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  1. - Top - End - #391
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    SCRO WARRIOR



    "In every war they kill you in a new way."

    The Scro are trained to fight in a variety of environments, with odd weapons, and even poison if it's made necessary. They try to train for every occasion, or at least to be flexible enough to handle whatever is thrown their way.

    BECOMING A WARRIOR
    Being a Scro Monk who picks up some Fighter levels is all that's needed.

    ENTRY REQUIREMENTS
    Race: Scro
    Feats: Any 3 Fighter Feats
    Skills: Craft (Poison) 4 ranks, Survival 6 ranks
    Class Abilities: Still Mind, proficiency with Martial Weapons


    Class Skills
    The Warrior's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Local, Nature, Planetology*, Wildspace*) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Wildpsace Survival*. * These skills may be found at http://www.spelljammer.org/chars/skillsfeats.html
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Survival Skills +1, Monk
    2. +2    +3     +0     +3    Poison Attack
    3. +3    +3     +1     +3    Warrior Training
    4. +4    +4     +1     +4    Survival Skills +2
    5. +5    +4     +1     +4    Bonus Feat
    6. +6    +5     +2     +5    Warrior Training
    7. +7    +5     +2     +5    Survival Skills +3
    8. +8    +6     +2     +6    Bonus Feat
    9. +9    +6     +3     +6    Warrior Training
    10.+10   +7     +3     +7   Leader
    Weapon Proficiencies: A Warrior gains proficiency with both the Arquebus and Starwheel Pistol. ( http://www.spelljammer.org/chars/equip/weapons3e.html )

    Monk: Your Monk and Scro Warrior Levels stack for purposes of determining your Unarmed Strike Damage.

    Survival Skills (Ex): At Level 1 you gain a +1 Bonus to all rolls, but only to offset circumstance penalties or non-magical untyped penalties. This increases to +2 at Level 4 and +3 at Level 7. Optionally you may instead as a Free Action each round decide to switch this to an AC Bonus, but only to offset penalties from unfavorable conditions such as being Blind, Prone, Stunned, etc.

    Poison Attack (Ex): At second Level you gain the Assassin's Poison Use Class Ability (see DMG).

    Bonus Feat: At Levels 5 and 8 you may choose any Scro Racial Feat or Fighter Feat you qualify for as a Bonus Feat.

    Warrior Training (Ex): At 3rd Level you retain the AC Bonus you get from the Monk class in Light Armor with up to a Light Encumbrance.

    At 6th Level the Check penalty you get from wearing Armor is lowered by 2 (i.e. if it's a -2 or less you now have no check penalty, if it was a -3 it's now a -1, etc.).

    At 9th Level the penalty you get from not having proficiency in a weapon drops to -2 (this includes improvised weapons).

    Leader (Ex): At 10th level the Scro has mastered his command of himself and the world around him. He may not be a leader in the literal sense of the word (i.e. he may not have officially reached the proper military rank), but he is a leader of Scro nonetheless. Once per round as a Swift Action he may grant himself or one Ally within 60' the ability to reroll a failed roll. If it is an Ally, he may use your bonus for the roll if it would be higher, and you may use the Bonus of any Ally within 60' if it would be higher if rolling for yourself. This can be used (3 plus Wisdom Modifier) times per day. If you have the Leadership Feat your Leadership score increases by an amount equal to your Wisdom Modifier.

    PLAYING A WARRIOR
    Scro warriors begin as Monks, and quickly branch out from there trying to learn as many different fighting arts as they can in an attempt to always be prepared.
    Combat: Combat is the reason for your existence. You train to ensure that no matter what the situation you can afford to fight back or at least minimize your disadvantage.
    Advancement: Your goal is to become the perfect soldier, and you will learn whatever you can to achieve that end. no form of combat or sabotage is off limits.
    Resources: Being a member of the military you may have access to their resources if they'll allow it. Otherwise you rely on what you take.

