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  1. - Top - End - #811
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    That's a BIRDY!
    Nice stuff, fair numbers. I don't see that non-humanoid shape clause, but nor is there anything about weapon or tools use. How do the birdies do on the manual dexterity front?
    They have hands, they're good. I have made adjustments based on feedback.
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  2. - Top - End - #812
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    They have hands, they're good. I have made adjustments based on feedback.
    All looks all good!

  3. - Top - End - #813
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    Default Re: Orc/Goblinoid Resources

    WALLARA



    "DON'T TOUCH THAT!"

    Wallaras are reptilian humanoids that stand 7 feet tall, and have spindly limbs. Their scaly skin has patches of color that shift as they move. Wallaras never show any sign of discoloration from the Red Curse.

    WALLARA RACIAL TRAITS
    · +2 Dex, +2 Int, +2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Dragonblood Subtype
    · Base land speed 30 ft.
    · +1 Natural Armor Bonus to AC
    · Chameleon (Ex): The Wallara may Hide in Plain Sight as per the Ranger ability of the same name.
    · Disguise (Sp):the Wallara may cast Disguise Self at will as a Spell-Like ability.
    · Dimension Door (Su): 1/Day as a Full Round Action the Wallara may teleport anywhere within 120 ft. This otherwise is similar to the Dimension Door spell, except that you never risk teleporting into solid matter. You may use it 2/day at ECL 5, 3.day at ECL 8, and at will once you reach ECL 10.
    · A Wallara 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 Climb, Hide, Move Silently, and Survival. It also gets 1 Feat.
    · Automatic Languages: Risil and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +3
    · Favored Class: Ranger

    STARTING AGE
    Adulthood: 8 weeks
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 175
    Old: 263
    Venerable: 350
    Maximum Age: +4d%

    HEIGHT AND WEIGHT
    Base Height: 6'10"
    Height Modifier: +2d6"
    Base Weight: 180 lbs.
    Weight Modifier: x(2d6) lbs.

    WALLARA CHARACTERS
    It's best you make a stealthy hit and run type of pc, you're pretty much designed for that.
    Adventuring Race: Wallara adventur because the wanderlust has taken them, to piece together the scattered remnants of their former empire, or to gain assistance.
    Character Development: Learn to capitalize on your racial stealth and teleport abilities, they could be life savers.
    Character Names: Wallara use Dragon names.

    ROLEPLAYING A WALLARA
    You prefer the spirits or solitude to the other Humanoid races. There are few things you appreciate more than the beauty of nature.
    Personality: You try to live in harmony with nature, and oten devote yourself to caring for a secific part of it.
    Behaviors: Wallara are occasionally struck by wanderlust, and go on a semi-spiritual journey (usually accompanied by a Wallaran Spirit).
    Language: Wallara speak their own language called Risil.

    WALLARA SOCIETY
    Wallaras are relatives of the Chameleon Men that live along the Savage Coast, and their society is very similar.
    Alignment : Most Wallara are Neutral or Good, and many are Lawful as well.
    Lands : Most Wallara live in the grasslands of the Orc's Head Peninsula.
    Settlements : Wallara do not leave their homelands.
    Beliefs : Wallara worship the Great One or one of the Neutral Immortals (usually Ka).
    Relations: Wallara hate the Aranea, who reduced them to barbarism after destroying their civilization.

    WALLARA ADVENTURES
    · A young Aranea has taken to harassing the tribe, and she needs to go.
    · Rumors have reached you of a great Tookoo set in old ruins. You must see if these rumors are true.
    · Something unseen is stalking the grasslands, and you have resolved to deal with it.


    Wallara Racial Feats

    Red Curse Resistance
    You have less likelihood of vermeil poisoning.
    Prerequisites: Wallara
    Benefits: You have a +4 Racial Bonus on Saving Throws meant to avoid acquiring the Red Curse (see Dragon Magazine 315).


    Magic Resistance
    Your bloodline gives you resistance to magic.
    Prerequisites: Wallara, Draconic Heritage
    Benefits: You gain a +1 Racial Bonus on Saving Throws versus Spells or Spell-Like Abilities.


    Spirit Guide
    You have Wallaran Spirits as friends.
    Prerequisites: Wallara, Summon Monster VI
    Benefits: You can use Summon Monster VI to summon a Wallaran Spirit (but not when you are in the Dreamworld).


    Wallara Racial Substitution Levels

    Spirit Shaman
    Level 20: Replace Spirit Who Walks with Dragon Spirit.
    Dragon Spirit (Ex): Your Type changes to Dragon, and you gain DR 10/-.


    Dragon Shaman
    Level 1: You gain an additional option you can learn to use your Draconic Aura. Stealth gives a Bonus to Hide and Move Silently Checks equal to your Aura Bonus.


    Ranger
    Levels 13 and 17: Replace Camouflage and Hide in Plain Sight with Tookoo Defender (Ex): At 13th Level, when defending the tribes Tookoo (or your Allies), you gain a +2 Circumstance Bonus on attack and damage rolls, and Saving Throws against Fear Effects. This Bonus increases to +4 at Level 17.



    Wallaran Spirit (Kangaroo)
    Medium Outsider (Extraplanar, Lawful, Spirit)
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares)
    Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
    Base Attack/Grapple: +10/+14
    Attack: Slam +14 melee (1d3+4)
    Full Attack: 2 Slams +14 melee (1d3+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Native Spellcasting, Dreamworld Perinarch
    Special Qualities: Darkvision 60 ft., Low-Light Vision, SR 31 (see below), DR 10/Magic
    Saves: Fort +11, Ref +11, Will +12
    Abilities: Str 18, Dex 18, Con 18, Int 20, Wis 20, Cha 20
    Skills: Bluff +19, Concentration +18, Hide +18, Knowledge (any 3) +19, Diplomacy +19, Jump +17, Listen +15, Move Silently +18, Sense Motive +19, Spellcraft +19, Spot +15
    Feats: Quicken Spell-Like Ability (Dreamworld Perinarch), any 3 Metamagic Feats
    Environment: Dreamworld
    Organization: Solitary
    Challenge Rating: 6 (20 in the Dreamworld)
    Treasure: None
    Alignment: Lawful Neutral, Lawful Good, Neutral or Neutral Good
    Advancement: 11-30 HD (Medium)
    Level Adjustment: ---

    Wallaran Spirits are powerful Dreamworld Spirits resembling common animals that are known for giving advice and cryptic hints of the future. They are only rarely found outside the Dreamworld, due to losing most of their power when they leave their home behind.

    Native Spellcasting: While within the Dreamworld the Spirit can cast spells as an 18th Level Wizard.

    Dreamworld Perinarch (Su): While within the Dreamworld the Spirit can cast Planar Perinarch at will.

    Spell Resistance: The Spirits Spell Resistance only functions in the Dreamworld.

    Combat: Wallaran Spirits hate fighting, especially in their Dreamworld home. Usually, when faced by hostility, they just Polymorph them into a harmless creature and leave.


    Wallaran Spirit (Koala)
    Tiny Outsider (Extraplanar, Lawful, Spirit)
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 22 (+2 Size, +4 Dex, +6 Natural), touch 16, flat-footed 18
    Base Attack/Grapple: +10/+6
    Attack: Claw +16 melee (4 points)
    Full Attack: 2 Claws +16 melee (4 points) and 1 Bite +11 melee (1d4+2)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Native Spellcasting, Dreamworld Perinarch
    Special Qualities: Darkvision 60 ft., Low-Light Vision, SR 31 (see below), DR 10/Magic
    Saves: Fort +11, Ref +11, Will +12
    Abilities: Str 18, Dex 18, Con 18, Int 20, Wis 20, Cha 20
    Skills: Bluff +19, Climb +12, Concentration +18, Hide +18, Knowledge (any 3) +19, Diplomacy +19, Jump +17, Listen +15, Move Silently +18, Sense Motive +19, Spellcraft +19, Spot +15
    Feats: Quicken Spell-Like Ability (Dreamworld Perinarch), any 3 Metamagic Feats
    Environment: Dreamworld
    Organization: Solitary
    Challenge Rating: 6 (20 in the Dreamworld)
    Treasure: None
    Alignment: Lawful Neutral, Lawful Good, Neutral or Neutral Good
    Advancement: 11-30 HD (Tiny)
    Level Adjustment: ---

    Native Spellcasting: While within the Dreamworld the Spirit can cast spells as an 18th Level Wizard.

    Dreamworld Perinarch (Su): While within the Dreamworld the Spirit can cast Planar Perinarch at will.

    Spell Resistance: The Spirits Spell Resistance only functions in the Dreamworld.

    Combat: Wallaran Spirits hate fighting, especially in their Dreamworld home. Usually, when faced by hostility, they just Polymorph them into a harmless creature and leave.


    Wallaran Spirit (Kookaburra)
    Tiny Outsider (Extraplanar, Lawful, Spirit)
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Fly 50 ft. (average)
    Armor Class: 22 (+2 Size, +4 Dex, +6 Natural), touch 16, flat-footed 18
    Base Attack/Grapple: +10/+6
    Attack: Beak +16 melee (1d10+6)
    Full Attack: Beak +16 melee (1d10+6)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Native Spellcasting, Dreamworld Perinarch
    Special Qualities: Darkvision 60 ft., Low-Light Vision, SR 31 (see below), DR 10/Magic
    Saves: Fort +11, Ref +11, Will +12
    Abilities: Str 18, Dex 18, Con 18, Int 20, Wis 20, Cha 20
    Skills: Bluff +19, Concentration +18, Hide +18, Knowledge (any 3) +19, Diplomacy +19, Jump +17, Listen +15, Move Silently +18, Sense Motive +19, Spellcraft +19, Spot +15
    Feats: Quicken Spell-Like Ability (Dreamworld Perinarch), any 3 Metamagic Feats
    Environment: Dreamworld
    Organization: Solitary
    Challenge Rating: 6 (20 in the Dreamworld)
    Treasure: None
    Alignment: Lawful Neutral, Lawful Good, Neutral or Neutral Good
    Advancement: 11-30 HD (Tiny)
    Level Adjustment: ---

    Native Spellcasting: While within the Dreamworld the Spirit can cast spells as an 18th Level Wizard.

