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  1. - Top - End - #301
    Ettin in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    shark rider is done. I shall await feedback before posting next critter.
    Probably want to provide the page reference on Shark Lord, as I don't think CW has a page XXX.
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    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  2. - Top - End - #302
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    Default Re: Orc/Goblinoid Resources

    Okay this thread says theres a new post by Cieyrin but whenever i click to see it it isn't there...

    edit: Nm it's here now
    Last edited by Bhu; 2012-03-15 at 08:45 PM.
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  3. - Top - End - #303
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    Default Re: Orc/Goblinoid Resources

    I've found a few old races:

    Batiri: Forgotten realms tribes. They appear to just be goblins with green skin, is there any difference?

    Amitok: Arctic hobgoblins.

    Goblyns from Ravenloft

    Grodd Goblins who were trapped on a Demiplane and have abilities related to Shadow (cant find any stats even from old games)

    Norkers of course

    Cerilian Goblins from Birthright

    Thouls: magical mixtures of Hobgoblins, Trolls, and Ghouls

    what would you like next?
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  4. - Top - End - #304
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    Default Re: Orc/Goblinoid Resources

    I'm for Norkers or Cerilean Goblins.
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    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  5. - Top - End - #305
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    Default Re: Orc/Goblinoid Resources

    The Birthright Goblins appear to be one race with three mutations which are equivalent to goblins, hobgoblins and bugbears. Statwise they have no difference beyond fluff. You still want maybe racial feats or something?
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  6. - Top - End - #306
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    Default Re: Orc/Goblinoid Resources

    Hmm, if there isn't anything that unique about the Cerilean variety, I guess I'd favor Norker content.
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    Quote Originally Posted by Mulletmanalive View Post
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  7. - Top - End - #307
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    NORKER

    [IMG]Picture URL if you have one[/IMG]

    "RAWR!"

    Norkers are hairless, grey skinned goblinoids with tough armored hides and long canines. They appear to be incapable of interbreeding with Goblins, and may in fact be more distantly related to Hobgoblins.

    NORKER RACIAL TRAITS
    +2 Dex, +2 Con, -2 Int, -2 Wis, -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 half those of a Medium character.
    Humanoid with the Goblinoid Subtype
    Base speed 30 ft.
    Dark Vision 60'
    +5 Natural Armor Bonus
    Norkers have a Primary Bite attack doing 1d4 plus Strength Bonus.
    Norkers have a +4 Racial Bonus to Move Silently Checks.
    Norkers automatically speak Common and Goblin. Bonus languages include Draconic, Giant, Gnoll, and Orc.
    Level Adjustment: +0
    Favored Class: Rogue

    STARTING AGE
    Adulthood: 13
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 28
    Old: 43
    Venerable: 56
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 3'6" Female: 3'2"
    Height Modifier: +2d4
    Base Weight: Male: 50 lbs. Female: 30 lbs.
    Weight Modifier: x1 lb.

    NORKER CHARACTERS
    If you want a Rogue type character that's fairly physically inclined a Norker is a decent choice, though you will take a hit on your skill points. With their stats most casters are out, so you're left with being a beatstick or a backstabber.
    Adventuring Race: Norkers go on adventures for power or money or glory. Sometimes revenge. It has to be a pretty powerful motivation to overpower their natural inclinations to laziness.
    Character Development: Norkers are primarily thieves and malcontents. They don't have the focus to aspire to anything higher than a tribal warrior or thug. Because of this racial tendency you will have to work hard to get others to see you in any other manner if that is your wish.
    Character Names: Norkers use Goblin or Hobgoblin names.

    ROLEPLAYING A NORKER
    You are a loose cannon at best. A thief, a backstabber, and an emotionally unstable child. No sane being would put up with the abuse you would put them through, and even the Hobgoblins are hard pressed to keep you under control with their well known cruelty.
    Personality: Norkers are lazy, rude, and easily angered. They're poor anger management makes them unreliable as employees (i.e. mercenaries).
    Behaviors: Norkers generally seek the easy way out of any problems. Unless offended. If offended they simply charge and begin biting and flailing.
    Language: Norkers speak a dialect of Goblin.

