    Given their mental ability scores, Legacy Trolls are generally relegated to being beatsticks.
    Adventuring Race: Legacy Trolls go on adventures.
    Character Development: Try to boost your Legacy in some way that mixes well with your chosen Class.
    Character Names:

    ROLEPLAYING A LEGACY TROLL
    Unlike normal Trolls, you have a compulsion for something other than food: Cinnabryl. While they don't need Cinnabryl to alleviate the usual problems of the Red Curse, they do use it to negate their Legacy related deformities.
    Personality: Other than a few layers of psychosis, you're pretty much the same as any troll.
    Behaviors: Given the polluted nature of your home environment, you tend to be less mentally stable than most Trolls, and are prone to odd behavior.
    Language: Legacy Trolls speak Giant.

    LEGACY TROLL SOCIETY
    Legacy Trolls are primitive stone age tribes rarely living in large groups..
    Alignment : Given the toxic pollution driving them mad, many Trolls are Chaotic Evil.
    Lands : Legacy Trolls live along the coasts, rivers and lakes of The Savage Coast.
    Settlements : A number of Trolls also live in the Bayou.
    Beliefs : When Trolls do worship a God, it's usually Hel or Loki..
    Relations: Other races are for robbing or eating.

    LEGACY TROLL ADVENTURES
    · The swamps are suddenly being invaded by Vermilion Puddings. The clan's Shaman has volunteered you to find out the source of this.
    · A Nosferatu has taken hold of a trade town that you used to raid, and now you find yourself in the odd position of trying to save the people you used to bully. So you can bully them again.
    · The Gurrash have decided to acquire your territory. Fight time!


    Legacy Troll Racial Substitution Levels

    Fighter
    Level 1+: At any Level in which you gain a Fighter Feat, you may take a Racial Feat instead.

    Scout
    Levels 3, 11: When you get Fast Movement you can apply it to your land or swim speed.

    Spirit Shaman
    Level 1: Replace Wild Empathy with Legacy Resistance.
    Legacy Resistance (Ex): You gain a +1 Resistance on Saving Throws against Legacies.
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  11. - Top - End - #611
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    will have Epic Legacies done soon

    LEGACY SHAMAN



    “When life places stones in your path, be the water. A persistent drop of water will wear away even the hardest stone.”

    Legacy Shamans are the spellcasters and wise people of their species. Wise compared to some Trolls anyway.

    BECOMING A LEGACY SHAMAN
    The rare spellcasting Legacy Troll usually follows this path..

    ENTRY REQUIREMENTS
    Race: Legacy Troll
    Spellcasting: Must be able to cast a spell with the Water Subtype.
    Skills: Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks
    Feats: Any 2 Racial Feats


    Class Skills
    The Legacy Shaman's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Bonus Feat, +1 Level of current casting Class
    2. +1    +3     +0     +3    Meta Legacy, +1 Level of current casting Class
    3. +1    +3     +1     +3    Eel Companion, +1 Level of current casting Class
    4. +2    +4     +1     +4    Bonus Feat, +1 Level of current casting Class
    5. +2    +4     +1     +4    Meta Legacy, +1 Level of current casting Class
    6. +3    +5     +2     +5    Water Magic, +1 Level of current casting Class
    7. +3    +5     +2     +5    Bonus Feat, +1 Level of current casting Class
    8. +4    +6     +2     +6    Meta Legacy, +1 Level of current casting Class
    9. +4    +6     +3     +6    Improved Water Magic, +1 Level of current casting Class
    10.+5    +7     +3     +7   Legacy Master, +1 Level of current casting Class
    Weapon Proficiencies: A Legacy Shaman gains no new weapon or armor proficiencies.

    Bonus Feat: At Levels 1, 4 and 7 you can choose a Bonus Feat from the following list that you qualify for: Arcane Defense, Augment Summoning, Extend Legacy, Extra Legacy, Swift Legacy, Water Focus (Dragon 314).

    Meta Legacy (Su): At Levels 2, 5 and 8 you can choose one of the following effects to apply to a single Legacy you have (only one of these may be applied to any one Legacy):

    Empower: All variable, numeric effects of an empowered Legacy are increased by one-half. Saving throws and opposed rolls are not affected, nor are Legaciess without random variables.

    Enlarge: This may only be taken with Legacies that have a range. That range is now doubled.

    Maximize: All variable, numeric effects of a Legacy modified by this ability are maximized. Saving throws and opposed rolls are not affected, nor are Legacies without random variables.

    Eel Companion (Ex): At 3rd Level you gain an Animal Companion. This is identical t the Druid ability of the same name, but you can only choose a Dire Eel as your companion. Your effective Druid Level is equal to your casting Level, and Druid and Legacy Shaman Levels stack for purposes of determining your Druid Level for this ability.

    Water Magic: The Save DC's of spells you cast increase by +1 while you are in the water.

    Improved Water Magic: The Save DC's of spells you cast while in the water increase by an additional +1.

    Legacy Master (Su): At 10th Level you may choose 1 Legacy you have. You may now use that Legacy at will.

    PLAYING A LEGACY SHAMAN
    You have ambitions to be more than just a mere raider. You want others to see you aas more than a beast.
    Combat: You prefer your natural abilities or Legacies in combat. Your spells are saved for particularly hard targets.
    Advancement: You prefer to master the use of your Legacies. Controlling them sets you apart from the others.
    Resources: You have whatever you, or the tribe, can seize by force.

    LEGACY SHAMANS IN THE WORLD
    "Jiggly Bob is...unusual for a troll."
    You don't raid as much as the other trolls, and seem reasonable for a monster. It makes you the default contact point if someone wishes to speak to the tribe.
    Daily Life: Much of your day is spent refining your abilities and seeking out new ones.
    Notables:
    Organizations: You work for yourself, and occasionally the tribe. Everyone else can sod off.

    NPC Reaction
    NPC's think of you as a monster still. You're just a monster they can deal with because you can control your appetites.

    LEGACY SHAMANS IN THE GAME
    This assumes one of the PC's is a spellcasting Troll, which is awkward at best.
    Adaptation: This is meant for troll-centric campaigns, but it could be redesigned as a more general Legacy based caster.
    Encounters: Legacy Shamans are generally found in their lairs, or on raids.

    Sample Encounter
    EL x: "Hi, I'm Jiggly Bob. And this is my boon companion, Jiggly Bill."