    Dreamworld Perinarch (Su): While within the Dreamworld the Spirit can cast Planar Perinarch at will.

    Spell Resistance: The Spirits Spell Resistance only functions in the Dreamworld.

    Combat: Wallaran Spirits hate fighting, especially in their Dreamworld home. Usually, when faced by hostility, they just Polymorph them into a harmless creature and leave.
    Last edited by Bhu; 2023-06-03 at 06:21 PM.
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  4. - Top - End - #814
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    WALLARA
    · Chameleon (Ex/Sp): The Wallara may Hide in Plain Sight as per the Ranger ability of the same name. Additionally the Wallara may cast Disguise Self at will as a Spell-Like ability.
    I'd make this two separate abilities. The Ex/Sp designation, in particular, is very clunky.

    · Dimension Door (Su): 1/Day as a Full Round Action the Wallara may teleport anywhere within 120'. This otherwise is similar to the Dimension Door spell, except that you never risk teleporting into solid matter. You may use it 2/day at ECL 5, 3.day at ECL 8, and at will once you reach ECL 10.
    A bit unusual, but hey, SCALING!

    · Level Adjustment: +2
    No way. Dragonblood subtype, at-will SLAs, HiPS, no stat penalty… This is not on par with Troglodytes.

    Spell Resistance
    Your bloodline gives you resistance to magic.
    Prerequisites: Wallara, Draconic Heritage
    Benefits: You gain a +1 Racial Bonus on Saving Throws versus Spells or Spell-Like Abilities.
    That's a tad confusing a name for a feat that doesn't grant SR.

    Spirit Shaman
    Level 20: Replace Spirit Who Walks with Dragon Spirit.
    Dragon Spirit (Ex): Your Type changes to Dragon, and you gain DR 10/Magic.
    DR/magic is very lackluster at level 20.

    Dragon Shaman
    Level 1: You gain an additional option you can learn to use your Draconic Aura. Stealth gives a Bonus to Hide and Move Silently Checks equal to your Aura Bonus.
    Nice!

    I'll look at the spirit statblocks later.

  5. - Top - End - #815
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    Default Re: Orc/Goblinoid Resources

    Aaaand spirits:

    Quote Originally Posted by Bhu View Post
    Challenge Rating: 9 (20 in the Dreamworld)
    Why do they have CR 9 in the not-Dreamworld again? The stats are good, but their offense (and by "they" I mean all three spirits) goes away entirely and their defenses become thoroughly mediocre.

    Combat: Wallaran Spirits hate fighting, especially in their Dreamworld home. Usually they just Polymorph them into a harmless creature and leave.
    Fragment; consider revising.

    Wallaran Spirit (Koala)
    Tiny Outsider (Extraplanar, Lawful, Spirit)
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +4
    Speed: 30 ft. (4 squares)
    6 squares.

    Attack: Claw +14 melee (4 points)
    Full Attack: 2 Claws +14 melee (4 points) and 1 Bite +9 melee (1d4+2)
    +16 and +16/+11 to hit (size).

    Wallaran Spirit (Kookaburra)
    A BIRDY!

    Attack: Beak +14 melee (1d10+4)
    Full Attack: Beak +14 melee (1d104)
    +16 (size) for 1d10+6 (single melee attack).

  6. - Top - End - #816
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    No way. Dragonblood subtype, at-will SLAs, HiPS, no stat penalty… This is not on par with Troglodytes.
    +3 then?



    DR/magic is very lackluster at level 20.
    .
    I could make it DR/-.
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  7. - Top - End - #817
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    Aaaand spirits:



    Why do they have CR 9 in the not-Dreamworld again? The stats are good, but their offense (and by "they" I mean all three spirits) goes away entirely and their defenses become thoroughly mediocre.
    Let me review that, they were originally CR 9 due to the spirit guide feat, and I probably forgot to adjust them due to exhaustion.
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  8. - Top - End - #818
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Let me review that, they were originally CR 9 due to the spirit guide feat, and I probably forgot to adjust them due to exhaustion.
    Make sure you get in some rest too!

    Quote Originally Posted by Bhu View Post
    +3 then?
    At the very least, yes.

    I could make it DR/-.
    That's good stuff. Please do!

  9. - Top - End - #819
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    Default Re: Orc/Goblinoid Resources

    Revisions are up. This next one is an oddity that will be...tricky to adjust.

    ARGAS



    "The only thing necessary for the triumph of evil is for good men to do nothing."

    The Argas are lizard headed humanoids covered in blue, green or purple scales with a metallic sheen.

    ARGAS RACIAL TRAITS
    · +2 Dex, +2 Con, +4 Int
    · Size Class: Medium.
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · Base Swim speed 60 ft.
    · +10 Natural AC Bonus
    · Drain Magic (Su): Anytime you touch a magic item (or it touches you), it must make a Willpower Save (Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier of it's user if it isn't an intelligent item) or be turned into a normal item. If the item is within 50 feet you can attempt to Drain it as a Standard Action, but only if you make a DC 25 Use Magic Device Check. Intelligent items of Good Alignment are immune to this ability. This gains you spell points, which you ban use to cast spell-like abilities. To determine the spell points, take the highest level spell the item can produce, and it grants temporary spell points equal to the following: 1st Level: 1 point, 3nd Level: 3 points, 3rd Level: 5 points, 4th Level: 7 points, 5th Level: 9 points, 6th Level::11 points, 7th Level: 13 points, 8th Level: 15 points, 9th Level: 17 points. These spell points are lost once used, and to gain more the Argas must Drain more items. If the item doesn't produce a spell effect, then use the highest level spell necessary to create it instead. The spell point cost, and what spell-like abilities the Argas can use are listed below:
    1st Level (Costs 1 spell point): Detect Evil, Detect Good
    3rd Level (Costs 3 spell points) Continual Flame, Invisibility
    5th Level (Costs 5 spell points): Fireball, Protection from Energy, Tongues
    7th Level (Costs 7 spell points): Hallucinatory Terrain, Polymorph
    9th Level (Costs 9 spell points): Persistent Image, Telepathic Bond, Teleport
    11th Level C0sts 11 spell points): Summon Monster VI (Good creatures only)
    13th Level (Costs 13 spell points): Summon Monster VII (Water Elementals only)
    15th Level (Costs 15 spell points): Clone
    17th Level (Costs 17 spell points): Etherealness
    · Two-Weapon Fighting: (Sp): Argas gain the Two Weapon Fighting Feat as a Bonus Feat, whether they qualify for it or not.
    · Metallic Scales: (Su): The Argas had to devour a fair amount of metal as a child to gain it's scales. You may choose for your unarmed strikes and natural weapons to be either silver, adamantine or cold iron for purposes of bypassing Damage Reduction.
    · Amphibious
    · Argas have a Primary Bite attack doing 1d4 plus Strength Bonus.
    · Skills: Argas have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.
    · Automatic Languages: Draconic.
    · Level Adjustment: +4
    · Favored Class: Paladin

    STARTING AGE
    Adulthood: 30
    Barbarian, Rogue, Sorcerer: +2d6
    Bard, Fighter, Paladin, Ranger: +4d6
    Cleric, Druid, Monk, Wizard: +6d6

    AGING EFFECTS
    Middle Age: 70
    Old: 105
    Venerable: 140
    Maximum Age: +4d20 years

    HEIGHT AND WEIGHT
    Base Height: 5'
    Height Modifier: +2d10"
    Base Weight: 130 lbs.
    Weight Modifier: x2d6 lbs.

    ARGAS CHARACTERS
    Look for classes that won't need much in the way of magic items or that provide healing (or the ability to let your strikes overcome DR/Magic), because Drain is a neat ability but it kind of messes you over in some ways.
    Adventuring Race: Argas adventure purely to destroy Evil.
    Character Development: Make sure you're always fully clothed and be careful about what you touch with your bare skin since you can't turn your Drain ability off (without Feats that is). This will prevent you from Draining your companions items accidentally, but still won't let you use them.
    Character Names: Argas use Lizardman names.

    ROLEPLAYING AN ARGAS
    Evil is always present, and you will always be there to destroy it. You end up exhausting yourself due to seeing it everywhere.
    Personality: You can be a little cold and condescending given your obsessions, but hopefully people can see you mean well.
    Behaviors: You tend to be obsessed with Evil, to the point you're kind of annoying about it. It's like nothing else exists for you.
    Language: Argas speak Draconic.

    ARGAS SOCIETY
    The Argas are fairly advanced, but have little in the way of magic to aid them given their draining abilities. Not much is known about their culture due to their distant nature.
    Alignment : Virtually all Argas are Lawful Good.
    Lands : Argas are semi aquatic, so they prefer underground lakes and rivers.
    Settlements : Argas will settle any where in the Underdark they can live in and fight evil..
    Beliefs : Argas worship virtually any Good deities.
    Relations: The Argas are fairly reclusive, but their never ending quest to destroy Evil often brings them into contact with other races eventually.