    NORKER SOCIETY
    Norkers are brute savages, squabbling with themselves and at war with the world around them. Thankfully for the world they are slow breeders and don't spread as quickly as other Goblinoids. They lead short lives full of raiding, famine, and death.
    Alignment : Norkers tends towards Chaos due to their inability to cooperate or obey anything other than something capable of killing them. Most are also Evil as well.
    Lands : Norkers rarely have permanent settlements, using up and despoiling the land around them before they move on. They are not agriculturally adept, nor are they capable craftsmen, so they tend to take over ruins or caves or small villages used by other races.
    Settlements : Norkers will settle anywhere they can take over.
    Beliefs : Norkers worship Maglubiyet and the Goblinoid pantheon the same as most other Goblinoids.
    Relations: Other races are targets for theft, vandalism, or murder for sport.

    NORKER ADVENTURES
    The tribe's cave has been taken over by a powerful entity. Fighting back seems iffy, so it's up to you to find a new home that's defendable.
    Your tribe has been rounded up by Hobgoblins, and armored to be pushed out in front of them as a distraction while they pursue some iffy military strategy. You have 24 hours to find a way out of this before the battle starts.
    Something has wiped out all of the local food sources you've relied on (i.e. the local villages of other humanoids). None of your people have ever seen what did it, and most of the other nearby races assume it's you. Meaning you need to figure out what the hell is going on fast.


    Improved Hide
    Your armored skin is thicker than usual.
    Prerequisites: Norker, Con 15+
    Benefits: Your Racial Natural Armor Bonus increases to +8.


    Norker Toughness
    You can shrug off some pretty tough blows.
    Prerequisites: Norker, Con 15+
    Benefits: You gain a +2 Racial Bonus on Fortitude Saves, and may re-roll any failed Save against a Daze or Stun effect once per day as a Free Action.



    Improved Swarm Fighting
    You excel when fighting in swarms.
    Prerequisites: Norker, Swarm Fighting, Dex 15+, BAB +6
    Benefits: You and your Allies with the same Feat gain a +2 Dodge Bonus against the same opponent you get your Morale Bonus against.



    Pack Flanking
    When you and your Allies surround someone, things get really bad. For him.
    Prerequisites: Norker, Combat Reflexes, Swarm Fighting
    Benefits: If you and at least one other Ally who has this Feat both Flank an opponent your Critical Threat Range increases by 1 (i.e. if you normally critical on a successful 20, you do so now on a 91-20). This does stack with other effects that increase Critical Threat Range.
    Last edited by Bhu; 2012-04-26 at 06:09 PM.
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  8. - Top - End - #308
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    Default Re: Orc/Goblinoid Resources

    That's...that's a lot of NA for LA +0. Defensive beasts, these Norkers are.
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    Quote Originally Posted by Mulletmanalive View Post
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  9. - Top - End - #309
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    Default Re: Orc/Goblinoid Resources

    those are wizards official stats i just filled in the fluffies
    Last edited by Bhu; 2012-03-29 at 03:30 PM.
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  10. - Top - End - #310
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    those are wizards official stats i just filled in the fluffies
    ...yet Hobs and Blues are LA +1. *headdesk* Way to go, WotC.
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    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  11. - Top - End - #311
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    NORKER WARRIOR

    [IMG]Picture URL[/IMG]

    "FLARGH!"

    You are the prototypical Norker tribal yahoo. You wear little in the way of clothing, do little in the way of work, and spend most of your time sneaking around looking for someone to bash in the head. Preferably with the help of friends.

    BECOMING A NORKER WARRIOR
    You can get here by Rogue or virtually any melee class.

    ENTRY REQUIREMENTS
    Race: Norker
    Feats: Improved Swarm Fighting, Swarm Fighting
    Skills: Bluff or Intimidate 6 ranks
    BAB: +6



    Class Skills
    The Norker Warrior's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), and Tumble (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Swarm Tackle
    2. +2    +3     +0     +0    Swarm Grapple
    3. +3    +3     +1     +1    Swarm Flanking
    4. +4    +4     +1     +1    Swarm Tackle
    5. +5    +4     +1     +1    Swarm Grapple
    6. +6    +5     +2     +2    Swarm Flanking
    7. +7    +5     +2     +2    Swarm Tackle
    8. +8    +6     +2     +2    Swarm Grapple
    9. +9    +6     +3     +3    Swarm Flanking
    10.+10   +7     +3     +3    Leader of the Hive
    Weapon Proficiencies: A Norker Warrior gains no new armor or weapon proficiencies.

    Swarm Tackle (Ex): At 1st Level you excel in bringing down larger opponents when charging in small groups. To use this ability you and any Allies with the Improved Swarm Fighting Feat must Charge the same opponent on the same Initiative order. You gain your Morale Bonus on the Damage rolls if the Charges are successful as well.