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC LEGACY SHAMAN

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Legacy Shaman gains a Bonus Feat every 3 levels higher than 20th


    Legacy Troll Racial Feats

    Extra Legacy
    You gain one additional Legacy.
    Prerequisites: Legacy Troll, must have at least 1 Caster Level.
    Benefits: You may choose one additional Legacy.

    Swift Legacy
    You may use your legacy quicker than normal.
    Prerequisites: Legacy Troll
    Benefits: Choose 1 Legacy. You may now activate it as a Swift Action.

    Extend Legacy
    you can use your Legacy more often.
    Prerequisites: Legacy Troll
    Benefits: Choose 1 Legacy. You now gain 3 additional daily uses of that Legacy.

    Epic Legacy (Epic)
    Your Legacy is more powerful.
    Prerequisites: Legacy Troll,
    Benefits: Choose one Legacy. That Legacy is now more powerful.

    Acid Touch: Your acidic drool expands to include your blood and sweat as well. Creatures you grapple or use a natural attack on (or who grapple or make a melee attack without Reach against you) takes Acid damage equal to twice the Troll's Hit Dice +2.

    All-Around Vision: For the duration of this ability you gain the benefits of the Prying Eyes Spell (Caster Level is equal to Hit Dice) as a Spell-Like Ability.

    Animal Form: You may now change into any Animal or Magical Beast of any Size.

    Armor: When using this ability you now also gain DR 10/Epic. The Natural Armor Bonus to AC increases by +1 per 2 HD (maximum +10).

    Ball of Fire: You now cast Inferno (Spell Compendium) as a Spell-Like Ability.

    Burn: You now cast Heart of Fire (Complete Mage) as a Spell-Like Ability.

    Crimson Fire: You now cast Blistering Radiance (Spell Compendium) as a Spell-Like Ability.

    Duplicate: You now cast Mislead as a Spell-Like Ability.

    Farsight: You may now cast Scrying as a Spell-Like Ability.

    Grow: You now cast Giant Size (Complete Arcane) as a Spell-Like Ability.

    Meld: You may now cast Xorn Movement (Spell Compendium) as a Spell-Like Ability.

    Poison: Poison damage is now 1d10 Constitution.

    Senses: Instead of Tremorsense you gain Truesight for the duration of the ability.

    Separation: You are now immune to Ability damage and critical hits.

    Shock: You may now cast Storm Touch (Magic of Eberron) as a Spell-Like Ability.

    Shrink: You may now cast Minute Form (Complete Arcane) as a Spell-Like Ability. Unlike normal, you may only cast it on opponents within close range (25 ft. + 5 ft./2 levels).

    Sleep: Duration is now 1 hour per hit die, and the Troll doesn't need to maintain Concentration.

    Spell Shield: You may now cast Wall of Dispel Magic (Spell Compendium) as a Spell-Like Ability.

    Spikes: Your spikes are now consiered both Epic and Adamantine for purposes of bypassing Damage Reduction.

    Weaken: You may now cast Slay Living as a Spell-Like Ability.
    Last edited by Bhu; 2021-06-20 at 03:53 PM.
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  12. - Top - End - #612
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    Black Troll
    Large Outsider (Chaotic, Evil, Extraplanar, Giantblood)
    Hit Dice: 7d8+49 (81 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +7/+18
    Attack: Claw +13 melee (1d8+7) or Greatclub +13 melee (2d8+10) or Rock +14 Ranged (2d6+7)
    Full Attack: 2 Claws +13 melee (1d8+7) and 1 Bite +8 melee (1d8+4) or Club +13/+8 melee (2d8+10) or Rock +14 Ranged (2d6+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend (2d8+10), Rock Throwing, Spell-Like Abilities, Summon
    Special Qualities: Darkvision 90’, Low Light Vision, Regeneration 5, Scent, DR 10/Cold Iron or Good, SR 14, Immune to Electricity and Poison, Energy Resistance 10 (Cold)
    Saves: Fort +12, Ref +7, Will +6
    Abilities: Str 25, Dex 14, Con 24, Int 9, Wis 9, Cha 14
    Skills: Climb +17, Intimidate +12, Jump +17, Listen +11, Search +9, Spot +11, Survival +9
    Feats: Ability Focus (Chain Lightning), Alertness, Iron Will
    Environment: The Abyss
    Organization: Solitary or Gang (2-4)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +8

    A Black Troll is an unholy mishmash of troll and demon. Less a hybrid, and more of a magical creation of some sort. Standing thirteen feet tall they have gleaming black skin, bright green eyes, and a pair of red horns.

    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+10 points of damage.

    Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a Black Troll's thrown rocks.

    Spell-Like Abilities (Sp): At will: Darkness, Dispel Magic, Telekinesis, Greater Teleport (self plus 50 pounds of objects only). Caster level 7th. 3/day: Chain Lightning.

    Summon (Sp): Once per day a black Troll can attempt to summon 1 Black Troll or 1d3 Dretches with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

    Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Combat: Black Trolls like to blast away with Chain Lightning before moving in for the kill.
    Last edited by Bhu; 2021-07-04 at 06:50 PM.
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  13. - Top - End - #613
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    Quote Originally Posted by Bhu View Post
    Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks.
    Shouldn't the attack bonus for thrown rocks be +9 then?

    A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects).
    How do these guys get Huge if they advance by character class?

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    Quote Originally Posted by Metastachydium View Post
    Shouldn't the attack bonus for thrown rocks be +9 then?
    +14. They use Str for rock attacks not Dex like all Giants do. I has fixed.


    How do these guys get Huge if they advance by character class?
    That will be forthcoming
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    Things went off the rails this week so here's another troll I already had done. Will return t the Black Trolll shortly.


    Phaze Troll
    Medium Giant
    Hit Dice: 5d8+35 (57 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+3 Dex, +5 Natural), touch 13, flat-footed 15
    Base Attack/Grapple: +3/+8
    Attack: Claw +8 melee (1d6+5)
    Full Attack: 2 Claws +8 melee (1d6+5) and 1 Bite +5 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend (2d6+7), Spell-Like Abilities
    Special Qualities: Darkvision 120’, Low Light Vision, Regeneration 5, Scent, Magic Blind
    Saves: Fort +11, Ref +4, Will +3
    Abilities: Str 20, Dex 16, Con 24, Int 12, Wis 10, Cha 6
    Skills: Hide +9, Listen +6, Move Silently +9, Spot +6
    Feats: Iron Will, Multiattack
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +6

    Phaze trolls are smaller trolls heavily mutated by exposure to radiation or dangerous magics in the underdark. They appear as smaller trolls with highly defined muscles and knobby armored hide. Skin and hair color range from deep blue to purple-black, and they appear more intelligent than most trolls.