    ARGAS ADVENTURES
    · You found a colony of Mindflayers and went all superhero on their butts. It didn't work out like you hoped, but now you're inspiring a prison break...
    · Knowing that your hatchlings must eat copious amounts of metal to survive, some one has been putting Rust Monsters in your home city. They're like big, persistent roaches, and you're determined to be rid of them.
    · A self proclaimed champion of Evil has challenged you to a duel out of the blue. You have two days to figure out whats going on.


    Argas Racial Feats

    Suppress Drain
    You can attempt to suppress your Drain Magic ability.
    Prerequisites: Argas, Wis 13+
    Benefits: By making a DC 20 Wisdom Check, you can suppress your Drain Magic ability for a number of rounds equal to your Wisdom Modifier. You may do this a number of times per day equal to your Cha modifier.


    Improved Suppression
    You've gotten better at suppressing your Drain ability.
    Prerequisites: Suppress Drain
    Benefits: The duration of your suppression (if successful) is expanded now. Once it has lasted s number of rounds equal to your Wisdom modifier, you may maintain it via Concentration as you would a spell with a duration of Concentration.


    Bastion of Good
    Evil magic is hindered by your presence.
    Prerequisites: Argas, Cha 13+
    Benefits: Any non-evil being within 10 feet of your square (yourself included) gets a +1 Bonus to Saving Throws against spells with the Evil descriptor, as well as Spell-Like or Supernatural Abilities identical to those spells.


    Improved Bastion of Good
    Spells of an Evil nature are even less consistent around you.
    Prerequisites: Bastion of Good
    Benefits: The range of your Bastion of Good aura increases to 15 feet, and the Bonus to Saving Throws increases to +2.


    Argas Racial Substitution Levels

    Paladin
    Level 4: Replace Turn Undead with Death to Evil.
    Death to Evil (Ex): All your attacks are considered Good for purposes of bypassing Damage Reduction, and ignore miss chances against Evil opponents.
    Level 5: Replace Special Mount with Improved Smite Evil.
    Improved Smite Evil (Ex): You may now threaten critical hits against opponents who would normally be immune, but only if they are Evil. You do an additional +1d6 damage when successfully confirming a critical while using Smite Evil. You may wait until you know if the attack roll is successful before declaring you are using Smite.

    Ranger
    Level 4: Instead of Animal Companion you gain a +4 Bonus on attack and damage rolls against Evil opponents.

    Knight
    Level 2: Replace the Mounted Combat Feat with Eyes in the Back of Your Head (see Complete Warrior).
    Last edited by Bhu; 2023-06-10 at 05:51 PM.
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  10. - Top - End - #820
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    This next one is an oddity that will be...tricky to adjust.
    You're big on the understatement thing!

    ARGAS
    ARGAS RACIAL TRAITS
    · +2 Dex, +2 Con, +4 Int
    · Size Class: Medium.
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · Base Swim speed 60 ft.
    · +10 Natural AC Bonus
    · Drain Magic (Su): Anytime you touch a magic item
    Well, damn. I honestly don't know what to say.

    · Metallic Scales: (Sp): The Argas had to devour a fair amount of metal as a child to gain it's scales. You may choose for your unarmed strikes and natural weapons to be either silver, adamantine or cold iron for purposes of bypassing Damage Reduction.
    VERY nice. Probably wasn't meant to be Sp, though.

    Character Development: Make sure you're always fully clothed and be careful about what you touch with your bare skin since you can't turn your Drain ability off (without Feats that is).
    Wait, you can make it go away simply by wearing gauntlets and such?

    Suppress Drain
    You can attempt to suppress your Drain Magic ability.
    Prerequisites: Argas, Wis 13+
    Benefits: By making a DC 20 Wisdom Check, you can suppress your Drain Magic ability for a number of rounds equal to your Wisdom Modifier.


    Improved Suppression
    You've gotten better at suppressing your Drain ability.
    Prerequisites: Suppress Drain
    Benefits: The duration of your suppression (if successful) is expanded now. Once it has lasted s number of rounds equal to your Wisdom modifier, you may maintain it via Concentration as you would a spell with a duration of Concentration.
    Shall I take it that Suppress cannot just be reactivated once the duration expires, then?


    Argas Racial Substitution Levels

    Paladin
    Level 4: Replace Turn Undead with Death to Evil.
    Death to Evil (Ex): All your attacks are considered Good for purposes of bypassing Damage Reduction, and ignore miss chances against Evil opponents.
    Level 5: Replace Special Mount with Improved Smite Evil.
    Improved Smite Evil (Ex): You may now threaten critical hits against opponents who would normally be immune, but only if they are Evil. You do an additional +1d6 damage when successfully confirming a critical while using Smite Evil. You may wait until you know if the attack roll is successful before declaring you are using Smite.

    Ranger
    Level 4: Instead of Animal Companion you gain a +4 Bonus on attack and damage rolls against Evil opponents.

    Knight
    Level 2: Replace the Mounted Combat Feat with Eyes in the Back of Your Head (see Complete Warrior).
    I love all of this, nice work there!

  11. - Top - End - #821
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    Default Re: Orc/Goblinoid Resources

    I have made the usual edits. +4 LA seem ok, or should I fiddle with it more?
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    Default Re: Orc/Goblinoid Resources

    last of the reptiles, next week is amphibians

    PTERAFOLK



    "This is our home, get out!"

    Pterafolk look like tail-less Lizardfolk with various shades of green or tan scales. They also have a form with wings and a pterosaurian head. And they can also appear as a Pteranodon.

    PTERAFOLK RACIAL TRAITS
    · +4 Str, +2 Dex, +2 Con, +4 Wis, -2 Int, -2 Cha
    · Size Class: Large. -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 30 ft.
    · Alternate Form (Su): Pterafolk can assume the form of a Pteranodon, or a hybrid form with wings. Stats are the same in all forms, except as follows: The Pterafolk gains a Flight speed of 30 feet (Average). Pteranodon form has a 10 foot land speed, and a flight speed of 90 feet (Good). Both forms gain Low-light Vision, Scent, Flyby Attack as a Bonus Feat, as well as the Dive attack as well.
    · +6 Natural AC Bonus
    · Dive (Ex): If the Pterafolk makes a charge attack, and lowers it's altitude by at least 30 feet as part of the charge, it gains a +4 bonus to the attack roll and does double damage if it hits.
    · A Pterafolk has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Craft, Knowledge (Nature), Listen, Spot, and Survival. It also gets 2 Feats. Pterafolk are proficient with simple weapons
    · Pterafolk have a Primary Bite attack doing 1d6 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.
    · Automatic Languages: Pterafolk speak Lizardfolk. Bonus Languages: Usually Common, if any.
    · Level Adjustment: +3
    · Favored Class:Ranger or Scout

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

    AGING EFFECTS
    Middle Age: 20
    Old: 35
    Venerable: 50
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 8' Female: 7'9"
    Height Modifier: +2d12"
    Base Weight: Male: 300 lbs. Female: 270 lbs.
    Weight Modifier: x(3d20) lbs.

    PTERAFOLK CHARACTERS
    Try building yourself around aerial combat, you're a natural at it.
    Adventuring Race: Pterafolk adventure to protect their loved ones and homes.
    Character Development: People will expect you to be violent, so mess with their expectations.
    Character Names:Pterafolk use Lizardfolk names.

    ROLEPLAYING A PTERAFOLK
    Everything thinks you're violent. Rip a few peoples hearts out, and you get a reputation for life...
    Personality: Pterafolk generally are regarded as irritable, with violent tempers.
    Behaviors: Pterafolk are very loyal to their loved ones, and spend much of their time with them.
    Language: Pterafolk speak a variant of Lizardfolk.

    PTERAFOLK SOCIETY
    Pterafolk live in small tribes, much like their Lizardfolk relatives. Exiled individuals form violent hunting packs, led by their strongest member.
    Alignment : Most Pterafolk are Neutral, with a minority being Evil as well.
    Lands : Pterafolk prefer warm forests.
    Settlements : Pterafolk don't willingly leave their homelands.
    Beliefs : Presumably, they worship Semuanya.
    Relations: Pterafolk have quite a few enemies, especially Goblins.

    PTERAFOLK ADVENTURES
    · You have found a Goblin baby. You have no idea how to return it to the local Goblin tribe without being killed..
    · Some celestial type being falls from the sky, and declares himself your new Gawd. Needless to say, you tell it go pound sand.
    · Your tribe is being haunted by ghost dinosaurs. This will not do.


    Pterafolk Racial Feats

    Flying Dodge
    You're more nimble in the air.
    Prerequisites: Pterafolk, Dodge
    Benefits: Your Dodge Bonus increases to +2 when you are flying.


    Spear Hook
    You have a fighting style with the Barbed Spear.
    Prerequisites: Pterafolk, Exotic Weapon Proficiency (Barbed Spear)
    Benefits: You can make opposed combat checks with your Barbed Spear (see below).


    Flying Spear
    You are proficient at fighting with you're spear in flying charges.
    Prerequisites: Pterafolk, Exotic Weapon Proficiency (Barbed Spear)
    Benefits: When flying, and making a charge with your Barbed Spear, you do double damage on a successful attack.


    Quick Change
    You are well versed in shifting form.
    Prerequisites: Pterafolk
    Benefits: Using Alternate Form is now a Swift Action.


