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  1. - Top - End - #661
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    Quote Originally Posted by Bhu View Post
    I'm not sure why but the 2e entry really stresses their dimorphism, both in physical appearance and social caste.
    2e was weird, but okay.

    I modified it and the CHameleon Man to hopefully fix concerns.
    Yep. The Dimension Door thing looks good. Scaling racial abilities can be really nice (although I'm still salty about the deal with the raptorans).

    They're ECL 8.
    My mistake. Ignore me.

    They get 2 of the Gator Man Feats related to grappling with their bite as well. I'm afraid there isn't much background on them so I did what I could.
    Well, that's not ideal, but when one's hands are tied, one's hands are tied. This here:

    The Crocodilian Master is next, and will be a weird one. 3 racial hit dice, 5th level divine spellcasting, LA +4.
    should make up for that wonderfully anyway.

  2. - Top - End - #662
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    CROCODILIAN (MASTER)



    "Bow to Set!"

    Crocodilian masters are much smaller versions of Brutes engineered by Evil deities to serve as Priests assisting with their plans of world conquest. Their tails are much smaller, and they aren't nearly as massive as the Brutes.

    CROCODILIAN RACIAL TRAITS
    · +4 Str, +4 Con, +2 Int, +2 Wis, +2 Cha
    · Size Class: Medium
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 20 ft.
    · Base swim speed 30 ft.
    · +7 Natural AC Bonus
    · Hold Breath (Ex): A Crocodilian can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
    · Priest: Masters may cast spells as a 5th Level Cleric of any Evil Deity that accepts Chaotic Evil worshipers. This stacks with any Levels they may gain in the Cleric class.
    · A Crocodilian has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Bluff, Hide, Intimidate, Knowledge (Arcana, History, Religion), Listen, Spot, Survival, and Swim. It also gets 2 Feats.
    · Crocodilians have a Primary Bite attack doing 2d4 plus Strength Bonus.
    · A Crocodilian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A Crocodilian gains a +4 racial bonus on Hide checks when in the water. Further, a Crocodilian can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +4
    · Favored Class: Cleric

    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: 6'5"
    Height Modifier: +2d6"
    Base Weight: 210 lbs.
    Weight Modifier: x (2d6) lbs.

    CROCODILIAN CHARACTERS
    You were meant to be a Cleric, and not just because the fluff says that's why an Evil deity made you. Your stats are pretty much tailor made for the Class, and you cast at 5th Level despite having 3 hit dice. Your race screams Cleric so much most other choices don't compare.
    Adventuring Race: Masters adventures at the orders of their Evil heathen Gods, or to accrue wealth and power for the day the order to march comes.
    Character Development: You're a little slow on land, which is your only real weakness. Spells can prolly fix that tho.
    Character Names: Crocodilians use Lizardfolk names.

    ROLEPLAYING A CROCODILIAN
    You are dedicated to making this world a Hell on Earth, where the Humanoid races are bred as food or disposable workers. Your God has promised you much power, and to achieve that power you must make his wishes come true.
    Personality: Masters exemplify the worst traits of Evil. They obey no laws, following their own impulses instead. All other life, even other Masters are pawns, food, or slaves.
    Behaviors: Masters enjoy torture, sacrifice, and devouring opponents alive.
    Language: Crocodilians speak Lizardfolk and Common, though many learn the languages of nearby evil races who worship the same Gods they do.

    CROCODILIAN SOCIETY
    Civilization under the Masters rule is a brutal, oppressive theocracy dedicated to slavery and the worship of Evil Gods. Humanoids are often sacrificed or eaten, and other more useful races are simply means to an end.
    Alignment : Masters are almost universally Chaotic Evil.
    Lands : Most Masters live in temples or cities built on or near rivers.
    Settlements : Given their nature, the Masters do not settle so much as attempt to conquer..
    Beliefs : Most Masters are beholden to Set, Sebek, or whatever other Chaotic Evil Deity created them.
    Relations: Masters are fond of Mummies, Jackalweres, and Spirit Nagas, but despise humans whose flesh they find addictive. They consider other Lizardfolk as their pawns. Everything else is fodder.

    CROCODILIAN ADVENTURES
    · The time has come for your sect to participate in a rare competition to see who can gain Set's favor and become High Priest. The reward is that you get to keep your mental and mystical powers, but gain the body and physical abilities of a Brute Crocodilian.
    · Set has ordered you to bring the swamp under your control. Which would be easy, were it not for the Devourer who also makes it his home..
    · A human woman covered in scales shows up claiming to be your new concubine. You didn't order one. You don't really find her attractive. And her blank, thousand yard stare and greasy smile tells you she's a few steps further along the path to insanity than you are... Perhaps Set is testing you. Perhaps she's a Devil, and Hell has realized you've aided in the Blood War. Perhaps she's a serial killer who likes her targets scaly and believes she knows how to get close to you. Either way, life just got interesting.


    Crocodilian Master Racial Substitution Levels

    Cleric
    Level 1: Crocodilian Masters revere Set or Sebek (though some are created by other Evil deities). Set's Domains are Arcana, Air, Darkness, Evil, Hatred, Law, Scalykind. Sebeks Domains are Animal, Evil, Gluttony, Scalykind and Water. They also spontaneously cast domain spells instead of Cure or Inflict.
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  3. - Top - End - #663
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    CAYMA (Red Steel)



    "Keep yer filthy hands off mah beef!"

    Caymas are one foot tall green or brown lizard men with black eyes. They raise large lizards to serve as beasts of burden, and against all odds have become well known herders or Aurochs.

    CAYMA RACIAL TRAITS
    · +6 Dex, -4 Str (minimum 3), -2 Int
    · Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · Darkvision 90 ft.
    · Cayma have a +3 Natural Armor Bonus to AC. Cayma gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +6).
    · A Cayma has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Hide, Listen, Ride, and Spot. It also gets 1 Feat.
    · Cayma have a Primary Bite attack doing 1d3 plus Strength Bonus.
    · Cayma have a +4 Racial Bonus to Hide and Move Silently Checks.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Ranger

    STARTING AGE
    Adulthood: 10
    Barbarian, Rogue, Sorcerer: +1d3
    Bard, Fighter, Paladin, Ranger: +1d4
    Cleric, Druid, Monk, Wizard: +2d4

    AGING EFFECTS
    Middle Age: 20 (30 for casters)
    Old: 30 (45 for casters)
    Venerable: 40 (60 for casters)
    Maximum Age: +2d10 years
    Cayma gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +3).

    HEIGHT AND WEIGHT
    Base Height: 8"
    Height Modifier: +2d4"
    Base Weight: 2 lbs.
    Weight Modifier: x1 ounces

    CAYMA CHARACTERS
    Your dex bonus makes you a pretty good rider so long as you have the right equipment. And who doesn't find a little bitty lizard guy on a giant cow to be amusing?
    Adventuring Race: Caymas go on adventures to defend their people, get back things that have been stolen from them, etc. Basically your not so evil motivations.
    Character Development: Your small size and slow movement rate will give you problems in melee. Fortunately your race are well renowned Aurochs riders and lizard chariot racers, and your Wizards have a talent for making magical grenades. So screw melee, ride a giant bull while flinging explosives like beads at Mardi Gras.
    Character Names: Cayma use Lizardfolk names.