    At 4th Level if you (or an Ally) succeeds in the charge, you may make a Bull Rush attack as a Free Action without provoking an Attack of Opportunity. You get a +1 Bonus on the Opposed Check per Ally who succeeded with their Charge.

    At 7th Level if more than one of you succeeds with your Charge, you can opt to Knock your opponent Prone as opposed to pushing him back. As a group you do not take Size Penalties for the Check anymore.

    Swarm Grapple (Ex): At 2nd Level if you and your Allies with the Improved Swarm Fighting Feat Grapple the same Opponent, you get a +1 on the Check for each Ally with the Feat participating.

    At 5th Level you do not take Size Penalties to Grapple Checks when your Allies are Grappling the same opponent.

    At 8th Level you gain the Constrict Ability when Grappling the same opponent as your Allies. Damage is (Combined unarmed strike damage plus combined positive strength modifier of successful participants).

    Swarm Flanking (Ex): At 3rd Level if you and an Ally with the Improved Swarm Fighting Feat are on opposite sides of an opponent, both of you get the +2 Flanking Bonus.

    At 6th Level if you and an opponent with Sneak Attack threaten an opponent, and one of you qualifies to use Sneak Attack, all of you do.

    At 9th Level if you successfully perform a critical hit on an Opponent who is surrounded by your Allies, you may add your Sneak Attack Dice.

    Leader of the Hive (Ex): At 10th Level if you successfully attack any Opponent an Ally has successfully attacked the previous round you do +1d6 damage per Ally.

    PLAYING A NORKER WARRIOR
    Nuthin' like a fun day with teh boyz bashin' the skulls of pinkskins. You've had more fun bashin' than you've ever had with your wimmen.
    Combat: You charge screaming with your fellows into the hyoomin, bear him to the ground, and bash, bash, bash away. And then you bash some more just to make sure the bastard is dead.
    Advancement: Most Norker Warriors follow the same path, often involving dares and rash behavior.
    Resources: You have what you can take and keep. You're lazy so you really don't build up wealth.

    NORKER WARRIORS IN THE WORLD
    "Strange how they think swarm attacks aren't organized cowardice."
    Your interactions with the world are generally limited to trying to steal their stuff, and being a daily nuisance. Even other Goblinoids aren't too fond of you. Mostly because, well, your an ass.
    Daily Life: Most of your time is spent bullying others or looking for others to attack or bully. And then performing said attacks, sleeping afterwards, or stealing food (or whatever else you can find).
    Notables:
    Organizations: Most Norkers belong to no organizations larger than they're own tightly knit social group of equally foolish individuals.

    NPC Reaction
    NPC's hate you. You're a midget thug who doesn't know your place. It's amazing they don't try to murder you on sight. Oh wait...

    NORKER WARRIORS IN THE GAME
    This class assumes most of the party will all be Norkers with similar Feats and this PrC. So it may be a bit limiting for some.
    Adaptation: This is an odd beast. As long as you have Norkers it can fit in just about any campaign.
    Encounters: PC's will usually encounter Warriors near any Norker settlement or pressed into service by Hobgoblins during war.

    Sample Encounter
    EL 12: The PC's are having a peaceful picnic when suddenly a horde of small jerks jumps out of the trees and begins whacking them with clubs.


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



    EPIC NORKER WARRIOR

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




    Norker Racial Substitution Levels

    Fighter
    Level 4: Replace Bonus Feat with Swarm Tactics
    Swarm Tactics: Anytime you make an Opposed Combat Check, you get a +1 Bonus to the roll for every Ally sharing your space that has the Swarm Fighting Feat.


    Rogue
    Level 10: You gain new options with the Rogue Special Ability.
    Special Ability: You now have Swarm Attack as an option.

    Swarm Attack: If you are capable of using Sneak Attack on any given round, any other Ally within 60' can use their Sneak Attack damage on the same opponent even if they wouldn't normally get it. If more than one of you succeeds in damaging the opponent he takes an additional 2d6 damage at the end of the round.


    Scout
    Levels 4, 8, 12, 16, and 20: You gain new options with your Bonus Feats.
    Bonus Feats: You may also choose Adaptable Flanker, Confound the Big Folk, Improved Swarm Fighting, Pack Flanking, Swarm Fighting, Underfoot Combat, Vexing Flanker, Wolfpack
    Last edited by Bhu; 2012-05-07 at 06:17 PM.
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  12. - Top - End - #312
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    Default Re: Orc/Goblinoid Resources

    Norker Feats done, Norker Warrior has fluffs
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  13. - Top - End - #313
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    Default Re: Orc/Goblinoid Resources

    Norker Warrior and racial sub levels have rough draft up
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  14. - Top - End - #314
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    Default Re: Orc/Goblinoid Resources

    Can I submit a PrC I made for Orcs and Ogres or do you accept only things made and posted in this thread?