    WARRIORS IN THE WORLD
    "War is not an adventure. It is a disease."
    You interact with the world at large by shooting it, poisoning it, bashing it over the head, or whatever else is necessary to beat it into submission.
    Daily Life: Your life is endless training and experimentation with brief moments of real life fighting to see if your training has payed off and new ideas or concepts have real life applications.
    Notables:
    Organizations: All Scro Warriors belong to the military unless they have somehow escaped, and few of them want to. The military is their life after all.

    NPC Reaction
    NPC's look forward to a visit by the Scro in much the same way Poland looked forward to an invasion by Germany. In other words, you are not liked.

    WARRIORS IN THE GAME
    This assumes you are part of the military, and the other PC's are likely Scro as well. So obviously it's not for all groups.
    Adaptation: This is obviously meant for Spelljamemr campaigns but can be adapted.
    Encounters: Scro Warriors are encountered in Wildspace raiding, or during wars. Otherwise they remain in hiding while training for the next fight.

    Sample Encounter
    EL 12: The NPC's have been hired to guard a ship carrying a mysterious cargo from repeated Scro raids. Whatever you're carrying they want it awful bad.


    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 WARRIOR

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


    Colorful Insults
    Scro are well known for the incredible insults they hurl at foes to distract them.
    Prerequisites: Scro
    Benefits: As a Swift Action each round you may keep up a barrage of stinging insults on any one opponent within earshot (this is a Mind-Affecting, Language Dependent effect, and your opponent must be able to hear you). Your opponent must make an Sense Motive CHeck opposed by your Bluff skill. If he fails, he is -1 on Attack and Concentration rolls for the round.

    Continuous Training
    Scro warriors are very skilled.
    Prerequisites: Scro, Int 13
    Benefits: Choose any one skill you have no ranks in. You gain 2 ranks in that skill, and it is now permanently considered a class skill.

    Breath Training
    You have been exposed to airless environments in an effort to help prepare for them.
    Prerequisites: Scro, Con 14+
    Benefits: You may hold your breath for 4 times your Constitution Score in rounds before you risk suffocation.

    Weapons Training
    You have trained extensively with weapons.
    Prerequisites: Scro, Improved Unarmed Strike
    Benefits: When attacking with a melee weapon you do it's normal damage or you unarmed strike damage, whichever is greater.



    Scro Racial Substitution Levels

    Fighter
    Level 1: Replace 1st Level Bonus Feat with Scro Training
    Scro Training (Ex):: You add the following skills to your Class List: Autohypnosis, Concentration, Knowledge (any 1), and Wildspace Survival. In addition the Scro gets an additional skill point per Level to spend among these skills.

    Warblade
    Level 5, 9, 7, 13: When choosing Bonus Feats at these Levels you may choose any Fighter Feat in addition to your normal options.

    Monk
    Levels 4, 6, 8, 10, 14, 16, 18, 20: Replace Slow Fall with Gravity Fighting
    Gravity Fighting: AT Level 4 you get the Freefall Feat ( http://www.spelljammer.org/chars/skillsfeats.html ) as a Bonus Feat. The +4 Bonus it grants to keep your balance in shifting gravity increases by +1 at Level 6, 8, 10, 14, 16, 18, and 20. At 12th Level you get Slow Respiration as a Bonus Feat.
    Last edited by Bhu; 2013-03-29 at 01:36 AM.
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  2. - Top - End - #392
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    SCRO
    !!!

    ...ahem, we need a monk substitution level, Scro are famously monks.
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  3. - Top - End - #393
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    Default Re: Orc/Goblinoid Resources

    I was hoping someone was still reading...