    ROLEPLAYING A CAYMA
    Your people generally tend to be good at two things: riding bulls and hiding. Your dream is to one day become so good at both that observers think the bull is riding itself for lack of a better term.
    Personality: You like fading into the background and being unobtrusive. The unnoticed are safe.
    Behaviors: The Cayma survive by being unobtrusive. They also have a startling inventive streak despite their racial Intelligence penalty, and have come up with some pretty odd things. Much of their time is spent observing and trying to figure out how to 'make stuff better'.
    Language: Cayma speak Lizardfolk and Common.

    CAYMA SOCIETY
    Cayma are devoted cattle ranchers and traders. Most of their time is spent gathering cinnabryl and maintaining their Aurochs herds.
    Alignment : Most Cayma are strictly Neutral.
    Lands : All Cayma live in the swamp known as The Bayou on the Orc's Head Peninsula.
    Settlements : The Cayma sometimes extend their grazing lands, but only rarely.
    Beliefs : Cayma likely worship Ka the Preserver.
    Relations: Cayma tolerate the Shazaks, but fear the Gurrash and most any race larger then themselves.

    CAYMA ADVENTURES
    · Someone bin rustlin' yer cattle. Time to round up the boys.
    · The Gurrash are on the move, and your village is in their path. Time to form a plan for defense.
    · A large ghost bull has been sighted in the swamp, and you have been asked to find a way to lay it to rest.



    Cayma Racial Feats

    Craft Grenade
    You make the things what go boom.
    Prerequisites: Cayma, Caster Level 1st
    Benefits: You can make Cayma Grenades. These are effectively Scrolls with the following differences: Anyone can use them if they have Exotic Weapon Proficiency (Cayma Grenades). Activation is Swift (Manipulation). Only spells which have an area effect that is a burst, emanation or spread AND do damage can be made into grenades. Additionally, the following can be made into grenades as well: Sleep, Fog Cloud, Stinking Cloud, Deep Slumber or Cloudkill. Sleep and Deep Slumber both create a 10 foot radius cloud that affects those inside it. Cayma Grenades weigh 6 ounces, and have a range increment of 10 feet.


    Aurochs Rancher
    You're a professional cowherd.
    Prerequisites: Cayma
    Benefits: You get a +2 Bonus or Jump and Ride Checks (this stacks with Animal Affinity). You do not take the -5 penalty to Ride Checks for having an 'ill-suited' mount.


    Bone Spell
    You wave carved bones at people, and they assume your spells are more powerful (and whaddya know, they are).
    Prerequisites: Cayma, Caster Level 3rd
    Benefits: You may susbstitute a Focus made of bone for any spell that requires a Material Component worth 1 GP or less. If you sacrifice the bone as a Free Action, the next spell you cast increases it's Caster Level by 2.



    Cayma Racial Substitution Levels

    Fighter
    Level 4: Instead of a Fighter Bonus Feat you gain the Wild Cohort Feat. You may only choose a Bison for your Cohort, but don't take the three Level Penalty for purposes of determining it's abilities. Also technically its an Aurochs, but Bison stats will have to do.

    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.

    Ranger
    Level 1: Lose Wild Empathy but gain Exotic Weapon Proficiency (Cayma Grenades)
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Cayma Rangers can choose Aurochs Rider or Grenadier.
    Combat Style: Aurochs Rider gets Mounted Combat at 2nd Level, Ride-By Attack at 6th Level, and Spirited Charge at 11th Level. Grenadier gets Weapon Focus (Cayma Grenade) at 2nd Level, Grenadier at 6th Level (See PHB2), and Far Shot at 11th Level.
    Last edited by Bhu; 2024-02-03 at 08:04 PM.
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  4. - Top - End - #664
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    GURRASH (Red Steel)



    "Meat..."

    Gurrash are mutants created as slaves by the Herathians like most of the Bayou's Lizard-kin. They resemble 8' tall Lizardfolk with alligator like heads.

    GURRASH RACIAL TRAITS
    · +6 Str, +4 Con, -4 Int, -4 Cha
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10'.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 30 ft.
    · Base swim speed 50 ft.
    · +5 Natural AC Bonus
    · A Gurrash has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 2 Feats.
    · Gurrash have a Primary Bite attack doing 2d4 plus Strength Bonus, and a Secondary Claw Attack doing 1d4 plus 1/2 Str Bonus. They get 1 Bite and 2 Claws with a Full Attack.
    · A Gurrash has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    · Automatic Languages: Lizardfolk. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Barbarian


    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: 7'3"
    Height Modifier: +2d10"
    Base Weight: 320 lbs.
    Weight Modifier: x (2d6) lbs.

    GURRASH CHARACTERS
    Most Gurrash are, by far, mostly Barbarians, though they have the occasional Cleric. As usual their Racial HD make casters problematic.
    Adventuring Race: Gurrash are on a religious mission to wipe out all life except themselves. They don't have time for much else unless they've fled their own people.
    Character Development: Given your races paranoia and intense competitiveness, you'd best be self-sufficient if you intend to survive.
    Character Names: Gurrash use Lizardfolk names.

    ROLEPLAYING A GURRASH
    Gurrash have a well deserved reputation for showing no mercy. They believe other races are food and intend to wipe them from the Earth. Obviously this means you have pretty damn few friends...
    Personality: The entire world is your enemy, even other Gurrash. Your people may be Goron's chosen, but you must prove to her you deserve her attention more than your fellows, so even they aren't entirely allies.
    Behaviors: Gurrash spend most of their time hunting or fighting. They will even eat one another given the chance.
    Language: Gurrash speak Lizardfolk and Common.

    GURRASH SOCIETY
    The Gurrash are little better than brutes spurred on to constant warfare by their dark God who uses them as cannon fodder in her schemes.
    Alignment : The savage Gurrash are almost universally Chaotic Evil.
    Lands : All Gurrash live in the swamp known as The Bayou on the Orc's Head Peninsula.
    Settlements : The Gurrash are at eternal war with everything they encounter, which prevents their spreading much.
    Beliefs : Gurrash worship Goron, the reptilian Queen of Evil and Water. It is she who commanded them to revolt against their Herathian creators.
    Relations: Gurrash kill and eat virtually anything they encounter.

    GURRASH ADVENTURES
    · Goron has given the order to go to war. You have been chosen to scout out the right target to begin things.
    · The Herathians have been spotted in your territory, and it's obvious they're looking for something. The chieftain wants to go to war, but you know the tribe isn't prepared for it. You need to find out what's going on and settle things before the tribe does something foolish.
    · Famine has hit the swamps, and your food sources are drying up. You need to find out whats going on or your people will have to resort to cannibalism.