  15. - Top - End - #315
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    Default Re: Orc/Goblinoid Resources

    We accept all stuff on topic
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  16. - Top - End - #316
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    Default Re: Orc/Goblinoid Resources

    Good to know. I think I'm gonna drop here some of my others Orc and Goblin related ideas in near future.

  17. - Top - End - #317
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    Default Re: Orc/Goblinoid Resources

    No thoughts on teh Norker?

    And here's a lil something for the orc fans whilst i decide which gobin race to hit next

    WINTER'S ADEPT



    "....."

    Winter's Adepts are living artillery employed by the White Dragons from their Frostblood kin. They tend to be emotionless for Orcs, but no less mentally unstable. The enforced isolation of their training sometimes makes them a little...odd.

    BECOMING A WINTER'S ADEPT
    Any Frostblood Orc who becomes a Dragonfire Adept can become a Winter's Adept.

    ENTRY REQUIREMENTS
    Race: Frostblood Orc
    Draconic Invocations: Must know at least 1 Lesser Draconic Invocation.
    Feats: Ability Focus (Invocation)
    Skills: Knowledge (Arcane) 6 ranks, Spellcraft 6 ranks


    Class Skills
    The Winter Adept's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Any)(Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Invocations, Winter's Breath
    2. +1    +3     +0     +3    Wintery Armor
    3. +1    +3     +1     +3    Wintery Invocations
    4. +2    +4     +1     +4    Winter's Breath
    5. +2    +4     +1     +4    Wintery Armor
    6. +3    +5     +2     +5    Wintery Invocations
    7. +3    +5     +2     +5    Winter's Breath
    8. +4    +6     +2     +6    Wintery Armor
    9. +4    +6     +3     +6    Wintery Invocations
    10.+5    +7     +3     +7    Wintery Lord
    Weapon Proficiencies: A Winter's Adept gain no new Weapon or Armor Proficiencies.

    Invocations: Your Dragonfire Adept and Winter's Adept Levels stack for purposes of determining how many Invocations you know.

    Winter's Breath (Su): At Levels 1, 4, and 7 your Breath Weapon does an additional +1d6 damage. When used to do cold damage any opponent failing their Reflex save is also Dazed one round.

    Wintery Armor (Su): At Level 2 you can summon icy armor as a Standard Action. Your Cold Resistance increases by +5, and you gain Fire Resistance 5. You also gain a +5 Armor Bonus to AC. This occupies the space normally used by armor, but it has no Check Penalty or Arcane Spell Failure chance, nor does it inhibit movement. This ability may be used 3 times per day and lasts for 1 minute.

    At Level 5 your Cold Resistance increases to +8, your Fire Resistance increases to 8, and your AC Bonus increases to +8.

    At Level 8 your Cold Resistance increases to +10, your Fire Resistance increases to 10, and your AC Bonus increases to +10.

    Wintery Invocations (Sp): At Levels 3, 6, and 9 you may choose from the Wintery Invocations list once. These additional invocations do not count toward your normal Invocation limit.

    Wintery Lord (Su):
    You now permanently gain the benefits of Wintery Armor

    PLAYING A WINTER'S ADEPT
    You are feared. Mostly because you act as your draconic employers personal hammer. And because after doing your job for so many years you've become an emotionless sociopath who murders on a whim. Mind you this has it's advantages as no one is willing to give you any crap.
    Combat: You're considered by the White Dragons to be enforcers for their cults, so make sure you're always combat ready. Because at any given moment you'll be asked to lead an assault on God knows what for any reason imaginable. Generally you're there to back up the assault from range, and that's your preferred way of fighting.
    Advancement: You train in whatever skills your Master demands of you. It's not like you have a choice really.
    Resources: You have whatever resources your Master is willing to give you (or that you can steal).

    WINTER'S ADEPT IN THE WORLD
    "You people all act like that cold hearted bastard is standing behind me or something..."
    Generally when you interact with the majority of the world you've been sent to kill it. So honestly you don't have many acquaintances besides your boss and coworkers. The boss is an Evil monster, and your coworkers aren't sure what to make of you. Quite frankly the loneliness gets to you sometimes, and people find you talking to ice sculptures you've made.
    Daily Life: Generally you are either training, or fighting. You don't get much down time.
    Notables:
    Organizations: Much like the Ice Shaman you are generally found in the employee of Dragons and belong to whatever organization they have in place.