    I didn't see anything about scro monks but i shall add something in never fear
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  4. - Top - End - #394
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    Default Re: Orc/Goblinoid Resources

    With Scro being lawful would they still worship their traditional pantheon?
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  5. - Top - End - #395
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    With Scro being lawful would they still worship their traditional pantheon?
    There's some Lawful and Neutral deities in the Pantheon, they aren't all Chaotic like Gruumsh. They'd probably lean more towards them, I'd think.
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    Quote Originally Posted by Mulletmanalive View Post
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  6. - Top - End - #396
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    Default Re: Orc/Goblinoid Resources

    Just found out Scro have official 3.5 stats...

    Looks like I'll have to edit in their PrC instead. Also apparently they officially have no gods, more like a philosophy of racial extermination.
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  7. - Top - End - #397
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    Default Re: Orc/Goblinoid Resources

    Is there such a thing as zero g in spelljammer?
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  8. - Top - End - #398
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Is there such a thing as zero g in spelljammer?
    There is in 3.5 and I vaguely recall it coming up in The Cloakmaster Cycle, so I think yes.
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  9. - Top - End - #399
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    Default Re: Orc/Goblinoid Resources

    Fluff for scro warrior is up.
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  10. - Top - End - #400
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    Default Re: Orc/Goblinoid Resources

    Sorry for the delays, I've been having massive PC issues. WIll have crunch up soon.
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  11. - Top - End - #401
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    Default Re: Orc/Goblinoid Resources

    scro warrior just needs epic levels. Any thoughts so far?
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  12. - Top - End - #402
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    scro warrior just needs epic levels. Any thoughts so far?
    Scro Warrior feels kinda generic, honestly. There's nothing in there that makes me want to jump the hoops to get in. Scro Leader has utility as a support ability but that feels like the only silver lining.

    Scro Fighter sub should increase skill points gained alongside those extra skills, like to 4+.

    Scro Monk sub...I don't know what great advantage increasing the Balance bonus is doing for you . I think it'd be better to gain the feats and just reduce the Slow Fall distance at those intervals, as landing on an enemy Spelljammer may involve landing gracefully and not on your ass so you can take the fight to the unaware.
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  13. - Top - End - #403
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    Default Re: Orc/Goblinoid Resources

    Survival skills comes in handy though. it's meant to be the main class feature. It reduces penalties when you encounter unfavorable conditions ( http://www.d20srd.org/srd/combat/combatModifiers.htm), lack of weapon proficiency, terrain penalties such as being underwater, weather penalties, etc. Would it help if i expanded it to also reducing AC penalties for unfavorable conditions.
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  14. - Top - End - #404
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    Did some slight modifications. Hows it look now?
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  15. - Top - End - #405
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    KRUGEL ORC (Hollow World)



    "Nag?? What the hell do you know about horses anyways?"

    The Krugel are yellow-brown Orcs with pronounced snouts and heavy brow ridges. They are a fairly militaristic society that survives by raiding, and raising herd animals. The Krugel are renowned horsemen.

    KRUGEL RACIAL TRAITS
    · +2 Str, -2 Int, -2 Wis
    · Size Class: Medium
    · Humanoid with the Orc Subtype
    · Base land speed 30 ft.
    · Skills: Handle Animal and Ride are always Class Skills for Krugel, and they have a +2 Racial Bonus with both skills.
    · Automatic Languages: Common, Orc. Bonus Languages: Neathar
    · Level Adjustment: +0
    · Favored Class:

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 4'10" Female: 4'5"
    Height Modifier: +2d12"
    Base Weight: Male: 150 lbs. Female: 110 lbs.
    Weight Modifier: x (2d6) lbs.

    KRUGEL CHARACTERS
    The Krugel practically live on horseback. If you're looking for a competent warrior type that specializes in mounted fighting, or even just a caster who needs to be proficient in riding for some reason, the Krugel Orcs are a pretty good choice.
    Adventuring Race: Krugel have much the usual reasons for adventures. Glory, gold, revenge, a need to prove themselves, etc. They're pretty straightforward.
    Character Development: If you're playing in an open area like the plains of the Krugels homeland be sure to consider the Krugel specialty of mounted combat. some of the horde spends so much of it's time on horseback they walk bowlegged.
    Character Names: Krugel names are fairly similar to Orc names, being usually two syllables in length while making use of lots of short, hard consonants.