    Gurrash Racial Feats

    Gator Rage
    You have anger management issues.
    Prerequisites: Gurrash
    Benefits: You may Rage 1/day as per the Barbarian ability. If you have Barbarian class Levels, this Feat lets you Rage twice more per day instead.


    Gator Frenzy
    You have bad anger management issues.
    Prerequisites: Gurrash, Gator Rage
    Benefits: You may Frenzy 1/day as per the Frenzied Berserker ability (see Complete Warrior). If you have Frenzied Berserker class Levels, this Feat lets you Frenzy twice more per day instead.



    Gurrash Racial Substitution Levels

    Barbarian
    Level 1: Lose Fast Movement for Goron's Rage
    Goron's Rage (Ex): When Raging a Gurrash gains a +2 Bonus to attack and damage rolls against anything of Good Alignment.

    Cleric
    Level 1: Gurrash Clerics revere Goron. Goron is a female avatar of Demogorgon (Alignment CE, Favored Weapon Whip or Tentacle, Domains are Chaos, Charm, Decay, Destruction, Evil, Scalykind). They also spontaneously cast domain spells instead of Cure or Inflict.

    Ranger
    Level 1: Lose Wild Empathy
    Level 4: Replace Animal Companion with Power Bite
    Power Bite (Ex): If you succeed with a Bite attack on an opponent your size or smaller, you may immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Gurrash Rangers can choose Tail Fighter or Drowner.
    Combat Style: Tail Fighter gets a secondary Tail Attack doing 1d6 plus Str Modifier at 2nd Level, Multiattack at 6th Level, and at 11th Level opponents they successfully damage with their tail are stunned 1 round if they fail a Fortitude Save (Save DC is 10 plus 1/2 HD plus Str modifier). Drowner gets a +2 Bonus to Grapple Checks at 2nd Level, Earth's Embrace (See Complete Warrior) at 6th Level, and Constrict (2d4 plus one and a half times Str Modifier) at 11th Level.
    Last edited by Bhu; 2022-08-08 at 11:38 PM.
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  5. - Top - End - #665
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    KROLLI (Red Steel)



    "Only the strong should survive."

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

    KROLLI RACIAL TRAITS
    · +6 Str, +4 Dex, +4 Con, -4 Cha
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft..
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 25 ft.
    · Base flight speed 50 ft. (Good)
    · +8 Natural AC Bonus
    · Limited Flight (Ex): Flight is hard on the Krolli, and if they have lost at least 50% of their hit points cannot do it (nor may they Fly under Heavy Encumbrance). While flying they must make a DC 15 Fortitude Save once per Minute while carrying Light or Medium Encumbrance, or once every 5 Minutes if unencumbered. If the Save is successful, their next Save DC increases by +1 until they fail or stop flying (this is cumulative). If they fail, they must stop flying until they have rested an hour.
    · Flying Rake (Ex): When making a Full Attack while flying the Krolli gain two Secondary Claw Attacks doing 1d10 plus half Str Bonus).
    · A Krolli has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Intimidate, Listen, Spot, Survival, and Swim. It also gets 2 Feats.
    · Krolli have a Primary Claw attack doing 1d8 plus Strength Bonus, and a Secondary Bite Attack doing 1d6 plus 1/2 Str Bonus. They get 1 Bite and 2 Claws with a Full Attack.
    · A Krolli has a +4 racial bonus on Listen and Spot Checks.
    · Automatic Languages: Lizardfolk. Bonus Languages: Any nearby race.
    · Level Adjustment: +3
    · 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: 60
    Old: 90
    Venerable: 125
    Maximum Age: +5d20 Years

    HEIGHT AND WEIGHT
    Base Height: 7'3"
    Height Modifier: +2d12"
    Base Weight: 130 lbs.
    Weight Modifier: x (2d6) lbs.

    KROLLI CHARACTERS
    While LA/Racial HD kills off any thoughts you may have of being a caster, you will make a pretty decent flying warrior. Despite this, a plurality of your population become Clerics.
    Adventuring Race: Krolli venture forth as traders and mercenaries to earn the wealth they covet so much. While not many of their race go on adventures those that do often mention money as the reason. In fact, members of your race are primarily adventurers.
    Character Development: You're slow on the land so develop your aerial fighting abilities, and work on extending your flight time.
    Character Names: Krolli use Lizardfolk names.

    ROLEPLAYING A KROLLI
    You're kind of hard to like. Others find you greedy, contemptuous, and aloof. However they are willing to pay you well to fight on their behalf, and that's what matters most.
    Personality: Might makes right, and if you don't have enough might, you'll accrue wealth until you do. You'd be great robber baron capitalists if you could stand to associate with the other races for any length of time.
    Behaviors: Krolli are loners, living only in small cliques, and never associating much outside them. They don't feel comfortable in large groups, especially among other humanoids.
    Language: Krolli speak Lizardfolk and Common.

    KROLLI SOCIETY
    The Krolli are social darwinists, believing that only the strong survive, and going so far as to letting their children die if they can't escape their eggs on their own without help (Krolli eggs are very tough). Evil Krolli are known to be slavers.
    Alignment : Krolli are almost as variable as human beings, and have no real specific leanings in their alignment.
    Lands : Krolli live in aeries in hills or mountains in an area known as The Arm of the Immortals.
    Settlements : Krolli are a sparse race, and have not spread from their homeland (at least not as far as settling anyway).
    Beliefs : Most Krolli worship Ka the Preserver.
    Relations: Krolli prefer to avoid other races, but they do enjoy wealth and are willing to trade for it, particularly with the humans. The tribes among them who are slave owners are a minority, but their activities soil the reputation of all Krolli.

    KROLLI ADVENTURES
    · Something has been poaching your peoples eggs. You need to put a stop to it before your people are wiped out.
    · The humans your people trade with are late. Scouts have found them dead at the base of the mountain, and you need to find out why before you are blamed.
    · A strange humanoid unlike anything you have ever seen has turned up at the aerie, claiming to be an Immortal who will lead your people to their true destiny, You are skeptical, but whatever he is, he has immense power. You'll need to go find help for this one.



    Krolli Racial Feats

    Powerful Build
    Flying requires serious muscles.
    Prerequisites: Krolli, Str 15+
    Benefits: The physical stature of Krolli lets them function in many ways as if they were one size category larger.

    Whenever a Krolli is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Krolli is treated as one size larger if doing so is advantageous to him.

    A Krolli is 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 him. A Krolli can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.