    Pterafolk Racial Substitution Levels

    Ranger
    Levels 2, 6 and 11: You have the following three options for Combat Style: Claws and Spear.
    At 2nd Level Claws gains you Multiattack, at 6th Level you gain Improved Multiattack, and at 11th Level you gain Improved Critical (Claw or Bite).
    At 2nd Level Spear gains you Exotic Weapon Proficiency (Barbed Spear), at 6th Level you gain Weapon Focus ( Barbed Spear), and at 11th Level you gain Spear Hook

    Scout
    Levels 3+: When you gain Fast Movement, you can choose which movement speed to enhance.
    Levels 4+: When you can choose a Bonus Feat, you may opt to choose a Racial or Monster Feat instead.


    Barbed Spear
    This is identical to a Spear, except as follows: You gain a +2 Bonus on opposed Checks made to Disarm, Grapple or Trip someone with the weapon if you have the Spear Hook Feat. If you fail your attempt at an opposed check, you can drop the weapon to prevent your opponent from making his own attempt back.
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  13. - Top - End - #823
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    +4 LA seem ok, or should I fiddle with it more?
    It works, I think?

    Quote Originally Posted by Bhu View Post
    last of the reptiles, next week is amphibians
    I like those too!

    PTERAFOLK
    Hm. So, let's do a little comparison with the version from MComp:MoF, updated to 3.5 in PGtF!

    This Here Official Version
    DEX 2 higher STR 6; CON 4; INT 2 higher
    30' base land; up to 90' (good) flight 30' base land, 20' climb; up to 50' (good) flight
    Dive (Ex); Flyby Attack in flight Flyby Attack in pterodactyl form only
    Primary bite (1d6), secondary claws (1d4); always on Primary claws (1d6), secondary bite (1d8); must land after using claws in flight
    +6 natural armour +7 natural armour
    Craft, K. (nature); Survival Climb; Jump
    Advances by class (default) Advances by HD (default)
    LA +3 LA +4

    The similarity is a bit confusing, but I think the balance is roughly in order. If it weren't for poor Ogres, I'd maybe even advocate going down to LA +2.

    Spear Hook
    You have a fighting style with the Barbed Spear.
    Prerequisites: Pterafolk, Exotic Weapon Proficiency (Barbed Spear)
    Benefits: You can make opposed combat checks with your Barbed Spear (see below).

    (…)

    Barbed Spear
    This is identical to a Spear, except as follows: You gain a +2 Bonus on opposed Checks made to Disarm, Grapple or Trip someone with the weapon if you have the Spear Hook Feat. If you fail your attempt at an opposed check, you can drop the weapon to prevent your opponent from making his own attempt back.
    I'd opine that's strictly not worth two feats.

  14. - Top - End - #824
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    Default Re: Orc/Goblinoid Resources

    I was trying to update it from 2e, I hadn't realized they'd already done it. I'll edit in a new critter.
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  15. - Top - End - #825
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I was trying to update it from 2e, I hadn't realized they'd already done it. I'll edit in a new critter.
    Nah, it's a nice variant! Slap some epithet on the name and you'll be good.

  16. - Top - End - #826
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    Default Re: Orc/Goblinoid Resources

    I can't believe these were never done in 3.5.


    GRUNG (Greyhawk)



    "Ribbit, ribbit you.."

    The Grung are short, humanoid toads with red eyes and black pupils. Their skin is dappled green and brown, fading to yellow on their bellies.

    GRUNG RACIAL TRAITS
    · +2 Dex, +4 Con, -2 Str, -2 Int, -2 Cha
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are 3/4 those of a Medium character.
    · Type: Humanoid, with the Aquatic and Amphibious Subtypes.
    · Base land speed 20 ft.
    · Base swim speed 30 ft.
    · Poison (Ex): Grung secrete poison, and anyone making contact with their bare skin, or bitten by them, suffers. Grung are immune to their own poison. Contact, Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con. Grung can smear one dose onto a weapon as a Swift Action. This poisons the weapon for that round.
    · +3 Natural AC Bonus
    · Vulnerable Skin (Ex): Grung breathe through their skin, and need to keep it moist. Every three hours they must submerge themselves in water for 1 full round or begin to suffocate.
    · Grung are proficient with simple and Martial weapons. A Grung 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
    · Grung have a Primary Bite attack doing 1d3 plus Strength Bonus.
    · Automatic Languages: Grung speak Grung. Bonus Languages: Usually a nearby race, if any.
    · Level Adjustment: +2
    · Favored Class:Rogue

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

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: 2'8"
    Height Modifier: +2d4"
    Base Weight: 30 lbs.
    Weight Modifier: x1 lb.

    GRUNG CHARACTERS
    If you want to go caster, it'll need to be a Wisdom based class. Otherwise you'll want to be an ambush fighter.
    Adventuring Race: Given their need for water, Grung only adventure when they need to.
    Character Development: Grung have a lot of difficulties between their need for water and hostility. Try to find ways to minimize those weaknesses.
    Character Names: Grung names are usually variations of croaks or ribbits, and not usually easily pronounceable by other races..

    ROLEPLAYING A GRUNG
    No one intrudes on your territory on pain of death. Nobody. Unless they're reeeeally big, then you're willing to hide.
    Personality: Grung tend to be little balls of hostility. Their culture is fairly amoral and stress inducing..
    Behaviors: You tend to sit quiet and motionless for long periods of time. You like trying to convince people you're dead.
    Language: Grungs speak their own language.

    GRUNG SOCIETY
    Grungs are a matriarchal, tribal society. Born the same color, they change upon puberty. Advancement in their society is by fighting duels to the death.
    Alignment : The bulk of Grung are Lawful, and many are Evil as well.
    Lands : The Grung prefer warm marshes.
    Settlements : Grung rarely leave their marsh homes.
    Beliefs : It's presumed they worship Nangnang of the 9 Trickster Gods, but that presumption is based entirely on the fact that Nangnang looks like a Grung.
    Relations: The Grung are warlike, and very territorial. They don't make friends.

    GRUNG ADVENTURES
    · A local Druid cult has begun persecuting your people for 'befouling the swamp waters'. You remind them your ability to sweat poison is an involuntary one, but they aren't satisfied. So it's war.
    · Some rando stepped foot juuust inside your territory. So it's war.
    · The Chief has decided you are potential husband material, and has demanded you prove yourself to her by raiding an opposing tribe. So it's war. Again. Sonofa (beep).


    Grung Racial Feats

    Swamp Walk
    You're more nimble in the swamp than most.
    Prerequisites: Grung
    Benefits: Your overland movement is x1 in swamps, regardless of whether you're on a highway or not (see PHB pg 164). Also, marshes and mud do not count as difficult terrain for you.


    Water Sphere
    You travel in a sphere of water.
    Prerequisites: Grung, must be a spellcaster
    Benefits: As long as you have at least one spell uncast, you are surrounded by a sphere of water (and so is anything entering your square). The water dilutes your venom, and it is now Initial damage Nauseated for 1d6 rounds, Secondary damage 1d3 Con. You may suppress or resume this Supernatural ability at will as a Swift or Immediate Action.


    Ambush Fighter
    You are proficient at fighting from hiding.
    Prerequisites: Grung, Hide 4 ranks, BAB +3
    Benefits: If your opponent is flat-footed or unaware of you, your attacks that turn automatically threaten a critical.


    Versatile Water Sphere
    You have new uses for your water sphere.
    Prerequisites: Water Sphere, Spellcaster Level 9
    Benefits: As an Action, you may transfer your sphere of water to one adjacent creature. If this creature is not Aquatic or Amphibious, it must hold it's breath or begin to drown. It now moves with the creature you assigned it to for 1 Minute, at which point it reappears around you.


    Grung Racial Substitution Levels

    Rogue
    Level 10+: You gain new options with your Rogues Special Ability.
    Special Ability (Ex): You may now choose from the following additional option:
    Improved Poison(Sp): You have learned to mix preservatives with your natural poison. You can put a drop of your poison in a gallon of liquid to make it toxic. Ingested, Fortitude Save (Save DC is Con based), Initial and Secondary damage is Nauseated for 1 Minute. When taking a Swift Action to apply your poison to a weapon, it now lasts for 1 Minute.

    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.


    Cleric
    Level 1: Grung Clerics available Domains are Animal, Healing, Plant and War.
    Last edited by Bhu; 2023-06-24 at 05:52 PM.
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  17. - Top - End - #827
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I can't believe these were never done in 3.5.
    Right? I suppose having included the Bullywugs, the Siv, the Gripplis (Dragon only, but still) and the Neraphim, they figured they have enough froggies. Not that I agree.


    GRUNG (Greyhawk)
    GRUNG RACIAL TRAITS
    · +2 Dex, +4 Con, -2 Str, -2 Int, -2 Cha
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are 3/4 those of a Medium character.
    · Type: Humanoid, with the Aquatic and Amphibious Subtypes.
    · Base land speed 20 ft.
    · Base swim speed 30 ft.
    · Poison (Ex): Grung secrete poison, and anyone making contact with their bare skin, or bitten by them, suffers. Grung are immune to their own poison. Contact, Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con. Grung can smear one dose onto a weapon as a Swift Action. This poisons the weapon for that round.
    · +3 Natural AC Bonus
    · Vulnerable Skin (Ex): Grung breathe through their skin, and need to keep it moist. Every three hours they must submerge themselves in water for 1 full round or begin to suffocate.
    · Grung are proficient with simple and Martial weapons. A Grung 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
    · Grung have a Primary Bite attack doing 1d3 plus Strength Bonus.
    · Automatic Languages: Grung speak Grung. Bonus Languages: Usually a nearby race, if any.
    · Level Adjustment: +0
    · Favored Class:Rogue
    Loving this to bits! But no RHD/LA +0 material this is not. Small with +4 CON, CON/CON poison, autoproficiency with all martial weapons plus all the little quality of life stuff such as Amphibious, the natural armour/weapons and stuff, the only downside being something you can negate at level 1 at the low-low cost of becoming able to dispense one of the nastiest debuffs in the game (i.e. nausea)? This is some strong mix. I could easily see a +2 or higher.