    ROLEPLAYING A KRUGEL
    Only people who can fight deserve your respect, and then only if they're willing to face you man to man. Everyone else is a resource, a nuisance, or a liability.
    Personality: The Krugel tend to be mildly sociopathic. Unlike normal Orcs their distrust of other races doesn't come from divine decree, but from paranoia and mistrust (which is justifiable given their tendencies to raid). They aren't so musch racist religious fanatics as selfish, self-absorbed buttheads.
    Behaviors: Krugels like fighting, drinking, gambling and other vices. Only the military has any real power in their society as the military brings in all the money and supplies. Many like to spend their time honing their skills or indulging in competitions of some kind.
    Language: Krugel Orcs speak their own dialect of Orcish.

    KRUGEL SOCIETY
    Krugel Orc society vaguely resembles a twisted version of Argentina's gauchos. There isn't much in the way of building materials in their homeland, so most of their towns are mud brick built near rivers. Wood is used exclusively for stable building as the Krugel are horsemen, and often raise bison or other herd animals as well. They lack skilled craftsmen so when they need money or other items they simply raid for them or hire out as mercenaries. Unlike most Orcs females are fairly equal in their society, and found in the military as often as men.
    Alignment : Most Krugel are Neutral Evil with a sizable Neutral population.
    Lands : The Krugel Orcs live in semi-arid plains in the west.
    Settlements : The Krugel are used to arid scrublands, and prefer to dwell there over other places, building their towns near available rivers.
    Beliefs : Most Krugel Orcs worship the immortal Karash.
    Relations: The Krugels have an undying hatred for the Kogolor Dwarves to their south, and are only slightly less contemptuous of the Neathar barbarians to their west. They'd gladly wipe out the both of them if they could. They dislike the Antalian farmers to their East but they provide to much in the way of plunder to kill. It's easiest to keep them alive to raid again each season. Most other races they react to with suspicion and hostility.

    KRUGEL ADVENTURES
    · Some fool has been rustling the Bison. That's what you usually do. It's time to round up the guys and kick someone's ass.
    · A Lizardman named Rango has walked into town with some mighty tall tales. Rumor has it he insulted you in the local bar. Not you personally but 'fat useless orcs' in general.
    · You just realized the 5 guys you've been playing poker with in the local cantina are dead people. Time to bluff your way out of this.



    Krugel Racial Substitution Levels

    Fighter
    Level 4: Replace 4th Level Bonus Feat with Wild Cohort
    Wild Cohort: This is identical to the Wild Cohort Feat found here ( http://www.wizards.com/default.asp?x=dnd/re/20031118a ), with one exception: you may choose from a Heavy Warhorse or a Bounder.

    Hexblade
    Level 4: Replace Summon Familiar with Wild Cohort
    Wild Cohort: This is identical to the Wild Cohort Feat found here ( http://www.wizards.com/default.asp?x=dnd/re/20031118a ), with one exception: you may choose from a Heavy Warhorse or a Bounder.

    Ranger
    Levels 2, 6, 11: Gain 1 new option for Combat Mastery: Mounted Fighting
    Combat Mastery: Level 2 (Mounted Combat), Level 6 (Mounted Archery), and Level 11 (Ride-By Attack)
    Level 4: Replace Animal Companion with Wild Cohort
    Wild Cohort: This is identical to the Wild Cohort Feat found here ( http://www.wizards.com/default.asp?x=dnd/re/20031118a ), with one exception: you may choose from a Heavy Warhorse or a Bounder.