    Initiate of Ka
    Ka the Preserver has accepted you as a member of his clergy.
    Prerequisites: Ka as a Patron, Lawful Alignment, Cleric Level 1st
    Benefits: Any weapons you wield (including natural) are considered Lawful-aligned for overcoming DR. Add the following to your Cleric spell list:

    1st Alarm
    2nd Mechanus Mind
    3rd Earthen Grace
    4th Lesser Globe of Invulnerability
    5th Aiming at the Target
    6th Globe of Invulnerability
    7th Antimagic Ray
    8th Finding the Center


    Flyby Spell
    You're good at casting on the move.
    Prerequisites: Krolli, Flyby Attack
    Benefits: When casting a spell as part of a Flyby attack, the Save DC of your spell increases by +1. This stacks with Feats like Spell Focus.


    Improved Flyby spell
    You prefer to cast spells on the wing.
    Prerequisites: Krolli, Flyby Spell
    Benefits: When casting a spell as part of a Flyby attack, the Save DC of your spell increases by an additional +1. This stacks with Feats like Spell Focus.


    Improved Flight
    You can fly further than most of your people.
    Prerequisites: Krolli, Powerful Build, Level 6+
    Benefits: You do not lose your ability to fly when your hit points dip below half. They do not need to make a save to avoid needing to rest if unencumbered, and only every 10 minutes with Light or Medium Encumbrance.



    Krolli Racial Substitution Levels

    Fighter
    Level 1: When choosing your Fighter Bonus you may instead choose any Feat that has a Fly speed as a prerequisite, or any Feat that requires a Feat with a Fly speed as a prerequisite.

    Cleric
    Level 1: Krolli Clerics revere Ka (Alignment LG, Favored Weapon Longsword, Domains are Animal, Creation, Knowledge, Protection, Scalykind. They also spontaneously cast domain spells instead of Cure or Inflict.
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    SHAZAK (Red Steel)



    "The forest is important and should be protected."

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

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

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

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

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

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

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

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

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



    Shazak Racial Feats

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


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


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


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


    Shazak Racial Substitution Levels

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

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


    Scout
    Level 4+: You add Wild Cohort to the list of Feats you may take for your Scout Bonus Feats.
    Last edited by Bhu; 2022-09-09 at 09:51 PM.
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  7. - Top - End - #667
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    DEMARAX (Planescape)



    "Crystals??"

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

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

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

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

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

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

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

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

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



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



    "Crystals?"

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

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

    Hit Dice: d8

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


    EPIC DEMARAX

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





    Demarax Racial Feats

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


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


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


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


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


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


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


    Devour Transmutation
    Prerequisites: Demarax, BAB +6
    Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Transmutation school, it gains a Resistance Bonus to Saving Throws for 1 round per hit die. The Bonus is equal to the spells level.
    Last edited by Bhu; 2022-09-18 at 04:26 PM.
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  8. - Top - End - #668
    Firbolg in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    CROCODILIAN (MASTER)

    (…)

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

    Crocodilian Master Racial Substitution Levels

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

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

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

    (…)

    CAYMA RACIAL TRAITS
    · +6 Dex, -4 Str (minimum 3), -2 Int
    · Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · Darkvision 90 ft.
    · Cayma have a +3 Natural Armor Bonus to AC. Cayma gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +6).
    · A Cayma has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Hide, Listen, Ride, and Spot. It also gets 1 Feat.
    · Cayma have a Primary Bite attack doing 1d3 plus Strength Bonus.
    · Cayma have a +4 Racial Bonus to Hide and Move Silently Checks.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Ranger
    Some more tiny little lizards! This is (was; I know you've posted these a while ago) a good day. Gaining +1 natural to AC for hitting maximum age is a tad bit weird, but that's nothing big.

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

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

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

    Craft Grenade
    You make the things what go boom.
    Prerequisites: Cayma, Caster Level 1st
    Benefits: You can make Cayma Grenades. These are effectively Scrolls with the following differences: Anyone can use them if they have Exotic Weapon Proficiency (Cayma Grenades). Activation is Swift (Manipulation). Only spells which have an area effect that is a burst, emanation or spread AND do damage can be made into grenades.
    Alright, that's a good one.

    Aurochs Rancher
    You're a professional cowherd.
    Prerequisites: Cayma
    Benefits: You get a +2 Bonus or Jump and Ride Checks (this stacks with Animal Affinity).
    I'm not sure this is worth the feat slot for much anyone, on the other hand.


    Bone Spell
    You wave carved bones at people, and they assume your spells are more powerful (and whaddya know, they are).
    Prerequisites: Cayma, Caster Level 3rd
    Benefits: You may susbstitute a Focus made of bone for any spell that requires a Material Component worth 1 GP or less.
    Same here. This doesn't even grant Eschew Materials' "what if they sunder your equipment" benefit.

    Cayma Racial Substitution Levels

    Fighter
    Level 4: Instead of a Fighter Bonus Feat you gain the Wild Cohort Feat. You may only choose a Bison for your Cohort, but don't take the three Level Penalty for purposes of determining it's abilities. Also technically its an Aurochs, but Bison stats will have to do.

    (…)

    Ranger
    Level 1: Lose Wild Empathy but gain Exotic Weapon Proficiency (Cayma Grenades)
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Cayma Rangers can choose Aurochs Rider or Grenadier.
    Combat Style: Aurochs Rider gets Mounted Combat at 2nd Level, Ride-By Attack at 6th Level, and Spirited Charge at 11th Level. Grenadier gets Weapon Focus (Cayma Grenade) at 2nd Level, Grenadier at 6th Level (See PHB2), and Far Shot at 11th Level.
    Good synergies and theme there. I like these.

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

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

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



    "Only the strong should survive."

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

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

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

    (…)

    SHAZAK RACIAL TRAITS
    · +2 Str, -2 Int, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · +5 Natural AC Bonus
    · A Shazak has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Listen, Ride, Spot, and Swim. It also gets 2 Feats.
    · Shazak have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite Attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Fighter
    I don't know. The substitution levels are really nice, but otherwise this is just a way worse lizardfolk (same AC, -4 to stats, lower damage and speed, no Hold Breath(, worse favoured class (for whatever that's worth))) at the same ECL.

    Quote Originally Posted by Bhu View Post
    DEMARAX (Planescape)

    (…)