    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+7 points of damage.

    Spell-Like Abilities (Sp): 4/day: Dimension Door, Mirror Image. Caster Level 6th.

    Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Magic Blind: Phaze Trolls are incapable of arcane or divine spellcasting but many of them are psionically active.

    Combat: Phaze Trolls are smart enough to be tacticians but most simply activate their powers and wade into the fight.
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    BLACK TROLL



    "I can assure you, this isn't Hell."

    A Black Troll is an unholy mishmash of troll and demon. Less a hybrid, and more of a magical creation of some sort. Standing thirteen feet tall they have gleaming black skin, bright green eyes, and a pair of red horns. They are smooth skinned, and oddly human-like in appearance.

    BLACK TROLL RACIAL TRAITS
    · +14 Strength, +4 Dexterity, +14 Constitution, +4 Charisma, -2 Intelligence, -2 Wisdom.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Outsider with the Chaos, Evil, Extraplanar and Giantblood Subtypes.
    · Base land speed 30 ft.
    · Darkvision 90 ft., and Low-light Vision
    · +7 Natural Armor Bonus.
    · Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8 plus one and a half times Str Modifier points of damage.
    · Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a Black Troll's thrown rocks.
    · Spell-Like Abilities (Sp): At will: Darkness, Dispel Magic, Telekinesis, Greater Teleport (self plus 50 pounds of objects only). Caster level 7th. 3/day: Chain Lightning.
    · Summon (Sp): Once per day a black Troll can attempt to summon 1 Black Troll or 1d3 Dretches with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
    · Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
    · Damage Resistance (Ex): DR 10/Cold Iron or Good
    · Spell Resistance (Ex): A Black Troll has Spell Resistance equal to (CR + 7).
    · Energy Resistance (Ex): Cold Resistance 10.
    · Immunities (Ex): Immune to Electricity damage and Poison.
    · Scent (Ex): This is identical to the ability listed in the Monster Manual.
    · Racial Hit Dice: A Black Troll begins with seven levels of Outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. A Black Trolls Outsider levels give it skill points equal to 9 × (8 + Int modifier, minimum 1) and 3 Feats. Its class skills are Climb, Intimidate, Jump, Listen, Search, Spot and Swim.
    · Black Trolls have a Primary Claw attack doing 1d8 plus Strength Bonus, and a Secondary Bite attack doing 1d8 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
    · Automatic Languages: Giant, Abyssal. Bonus Languages: Common.
    · Level Adjustment: +8
    · Favored Class: Scout

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

    AGING EFFECTS
    Black Trolls are effectively immortal, and cease aging on reaching adulthood.

    HEIGHT AND WEIGHT
    Base Height: Male: 13' Female: 12'2"
    Height Modifier: +2d8"
    Base Weight: Male: 1500 lbs. Female: 1400 lbs.
    Weight Modifier: x50 lbs.

    BLACK TROLL CHARACTERS
    Very few Black Trolls become casters, and those are usually Sorcerers. Casting Trolls are usually near Epic encounters.
    Adventuring Race: Black Trolls adventure due to ambition or necessity.
    Character Development: Use Feats to boost your Spell-Like Abilities.
    Character Names:

    ROLEPLAYING A BLACK TROLL
    You were created to be a weapon, and others see you as such. Indeed, many of your own people see themselves as such.
    Personality: You have the hunger of a Troll, with the depravity of a Demon.
    Behaviors: You like to torture those weaker than you.
    Language: Black Trolls speak Giant and Abyssal.

    BLACK TROLL SOCIETY
    Black Trolls are at the lower rungs of Demonic society.
    Alignment : Due to Demonic influence, all Black Trolls are Chaotic Evil.
    Lands : Black Trolls live in the Abyss.
    Settlements : Black Trolls outside of the Abyss are usually summoned.
    Beliefs : Black Trolls who bother with religion usually prefer Baphomet, Kostchtchie or Vaprak.
    Relations: Everything is a resource or an obstacle, even your own kind.

    BLACK TROLL ADVENTURES
    · You have been volunteered to report for duty in the Blood War. To 4 separate Demon Lords, all who claim to be your new boss.
    · A Succubus has become the power behind the throne, charming your tribes chief. You need to figure out why.
    · The Dretch have suddenly got their dander up, and decided to take over the Layer of the Abyss that is your home. Unfortunately, there are thousands of them.




    Black Troll Racial Substitution Levels

    Ranger
    Level 1: Replace Wild Empathy with Savage Rending
    Savage Rending: You do double your Str Modifier with Rending attacks.
    Level 4: Replace Animal Companion with Abyssal Guerilla
    Abyssal Guerilla (Ex): You gain a +2 Bonus on Hide, Knowledge (Geography), Move Silently and Survival Checks made in the Abyss.

    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.
    Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level

    Sorcerer
    Levels 1+: You gain Trollcaster.
    Trollcaster: When casting Summon Monster spells, you may use them to Summon Trolls as well. Summon Monster V can summon a Troll, Phaze Troll or Scrag. Summon Monster VI can summon a Crystalline Troll, Stone Troll or Wasteland Troll. Summon Monster V!! can summon a Cave Troll or Bladerager Troll. Summon Monster VIII can summon a Mountain Troll or Mur-Zhagul.
    Last edited by Bhu; 2021-08-29 at 03:54 PM.
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    Quote Originally Posted by Bhu View Post
    · Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a Black Troll's thrown rocks.
    And I still don't know how these get to grow Huge!

    · Legacy Trolls
    This might not belong here.

    have a Primary Claw attack doing 1d8 plus Strength Bonus, and a Secondary Bite attack doing 1d8 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
    That's kind of on the weak side for a critter of this caliber, I'd say.