    Cleric
    Level 1: Karash's Domains are Mind, Planning, Strength, War

    Bounder
    Large Animal
    Hit Dice: 4d8+12 (30 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +3/+11
    Attack: Claw +6 melee (1d3+4)
    Full Attack: 2 Claws +6 melee (1d3+4) and 1 Bite +1 melee (1d8+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Leaping
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 13, Con 16, Int 2, Wis 12, Cha 2
    Skills: Climb +4, Listen +3, Jump +11 (+21), Spot +3
    Feats: Alertness, Run
    Environment: Warm Plains, Hills, or Mountains
    Organization: Solitary, or Colony (3-6)
    Challenge Rating: None
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    Bounders are a dinosaur like reptile resembling the Coelurosauria vaguely. They travel by hopping and are capable of great leaps, making them perfect for mountainous travel when the Krugel are at war with the Krogolor Dwarves. They are relatively new to the Krugel, and there are few Bounder trainers among them compared to horse dealers.

    Leaping (Ex): When Bounders are unridden or carrying no more than Medium encumbrance they get a +10 Racial Bonus to Jump Checks, and are not limited to how far they can jump by their size.

    Combat: Bounders will claw a bit at anything that seems threatening before leaping away. It takes a while to train them for combat or even as mounts, and Handle Animal Checks made to teach them anything are made at -4.
    Last edited by Bhu; 2013-04-07 at 09:59 PM.
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  16. - Top - End - #406
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    Default Re: Orc/Goblinoid Resources

    KRUGEL GAUCHO



    "Never approach a bull from the front, a horse from the rear, or a fool from any direction."

    Gauchos are the warriors of Krugel society. More hunters and raiders than strictly soldiers, they are still quite effective in certain circumstances. They prefer to fight from horseback shooting away with ranged weapons and closing with a lance. If the lance breaks they break out a differing weapon as back up, only leaving their horse voluntarily to loot before riding off.

    BECOMING A GAUCHO
    Being a skilled horseman and fighter is all that's needed. That and being a Krugel.

    ENTRY REQUIREMENTS
    Race: Krugel
    Feats: Mounted Combat, Mounted Archery, Ride-By Attack
    Skills: Ride 8 ranks
    Proficiency: Must be proficient with Martial Weapons
    Special: Must have a special Mount as a class feature.


    Class Skills
    The Gaucho's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Geography, Local, Nature), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +2     +0    Horsemanship +2
    2. +1    +3     +3     +0    Mounted Fighting +1
    3. +2    +3     +3     +1    Risking it All
    4. +3    +4     +4     +1    Horsemanship +4
    5. +3    +4     +4     +1    Mounted Fighting +2
    6. +4    +5     +5     +2    Risking it All
    7. +5    +5     +5     +2    Horsemanship +6
    8. +6    +6     +6     +2    Mounted Fighting +3
    9. +6    +6     +6     +3    Risking it All
    10.+7    +7     +7     +3    Legend in the Saddle
    Weapon Proficiencies: A Gaucho gains no new weapon or armor proficiencies.

    Horsemanship (Ex): At 1st Level you gain a +2 Competence Bonus on Handle Animal and Ride Checks, and you no longer take Armor Penalty Checks to Ride Checks if you are wearing Light Armor.

    At 4th Level your Bonus increases to +4 and you no longer take Armor Penalty Checks in Medium Armor.

    At 7th Level your Bonus increases to +6 and you no longer take Armor Penalty Checks in Heavy Armor.

    Mounted Fighting (Ex): At 2nd Level you gain a +1 Bonus to Attack and Damage Rolls and Armor Class while mounted. This increases to +2 at Level 5, and +3 at Level 8.

    Risking it All (Ex): At 3rd Level you may use this ability once per round as a Free Action anytime you are required to make a roll that has a success/failure outcome. You may use this a number of times per day equal to your Charisma Modifier (minimum of 1). Instead of the usual roll, roll any die and call odds or even. If you get the result you wanted, the roll is automatically successful. If not it fails.