    DEMARAX RACIAL TRAITS
    · +2 Str, +2 Con, -2 Dex, -4 Int, -4 Cha
    · Size Class: Medium
    · Type: Outsider with the Lawful and Extraplanar Subtypes
    · Base land speed 15 ft.
    · +10 Natural AC Bonus
    · Spell Resistance (Ex): Demarax gain Spell Resistance equal to their Hit Dice plus their Constitution Score.
    · Spell Crystal Eater (Ex): Spell Crystals are the physical manifestation of Summoning or Divination spells on the Outer Planes. Touching one summons the toucher as opposed to whatever being it was sent to fetch, often causing trouble. Demarax are immune to these effects, and consider spell crystals food. They require one spell crystal per every 24 hours or they must make Fortitude Saves to avoid beginning suffering the effects of starvation (see DMG). Demarax can sense spell crystals within 200' as if they had Blindsight, and crystals within that range immediately divert from their destination and head towards the Demarax.
    · Eye Missiles (Su): The Demarax can cast Magic Missile 3/day as a Supernatural Ability. Each time it uses this ability it shortens the amount of time it needs to eat a spell crystal to avoid starvation by 2 hours.
    · Crystal Storm (Ex): At will as a Standard action the Demarax may unleash a storm of magic energy in a 20 ft. Area centered on itself (it is immune to the effects). Anything within this Area of Effect must make a Willpower Save (DC is 10 plus 1/2 HD plus Con Modifier) or roll on the following:
    1-2: Confused for 1d4 rounds as they are barraged by questions.
    3-4: Blinded for 2d4 rounds by conflicting images of other worlds.
    5: Victims Blink as per the spell for 2d4 rounds.
    6: Victims are transported to the Prime Material Plane by the remnants of a Summon spell gone wrong.
    Using this ability exhausts the Demaraxes life force, and it must eat a spell crystal within 1d6 hours or die.
    · Odd Mind (Ex): Demarax take a -4 Racial Penalty on Bluff, Diplomacy, and Intimidate Checks. Opponents wishing to make opposed Bluff, Diplomacy or Intimidate Checks against a Demarax take a -6 Penalty as well.
    · A Demarax has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +4 Will Save, and (8 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Knowledge (Arcana, History, The Planes), Spot, and Swim. It also gets 2 Feats.
    · Demarax have a Primary Tail Lash attack doing 1d8 plus Strength Bonus.
    · Automatic Languages: Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Demarax (see below)
    O-okay. These fellows are delightfully weird but massively overpowered at this ECL. Even if it has no reliable access to the crystal stuff, it still has an obscene SR, +10 natural armour, a pretty good natural attack and outsider HD (which also offsets the hit the INT quite handily) and with that racial class, all it has to do is team up with a warlock (infinite SLAs!) and go to town.

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

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    Quote Originally Posted by Metastachydium View Post
    How does this work for the odd non-(C)E croc?
    The Master Crocs are created by Evil Gods. A non-Evil one would somehow have to survive leaving their patron and everything they know, and that's extraordinarily unlikely.


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

    Hm. That's a new one for me with the variable boundaries. Do the casters live longer? Or do they just normally die before reaching Venerable?
    The casters live longer, but both have a max of +2d10 years after hitting venerable

    Preach it! (How does a tiny creature riding on a large one work in practice, anyway? Rules-wise, I mean. Does an exotic saddle cut it or would they need specialized equipment?)
    They would probably ake a -5 to Ride Checks for being an 'ill-suited mount', but I'll address that with the Aurochs Rider Feat changes.


    Same here. This doesn't even grant Eschew Materials' "what if they sunder your equipment" benefit.
    I'm unsure what benefit you're referring to here.



    Isn't that just your bog standard Improved Grab? Am I missing someone here?
    It is improved grab yes.



    A big bulky flyer? That's neat. Have you considered putting together a racial feat that helps with the Limited Flight thing?
    I can if people want it, the original race was kinda stuck this way.


    I don't know. The substitution levels are really nice, but otherwise this is just a way worse lizardfolk (same AC, -4 to stats, lower damage and speed, no Hold Breath(, worse favoured class (for whatever that's worth))) at the same ECL.
    There wasn't a ton of lore on these, but I'll see if I can find something I can add to spice it up.



    O-okay. These fellows are delightfully weird but massively overpowered at this ECL. Even if it has no reliable access to the crystal stuff, it still has an obscene SR, +10 natural armour, a pretty good natural attack and outsider HD (which also offsets the hit the INT quite handily) and with that racial class, all it has to do is team up with a warlock (infinite SLAs!) and go to town.

    I can't help but think that this might need quite extensive rework.
    The original Demarax was damn weird, and I knew it would be damn difficult to balance (but I like the occasional challenge). I was hoping someone would give feedback on the rough draft before I tried revising it this week.
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    Quote Originally Posted by Bhu View Post
    The Master Crocs are created by Evil Gods. A non-Evil one would somehow have to survive leaving their patron and everything they know, and that's extraordinarily unlikely.
    I mean, "unlikely" is a common element in a PC's job description. One must always account for those pesky NG defectors from decadence (or something)!


    I might be able to be convinced on the LA.
    Better, yeah. I can more than live with that.

    They would probably ake a -5 to Ride Checks for being an 'ill-suited mount', but I'll address that with the Aurochs Rider Feat changes.
    Looks good and kind of saves the feat too.

    I'm unsure what benefit you're referring to here.
    You sure know that one: the horror story with the bad DM that tries to sunder spell component pouches all the time to cripple the casters. Anecdotes aside, the point's mainly this: the feat does the exact same thing as Eschew Materials except it doesn't remove the need for carrying about an item that can be misplaced, confiscated, stolen or destroyed. Taking the core feat is is not only easier, but also safer.

    I can if people want it, the original race was kinda stuck this way.
    [Faux-innocent grin.] Do I count as "people"?

    There wasn't a ton of lore on these, but I'll see if I can find something I can add to spice it up.
    That might be a good idea, yeah. Sole problem is, that won't really change the fact that mechanically speaking they'll still be "lizardfolk but worse in every respect (especially if LA byoff is on the table)".

    The original Demarax was damn weird, and I knew it would be damn difficult to balance (but I like the occasional challenge). I was hoping someone would give feedback on the rough draft before I tried revising it this week.
    I think the racial class might need serious pruning (the warlock exploits, e.g., must certainly be made impossible somehow and the "it's sweet outsider HD with actual features" is likewise too much) at the very least and probably ditching, even (spellthief ACFs and feats helping with the crystal-dependency in some controlled manner could, perhaps, go far).

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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    You sure know that one: the horror story with the bad DM that tries to sunder spell component pouches all the time to cripple the casters. Anecdotes aside, the point's mainly this: the feat does the exact same thing as Eschew Materials except it doesn't remove the need for carrying about an item that can be misplaced, confiscated, stolen or destroyed. Taking the core feat is is not only easier, but also safer.
    I wasn't thinking of that, I was just looking at the Feat. I changed it and added a Feat for the Krolli.


    That might be a good idea, yeah. Sole problem is, that won't really change the fact that mechanically speaking they'll still be "lizardfolk but worse in every respect (especially if LA byoff is on the table)".
    I could find nothingon these besides:

    They may be matriarchal.

    They may have been made by the Aranea, which means either they or the Herathians are a retcon.

    They are somehow 'tougher' than regular lizardmen, despite their stats not reflecting this. I'll need to think on this more, and I'll post when I've got tthe Demeraxfixed.
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    Quote Originally Posted by Bhu View Post
    I changed it and added a Feat for the Krolli.
    Neat&nice!

    They are somehow 'tougher' than regular lizardmen, despite their stats not reflecting this. I'll need to think on this more,
    Hm. That's sure something to work with. Slapping Endurance on as a bonus feat would cover that, but that's not terribly original or interesting. Lookin' forward to seeing where you go with it.