    BLACK TROLL ADVENTURES
    · You have been volunteered to report for duty in the Blood War. To 4 separate Demon Lords, all who claim to be your new boss.
    · A Succubus has become the power behind the throne, charming your tribes chief. You need to figure out why.
    · The Dretch have suddenly got their dander up, and decided to take over the Layer of the Abyss that is your home. Unfortunately, there are thousands of them.
    I continue to just so absolutely love these sections!

    Snow Troll Racial Substitution Levels
    Red alert! Snow trolls have invaded this entry!

    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).
    Does the ranged version only apply when an opponent is flat-footed/unaware of the troll's presence or just about whenever the troll doesn't move in a round? (Because if it's the former, that'd be a straight downgrade from skirmish. Or so I'd argue.)

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    Quote Originally Posted by Metastachydium View Post
    And I still don't know how these get to grow Huge!
    It's coming next post. Fixed the typos, thank you for pointing those out.



    Does the ranged version only apply when an opponent is flat-footed/unaware of the troll's presence or just about whenever the troll doesn't move in a round? (Because if it's the former, that'd be a straight downgrade from skirmish. Or so I'd argue.)
    It's whenever the opponent is flat-footed or unaware of the troll.
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    Sorry for the delays. Work has been crushing me with overtime due to people quitting, so I've been getting called in on no notice after only 2 hours sleep.

    BLOOD WAR SOLDIER



    "Halt strangers! Prove to us that you are not Devils that you may pass!"

    A great many Black Trolls are conscripted into the Blood War. They fill in on odd spots where there just aren't enough problems to require more Demons.

    BECOMING A BLOOD WAR SOLDIER
    Just about any Black Troll qualifies if they're willing to serve (and probably even if they aren't willing).

    ENTRY REQUIREMENTS
    Race: Black Troll
    BAB: +8
    Skills: Intimidate 4 ranks, Spot 4 ranks
    Feats: Lightning Fist, Summon Ally


    Class Skills
    The Soldier's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Spot (Wis) and Survival (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +2     +2    Improved Lightning Fist
    2. +2    +3     +3     +3    Black Giant
    3. +3    +3     +3     +3    Improved Spell Resistance
    4. +4    +4     +4     +4    Improved Lightning Fist
    5. +5    +4     +4     +4    Black Giant
    6. +6    +5     +5     +5    Improved Spell Resistance
    7. +7    +5     +5     +5    Improved Lightning Fist
    8. +8    +6     +6     +6    Black Giant
    9. +9    +6     +6     +6   Improved Spell Resistance
    10.+10   +7     +7     +7   Blood War Veteran
    Weapon Proficiencies: A Blood War Soldier gains proficiency with Simple and Martial Weapons.

    Improved Lightning Fist (Sp): At 1st Level the Caster Level for your Chain Lightning ability becomes equal to your Hit Dice. At 4th Level you get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance with this ability. This increases to +4 at 7th Level.

    Black Giant (Ex): At 2nd Level you gain Powerful Build: Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you.

    You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    At 5th Level both your Strength Score and Natural Armor Bonus to AC permanently improve by +2.

    At 8th Level your Size Category improves by one to Huge.

    Improved Spell Resistance: At Levels 3, 6 and 9 your Spell Resistance increases by +2.

    Blood War Veteran: At 10th Level the Caster Level for all your Spell-Like Abilities becomes equal to your Hit Dice. Your DR increases to DR 15/Cold Iron and Good.

    PLAYING A BLOOD WAR SOLDIER
    You're a professional soldier, or at least as professional as a carnivorous monster working for an army devoted to Chaos can be. Sure, you follow orders to the letter, but no one says you can't burn a few villages along the way.
    Combat: You rely on rock throwing, before teleporting to close the gap and use your Lightning Fist.
    Advancement: Your training is sparse and generally controlled by the Abyssal armies.
    Resources: As long as you're fighting the Blood War, you may have access to backup.

    BLOOD WAR SOLDIERS IN THE WORLD
    "Sure, he's no Demon, but he has a mean right hand."
    You pretty much stick to guarding the Abyss unless sent elsewhere.
    Daily Life: You spend a lot of time being lectured on how to recognize Devils and defeat their tactics.
    Notables:
    Organizations: Unless you get loaned out, you're strictly a Demon army only kind oof guy. Mostly because they will enforce that.

    NPC Reaction
    NPC's treat you pretty much like any other Fiendish Outsider.

    BLOOD WAR SOLDIERS IN THE GAME
    This class assumes you are, or were, a participant in the Blood War. This could have ramifications for party safety.
    Adaptation: This is generally meant for all Chaotic Evil campaigns, though you could be a refugee from the Blood War.
    Encounters: You're mostly found in the AByss or on the front lines of minor flare-up's in the Blood War.

    Sample Encounter
    EL x: Your unit has captured an Erinyes, and you have been assigned to guard her. Unfortunately, after waking up from several sharp blows to the head, she has decided you are 'fine breeding stock' who will 'father many of her children'. You're contemplating how to explain this to your superiors when four heavily armed Humanoids Gate in and demand you turn her over. "Oh noes" you think. "Oh no, however will I explain the capture of my great personal liability." Needless to say the Humanoids are stunned when you let them lead her away, with her vowing to return to your side despite all the odds...


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC BLOOD WAR SOLDIER

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Blood War Soldier gains a Bonus Feat every 2 levels higher than 20th



    Black Troll Racial Feats

    Lightning Fist
    You can unleash your Chain Lightning as part of a melee attack.
    Prerequisites: Black Troll, Cha 16+
    Benefits: As a Standard Action you make a single melee attack. If it is successful, the target also takes damage as if it had been struck by your Chain Lightning Spell-Like Ability. You may only use this attack if you have daily uses of Chain Lightning left.

    Summon Ally
    You can use your Summon Ability to call up you're own kind more successfully.
    Prerequisites: Black Troll, Cha 16+
    Benefits: Your Summon ability now has a 60% chance of success, and is the equivalent of a 5th Level spell.

    Strength of Vaprak
    Your worship of the Troll God has made you stronger.
    Prerequisites: Black Troll, Vaprak as a Patron
    Benefits: You may now add Bull's Strength to the Spell-Like abilities you can cast 3/day.

    Investiture of Vaprak
    You gain new power.
    Prerequisites: Black Troll, Vaprak as a Patron
    Benefits: You may now cast Righteous Might 1/day as a Spell-Like Ability as a 7th Level Sorcerer.
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    PHAZE TROLL



    "You look edible."