    At 6th Level you may use this an additional time per day. If using it for an attack roll, you may choose to automatically threaten a Critical if you succeed. But if you fail you take 1d10 hit points.

    At 9th Level you may use this an additional time per day. If using it for a Saving Throw you may choose to take an additional risk. If you succeed, you gain a +4 Bonus on all Saving Throws against the same opponent for the duration of the encounter. If you fail, you take a -4 Penalty instead.

    Legend in the Saddle (Ex): You gain a Bonus on all rolls equal to your Charisma Bonus while mounted (as does your mount while you are riding it). This stacks with Mounted Fighting.

    PLAYING A GAUCHO
    The city life isn't for you. Let the womenfolk live in the huts, you prefer being out on the range in a homemade hammock, or other resting spot with your trusty steed. You trust him more than anyone else. After all he hasn't cheated you, shot you in the back, or betrayed you. Can't say that for most people you know.
    Combat: You've fought from horseback all your life and very greatly prefer to keep doing so. It's one of the reasons your people haven't spread out more, because you like sticking to relatively flat land.
    Advancement: Gauchos are a fairly uniform bunch, living pretty similar lives, and learning the same skills despite claiming to be individualists.
    Resources: Gauchos are usually quite broke due to their habits, and Krugel society doesn't produce much so most Gauchos rely on what they can take by force.

    GAUCHOS IN THE WORLD
    "Talk low, talk slow, and don't say too much."
    Gauchos are both feared and respected. You are well known for your skills at hunting and horsemanship, which are skills that are badly needed where you live. On the other hand your raiding tendencies cause much unnecessary harm, and you are Orcs. Can't get much of a break there. Orcs are pretty much hated everywhere.
    Daily Life: Much of your time (if you can help it) is spent perfecting your skills, gambling when you have money, and hunting when you don't. When things get really bad you take what you can from nearby villagers, or hire out to kill whatever needs killin'. Maybe you get asked to guard a caravan or two.
    Notables:
    Organizations: Gauchos are fairly individualistic, and most spend lonely lives either raiding villages, serving as mercenaries in bad times, or hunting wild herd animals. They aren't really joiners, and even if they sign on don't count on them being there for the long haul.

    NPC Reaction
    NPC's are generally nervous around you, fearing that you'll lose temper and kill someone. And they pretty much have good reason for assuming so given your history.

    GAUCHOS IN THE GAME
    This class assumes one of the PC's may either be an outlaw or at least a confirmed loner who prefers his own company and doesn't work well with others. Might make for some friction.
    Adaptation: This is meant for Hollow World campaigns but can be adapted.
    Encounters: Gaucho's are usually found out in the wilderness, guarding cattle, raiding small villages, etc.

    Sample Encounter
    EL 12: The PC's wonder why the locals seem nervous and afraid when a horde of Orcs comes thundering into town and begins shooting everyone.


    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 GAUCHO

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Mounted Fighting The Bonus you get from Mounted Fighting Increases by +1 at Level 22 and every three Levels thereafter.
    Bonus Feats: The Epic Gaucho gains a Bonus Feat every 3 levels higher than 20th


    Horse Trainer
    You have mastered the art of training horses for riding in combat.
    Prerequisites: Krugel, Handle Animal 6 ranks
    Benefits: You gain a +4 Bonus to Handle Animal Checks.

    Born in the Saddle
    You are a veteran horse rider.
    Prerequisites: Krugel, Ride 6 ranks
    Benefits: You gain a +4 Bonus to Ride Checks.

    Horse Archer
    You are a veteran horse archer.
    Prerequisites: Krugel, Improved Mounted Archery
    Benefits: You take no penalties to ranged attack while mounted, even if your mount is running.