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    Maybe give them Diehard as a Bonus Feat?
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    That could work, but it's still pretty standard stuff. How about, say, a swift action CON check to stay awake and functional between 0 and -9 hp or some other twist on the concept?

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    Maybe an Improved Diehard Feat?
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    I'm not sure I'm familiar with that feat. Where's it come from?

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    Quote Originally Posted by Metastachydium View Post
    I'm not sure I'm familiar with that feat. Where's it come from?
    I would make it. Optionally I could just give them Ferocity like Boars have.
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    Quote Originally Posted by Bhu View Post
    Optionally I could just give them Ferocity like Boars have.
    I'm not sure how I managed to not think of Ferocity as an option. I think I'd go with that.

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    Editd Shazak, made some minor edits to Demarax (and removed Warlock exploit). Will do more tomorrow.
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    Does anyone mind if I add pure fluff, as opposed to crunch, from my Worldbuilding Thread?

    *

    Goblin

    Collective term for the nomadic tribesfolk, known for their violent mounted raids. The proper use of the term Goblin is for the females of the species, all considered wives to the Chieftain. Hobgoblins are the males and leaders of the tribe, with only a single male heir allowed at any given time. All other male children are neutered at birth, resulting in Bukubar (commonly called a Bugbear).

    *

    Though the term Goblin has come to refer to the entire race, it is properly used for the females of the species, with males being correctly being referred to as hobgoblin. It is believed to have became the common term because of the disproportionate number of females in goblin communities, with approximately 1 in 8 children being born male.

    In the days of Giant rule, goblins were viewed as vermin rather than enslaved. They would be exterminated, and attempts were made to control their numbers. At some point, these attempts allowed goblins to discover that a hobgoblin neutered at birth would become empowered physically in adulthood, and the Bukubar (commonly referred to as Bugbears) became a standard practice in tribes.

    Though goblins played a role in the Rise, they were not granted lands in the same way as other races. Instead, nomadic tribes roam in a region in the Commons, crossing into southern Dowafukoku and the Gnome Republic.

    *

    The core of each goblin tribe typically consists of the Hobgoblin Khan, with perhaps his hobgoblin heir if he is of age, leading the tribe. They are usually protected by the khan's brother guard, no fewer than 5 bukubar unless they are performing specific tasks. Among them would be the Khan's Harem, consisting of as many as a dozen goblin wives that act as the breeding population of the tribe.

    Within the Khan's Harem, the two goblins that wield tribal power are the Heart, the Khan's favored wife, and the Fated, the mother of the hobgoblin heir. It is not unheard of that the Heart and the Fated to be the same goblin. Their combined authority can rival the Khan in tribal matters, if necessary.

    There is rarely animosity between the wives, and in fact goblin often prefer the company of females and rarely quarrel with each other. Due to the rarity of males in their society, goblin females tend pair with each other, and often would avoid heterosexual relationships entirely if it were not needed for the tribe to survive.

    *

    Goblins have short pregnancies, typically 4 months from conception to birth. For the first 3 months, the mothers appetite significantly increases, as she builds tremendous stores of fat necessary for the final month. As the last month approaches, she becomes almost ravenous, and others in the tribe do their best to satisfy her madness.

    The final month is spent in a dormant, near hibernation state. She is cared for by others until she awakens to deliver their litter, typically 3 to 6 infants. Males are rare, with some goblins unable to bear them at all, but if a hobgoblin heir already exists in the tribe, it is now that any males are made into bukubar.

    Infants stay with the harem until finished nursing. Hobgoblin and bukubar are raised by the Khan and his brothers. It is a common practice for hobgoblin heirs to be traded between tribes. This serves to keep peace between them, as well as to avoid excessive inbreeding. Females that finish nursing are often given to a paired goblin couple, to be trained in the goblin ways of archery and worg riding.

    Individual goblin tribes vary in temperament. Some are peaceful, nomadic hunters. They have good relations with their neighbors, and even escort trade caravans across the Commons. If not for the difficulty of the goblin language, it would be a good merchant tongue.

    Others are marauders, raiding villages and travelers, even other goblin tribes. Because of their nomadic nature, various places may have dealings with multiple tribes and not easily distinguish them, giving goblins as a whole a poor reputation among the civilized races.

    *

    Goblins have a long history of having nothing to call their own. This extends to their spiritual beliefs. At some point in their distant past, they made a pact with the Barghests (the Demons of Nothing, in the goblin tongue). They were gifted the worgs as a result, but it cost them their afterlife, instead having to wander the emptiness of the night sky for all of eternity.

    Many still pay tribute to the Barghests, to be spared its wrath each day.

    When a goblin or worg dies, it is buried deep in the earth, along with weapons and supplies needed to survive. When possible, they are not buried individually, but in groups.

    Goblin strength has always been with others, and its a blessing to not have to spend eternity alone.

    *

    The Goblin Game

    Goblins believe that when they die, they spend their afterlife in a barren darkness, wandering the heavens above. Being denied lands in the mortal realm, their fate is mirrored in eternity.

    But goblin spirit and pride will not be denied. They continue their raids, stealing both land and light from the afterlives of others, and slowly pooling together these trophies to create a homeland so vast it it becomes visible in the sky.

    When it is finally completed, which takes about 14 days, a perfect silver sphere is the only light in the night sky, the light of all the stars having been stolen.

    The full moon. The day of celebration in goblin tribes.

    The moon slowly fades, as its pieces are returned. The goblins are finally satisfied, and make peace with the others in the next life. And in 14 days, the moon is gone, and the Goblin Game begins anew.

    On rare occasions as the game ends, a great band of the goblin dead raid the sun itself, stealing its light instead of the stars. This bold move risks the destruction of the eternal soul, but those that succeed are then reborn in the tribes of Gaialin...

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    People have always been free to post goblin/giant/orc/scaly content to this thread!

    Demarax has been updated.
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    Quote Originally Posted by Bhu View Post
    Demarax has been updated.
    It's still far from weak, but that's no bug. I like it and props for making NA and SR scaling. Races with non-diminishing returns are always usually nice (again, I1m looking at you, raptoran). The class looks good enough as well, although I can't tell you much about the epic bits (for to the epics, I go not).

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    Quote Originally Posted by Metastachydium View Post
    It's still far from weak, but that's no bug. I like it and props for making NA and SR scaling. Races with non-diminishing returns are always usually nice (again, I1m looking at you, raptoran). The class looks good enough as well, although I can't tell you much about the epic bits (for to the epics, I go not).
    I always add rules on the weird chance someone does epic level play, but I've never had a taste for it. The balancing issues are pretty extreme.
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    This one might be better as a racial class.

    MARL



    "Halt!"

    Marls resemble gigantic brown cobras with white underbellies, and 3-8 humanoid arms depending on age. Some are also mottled green.