    Phaze trolls are smaller trolls heavily mutated by exposure to radiation or dangerous magics in the underdark. They appear as smaller trolls with highly defined muscles and knobby armored hide. Skin and hair color range from deep blue to purple-black, and they appear more intelligent than most trolls.

    PHAZE TROLL RACIAL TRAITS
    · +10 Strength, +6 Dexterity, +14 Constitution, +2 Intelligence, -4 Charisma.
    · Size Class: Medium
    · Giant, giving them Low Light Vision
    · Base land speed 30 ft.
    · Darkvision 120 ft.
    · +5 Natural Armor Bonus.
    · Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
    Spell-Like Abilities (Sp): 4/day: Dimension Door, Mirror Image. Caster Level 6th.
    · Regeneration (Ex): Acid and Fire deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
    · Magic Blind: Phaze Trolls are incapable of arcane or divine spellcasting but many of them are psionically active.
    · Scent (Ex): This is identical to the ability listed in the Monster Manual.
    · Racial Hit Dice: A Phaze Troll begins with five levels of Giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. A Phaze Trolls Giant levels give it skill points equal to 8 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Hide, Listen, Move Silently, and Spot.
    · Phaze Trolls have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Undercommon.
    · Level Adjustment: +6
    · Favored Class: Psion


    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: 230 lbs.
    Weight Modifier: x(2d4) lbs.

    PHAZE TROLL CHARACTERS
    Your Racial Hit Dice and LA are high, but for once your Ability scores don't preclude you being a manifester.
    Adventuring Race: Phaze Trolls don't go on adventures so much as they find themselves sucked into one.
    Character Development: Give suggestions for making a character with this race.
    Character Names:

    ROLEPLAYING A PHAZE TROLL
    You could've been something if not for the hunger that possesses you. Instead you're merely the head of the pack of tribal critters.
    Personality: Despite your intelligence, you are little more than a predatory beast.
    Behaviors: Find some way to capitalize on your Spell-Like Abilities.
    Language: Phaze Trolls speak Giant.

    PHAZE TROLL SOCIETY
    Due to their extreme rarity, Phaze Trolls usually rule tribes of regular Trolls..
    Alignment : Given that they eat everything indiscriminately, most Phaze Trolls are Chaotic Evil.
    Lands : Phaze Trolls live in areas of the Inderdark otherwise inhospitable due to magical radiation.
    Settlements : Phaze Trolls rarely leave their homes..
    Beliefs : Phaze Trolls worship Vaprak.
    Relations: Phaze Trolls are consumed by hunger, and they eat anything they encounter.

    PHAZE TROLL ADVENTURES
    · Something is stalking and eating the tribe, and you are being blamed. And for once it really isn't you.
    · Your powers are causing you to spontaneously discorporate randomly. You need to find a cure fast.
    · The Drow suddenly want your territory. Time to beat some Elves!!



    Phaze Troll Racial Substitution Levels

    Psion
    Level 1+: When you get to choose a Bonus Feat, you may opt to choose a Racial Feat.

    Psychic Warrior
    Levels 1+: When you get to choose a Bonus Feat, you may opt to choose a Racial Feat.

    Soulknife
    Level 9: Replace Bladewind with Blinking Blade
    Blinking Blade (Su): When using our Dimension Door ability, you now get an Attack of Opportunity afterward if anyone is in range to be threatened by you in the new square you arrive in.
    Last edited by Bhu; 2021-11-14 at 06:49 PM.
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    Quote Originally Posted by Bhu View Post
    · +10 Strength, +6 Dexterity, +14 Constitution, +2 Intelligence, -4 Charisma.
    Smart trolls with SLAs! I like that.

    Regeneration (Ex)
    No amount/round is specified.

    Time to beat some Elves!!
    Did you mean time to beat some elves?

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    Quote Originally Posted by Metastachydium View Post
    Smart trolls with SLAs! I like that.



    No amount/round is specified.



    Did you mean time to beat some elves?
    I'll fix soon. Some guy at work threatened to shoot another guy over a woman, and now I'm in overtime mode since I'm a security guard there.
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    Quote Originally Posted by Bhu View Post
    I'll fix soon. Some guy at work threatened to shoot another guy over a woman, and now I'm in overtime mode since I'm a security guard there.
    Holy excrement! You have my deepest sympathies!

  24. - Top - End - #624
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    I'll be back to finish this up later in the week. In addition to th e other threats one of the employees nearly killed someone by accident, and the bosses refused to fire him so we're on overtime agaiin.

    PSYCHIC TROLL



    "I am not like you..."

    Some Phaze Trolls have an inexplicable talent for psionic powers. Their tribe considers them an odd sort: too useful to kill, too dangerous to let live. After all, your psionics aren't something that they can counter well. They can let you summon or resist fire or acid, meaning you can still gain the benefits of regeneration, whereas your opponent will not.

    BECOMING A PSYCHIC TROLLS
    Most Phaze Trolls with psionics qualigy.

    ENTRY REQUIREMENTS
    Race: Phaze Troll
    Manifesting: Must be able to Manifest a 2nd Level Power from one of the following Disciplines: Psychokinesis, Psychometabolism or Telepathy.
    Skills: Concentration 4 ranks, Psicraft 4 ranks
    Feats: Psionic Fist, Greater Psionic Fist


    Class Skills
    The Psychic Troll's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Dungeoneering, Nature, Psionics) (Int), Profession (Wis), and Psicraft
    Skills Points at Each Level : 2 + int

    Hit Dice: d4

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Psychic Hunger, +1 Manifester Level or existing Manifesting Class
    2. +1    +0     +0     +3    Improved Phazing (Caster Level 8), +1 Manifester Level or existing Manifesting Class
    3. +1    +1     +1     +3    Versatile Phazing, +1 Manifester Level or existing Manifesting Class
    4. +2    +1     +1     +4    Psychic Hunger, +1 Manifester Level or existing Manifesting Class
    5. +2    +1     +1     +4    Improved Phazing (Caster Level 10), +1 Manifester Level or existing Manifesting Class
    6. +3    +2     +2     +5    Versatile Phazing, +1 Manifester Level or existing Manifesting Class
    7. +3    +2     +2     +5    Psychic Hunger, +1 Manifester Level or existing Manifesting Class
    8. +4    +2     +2     +6    Improved Phazing (Caster Level 12), +1 Manifester Level or existing Manifesting Class
    9. +4    +3     +3     +6    Versatile Phazing, +1 Manifester Level or existing Manifesting Class
    10.+5    +3     +3     +7    Elder, +1 Manifester Level or existing Manifesting Class
    Weapon Proficiencies: A Psychic Troll gains no new armor or weapon proficiencies.