    Impaler
    You are well practiced with the lance.
    Prerequisites: Krugel, Spirited Charge
    Benefits: When attacking as part of a Charge Action the critical threat range of your Lance is increased by 1 (i.e. you threaten a critical on a 19-20).
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  17. - Top - End - #407
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    got fluff up for the Gaucho. know the remaining orc/goblin stuff is taking a few to finish but I've already begun work on the giants in preparation for porting them over to GitP too.
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  18. - Top - End - #408
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    Gaucho is ready for review. One more Orc race to go and we start phasing into the Giants.

    BOOGIN





    "How many people I gotta stab before the jokes at my expense end?"

    Underdark races feel a certain constant pressure due to the Drow. Entire tribes can be wiped out by Drow slavers or monsters. Sometimes survival requires some...awkward choices. The Boogins are one such choice, being the half-breed results of interspecies matings between Quaggoth and Orc tribes. They are nearly as tall as Quaggoths, but not as powerfully built and somewhat less bestial. Their facial features have less hair and are clearly Orcish. Boogins are sometimes known as 'Spider Killers' for their powerful hatred of the Drow.

    BOOGIN RACIAL TRAITS
    · +8 Str, +4 Con, -4 Int
    · Size Class: Medium
    · Humanoid with the Orc Subtype
    · Base land speed 30 ft.
    · Dark Vision 120 ft.
    · +2 Natural AC Bonus
    · Light Sensitivity (Ex): Boogins are dazzled in bright sunlight or within the radius of a Daylight spell.
    · Quaggoth Blood: For purposes of spells, feats and other effects the Boogin is considered a Quaggoth as well as an Orc.
    · Skills: Boogins have a +4 Racial Bonus on Climb Checks
    · Racial Hit Dice: A Boogin begins with two levels of Humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0. A Boogin's Humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen and Spot.
    · Automatic Languages: Undercommon, Orc. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Barbarian

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 5' Female: 4'8"
    Height Modifier: +2d12"
    Base Weight: Male: 180 lbs. Female: 140 lbs.
    Weight Modifier: x (2d6) lbs.

    BOOGIN CHARACTERS
    If you're in a campaign centered around fighting the Drow, and the party needs an elf-killer (or more correctly another elf-killer) the Boogins are an ok consideration. The racial Hit Dice/LA combo screws them a little, but they make decent barbarians.
    Adventuring Race: Boogins are reclusive. Generally they go adventuring for revenge, to free fellow tribesmen who have been captured, because their tribe has been wiped out, or for killing the Drow.
    Character Development: If you want a truly oddball, uncommon underdark race (especially one thats a melee fighter) the Boogins fit the bill. Assuming you can put up with people making fun of their name.
    Character Names: Boogin names tend to be either Orcish or Quaggoth, it depends much on their respective tribes composition.

    ROLEPLAYING A BOOGIN
    People need to prove themselves to you to gain your aid and respect. If they can't fend for themselves without your aid, that means they're meat.
    Personality: Boogins have usually left the religious insanity of their Orcish ancestors behind, though they still respect strength and combat ability primarily. Both Orcs and Quaggoths are similar in that respect. While they may not be complete racist xenophobes, they still have a healthy dislike for outsiders. Especially since resources are few and they may need to eat you...
    Behaviors: Boogins share the QUaggoth obsession with developing their combat and hunting skills. They all wish to be the ultimate survivor, they just differ on how to arrive at that point.
    Language: Boogin speak both Orc and Undercommon.

    BOOGIN SOCIETY
    Boogin culture varies. If living among or near mostly Orcs or Quaggoth they resemble those societies. Pure Boogin tribes are a mishmash of both.
    Alignment : Most Boogin are Neutral Evil with a substantial Chaotic Evil population.
    Lands : Boogins are usually found in the upper Underdark, though some are found beneath the Trollmoors and the Spire of the World.
    Settlements : Boogins do their best to avoid the Drow and other hazardous Underdark races. They rarely settle until populations grow too big to stay in one area.
    Beliefs : Some Boogins retain their worship of the Orcish Gods, but most follow no Gods much like the Quaggoth.
    Relations: Boogins get along well with magic following Quaggoths and Orcs, but not much else. They have a special hatred fro the Drow however, and will ally with just about anything temporarily if it means killing the dark elves.