    MARL RACIAL TRAITS
    · +20 Str, +12 Con, -4 Cha
    · Size Class: Gargantuan size. -4 penalty to Armor Class, -4 penalty on attack rolls, -16 penalty on Hide checks, +16 bonus on grapple checks, lifting and carrying limits eight times those of Medium characters.
    · Type: Aberration, giving it 60 ft. Darkvision.
    · Base land speed 15 ft.
    · Base swim speed 60 ft.
    · +8 Natural AC Bonus
    · Improved Grab (Ex): If the Marl successfully hits with it's Slam Attack it may immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict.
    · Constriction (Ex): The Marl does 6d6 plus Str Bonus with a successful Grapple Check as it bites down on him.
    · Immunities: Marls are immune to Mind-Affecting effects.
    · Bird Phobia: Marls hate birds, who are their primary food source. If attacked by a bird or anything resembling one the Marl goes into a Rage (as per the Barbarian Ability listed in the PHB) until all birds or birdlike entities are dead.
    · Skills: Marls have a +4 Racial Bonus on Hide Checks.
    · A Marl has 10 Racial Hit Dice, giving it the following: 10d8 Hit Points, +7 Base Attack Bonus, +3 Fort Save, +3 Ref Save, +7 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Knowledge (Nature), Listen, Move Silently, Spot, Survival, and Swim. It also gets 4 Feats.
    · Marl have a Primary Slam attack doing 1d6 plus Strength Bonus. It gets 8 Slams with a Full Attack.
    . Non Humanoid Form: The Marl are non humanoid in form. They cannot be tripped. Armor they buy is 16 times the normal cost and eight times the normal weight.
    · Automatic Languages: Common. Bonus Languages: Any nearby race (usually Ophidians or Yuan-Ti).
    · Level Adjustment: +7
    · Favored Class: Barbarian

    STARTING AGE
    Adulthood: 2 years
    Barbarian, Rogue, Sorcerer: +1
    Bard, Fighter, Paladin, Ranger: +1d2
    Cleric, Druid, Monk, Wizard: +1d3

    AGING EFFECTS
    Middle Age: 10 years
    Old: 15 years
    Venerable: 20 years
    Maximum Age: +2d6 years

    HEIGHT AND WEIGHT
    Base Length: 36'
    Length Modifier: +2d3'
    Base Weight: 16 tons
    Weight Modifier: x (2d10) tons

    MARL CHARACTERS
    Marls are quite devastating as melee fighters, and with the appropriate Feats can be nasty at range as well. Most do not seem to become casters, and express a profound lack of interest in arcane or divine power.
    Adventuring Race: Marls usually adventure because they are being paid to. Usually in food and shinies. Some few hold a grudge though, and are not beneath going on epic revenge quests.
    Character Development: Marls do not generally use weapons, especially ranged ones, unless they are taught to do so when they hire on as mercs. Make sure you pick up Multiweapon fighting Feats if you go that route, or ones that involve Grappling to maximize your natural abilities.
    Character Names: Marls do not generally have names given their lack of society. They only adopt one when dealing with other races.

    ROLEPLAYING A MARL
    Marls hate birds. Some say this is not surprising given that marsh birds are their main food source, but the Marl genuinely seem to go into a mouth foaming frenzy at the appearance of anything with feathers. Even they hae forgotten why, and it appears to be an atavistic response.
    Personality: Marls are mostly intelligent snakes. Despite their sentience they care little for civilization, and are fairly apathetic to most things an animal wouldn't normally care about until they are convinced to spend time with others. Being adopted by others brings about personality changes in them, making them more friendly and inquisitive.
    Behaviors: Most Marls spend their time sunning or hunting for food, and are loners by nature. If adopted into other societies however they learn quickly, and most develop some sort of skill or hobby they quickly master by becoming obsessed with.
    Language: Surprisingly Marls have no racial language, and speak whatever is most common to the area near them.

    MARL SOCIETY
    Despite being highly intelligent, the Marls are little more than animals. They produce nothing, and live as any other non-sentient predator would. Unless they serve as mercenaries they don't even really have basic equipment. They are highly adaptable to new cultures however, and many have become famous artists and warriors.
    Alignment : The majority of Marls are Neutral, though those aligned with the Yuan-Ti are usually Neutral Evil.
    Lands : Marls live in temperate or warm marshes, usually in or near rivers.
    Settlements : The Marl never venture far from large bodies of water.
    Beliefs :The Marl adopt the Gods of whatever society they join, otherwise they are fairly non-theistic.
    Relations: While the Marls will work with Yuan-Ti, Ophidians, and other serpentine races, they consider most mammals to be food. The can be convinced otherwise by the quick witted or honest.

    MARL ADVENTURES
    · Bird people have invaded the marsh. Too many for you to kill personally, unfortunately. Time to round up the others and go on a smashing spree.
    · Some Ophidian is offering food for guards. Something about him makes you not trust him, but too many of your fellows have signed on to do anything about him. Time to get help.
    · The Yuan-Ti have been holding perverse parties in the swamp and you are just darn sick and tired of it. It's time to find some help to oust them.


    Marl Racial Feats

    Mental Resistance
    Psionics are less effective on you.
    Prerequisites: Marl
    Benefits: You gain a +1 Resistance Bonus on Saving Throws against Psionics


    Improved Mental Resistance
    Your resistance continues to prove.
    Prerequisites: Mental Resistance
    Benefits: Your Resistance Bonus increases to +2.


    Feathered Frenzy
    You go insane at the sight of anything with feathers or that reminds you of birds.
    Prerequisites: Marl
    Benefits: When you see anything feathered or Bird-like you go into Frenzy (see Complete Warrior). You can do this 1/day.


    Improved Feathered Frenzy
    Man you really hate birds...
    Prerequisites: Feathered Frenzy
    Benefits: You may now use this ability 3/day.


    Marl Racial Substitution Levels

    Ranger
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Marl Rangers can choose Ambush Predator or Multi-Weapon Fighting.
    Combat Style: Ambush Predator gets +1d6 Sneak Attack at Levels 2, 6, and 11 (see PHB). This stacks with Sneak Attack dice gained from other sources. Multi-Weapon Fighting gets Multiweapon Fighting at 2nd Level, Improved Initiative at 6th Level (See PHB2), and Improved Multiweapon Fighting at 11th Level.


    Barbarian
    Level 1: Lose Fast Movement for Stubborn Rage
    Stubborn Rage (Ex): When Raging a Marl gains a +2 Bonus on all Saving Throws against Psionics. This stacks with their Racial Feats.
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  25. - Top - End - #685
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    Default Re: Orc/Goblinoid Resources

    DRAY (Athas)



    "Learn to study the language of your superiors!"

    The Dray are wingless humanoid dragons created by Dregoth, the undead Dragon King. The first generation are twisted, unfinished beings. The second are closer to what Dregoth had in mind, having a more refined and aesthetic appearance.