    NPC Reaction
    NPC's are terrified of you. You serve an Evil Dragon after all, so what did you expect.

    WINTER'S ADEPT IN THE GAME
    This class assumes you are the thrall of an Evil Dragon, which may not mesh weill depending on what the other PC's are playing.
    Adaptation: This is meant for more serious campaigns but it has silly possibilities.
    Encounters: Winter's Adepts are generally encountered when they've been sent to kill you. Or you've decide to assault their employers lair.

    Sample Encounter
    EL 12: The PC's have been asked to negotiate with a local White Dragon. His Orc represnetative seems like a strange one.


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



    EPIC WINTER'S ADEPT

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Class Ability
    Class Ability
    Bonus Feats: The Epic Winter's Adept gains a Bonus Feat every x levels higher than 20th



    [size=14pt]WINTERY INVOCATIONS[/size]

    [size=12pt]LESSER INVOCATIONS[/size]

    [size=1.35em]Slow March[/size]
    Lesser Invocation; 3rd
    Identical to the spell Binding Snow from Frostburn.


    [size=1.35em]Defeat Armor[/size]
    Lesser Invocation; 4th
    Identical to the spell Freeze Armor from Frostburn.


    [size=12pt]GREATER INVOCATIONS[/size]

    [size=1.35em]White Wrath[/size]
    Greater Invocation; 5th
    Identical to the spell Boreal Wind from Frostburn.


    [size=1.35em]Stall Army[/size]
    Greater Invocation; 5th
    Identical to the Blizzard spell from Frostburn.


    [size=1.35em]Disrupt the Field[/size]
    Greater Invocation; 6th
    Identical to the Ice Rift spell from Frostburn.


    [size=1.35em]Frostbite[/size]
    Greater Invocation; 6th
    Identical to the spell Mass Frostburn from Frostburn.
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    THOUL

    [IMG]Picture URL if you have one[/IMG]

    "Pain? You don't really know pain. None of you pink skins do."

    In their ever present quest to create enhanced warriors for their military, the Hobgoblins have had many great successes, and some spectacular failures. It's not sure which of those the Thouls are. Originally they attempted a magical fusion of Trolls and Ghouls hoping the Trolls regenerative nature would reinvigorate the dead ghouls flesh while retaining it's paralytic abilities. The resulting half undead monstrosities were uncontrollably insane, and it was decided to further dilute the creature by mating it with Hobgoblin prisoners (i.e. political dissidents who refused to take part in the wars). The result was far less powerful, but more mentally stable.

    The Thouls are still barely intelligent carrion eaters without any sense of morality or civilization. Most of them are sterile, and getting them to obey orders is difficult. While they may seem like tall hobgoblins at a distance, their trollish ancestry is obvious in the greenish color of their skin and their facial features. Most would also seem to be diseased looking or somehow malformed.

    THOUL RACIAL TRAITS
    +4 Str, +2 Dex, +4 Con, -4 Int, -4 Cha
    Size Class: Medium
    Aberration with the Goblinoid Subtype
    Base speed 30 ft.
    +2 Natural AC Bonus
    Dark Vision 60'
    Paralysis (Ex): Opponents successfully hit with the Thoul's Claw or Bite Attacks must make a Fortitude Save (Save DC is Constitution based) or be Paralyzed for 1d3 rounds (Elves are immune to this effect).
    Fast Healing (Ex): Thouls have Fast Healing 4
    Scent (Ex): Identical to the ability listed in the MM.
    Thouls have a Primary Bite attack doing 1d4 plus Strength Bonus, and two Secondary Claw Attacks doing 1d3 plus 1/2 Strength Bonus.
    A Thoul has 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, Move Silently, Spot. They also get 2 Feats.
    Thouls automatically speak Common and Goblin. Bonus languages include Draconic, Giant, Gnoll, and Orc.
    Level Adjustment: +3
    Favored Class: Hobgoblin raised Thouls take Fighter, wild Thouls take Barbarian

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 5'10" Female: 5'5"
    Height Modifier: +2d12"
    Base Weight: Male: 200 lbs. Female: 180 lbs.
    Weight Modifier: (x2d6) lbs.