    Psychic Hunger (Su): At 1st Level you develop a hunger for power as well as flesh. Whenever you successfully bite an opponent wit power points, he loses 1d6 power points, and you gain 5 temporary hit points.

    At 4th Level, instead of temporary hit points you may gain the power points to use yourself. They must be used within one hour or they are lost.

    At 7th Level, instead of temporary hit points you may improve the Save DC of Powers you Manifest by +1 (this stacks with Feats like Psionic Endowment). You keep this Bonus for 1 hour.

    Improved Phazing: At Levels 2, 5 and 8 the Caster Level of your Racial Abilities improves by +2.

    Versatile Phazing (Sp): At Levels 3, 6 and 9 you get an additional Racial Spell-Like Ability that you can use 4/day. At 3rd Level you can choose one of the following: Baleful Transposition, Bull's Strength, or Scorch. At 6th Level you can choose one of the following: Decoy Image, Scattering Trap, or Tremorsense. At 9th Level you can choose one of the following: Acid Orb, Baleful Blink, or Greater Mirror Image. Caster Level is the same as your other Racial Spell-Like Abilities.

    Elder (Sp): At 10th Level you gain one additional Racial Spell-Like Ability you can use 1/Day. You may choose one of the following: Greater Blink, Mislead, Teleport or Wall of Fire. Caster Level is the same as your other Racial Spell-Like Abilities.

    PLAYING A PSYCHIC TROLL
    Be as intimidating as you can. It's the only reason the matriarch of the Troll clan lets you live. If the tribe thinks they can take you they will. Also, try to be useful to give them a non fear based reason for killing you in your sleep.
    Combat: You usually rely heavily on your psionics, using them to back up the other trolls.
    Advancement: Technically speaking you're free to develop however you'd like. In practice, you'll need powers geared toward keeping you alive.
    Resources: You have the full might of the tribe if you're fighting for them.

    PSYCHIC TROLLS IN THE WORLD
    "He's up to something."
    Everyone seems to want you dead, even the other Trolls. Granted, you do eat anything not quick enough to flee...
    Daily Life: Most of your day is consumed with finding ever more food, no matter how much you eat.
    Notables:
    Organizations: Usually only other Trolls consider you worth the trouble, and even they are leery of you.

    NPC Reaction
    People generally find you far more terrifying than the average Troll.

    PSYCHIC TROLLS IN THE GAME
    This class assumes you are an eternally hungry monster. Might be best for npc's..
    Adaptation: This is meant for all Troll Campaigns, but the class could be re-flavored..
    Encounters: Psychic Trolls are rare, and usually only found in groups with a prevalence of Phaze Trollls.

    Sample Encounter
    EL 12: The PC's are in an odd position. They have been asked by Trolls to assassinate one of their own, who has developed a taste for eating them. And, surprise surprise, he's got magical powers.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC PSYCHIC TROLLS

    Hit Die: d4
    Skills Points at Each Level : 2 + int
    Powers The Psychic Troll's manifester level is equal to her class level. The Psychic Troll’s base power points do not increase after 20th level. The epic Psychic Troll gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on).
    Bonus Feats: The Epic Psychic Troll gains a Bonus Feat every 3 levels higher than 20th



    Phaze Troll Racial Feats

    Improved Dimension Door
    You can use Psionics to enhance your Racial Abilities.
    Prerequisites: Phaze Troll, 7 or more Power Points
    Benefits: Once you run out of daily uses of Dimension Door, you may spend 7 Power Points to use it again (you may continue to use it until you run out of Power Points).

    Improved Mirror Image
    You can use Psionics to enhance your Racial Abilities.
    Prerequisites: Phaze Troll, 3 or more Power Points
    Benefits: Once you run out of daily uses of Mirror Image, you may spend 3 Power Points to use it again (you may continue to use it until you run out of Power Points).

    Psychic Weapon
    You may store Powers in a weapon.
    Prerequisites: Phaze Troll, 1 Level in a Manifesting Class
    Benefits: You may spend 1 additional Power Point too use a weapon in your possession as a Power Stone.

    Instability
    Sometimes you blink in and out of reality.
    Prerequisites: Phaze Troll, 1 Level in a Manifesting Class
    Benefits: You may now use Blink 4/day as a Spell-Like Ability.
    Last edited by Bhu; 2021-12-12 at 07:12 PM.
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  25. - Top - End - #625
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    Stone Troll
    Large Giant
    Hit Dice: 10d8+60 (105 hp)
    Initiative: +0
    Speed: 25 ft. (6 squares)
    Armor Class: 20 (-1 Size, +11 Natural), touch 9, flat-footed 20
    Base Attack/Grapple: +7/+19
    Attack: Claw +14 melee (2d4+8)
    Full Attack: 2 Claws +14 melee (2d4+8) and 1 Bite +9 melee (2d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend (4d4+12), Rock Throwing
    Special Qualities: Darkvision 90’, Low Light Vision, Regeneration 3, Scent, DR 10/Blunt or Piercing, Reinforced, Energy Resistance 10 (Cold, Electricity, Fire)
    Saves: Fort +13, Ref +3, Will +4
    Abilities: Str 26, Dex 10, Con 23, Int 6, Wis 9, Cha 6
    Skills: Hide +1, Listen +3, Move Silently +4, Spot +3
    Feats: Endurance, Diehard, Iron Will, Track
    Environment: Any Mountain or Underground
    Organization: Solitary or Group (2-4)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +6

    Stone Trolls are massive, standing just over 11' tall. Supplementing their diet with stone has led to mineral deposits in their body, and they often resemble stone themselves, giving them an edge in ambushing people in their native environment.

    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d4+12 points of damage.

    Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a Stone Troll's thrown rocks.

    Regeneration (Ex): Acid deals normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. If the Stone Troll takes both Fire and Cold damage from attacks in the same round it does not regenerate that damage.

    Reinforced (Ex): There is a 50% chance that any Critical hit on a Stone Troll is converted to a regular hit instead.