    Ambush Fighter
    You are proficient at fighting from hiding.
    Prerequisites: Grung, Hide 4 ranks
    Benefits: If your opponent is flat-footed or unaware of you, your attacks that turn automatically threaten a critical.
    I appreciate the love for these guys, don't get me wrong, but damn, that's just brutal for a "grab it at level 1, go to town" feat.


    Scout
    Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush
    Ambush (Ex): In any round in which the Scout makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

    The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

    At 3rd level, the applicable range for your Ambush attack increases by +20'. This bonus improves by and additional 20' for every four levels gained above 3rd (+40' at 7th, +60' at 11th, +80' at 15th, and +120' at 19th level).

    A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
    Still not seeing the appeal.

  18. - Top - End - #828
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    Default Re: Orc/Goblinoid Resources

    I have altered teh Grung


    ICE TOAD



    "You got the diamonds buddy?"

    Ice Toads are white toads with pale blue lumps and sharp teeth. Over 8 feet long, they make an imposing sight.

    ICE TOAD RACIAL TRAITS
    · +8 Str, +2 Dex, +6 Con, -4 Int (minimum 3), -4 Cha
    · Size Class: Large. -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 5 ft.
    · Type: Magical Beast with the Cold Subtype, giving it Low-light Vision and Darkvision 60 ft.
    · Base land speed 30 ft.
    · Improved Grab (Ex): To use this ability, an ice toad must hit a Medium or smaller creature with its tongue attack. If it gets a hold, it begins to drag its target to its mouth. In subsequent rounds, the toad and the target make opposed Strength checks. The toad and the target gain a +4 bonus on this check for each size category larger than Medium, or a -4 penalty for each size category smaller than Medium (an ice toad's usual modifier is +8 for size and Strength). If the ice toad wins the opposed Strength check, the toad drags the victim closer by 1 foot for every point of difference between the check results.

    If the victim wins the opposed check, it breaks free. If the distance between the toad and the victim is reduced to 0 (when the victim is drawn into the toad's mouth), the toad immediately makes a bite attack as a free action. The target is considered grappled, and loses any Dexterity bonus to AC.

    Toads also have improved grab with their bite attacks. To use this ability, the ice road must hit with its bite attack, either after dragging an opponent to its mouth or simply as a normal melee attack. If it gets a hold, it can swallow whole.
    · Swallow Whole (Ex): An ice toad can try to swallow a grabbed opponent that is at least two size categories smaller than it is (that is, Small or smaller). To swallow a creature, the ice road must make a successful grapple check. Once inside, the opponent takes 1d6 one and a half times Str modififer points of crushing damage plus 1d4 points of acid damage per round. A swallowed creature can cut its way our by using a light slashing weapon to kill the toad from the inside (AC 13). A Large ice toad can hold one Small, two Tiny, four Diminutive, or eight Fine creatures in its gut.
    · Sphere of Cold (Su): As a standard action, an ice toad can exude a sphere of numbing cold in a 10-foot radius from its body. Creatures within this radius take 3d6 points of cold damage (Fortitude Save for half damage). The save DC is Constitution-based. An ice toad can activate this sphere of cold every other round, starting in the first round of combat.
    · Ice Toads have 5 Racial Hit Dice, giving it the following: 5d10 Hit Points, +5 Base Attack Bonus, +4 Fort Save, +4 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 Hide, Jump, Listen and Spot. It also gets 2 Feats.
    · Ice toads receive a +8 racial bonus on Hide checks in snowy or icy environments. All toads receive a +6 racial bonus on Jump checks.
    · Ice Toads have a Primary Bite attack doing 2d6 plus one and a half times Strength Modifier, and a Primary Tongue attack with a range of 10 feet that does 1d4 plus Str modifier in non-lethal damage.
    . Non Humanoid Form: The Ice Toads aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them.
    · Automatic Languages: Ice Toad. Bonus Languages: Usually a nearby race, if any.
    · Level Adjustment: +4
    · Favored Class: Fighter

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

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Length: 7'
    Length Modifier: +3d6"
    Base Weight: 450 lbs
    Weight Modifier: x(3d6) lbs.

    ICE TOAD CHARACTERS
    Between ability scores, racial HD and LA, you aren't meant to be a caster, but you do have some nifty options as a Fighter with the right Feats.
    Adventuring Race: Ice Toads are collectors of ems and jewelry, and will frequently adventure to find them (or earn the wealth to buy them).
    Character Development: People generally think of you as a monstrous predator. Mostly because you are. So you'll need to work extra hard to show them that you don't mean to use them as an emergency food source if things go pear shaped.
    Character Names: Ice Toad names are unintelligible grunts.

    ROLEPLAYING AN ICE TOAD
    Life ain't nuthin' but eatin' and money. Not always necessarily in that order. n the plus side, you are bribe-able.
    Personality: Ice Toads can best be described as 'fussy loners'.
    Behaviors: Ice Toads are lovers of all things shiny, and go to great lengths to increase their collection. In fact, stealing from them or disrespecting their collection is the easiest way to get them to eat you.
    Language: Ice Toads have their own language.

    ICE TOAD SOCIETY
    Ice Toads have barely evolved above being animals, despite their intelligence. As long as they have food, water, and a safe place to sleep and store their horde, they don't care about much else.
    Alignment : Most Ice Toads are primarily neutral.
    Lands : They prefer cold marshes.
    Settlements : Ice Toads rarely leave their marsh homes.
    Beliefs : Unknown. If they worship any Gods, they don't make mention of them.
    Relations: Other races are generally perceived as food, enemies, nuisances, or traders of the shinies.

    ICE TOAD ADVENTURES
    · You encounter the aftermath of a criminal deal gone bad, and suddenly find yourself awash in diamonds. And enemies.
    · A Mummy Lord has declared himself ruler of the swamp, and wants all the locals to pay him taxes. Let the rebellion begin!
    · Rumors have reached you of Ghouls boogieing down in the night. Which explains all the noise recently...


    Ice Toad Racial Feats

    Improved Sphere of Cold
    Creatures you swallow are in trouble.
    Prerequisites: Ice Toad, Con 18+
    Benefits: Creatures you swallow do not get a save for half damage against your sphere of cold while they're inside you.


    Greater Sphere of Cold
    Your sphere is now truly numbing.
    Prerequisites: Improved Sphere of Cold
    Benefits: Opponents who fail a Saving Throw against your Sphere of Cold are also Sickened for 1d6 rounds.


    Tongue Tactics
    You have several maneuvers you can use with your tongue.
    Prerequisites: Ice Toad, Dex 15+, BAB 5+, Weapon Focus (Tongue)
    Benefits: You gain the following 3 tactical maneuvers:

    Snatch: You use your Tongue attack to try to grab an item from an opponent. If you're ranged attack roll hits, you can make a Disarm attempt as a Free Action without provoking an attack of opportunity. If you succeed you may take one object the target is holding.

    Trip: You use your Tongue attack to try to Trip an opponent. If you're ranged attack roll hits, you can make a Trip attempt as a Free Action without provoking an attack of opportunity. If the attempt fails, the opponent doesn't get to Trip you back.

    Lunge: As a Full Attack you can make a Tongue attack at a range of 15 ft., with a +2 Bonus on the Grapple Check.


    Hippity Hoppity
    You have a new leaping attack.
    Prerequisites: Ice Toad, Jump 4 ranks
    Benefits: You may roll a Jump Check in place of your attack roll when using your Bite.


    Ice Toad Racial Substitution Levels

    Fighter
    Level 1+: When you get to choose a Fighter Feat you can opt to choose a Monster/Monstrous Feat or a Racial Feat instead.

    Ranger
    Levels 2, 6 and 11: You have the following two options for Combat Style: Tongue and Ice
    At 2nd Level Tongue gains you Defensive Archery (see Races of the Wild), at 6th Level you gain Weapon Focus (Tongue), and at 11th Level you gain Tongue Tactics.
    At 2nd Level Ice gains you Ability Focus (Sphere of Cold), at 6th Level you gain Improved Sphere of Cold, and at 11th Level you gain Greater Sphere of Cold.

    Scout
    Levels 4+: When you can choose a Bonus Feat, you may opt to choose a Racial or Monster/Monstrous Feat instead.
    Last edited by Bhu; 2023-06-25 at 06:52 PM.
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  19. - Top - End - #829
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    Quote Originally Posted by Bhu View Post
    I have altered teh Grung


    ICE TOAD
    This Here Frostburn Official
    5 HD 5 HD
    30' land 30' land
    Magical Beast [Cold] Magical Beast [Cold]
    2d6+1.5×STR bite; 1d4+STR non-lethal tongue (10' reach) 2d6+1.5×STR bite; 1d4+STR non-lethal tongue (10' reach)
    Improved Grab; Swallow Whole; Cold Sphere Improved Grab; Swallow Whole; Cold Sphere
    +8 STR; +2 DEX; +6 CON; -4 INT; -4 CHA +8 STR; +2 DEX; +6 CON; -4 INT; -4 CHA
    Hide, Jump, Listen, Spot Hide, Jump, Listen, Spot
    LA +2 LA –

    So… That's a remarkably good update from 2e, if similarity to official stuff is a benchmark we're using.