    THOUL CHARACTERS
    Thouls make excellent melee combatants, particularly if they focus on their paralytic abilities. They should also make pretty decent gishes as long as their casting abilities are based on Wisdom, or Clerics with a nasty backup surprise.
    Adventuring Race: Thouls adventure because they're in the Hobgoblin military and are ordered too, or for personal reasons. Most of them are too feral for civilized living so the life of an adventurer may suit some of the more adaptable ones.
    Character Development: Thouls are always one step away from being cannibals or undead. They do not think in the manner of other Humanoids because quite frankly they aren't really Humanoid. The mix of Troll and Ghoul blood has wiped away much of what would tie them to any race but the Goblinoids, and even the Hobgoblins have difficulty controlling them.That and the pain they live in daily makes co-existence with them difficult.
    Character Names: Thouls usually use Hobgoblin names.

    ROLEPLAYING A THOUL
    Of all the other Humanoids only the Hobgoblins or the most vile and bestial will accept you. You tend to eat anything that isn't Goblinoid (and sometimes even Goblinoids if they show weakness). You don't practice hygiene, you have no social concepts (or at least none most societies understand or accept), and without the training the Hobgoblins give your kind to develop focus and see your way through your pain and baser instincts you are little more than a beast.
    Personality: You are an unrepentant monster. All other beings are food or allies, nothing more (granted your definition of ally leans towards "bring whose presence I am forced to accept because I can't defeat him"). Pity and empathy are concepts you do not understand, and much of what makes the Humanoid races what they are is beyond your ability to accept or understand.
    Behaviors: Thouls are barely coherent. Much of their life is spent in pain and their behavior reflects this. Their tainted ancestry causes them to favor the flesh of Humanoids above all else and they will ravenously consume it when they can. Left to their own devices they are little more than living Ghouls and only the Hobgoblins influence and stability makes them otherwise.
    Language: Thouls use the Goblin tongue.

    THOUL SOCIETY
    Thouls really have no society. They're litle more than bands of intelligent predators who can be taught the trappings of civilization (crafting, tool use, etc) but not it's more subtle conventions (social interaction, morality, ethics). If it doesn't deal with warfare it's not in their vocabulary.
    Alignment: Much like their creators Thouls tend heavily towards Law and Evil. Thouls showing their trollish or ghoulish ancestors tendencies towards Chaos are usually culled pretty early.
    Lands: Thouls generally live in any temperate or warm land or underground. In other words just about anywhere.
    Settlements : Thouls will settle pretty much anywhere, though it's not often out of the sight of their Hobgoblin masters who don't really trust them.
    Beliefs: Thouls usually worship the Goblinoid panthon, but some have turned to trollish or ghoulsih deities in the wild.
    Relations: Thouls have the same racial hatreds the Hobgoblins do. Despite their quite obvious differences they don't see themselves as abominations or a racial mix so much as a magically enhanced hobgoblin offshoot made for purposes of winning the war. They aren't racially impure, they're parents are heroes who volunteered their children as weapons. How messed up is that?

    THOUL ADVENTURES
    There have been further developments in the creation of your race, but rumour has it the new and improved Thouls have displayed occasional mental aberrations that are unexplainable. In short the high command believes they're psychotic but intelligent enough to hide it except in moments of emotional excess. You have been asked to arrange for some to escape and accompany them to see if this is true.
    You have been subjected to various magical experiments to see if they can improve you. You are to test yourself in battle against the Elves.
    You are to help escort a Hobgoblin Princess to her promised husband. Unfortunately she has other ideas being both a necrophile and a lunatic of the highest order. You're certain her would be spouse knows nothing of this and are unsure whether or not delivering her is a good idea (or given her condition even how this arrangement was made possible). You need to find a Cleric who may perhaps have some advice. Something doesn't seem right.




    THOUL RACIAL FEATS

    Improved Healing
    Your regeneration is equal to that of most Trolls.
    Prerequisites: Thoul, Con 15+
    Benefits: Your Fast Healing 4 becomes Regeneration 5 instead (Fire and Acid still effect you).


    Ghoul Bite
    You carry Ghoul Fever much like your ancestors.
    Prerequisites: Thoul, Con 15+
    Benefits: Opponents you bite successfully must make a Fortitude Save or contract Ghoul Fever (Save DC is Constitution Based).


    Ghoulish Vigor
    Death is not permanent for you.
    Prerequisites: Thoul, Ghoul Bite
    Benefits: You become immune to disease. If killed you rise within 24 hours with the Ghoulish Creature Template (see Libris Mortis).