    DRAY RACIAL TRAITS
    · +2 Str, -4 Cha (1st Generation), +2 Cha (2nd Generation)
    · Size Class: Medium
    · Type: Humanoid with the Dragonblood Subtype
    · Base land speed 30 ft.
    · +3 Natural AC Bonus
    · Energy Resistance (Ex): Dray have Energy Resistance 10 (Fire).
    · Kalin Bond (Ex): You can use the Handle Animal skill on Kalin without the increase in check DC for it not being an Animal. They have a +2 Racial Bonus on Handle Animal and Ride Checks with Kalin.
    · Naturally Psionic: Dray gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    · A Dray has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Listen, Spot, and Survival. It also gets 2 Feats. Class skills for 2nd generation Dray are Knowledge (Religion, Psionics), Ride, and Psicraft.
    · Dray have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite Attack doing 1d4 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
    · Automatic Languages: Giustenal.
    · Level Adjustment: +0
    · Favored Class: Barbarian (1st Generation) or Templar (2nd Generation, see Athas.org)


    STARTING AGE
    Adulthood: 40 years
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +9d6

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

    HEIGHT AND WEIGHT
    Base Height: 6'
    Height Modifier: +2d8"
    Base Weight: 150 lbs.
    Weight Modifier: x (2d4) lbs.

    DRAY CHARACTERS
    1st generation Dray are generally intended to be beatsticks. 2nd generation are usually Psionic or Divine Casters of some sort.
    Adventuring Race: Dray adventure when ordered to and for little other reason. They have no real way of communicating with outside species as they have no common language, and they don't want to risk war while their numbers are low.
    Character Development: The Dray don't have much in the way of difficulties (except for Cha for the 1st generation). You will however wish to pick up some languages or other means of communication if you wish to adventure.
    Character Names: Dray usually use Dragon names.

    ROLEPLAYING A DRAY
    You are superior, you are one of the few to be Chosen. The other races do not matter and are fodder, excepting other humans who can be made Dray.
    Personality: Second generation Dray tend towards condescending bigotry while the First generation are pretty screwed up due to their creators rejection of them. They're more distrustful than homicidal towards strangers but their self loathing and love/hate relationship with their deity probably makes them a psychologists dream come true.
    Behaviors: The Dray's entire outlook on life is colored by their visions of apocalyptic future wars with all other races on Athas. In short, they're almost a parody of fascists in some way.
    Language: After their transformation the Dray speak the tongue of ancient Giustenal, and would have to relearn any modern languages.

    DRAY SOCIETY
    The second generation lives in something similar to advanced human societies with the addition of a few changes due to their new religion. The first generation are little more than hunter gatherers, scraping a living from the land as best they can.
    Alignment : Much like the humans they were created from the Dray can be of just about any Alignment, though worshipers of Dregoth tend strongly towards Evil.
    Lands : The 1st generation inhabit the ruins of Kragmorta, living in caverns. The second generation lives in New Giustenal.
    Settlements : While they have imperialistic aspirations, the Dray do not have sufficient number to conquer or settle.
    Beliefs : Both generations venerate Dregoth, but the first generation also hate him for his rejection of them.
    Relations: The Dray distrust all surface dwellers, while the second generation has been taught to actively hate them. 1st and 2nd generations aren't even all that fond of each other. Humans are sometimes shown mercy as they can be converted to new Dray.

    DRAY ADVENTURES
    · A second generation priest has approached you and promised you acceptance back into Dray society if you and your band can solve a little problem for him. He's obviously lying, but can you afford to tell him no?
    · The Wall-Walkers have been conducting raids into Kragmorta, acting as if they have both intelligence and perhaps a hive mind. It is a worrying turn of events.
    · A Wraith has been spotted in New Giustenal, and has survived all attempts to eradicate it. Your team now has the honor of hunting it down, as the previous teams are dead.



    Dray Racial Feats

    Dray Fury
    You almost prefer fighting with tooth and claw.
    Prerequisites: Dray (1st generation)
    Benefits: You gain a +1 Bonus on attack and damage rolls with your Natural Weapons.


    Elemental Summoning
    You can call up Small elementals.
    Prerequisites: Dray, Cleric Level 3rd
    Benefits: You add Summon Nature's Ally II to your Cleric spell list, but can only use it to Summon Elementals.


    Improved Elemental Summoning
    You can call up Medium or Large elementals.
    Prerequisites: Dray, Cleric Level 9th
    Benefits: You add Summon Nature's Ally V to your Cleric spell list, but can only use it to Summon Elementals.



    Dray Racial Substitution Levels

    Barbarian
    Level 1: Lose Fast Movement for Toughened Rage
    Toughened Rage (Ex): When Raging a Dray's Natural Bonus to AC increases to +6.

    Rogue
    Level 10: You gain a new option to choose from with your Rogue's Special Ability:
    Blind Hate (Ex): You gain a +2 Bonus to attack and damage rolls with your Natural Weapons. This stacks with any Feats doing the same.
    Last edited by Bhu; 2022-10-09 at 04:53 PM.
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  26. - Top - End - #686
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    DRAY (Athas)
    These guys could use some more love. Decent ER and a nice subtype… It might not be really worth 3 Humanoid HD. (Hm. Wild idea: what would break if they had actual dragon HD?)

    Class skills are Climb, Jump, Listen, Spot, and Survival. It also gets 1 Feat. Class skills for 2nd generation Dray are Knowledge (Religion, Psionics), Ride, and Psicraft.
    Is that a bonus feat for 1st generation? If not, it should be 2 feats.

    2nd generation are usually Psionic or Divine Casters of some sort.

    (…)

    Character Development: The Dray don't have much in the way of difficulties (except for Cha for the 1st generation). You will however wish to pick up some languages or other means of communication if you wish to adventure.
    I'd argue that 3 RHD are a difficulty for casters/manifesters.

    Humans are sometimes shown mercy as they can be converted to new Dray.
    Actually & on second thought, have you considered making this a template instead (at least to the extent, say, dragonborn is a template)?

  27. - Top - End - #687
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    These guys could use some more love. Decent ER and a nice subtype… It might not be really worth 3 Humanoid HD. (Hm. Wild idea: what would break if they had actual dragon HD?)
    Let me think on that.


    [quote]I'd argue that 3 RHD are a difficulty for casters/manifesters./quote] I would too, but the source material insists they are (along with their master killing them if they get too powerful).



    Actually & on second thought, have you considered making this a template instead (at least to the extent, say, dragonborn is a template)?
    let me think on this too.
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  28. - Top - End - #688
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I would too, but the source material insists they are (along with their master killing them if they get too powerful).
    Never change, Dark Sun, never change!

  29. - Top - End - #689
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    Default Re: Orc/Goblinoid Resources

    The source says only humans can be made Dray, and they aren't true Dragons (I still think doing them as a Racial template might be ok). I addded a few abilities.
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  30. - Top - End - #690
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    (I still think doing them as a Racial template might be ok).
    I still kind of feel like that would be a good idea (human traits would serve these critters well).

    I addded a few abilities.
    Well, it's still nothing stellar, but it's certainly better.

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