    ICE TOAD RACIAL TRAITS
    One question: since this is written up as a race and without you usual Non-Humanoid Form clause, does it have hands? That would make a big difference.

    Ice Toad Racial Feats
    And, at any rate, these are nice additions. I like the Lunge thing and Hippity Hoppity, especially.

  20. - Top - End - #830
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    I knew I was forgetting something. I has modified.
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  21. - Top - End - #831
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    FIRE TOAD (Forgotten Realms)



    "PTOOEY!"

    Fire Toads are 4 foot long red toads covered in purple warts.

    FIRE TOAD RACIAL TRAITS
    · +6 Dex, -4 Str, -4 Int (minimum 3), -4 Cha
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are 3/4 those of a Medium character.
    · Type: Magical Beast with the Fire Subtype, giving it Low-light Vision and Darkvision 60 ft.
    · Base land speed 20 ft.
    · Fireball (Su): Fire toads can make a ranged attack roll by breathing fireball at their foes. These fireballs have a range of 30 ft., and explode on impact in a 5 ft. radius. They inflict 2d8 Fire damage. A Reflex save (Save DC is Dexterity based) halves the damage on a success.
    · Fire Toads have 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 Base Attack Bonus, +4 Fort Save, +4 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 Jump, Listen and Spot. It also gets 2 Feats.
    · All toads receive a +6 racial bonus on Jump checks.
    . Non Humanoid Form: The Fire Toads aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is double the cost and half the weight for them.
    · Automatic Languages: Fire Toad. Bonus Languages: Usually a nearby race, if any.
    · Level Adjustment: +0
    · Favored Class: Fighter

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

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Length: 3'
    Length Modifier: +2d6"
    Base Weight: 80 lbs.
    Weight Modifier: x1 lb.

    FIRE TOAD CHARACTERS
    You are definitely not meant to be a caster. Either go Rogue and act as a ranged ambusher, or go Fighter and be a blaster.
    Adventuring Race: Usually Fire Toads adventure because other PC's have adopted them when their home is destroyed.
    Character Development: Try to develop a non-Fire based offense as a backup. Maybe get some Cohorts as assistants. Convince people you're a loyal pet so they'll feed you.
    Character Names: Fire Toads usually have one syllable names.

    ROLEPLAYING A FIRE TOAD
    The world is a scary place, and you want no part of it. After all, not everything is burnable.
    Personality: Fire Toads have one facial expression, so trying to parse their mood is very difficult.
    Behaviors: Fire Toads spend most of their time hiding, seeing as their only offense has a good chance of burning down their home.
    Language: Fire Toads have a sort of proto-language.

    FIRE TOAD SOCIETY
    Fire Toads have only recently risen above the other animals, and effectively have no society.
    Alignment : Toads are generally Neutral, with many being Chaotic as well.
    Lands : Fire Toads prefer warm forests.
    Settlements : Fire Toads almost never leave their homelands.
    Beliefs : No one has been able to confirm a Fire Toad religion.
    Relations: Fire Toads are skittish, and avoid strangers.

    FIRE TOAD ADVENTURES
    · After a prolonged fight with a pack of geese, you have accidentally burned the forest down. People are not happy.
    · You have accidentally burned down the seals imprisoning an eldritch horror, and are now legally bound to help seal it back.
    · Someone has burned down a local church, and of course, you have been blamed.


    Fire Toad Racial Feats

    Improved Fireball
    Your fireballs can bounce.
    Prerequisites: Fire Toad
    Benefits: Your Fireball is now treated like a grenade-like splash weapon, and if it misses the attack roll, then you roll to see scatter.


    Greater Fireball
    Your fireball is more powerful.
    Prerequisites: Improved Fireball
    Benefits: Your Fireball now has a range of 60 feet, and explodes in a 10 foot radius.


    Potent Fireball
    Your fireball is more powerful.
    Prerequisites: Improved Fireball
    Benefits: Your fireball does an additional d8 damage. This may be taken multiple times.


    Blazing Retreat
    You have several maneuvers you can use with your tongue.
    Prerequisites: Fire Toad, Dodge, Mobility, Point Blank Shot
    Benefits: When withdrawing from combat as a Full Action, you may spit two fireballs.


    Lets Get Bitey
    You have a new biting attack.
    Prerequisites: Fire Toad, Con 13+
    Benefits: You gain a Primary Natural Bite attack doing 1d6 plus one and a half times Str modifier, plus 1d6 fire damage.


    Fire Toad Racial Substitution Levels

    Fighter
    Level 1+: When you get to choose a Fighter Feat you can opt to choose a Monster/Monstrous Feat or a Racial Feat instead.

    Rogue
    Level 10: You have a new option for Special Ability:
    Smoke Blast (Su): Once every 1d4 rounds you can exhale a 30 foot cone of burning smoke. Creatures in the area must make a Fortitude Save (Save DC is Con based) or be Nauseated 1 round. The smoke cannot be seen into, or out of, and lasts for a number of rounds equal to your Con modifier. A moderate wind (11+ mph), such as from a gust of wind spell, destroys the smoke in 1 round.


    Scout
    Levels 4+: When you can choose a Bonus Feat, you may opt to choose a Racial or Monster/Monstrous Feat instead.
    Last edited by Bhu; 2023-07-12 at 08:11 PM.
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  22. - Top - End - #832
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    KNA (Mystara)



    "Welcome traveler. Do you have goods for trade?"

    Kna are orange scaled fishmen standing 10 to 12 feet tall. They have clawed and webbed hands and feet, and cannot breathe air. They have large fins on their heads and back.

    KNA RACIAL TRAITS
    · +10 Str, +4 Con, +2 Int, +4 Wis, -2 Dex, -4 Cha
    · Size Class: Large. -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 it 60 ft. Darkvision, with the Aquatic Subtype.
    · Base land speed 20 ft.
    · Base swim speed 40 ft.
    · Damage Reduction (Ex): DR 5/Slashing or Piercing
    · +5 Natural AC Bonus
    · Resistant Skin (Ex): Kna have a +1 Racial Bonus on Saving Throws against Fire related spells, attacks or effects.
    · Kna have 7 Racial Hit Dice, giving it the following: 7d8 Hit Points, +7 Base Attack Bonus, +2 Fort Save, +5 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Craft, Listen, Spot and Swim. It also gets 3 Feats.
    · Kna are proficient with simple and Martial weapons. A Kna 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
    · Kna have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d3 plus 1/2 Str Bonus. They get 2 Claws and a Bite with a Full attack.
    · Automatic Languages: Kna speak Kna and the Silent Tongue. Bonus Languages: Usually a nearby race.
    · Level Adjustment: +2
    · Favored Class: Scout

    STARTING AGE
    Adulthood: 6 months
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 20
    Old: 30
    Venerable: 40
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: 10'
    Height Modifier: +2d6"
    Base Weight: 780 lbs.
    Weight Modifier: +6d10 lbs.

    KNA CHARACTERS
    Kna aren't meant to be full casters with their lA/HD, but some level dips could be helpful.
    Adventuring Race: Kna adventure for the good of their people, or sometimes for revenge.
    Character Development: If this isn't a purely underwater campaign, you will need to find a way to breathe air.
    Character Names: Kna names are generally not pronounceable by Humanoids.

    ROLEPLAYING A KNA
    The life of a craftsman is all you need. You have little in the way of ambition beyond protecting, and providing for, your family.
    Personality: Most Kna are open and friendly, with the exception of the Uyagh.
    Behaviors: You spend your time looking after the tribes children, crafting goods for trade, and keeping an eye out for raids.
    Language: Kna have their own language, as well as The Silent Tongue: a sign language composed of hand gestures and head/body movements.

    KNA SOCIETY
    Most Kna are peaceful traders, living in extended family groups. Those who have suffered deadly raids by other races, however, tend to become raiders themselves.
    Alignment : Most Kna are Neutral, and whether they are Evil or Good largely depends on how they are treated.
    Lands : Kna are restricted to bodies of salt water.
    Settlements : Kna will never willingly leave their homelands.
    Beliefs : The Kna have never spoken to anyone of their religion, if they have one.
    Relations: Kna hate the Kopru, but are on fairly good terms with other races, especially the Sea Elves. The exception are the Uyagh, kna who have had their commmunities devastated by raids. They attack all intruders.

    KNA ADVENTURES
    · A Whale has turned to Evil after fishermen accidentally killed it's young. You have been asked to fix the situation, preferably without harm.
    · Raiders have massacred a large portion of the tribe, and you must convince them that you can get them revenge without them turning Uyagh..
    · Velya have invaded a local grotto, and you have been sent for help..


    Kna Racial Feats

    Ocean Warrior
    Your weapons are made for underwater combat.
    Prerequisites: Kna, Craft (Weaponsmith) 4 ranks
    Benefits: Weapons doing slashing or piercing you craft have no attack or damage penalties underwater. This still doesn't allow for the use of throwing weapons underwater.


    Uyagh Trainer
    You train sea beasts to hep attack ships, and run them onto reefs.
    Prerequisites: Kna, Handle Animal 4 ranks,, Cha 10+
    Benefits: You gain an animal cohort. The animal cohort is generally friendly to you and is willing to follow you and adventure with you. If given proper training, the animal cohort will willingly serve as your mount, guardian, and companion. (see the description of the Handle Animal skill for more details on training animals.)
    You can use the Handle Animal skill on your animal cohort as a move action rather than as a standard action, and you gain a +2 bonus on all Handle Animal checks made to direct or influence your animal cohort.
    You can choose from an Barracuda*, Eel*, Octopus, Porpoise, Seal* or Sea Snake* (*see Stormwrack). Like a druid, you can choose more powerful animals as you increase in level. These alternative animal cohorts work like the alternative animal companions available to a druid (minus the Share Spells ability), but they are not available to those with an Animal Companion already.