    Troll Senses
    You inherit more than your ancestor's healing.
    Prerequisites: Thoul
    Benefits: You gain Low Light Vision and your Dark Vision range increases to 90'.
    Last edited by Bhu; 2012-06-22 at 10:17 PM.
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  19. - Top - End - #319
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    THOUL WARRIOR

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    "Elves are for eating."

    The Thouls are meant as shock troops intended to disrupt the front lines of enemies with their paralysis attacks. Eventually they even learn to overcome the Elves vaunted immunity to their abilities.

    BECOMING A THOUL WARRIOR
    Generally being a Thoul with the appropriate melee abilities is all that's necessary.

    ENTRY REQUIREMENTS
    Race: Thoul
    Feats: Endurance, Diehard
    Skills: Concentration 6 ranks
    BAB: +6


    Class Skills
    The Thoul Warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Survival (Wis), Swim (Str)
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Improved Paralysis
    2. +2    +3     +0     +0    Improved Healing
    3. +3    +3     +1     +2    Focus
    4. +4    +4     +1     +2    Improved Paralysis
    5. +5    +4     +1     +2    Improved Healing
    6. +6    +5     +2     +3    Focus
    7. +7    +5     +2     +3    Improved Paralysis
    8. +8    +6     +2     +3    Improved Healing
    9. +9    +6     +3     +4    Focus
    10.+10   +7     +3     +4    Veteran
    Weapon Proficiencies: A Thoul Warrior gains no new Weapon or Armor proficiencies.

    Improved Paralysis (Su): At 1st Level you may use the regular duration for your Paralysis Ability or set it to last as long as you can Concentrate, similar to a spell with a duration of Concentration.

    At 4th Level you can channel your Paralysis Ability through any melee attack you make. Elves lose their immunity to your Paralysis but still have a +6 Racial Bonus to the Saving Throw.

    At 7th Level Elves are as vulnerable to your Paralysis as any other creature is and lose the Racial Bonus to the Save as well. Duration of the Paralysis increases by a number of rounds equal to your Constitution Bonus, even if you choose Concentration as a duration.


    Improved Healing (Ex):
    At second level you increase from Fast Healing 4 to Fast Healing 6.

    At 5th Level it increases to Fast Healing 7.

    At 8th Level it increases to Fast Healing 8.

    Focus (Su): Beginning at 3rd Level your training allows you to perform certain actions with a Concentration check made on any round while fighting Defensively. You may use these abilities a number of times per day equal to your Constitution Modifier. At 3rd Level you can replace your AC with the results of the Concentration Check for 1 round if it is higher.

    At 6th Level you can use the results of a Concentration Check for a Saving Throw instead.

    At 9th Level you can use the results of a Concentration Check for an Opposed Check of any kind.

    Veteran (Su): You no longer have to be fighting defensively to use your Focus abilities and can use them an additional three times per day.

    PLAYING A THOUL WARRIOR
    Training has given you extraordinary mental focus, You are no longer the bestial fiend you once were You have a mission and a purpose. You can see past the moment to plan for the future. You have much to thank the Hobgoblins for.
    Combat: You try to close quickly relying on healing to prevent your death at range. Once up close you can use your paralysis to greater effect, quickly causing havoc on the enemies front lines.
    Advancement: Being as you're a military class you pretty much advance however your commander wants you to.
    Resources: You have whatever the Goblinoid military gives you, which is generally a helluva lot better than what you'll get on your own.

    THOUL WARRIORS IN THE WORLD
    "He's come a long way."
    You are an elite fighting force. You are handled with kid gloves initially due to your nature, but eventually dedication and ability win over your commanders if you're successful. You hope to one day teach your skills to others of your people.
    Daily Life: Your life is pretty much the same as any soldier. Endless training lasting months for fighting that may take hours (or perhaps days).
    Notables:
    Organizations: All Thoul Warriors belong to (or have escaped from) the Goblinoid military machine.

    NPC Reaction
    You pretty much invoke the standard 'AAAAAH!' reaction most monsters do in people.

    THOUL WARRIORS IN THE GAME
    This assumes you are a member of the Hobgoblin military. And if you aren't they're probably looking for you as a deserter. Meaning you put the party in danger, or you're all conscripts.
    Adaptation: This is meant for a serious campaign.
    Encounters: You are generally encountered in wartime, usually being hid as a secret weapon before then.

    Sample Encounter
    EL 12: The PC's are asked to deliver a new experimental weapon to the front lines, said weapon apparently being a fairly well developed Thoul.