    Skills: A Stone Troll gains a +8 racial bonus on Hide checks in rocky terrain.

    Combat: Stone Trolls fight pretty much like any other Troll, but occasionally they also fling rocks if opponents are at a distance.
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  26. - Top - End - #626
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    STONE TROLL



    "Oh sweet, adventurers. I was hoping to cause an avalanche today."

    Stone Trolls are massive, standing just over 11' tall. Supplementing their diet with stone has led to mineral deposits in their bodt, and they often resemble stone themselves, giving them an edge in ambushing people in their native environment.

    STONE TROLL RACIAL TRAITS
    · +16 Strength, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.
    · Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    · Giant, giving them Low Light Vision
    · Base land speed 25 ft.
    · Darkvision 90 ft.
    · +11 Natural Armor Bonus.
    · Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d4 plus one and a half times Str Modifier points of damage.
    · Rock Throwing (Ex): Adult Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Troll of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge Troll can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a Stone Troll's thrown rocks.
    · Regeneration (Ex): Acid deals normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. If the Stone Troll takes both Fire and Cold damage from attacks in the same round it does not regenerate that damage.
    · Damage Reduction (Ex): DR 10/Blunt or Piercing
    · Reinforced (Ex): There is a 50% chance that any Critical hit on a Stone Troll is converted to a regular hit instead.
    · Energy Resistance (Ex): Energy Resistance 10 to Cold, Electricity and Fire.
    · Scent (Ex): This is identical to the ability listed in the Monster Manual.
    · Racial Hit Dice: A Stone Troll begins with ten levels of Giant, which provide 10d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +7, Ref +3, and Will +3. A Stone Trolls Giant levels give it skill points equal to 13 × (2 + Int modifier, minimum 1) and 4 Feats. Its class skills are Hide, Listen, Move Silently, and Spot. A Stone Troll gains a +8 racial bonus on Hide checks in rocky terrain.
    · Stone Trolls have a Primary Claw attack doing 2d4 plus Strength Bonus, and a Secondary Bite attack doing 2d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Common.
    · Level Adjustment: +6
    · Favored Class: Barbarian

    STARTING AGE
    Adulthood: 20
    Barbarian, Rogue, Sorcerer: +1d6
    Bard, Fighter, Paladin, Ranger: +2d6
    Cleric, Druid, Monk, Wizard: +3d6

    AGING EFFECTS
    Middle Age: 100
    Old: 150
    Venerable: 200
    Maximum Age: +3d% years

    HEIGHT AND WEIGHT
    Base Height: Male: 10' Female: 8'
    Height Modifier: +2d6"
    Base Weight: Male: 1000 lbs. Female: 800 lbs.
    Weight Modifier: x (2d8) lbs.

    STONE TROLL CHARACTERS
    You are going to be a melee fighter. You stats pretty much guarantee it.
    Adventuring Race: Stone Trolls adventure because the need a new lair, or they want revenge.
    Character Development: You should probably specialize in melee or rock throwing.
    Character Names: Stone Trolls use Troll names.

    ROLEPLAYING A STONE TROLL
    The strongest Troll sets the rules, as it should be.
    Personality: You are always hungry. Always. Prey has actually escaped by discarding food in your path.
    Behaviors: You like throwing rocks at things.
    Language: Stone Trolls speak Giant.

    STONE TROLL SOCIETY
    Stone Trolls are primitive, patriarchal tribesmen.
    Alignment : They are generally Chaotic Evil, like most Trolls.
    Lands : Stone Trolls live in caves high in the mountains or rocky plateaus.
    Settlements : Stone Trolls will only live in rocky areas that contain the minerals they eat along with flesh.
    Beliefs : They worship Vaprak like usual.
    Relations: All other races are food. They have a special hatred for Rock Trolls (who likewise despise them).

    STONE TROLL ADVENTURES
    · Four heavily armed drifters relieved themselves on your rock pile while you were out hunting. You eat those rocks! Someone must pay!
    · A Medusa has taken up shop nearby, and you can't evict her because her spellcasting stymies you at every turn. Worse, she calls you "adorable." Your wife really doesn't appreciate that.
    · A group of Rock Trolls down by the river called you a racial slur and took off. Time to round up the boys and do some pounding.



    Stone Troll Racial Substitution Levels

    Ranger
    Level 1: Replace Wild Empathy with Savage Rending
    Savage Rending: You do double your Str Modifier with Rending attacks.
    Level 4: Replace Animal Companion with Mountain Guerilla
    Arctic Guerilla (Ex): You gain a +2 Bonus on Hide, Knowledge (Geography), Move Silently and Survival Checks made in Mountain environments.

    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.
    Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
    Level 10: Replace Blindsense with Tremor Sense 15'.
    Level 20: Replace Blindsight with Tremor Sense 30'.

    Cleric
    Levels 1+: You gain additional options when choosing Domains at 1st Level. In addition to whatever Domains your Deity normally offers you can choose from among the following: Charm (see Players Guide to Faerun), Earth, Knowledge, Sun, War or Weather (see Complete Divine).
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  27. - Top - End - #627
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    STONE SHAMAN



    "How dare you!"

    A Stone Shaman provides for the spiritual needs of the Stone Troll tribe, advises the leader and is oddly possessed of a strong urge to protect the land as well.

    BECOMING A STONE SHAMAN
    Most Stoen Troll Clerics will qualify.

    ENTRY REQUIREMENTS
    Race: Stone Troll
    Casting: Must be able to cast 2nd Level Cleric spells
    Skills: Knowledge (Nature and Religion) 4 ranks each
    Feats: Domain Focus, Earth Glide


    Class Skills
    The Stone Shaman's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Woodland Stride, +1 Caster Level of existing Divine casting Class
    2. +1    +3     +0     +3    Natural Caster, +1 Caster Level of existing Divine casting Class
    3. +2    +3     +1     +3    Rock Familiar, +1 Caster Level of existing Divine casting Class
    4. +3    +4     +1     +4    Trackless Step, +1 Caster Level of existing Divine casting Class
    5. +3    +4     +1     +4    Natural Caster, +1 Caster Level of existing Divine casting Class
    6. +4    +5     +2     +5    Rock Familiar, +1 Caster Level of existing Divine casting Class
    7. +5    +5     +2     +5    Camouflage, +1 Caster Level of existing Divine casting Class
    8. +6    +6     +2     +6    Natural Caster, +1 Caster Level of existing Divine casting Class
    9. +6    +6     +3     +6    Rock Familiar, +1 Caster Level of existing Divine casting Class
    10.+7    +7     +3     +7    Wise Woman, +1 Caster Level of existing Divine casting Class
    Weapon Proficiencies: A Stone Shaman gains no new weapon or armor proficiencies.