    4th Level or Higher: Dire Eel*, Large Sea Snake *, Large Shark

    7th Level or Higher: Dire Barracuda*, Elasmosaurus, Huge Sea Snake*

    10th Level or Higher: Baleen Whale, Huge Shark, Orca

    13th Level or Higher: Cachalot Whale, Giant Octopus, Ichthyosaur*, Sea Tiger (MM3)

    16th Level or Higher: Archelon*, Dire Shark, Giant Squid

    19th Level or Higher: Mosasaur*, Plesiasaur*


    Monster Trainer
    You can train Magical Beasts.
    Prerequisites: Uyagh Trainer, Handle Animal 8 ranks
    Benefits: You gain new options for an 'Animal' Cohort (listed below) and can use Handle Animal on Magical Beasts now as well (provided they have an Int of 5 or less):

    4th Level or Higher: Hippocampus*

    7th Level or Higher: Hammerclaw*, Sea Cat

    13th Level or Higher: Ramfish*


    Blessing of the Sea
    You have undergone a magical ritual..
    Prerequisites: Kna, BAB +10
    Benefits: Your natural weapon damage increases to 1d8 plus Str for your claws and bite..


    Fire Toad Racial Substitution Levels

    Fighter
    Level 1+: When you get to choose a Fighter Feat you can opt to choose a Monster/Monstrous Feat or a Racial Feat instead.

    Rogue
    Level 10: You have a new option for Special Ability:
    Monster Trainer (Su): You can make Handle Animal Checks against Magical Beasts. If you take the Wild Cohort Feat you may take Aquatic Magical Beasts of an identical CR.

    Scout
    Levels 4+: When you can choose a Bonus Feat, you may opt to choose a Racial or Monster/Monstrous Feat instead.
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  23. - Top - End - #833
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    Quote Originally Posted by Bhu View Post
    FIRE TOAD (Forgotten Realms)



    "PTOOEY!"
    FIRE TOAD RACIAL TRAITS
    · +6 Dex, -4 Str, -4 Int (minimum 3), -4 Cha
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are 3/4 those of a Medium character.
    · Type: Magical Beast with the Fire Subtype, giving it Low-light Vision and Darkvision 60 ft.
    · Base land speed 20 ft.
    · Fireball (Su): Fire toads can make a ranged attack roll by breathing fireball at their foes. These fireballs have a range of 30 ft., and explode on impact in a 5 ft. radius. They inflict 2d8 Fire damage. A Reflex save (Save DC is Dexterity based) halves the damage on a success.
    · Fire Toads have 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 Base Attack Bonus, +4 Fort Save, +4 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 Jump, Listen and Spot. It also gets 2 Feats.
    · All toads receive a +6 racial bonus on Jump checks.
    . Non Humanoid Form: The Fire Toads aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is double the cost and half the weight for them.
    · Automatic Languages: Fire Toad. Bonus Languages: Usually a nearby race, if any.
    · Level Adjustment: +0
    So… They don't have hands, have hefty stat penalties, low speed and only a bonus to Jump and the very confusingly named Fireball thing to show for it? With 4 RHD? Try 2 HD, perhaps. Small size, full BAB, d10s and the only good ability being sweet, sweet DEX could make that work.

    · Fireball (Su): Fire toads can make a ranged attack roll by breathing fireball at their foes. These fireballs have a range of 30 ft., and explode on impact in a 5 ft. radius. They inflict 2d8 Fire damage. A Reflex save (Save DC is Dexterity based) halves the damage on a success.
    Alternatively, you could make this an actual Fireball (it's standard action once per round, incidentally, right?) and let it scale.

    FIRE TOAD ADVENTURES
    · After a prolonged fight with a pack of geese, you have accidentally burned the forest down. People are not happy.
    Ah, one of the classic blunders! Never start a land war with geese!

    Potent Fireball
    Your fireball is more powerful.
    Prerequisites: Improved Fireball
    Benefits: Your fireball does an additional d8 damage.
    Can this at least be taken multiple times?

    Blazing Retreat
    You have several maneuvers you can use with your tongue.
    Prerequisites: Fire Toad, Dodge, Mobility, Point Blank Shot
    Benefits: When withdrawing from combat as a Full Action, you may spit two fireballs.
    Hell, yes! Now we're talking.

    Lets Get Bitey
    You have a new biting attack.
    Prerequisites: Fire Toad, Con 13+
    Benefits: You gain a Primary Natural Bite attack doing 1d6 plus one and a half times Str modifier, plus 1d6 fire damage.
    And this isn't half bad either.

    Edit: The Kna looks basically alright, if not very powerful, although the claw/bite has measly damage dice for its size.
    Last edited by Metastachydium; 2023-07-11 at 11:59 AM.

  24. - Top - End - #834
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    Quote Originally Posted by Metastachydium View Post


    Can this at least be taken multiple times?

    .
    Sounds good to me.
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  25. - Top - End - #835
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    Well, it's something!

  26. - Top - End - #836
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    ASHIERA



    "We have armor if you have coin."

    Teh Ashiera are squat, stocky grey humanoids, with small ears and noses. They have webbed hands and feet, fin-like wings, and gills on their necks. Their foreheads have layers of ridges.

    ASHIERA RACIAL TRAITS
    · +2 Con, +2 Int, +2 Wis, -2 Dex, -4 Cha
    · Size Class: Medium.
    · Type: Monstrous Humanoid, giving it 60 ft. Darkvision, with the Aquatic and Amphibious Subtypes.
    · Base land speed 20 ft.
    · Base swim speed 20 ft.
    · Base flying speed 20 ft. (Good)
    · Spell-like Abilities (Sp): 1/day: Ice Knife, Ice Storm 2/day: Fog Cloud
    · +6 Natural AC Bonus
    · Vulnerability (Ex): Ashiera are vulnerable to Fire damage.
    · Ashiera have 6 Racial Hit Dice, giving it the following: 6d8 Hit Points, +6 Base Attack Bonus, +2 Fort Save, +5 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Craft, Listen, Spot and Swim. It also gets 3 Feats.
    · Ashiera are proficient with Simple and Martial weapons, Light and Medium Armor, and Shields. An Ashiera 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: Ashiera and Common.. Bonus Languages: Usually a nearby race.
    · Level Adjustment: +2
    · Favored Class: Scout

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d20 years

    HEIGHT AND WEIGHT
    Base Height: Male: 4'10" Female: 4'5"
    Height Modifier: +2d10"
    Base Weight: Male: 130 lbs. Female: 100 lbs.
    Weight Modifier: x(2d6) lbs.

    ASHIERA CHARACTERS
    A few level dip in a class to help boost your movement speed may be necessary.
    Adventuring Race: Ashiera are as varied in their reasons for adventuring as there are stars in the sky.
    Character Development: Your race has a reputation you may have to live down. You'll also be stereotyped as a warrior, so keep in mind people will be expecting you to be at the front of any fight as well.
    Character Names: Ashiera use Elven names for some reason.

    ROLEPLAYING AN ASHIERA
    You hate taking orders, or losing. You see no point in oaths or promises, and the laws of your society are fluid from one generation to the next.
    Personality: Generally you can be described as a jerk. You want things your own way, and you change your mind on a whim.
    Behaviors: Ashiera are explorers by nature. They're always poking into things.
    Language: The Ashiera speak their own language, and usually common.

    ASHIERA SOCIETY
    Ashiera are raiders, though cities near rich, natural resources often become trading posts. They also trade treasure from sunken ships they find.
    Alignment : Most Ashiera are Neutral, and a fair many are Chaotic as well.
    Lands : Ashiera have complete control over a large island chain.
    Settlements : Ashiera occasionally take over abandoned coastal city.
    Beliefs : Unknown at this time.
    Relations: Due to many of their peoples raiding habits, the Ashiera have a negative reputation.

    ASHIERA ADVENTURES
    · You have been asked to lead a raid on a local coastal city, only to find it abandoned.
    · A large battle sank several ships near enough to your islands that you have been sen to salvage anything of worth. One ship gives you a bad feeling, and sure enough the two men you sent to inspect it haven't come back.
    · Scrags are moving in on your territory, and you have been asked to deal with them.


    Ashiera Racial Feats

    Flying Dodge
    You're more difficult to pin down than most.
    Prerequisites: Ashiera, 9th Level
    Benefits: You may cast Freedom of Movement 1/day


    Arctic Survival
    You have resistance to cold.
    Prerequisites: Ashiera, Con 17+
    Benefits: You gain Cold Resistance 5. This Feat can be taken up to 3 times, and increases your Cold Resistance another +5 each time, to a maximum of 15.


    Ashieran Armor (Reserve)
    You can create armor from organic debris.
    Prerequisites: Ashiera, must be able to cast 3rd Level spells
    Benefits: As long as you have an abjuration spell of 3rd level or higher available to cast, you have an Armor Bonus to AC equal to the highest level Abjuration spell you can cast.


    Ice Lance (Reserve)
    You can channel energy into your weapons (usually a polearm).
    Prerequisites: Ashiera, must be able to cast at least one 3rd Level spell with the Cold descriptor.
    Benefits: As long as you have a 3rd-level or higher cold spell available to cast, you can surround a melee weapon or a single piece of ammunition with a thin field of cold. Activating this ability is a swift action; you must touch the weapon to be affected as part of the action. The next attack made with that weapon, if taken before the end of your next turn, deals an extra 1 point of damage per level of the highest-level cold spell you have available to cast. If you successfully critical with the weapon, it does an extra 2d6 cold damage.