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



    EPIC THOUL WARRIOR

    Hit Die: d10
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Thoul Warrior Name gains a Bonus Feat every 2 levels higher than 20th


    Thoul Racial Substitution Levels

    Fighter
    Level 4: Replace the Level 4 Bonus Feat with Painless
    Painless: You are immune to being Dazed.


    Rogue
    Level 10: You gain new options with the Rogue Special Ability.
    Special Ability:
    Numbing Strike Whenever you successfully use your Sneak Attack if your opponent is required to make a Saving Throw against your Paralysis, he is -2 on the Save.

    Survivor Whenever your opponent rolls a natural one on an Attack or Critical Confirmation roll you heal 2d6 hit points.


    Barbarian
    Level 1: Replace Rage with Thoul Rage
    Thoul Rage: This is identical to Barbarian Rage with the exceptions of the bonuses. Replace the usual bonuses with +4 Con, +4 Cha, and a +2 Morale Bonus on Will Saves.
    Level 11: Replace Greater Rage with Greater Thoul Rage
    Greater Thoul Rage: This is identical to Greater Rage with the exceptions of the bonuses. Replace the usual bonuses with +6 Con, +6 Cha, and a +3 Morale Bonus on Will Saves.
    Level 20: Replace Mighty Rage with Mighty Thoul Rage
    Mighty Thoul Rage: This is identical to Mighty Rage with the exceptions of the bonuses. Replace the usual bonuses with +8 Con, +8 Cha, and a +4 Morale Bonus on Will Saves.
    Last edited by Bhu; 2012-07-30 at 08:16 PM.
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  20. - Top - End - #320
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    Default Re: Orc/Goblinoid Resources

    thoughts on LA for the Thoul?
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  21. - Top - End - #321
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    no luv for the thouls i take it?
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  22. - Top - End - #322
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    Sorry, forgot this thing existed.

    With the paralisis and the fast healing, i would say at least a +3 LA for the Thoul. thats some pretty powerful stuff i think.
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  23. - Top - End - #323
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    sounds good to me. Added fluff to the Warrior
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    crunch is up for thoul warrior
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    A note: The flavor quote in the ice shaman says "he" instead of "the". Wanted to mention before I forgot. Slogging through some of the more recent stuff. Will speak up if I see anything, but over all positive thoughts.
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    I had a gobligasm when I discovered this thread, thank you to any and all who have contributed to it. Just posting. So that I can find it again easily. N'stuff. Maybe I'll lend a hand somehow oneday

    I just had a thought, actually. Perhaps I could create icons/avatars for your various Homebrew spells and goblinoid races? They'd all be in oots style though. And obviously I wouldn't have time to do -all- of them. Would it be fine if I did that then?
    Last edited by Abscondcrow; 2012-07-02 at 02:29 PM.
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  27. - Top - End - #327
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    So this seems like the best place to post it, but lately i've been thinking about a custom setting where goblinoids are the dominent species rather then humans elves and dwarves. What the heck technology and the like would be like i'm not sure,

    I wonder if we could/should try and write a small book for this setting using what we have here in this thread
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  28. - Top - End - #328
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    Quote Originally Posted by Draconi Redfir View Post
    So this seems like the best place to post it, but lately i've been thinking about a custom setting where goblinoids are the dominent species rather then humans elves and dwarves. What the heck technology and the like would be like i'm not sure,

    I wonder if we could/should try and write a small book for this setting using what we have here in this thread
    So like Eberron's Darguun or the ancient Dhakaani Empire but expanded? I could get behind that...
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  29. - Top - End - #329
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    Quote Originally Posted by Abscondcrow View Post
    I had a gobligasm when I discovered this thread, thank you to any and all who have contributed to it. Just posting. So that I can find it again easily. N'stuff. Maybe I'll lend a hand somehow oneday

    I just had a thought, actually. Perhaps I could create icons/avatars for your various Homebrew spells and goblinoid races? They'd all be in oots style though. And obviously I wouldn't have time to do -all- of them. Would it be fine if I did that then?

    OMG sure! Sorry it took so long to reply I've had some problems offline.

    Quote Originally Posted by Draconi Redfir View Post
    So this seems like the best place to post it, but lately i've been thinking about a custom setting where goblinoids are the dominent species rather then humans elves and dwarves. What the heck technology and the like would be like i'm not sure,

    I wonder if we could/should try and write a small book for this setting using what we have here in this thread
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  30. - Top - End - #330
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    real life beat me down for a week or so again. Expect updates as i am returned.
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