    Woodland Stride (Ex): Starting at 1st level, a Stone Shaman may move through any sort of Difficult Terrain that is natural and not manufactured. However, terrain areas that have been magically manipulated to impede motion still affect her.

    Natural Caster: At Levels 2, 5 and 8 you can choose a Druid spell to add to your Cleric spell lost. This must be a spell of a Level you could cast. For example, if you are a Cleric 6Stone Shaman 2, you can choose any Druid spell of 5th Level or lower.

    Rock Familiar: At 3rd Level you can summon a Small Earth Elemental to serve as a Familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp, and it's tats will be listed below. It's abilities improve at Levels 6 and 9.

    Trackless Step (Ex): Starting at 4th level, a Stone Shaman leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    Camouflage (Ex):
    A Stone Shamn of 7th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

    Wise Woman (Su): At 10th Level your Rock Familiar gains a few new abilities (see below) and as long as it remains adjacent to you, you also gain it's Earth Glide ability. Spells you cast with the Earth descriptor are cast at +1 Caster Level.

    PLAYING A STONE SHAMAN
    You are somewhere between a Cleric and a Druid. And quite frustrated, given who you usually have to deal with.
    Combat: Combat isn't your prime focus, but you don't shy away from it.
    Advancement: Your advancement usually develops along the lines of whats best for the good of your tribe.
    Resources: When acting in the tribes interests you also have access to their resources.

    STONE SHAMANS IN THE WORLD
    "Don't litter when Grizelda is watching..."!
    Unlike the Shamans of most other Troll tribes, you ensure the environment of your mountain is kept clean, and woe betide he who despoils your home.
    Daily Life: Most of your day is taken up by your religious duties.
    Notables:
    Organizations: Your focus on the tribe takes up all your time. Not to mention, you aren't much of a joiner.

    NPC Reaction
    NPC's react to you the same as any other Troll.

    STONE SHAMANS IN THE GAME
    This assumes you are some sort of leader within the Stone Troll community, which bags the question why you would be going on adventures.
    Adaptation: This as probably best for Troll based Campaigns.
    Encounters: Stone Shamans are only very rarely encountered out of their mountain homes.

    Sample Encounter
    EL 12: The PC's sit on a boulder to rest, when it promptly wakes up and asks what the hell they think they're doing.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC STONE SHAMAN

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    Spellcasting The Stone Shaman’s caster level is equal to his or her class level. The Stone Shaman’s number of spells per day does not increase after 10th level.
    Bonus Feats: The Epic Stone Shaman gains a Bonus Feat every 3 levels higher than 20th



    Rock Familiar
    The Rock Familiar is identical to a Small Earth Elemental, with the following exceptions:

    Level 3: The Rock Familiar starts with Empathic Link and Share Spells (see Familiars in PHB).

    Level 6: At 6th Level it also gets Deliver Touch Spells (see Familiars in PHB).

    Level 9: At 9th Level it also gets Speak With Master (see Familiars in PHB).

    Level 10: At 10th Level it also gains Spell Resistance and Scry on Familiar.

    Stone Troll Racial Feats

    Rocky Disguise
    Sometimes you resemble a boulder.
    Prerequisites: Stone Troll, Caster Level 5th
    Benefits: You can cast Meld With Stone as a Cleric of your Hit Dice 1/Day. This is a Spell-Like Ability.

    Improved Rocky Disguise
    You're indistinguishable from the rocks of your home.
    Prerequisites: Stone Troll, Rocky Disguise
    Benefits: You may now cast Meld With Stone 3/day.

    Commune with the Earth
    You can speak to the rocks.
    Prerequisites: Stone Troll, Caster Level 9th
    Benefits: You may cast Commune With Nature as a Cleric of your Hit Dice 1/day. This is a Spell-Like Ability.

    Earth Glide
    You can swim through earth and rock like it was water.
    Prerequisites: Stone Troll, Caster Level 3rd
    Benefits: You can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. You're burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of your presence. A move earth spell cast on an area containing you flings the you back 30 feet, stunning you for 1 round unlessyou succeeds on a DC 15 Fortitude save.
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  28. - Top - End - #628
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    Horag (Greyhawk)
    Large Giant
    Hit Dice: 8d8+24 (60 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares), 40 ft. in armor
    Armor Class: 18 (-1 Size, -1 Dex, +7 Natural, +3 Hide), touch 8, flat-footed 18
    Base Attack/Grapple: +6/+16
    Attack: Slam +11 melee (1d6+6) or Greatclub +12 melee (2d8+9)
    Full Attack: 2 Slams +11 melee (1d6+6) or Greatclub +12 melee (2d8+9)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision
    Saves: Fort +9, Ref +1, Will +2
    Abilities: Str 22, Dex 8, Con 16, Int 6, Wis 10, Cha 7
    Skills: Climb +7, Jump +6, Listen +5, Spot +5
    Feats: Cleave, Power Attack, Weapon Focus (Greatclub)
    Environment: Temperate Hills
    Organization: Solitary or Pack (2-3)
    Challenge Rating:
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +2

    The Horag are rare crossbreeds resulting from the union between an Ogre and a Hill Giant. They are somewhat more powerful than Ogres, and somewhat more tactically inclined than Hill Giants despite being on the same intellectual level.

    Combat: The Horag despise ranged combat. It's not that they aren't capable, they just like killing things up close and personal.
    Last edited by Bhu; 2022-02-22 at 12:18 AM.
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  29. - Top - End - #629
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Horag (Greyhawk)

    (…)

    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 Size, -1 Dex, +7 Natural, +3 Hide), touch 8, flat-footed 18
    Hide armour should reduce that speed.

    Level Adjustment: +
    Lemme guess. +3? (It absolutely doesn't deserve LA, though. I mean, +2 STR +2 CON and +2 natural to AC for +4 Giant HD compared to an ogre? That's just sad. Not hill giant level of sad, but sad none the less.)

  30. - Top - End - #630
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    I has fixed.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
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