    Ashiera Racial Substitution Levels

    Any spellcaster
    Levels 2, 6 and 11: When you cast any spell that modifies land speed, you may opt to modify your swim or fly speeds instead.

    Scout
    Levels 3+: When you gain Fast Movement, you can choose which movement speed to enhance.
    Levels 4+: When you can choose a Bonus Feat, you may opt to choose a Racial or Monster Feat instead.

    Barbarian
    Levels 1+: When you gain Fast Movement, you can choose which movement speed to enhance.
    Last edited by Bhu; 2023-07-22 at 04:52 PM.
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  27. - Top - End - #837
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    ASHIERA
    ASHIERA RACIAL TRAITS
    Not very strong, but interesting and the numbers look about right. I like that spread of ability adjustments and the lovely array of movement speeds, in particular.

    · Spell-like Abilities (Sp): 1/day: Ice Knife, Ice Storm 2/day: Fog Cloud
    · Vulnerability (Ex): Ashiera are vulnerable to Fire damage.
    [That cold resistence feat.]
    Any reason why it doesn't just have the Cold subtype? It would be a fine thematic fit, and cold vulnerability wouldn't mess up anything too bad.


    ASHIERA CHARACTERS
    A few level dip in a spellcasting class to help boost your movement speed may be necessary.
    I don't think that's a very good advice, honestly. Air Heritage (totally worth the feat slot), Water Heritage (whatever, but if one wants to swim fast…) and a level in Barbarian (better synergy with 8 points of ECL with no actual casting) would leave 'em with 30' land, 40' swim and 40' fly (good) all day, every day.

    Character Names: Ashiera use Elven names for some reason.
    I find that funnier than I probably should. Nice detail.

    Cold Healing (Reserve)
    You can use the cold to heal yourself.
    Prerequisites: Ashiera, must be able to cast 3rd Level spells
    Benefits: As long as you have an abjuration spell of 3rd level or higher available to cast, you can attempt to heal yourself via your opponents magic. As an immediate action, you can force any character within 30 feet currently casting a spell on you that has the cold descriptor to make a Concentration check (DC 15 + the level of the highest-level abjuration spell you have available to cast); if the check fails, you take no damage from the spell, and heal 1 point of damage per level of the highest level abjuration spell you have to cast.
    It's clunky and very situational. I'd probably drop it.


    Scout
    Levels 3+: When you gain Fast Movement, you can choose which movement speed to enhance.
    I could see Barbarian getting a similar treatment.

  28. - Top - End - #838
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post

    Any reason why it doesn't just have the Cold subtype? It would be a fine thematic fit, and cold vulnerability wouldn't mess up anything too bad.
    .
    I ran out of feat ideas. I did some changes




    ANGUILIAN



    "Meat!"

    The Anguilians resemble 6 foot long eels with stubby legs, and fleshy arms ending in pincers. They have a lamprey like mouth, and often wield spears made of coral or bone.

    ANGUILIAN RACIAL TRAITS
    · +4 Str, +4 Dex, +4 Con, +4 Wis, -4 Cha
    · Size Class: Medium.
    · Type: Aberration, giving it 90 ft. Darkvision, with the Aquatic Subtype.
    · Base land speed 20 ft.
    · Base swim speed 40 ft.
    · Attach (Ex): If an anguillian hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached anguillian loses its Dexterity bonus to AC and has an AC of 14. An attached anguillian can be struck with a weapon or grappled itself. To remove an attached anguillian through grappling, the opponent must achieve a pin against the anguillian.
    · Blood Drain (Ex): An anguillian that begins its turn attached to an opponent bores into its opponent’s body and begins to drain fluids. It deals 1d4 points of Constitution damage each round it remains attached.
    · +4 Natural AC Bonus
    · Landwalking (Ex): Anguillians can survive out of water for 1 hour per 3 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).
    · Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds anguillians for 1 round. On subsequent rounds, they are dazzled while operating in bright light.
    · Speak With Eels (Ex): Anguillians can communicate with eels and dire eels up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Anguillians can use the Handle Animal skill to befriend and train eels, even if untrained.
    · Vulnerability (Ex): Anguilians are vulnerable to Fire damage.
    · Anguilians have 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +1 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.
    · Anguilians have a primary Pincer attack doing 1d4 plus Str modifier, and a Secondary Bite attack doing 1d4 plus 1/2 Str modifier. It gets 2 Pincers and a Bite with a Full attack.
    · Anguilians are proficient with Simple weapons. An Anguilian 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. Anguillians have a +4 racial bonus on Hide and Spot checks. The bonus on Hide checks improves to +8 in areas of coral, rock, or heavy kelp.
    · Automatic Languages: Sahuagin and Aquan. Bonus Languages: Usually a nearby race.
    · Level Adjustment: +2
    · Favored Class: Ranger

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d20 years

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

    ANGUILIAN CHARACTERS
    If you must play a caster, Wisdom based casting is you only real option. Usually you'll be some sort of melee build.
    Adventuring Race: Anguilians adventure for power, revenge, or because their tribe as wiped out and they're all alone now.
    Character Development: If you insist on playing this in a landbound campaign, try to find a way to shore up your difficulties on land.
    Character Names: Anguilians use Sahuagin names.

    ROLEPLAYING AN ANGUILIAN
    You are a monster, and an unapologetic one. You are a cannibal, a necrophage, and, if you want to move up the chain, an assassin. The only one who gets to tell you what to do is the being too strong for you to kill.
    Personality: Most people would say you have no personality, as you only rarely show anything resembling emotion. Many would also call you psychopathic, as you tend to attack anything perceived as weaker than yourselves..
    Behaviors: Anguilians practice stalking and hunting, as they are ever hungry.
    Language: Anguilians speak their own dialect of Sahuagin.

    ANGUILIAN SOCIETY
    Said to be relatives of the Sahuagin (despite there being little in common between them), the Anguilians are a patriarchal hierarchy in which the leader rules by force, and may be challenged at any time. Strength is the only thing Anguilians seem to respect.
    Alignment : Most Anguilians would be considered Lawful and Evil.
    Lands : Anguilians live in the deepest abysses of cold oceans, from 1800 to 2400 feet.
    Settlements : Where do they normally live when not in their homelands.
    Beliefs : Most Anguilians worship Umberlee or The Mockery.
    Relations: Other races are food. Honestly, some days they consider each other food.

    ANGUILIAN ADVENTURES
    · You have found the underwater prison of Anguileusis, your species original God. He has tasked you with forming a cult to free him.
    · A Dead God has awoken, and you are on your way to alert the Sea Elves and other races in the hopes that they and the God will destroy each other.
    · Sahuagin warriors have begun killing you with an almost desperate ferocity. You have been tasked to find out why.


    Anguilian Racial Feats

    Burst of Speed
    You can jet through the water.
    Prerequisites: Anguilian, Con 15=
    Benefits: Once per hour you may triple your swim speed for a number of rounds equal to your Con modifier.


    Grappler
    You are adept at fighting while attached.
    Prerequisites: Anguilian, Str 15+, Dex 15+
    Benefits: You can make two Pincer attacks per round while attached.


    Tail Slap
    You can use your tail as a weapon.
    Prerequisites: Anguilian, Dex 17+
    Benefits: When making a Full attack, you gain a Secondary Tail attack doing 2d6 plus 1/2 Str modifier.


    Savage Grappler
    You have improved your grappling.
    Prerequisites: rappler
    Benefits: You gain a +2 Bonus on attack rolls made while attached.

    AnguilianRacial Substitution Levels

    Cleric
    Domains: Regardless of what God they worship, Anguilians can always choose from the Destruction and Water Domains.

    Ranger
    Levels 2, 6 and 11: You have the following two options for Combat Style: Spear and Grappler
    At 2nd Level Spear gains you Weapon Focus (Spear), at 6th Level you gain Greater Weapon Focus (Spear), and at 11th Level you gain Improved Critical (Spear).
    At 2nd Level Grappler gains you Weapon Focus (Bite), at 6th Level you gain Grappler, and at 11th Level you gain Savage Grappler.

    Fighter
    Level 1+: When you get to choose a Fighter Feat you can opt to choose a Monster/Monstrous Feat or a Racial Feat instead.
    Last edited by Bhu; 2023-07-22 at 04:54 PM.
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  29. - Top - End - #839
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I ran out of feat ideas. I did some changes
    Better!

    ANGUILIAN
    So, the bad news is, there's already an official version in Stormwrack (they spell the name with two ls, though). The good news is, it's perfectly identical to yours, so, um, good job there!

    Anguilian Racial Feats
    At any rate, I like the feats. Quite a useful lot all around (the tail one, in particular, sets the stage for getting Prehensile Tail, essentially slapping (he-he) on another hand!) and I really like GO FASTER options in general, so extra points for adding one.

  30. - Top - End - #840
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    Better!



    So, the bad news is, there's already an official version in Stormwrack (they spell the name with two ls, though). The good news is, it's perfectly identical to yours, so, um, good job there!



    At any rate, I like the feats. Quite a useful lot all around (the tail one, in particular, sets the stage for getting Prehensile Tail, essentially slapping (he-he) on another hand!) and I really like GO FASTER options in general, so extra points for adding one.
    I remember it from Stormwrack, I just wanted to flesh it out a bit.
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