    BOOGIN ADVENTURES
    · You're in that rarest of things, a bar in an Underdark city that allows a variety of races, when someone implies your mother slept with an animal. Obviously you bash in his skull. Unfortunately for you he was the grand high mucky-muck in some odd cult or other and now they're chasing you through the Underdark into Mindflayer territory.
    · Captured by Drow Slavers, you have been chosen to judge a beauty contest between the priestesses. Mostly because you're expendable, and they use losing as an excuse to flay alive the 'judge'. It's a cruel form of entertainment for them. You have a chance at escape but you choice of companions and helpers are a lobotomized Mindflayer, a Goblin serial killer, and what might be an intelligent zombie...
    · You walk in on two Gods of ill repute having intimate relations in a cavern, and they swear you to secrecy on pain of reeeeally bad stuff. They also brand you as a disciple and now a bunch of damn religious loonies are calling you 'The Chosen One.' Also you have gone mind-numbingly bald.


    Boogin Racial Substitution Levels

    Fighter
    Level 4: Replace Level 4 Bonus Feat with Spider Killer
    Spider Killer (Ex): This is identical to the Favored Enemy ability of the Ranger, but only works against the Drow and Spiders. This stacks with Favored Enemy from other class levels.

    Barbarian
    Levels 3, 6, 9, 12, 15 and 18 : Replace Trap Sense with Drow Killer
    Drow Killer (Ex): Instead of the listed Trap Sense Bonus you gain an identical Bonus on Saving Throws made against spells.

    Ranger
    Level 4: Replace Animal Companion with Hunter
    Hunter (Ex): You do an additional +2d6 damage against opponents who you have your Favored Enemy Bonus against.
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  19. - Top - End - #409
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    Horsemanship negating ACP for Ride is useless, as Ride already doesn't take ACP in 3.5. It does in PF, though.
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  20. - Top - End - #410
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    I'll think of something else. Nice to see gitp back!

    SPIDER KILLER



    “Spider venom comes in many forms. It can often take a long while to discover the full effects of the bite. Naturalists have pondered this for years: there are spiders whose bite can cause the place bitten to rot and to die, sometimes more than a year after it was bitten. As to why spiders do this, the answer is simple. It's because spiders think this is funny, and they don't want you ever to forget them.”

    Spider Killers are Boogins who have dedicated their lives to exterminating the Drow and the giant arachnids they use for companions.

    BECOMING A SPIDER KILLER
    Any Boogin with the appropriate Drow killing experience will do.

    ENTRY REQUIREMENTS
    Race: Boogin
    Feats: Any 2 Fighter Feats
    Skills: Hide 4 ranks, Knowledge (Dungeoneering) 4 ranks
    Class Abilities: Spider Killer
    BAB: +6


    Class Skills
    The Spider Killers class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Magic Resistance 
    2. +1    +0     +0     +3    Improved Spider Killer
    3. +1    +1     +1     +3    Webcutter
    4. +2    +1     +1     +4    Magic Resistance
    5. +2    +1     +1     +4    Improved Spider Killer
    6. +3    +2     +2     +5    Webcutter
    7. +3    +2     +2     +5    Magic Resistance
    8. +4    +2     +2     +6    Improved Spider Killer
    9. +4    +3     +3     +6    Webcutter
    10.+5    +3     +3     +7    Master Slayer
    Weapon Proficiencies: A Spider Killer gains no new weapon or armor proficiencies.

    Magic Resistance (Ex): Beginning at Level 1 you gain Spell Resistance equal to 10 plus your CR.

    At 4th Level Spell Resistance increases by +2.

    At 7th Level it increases by +4.

    Improved Spider Killer (Ex): At 2nd Level the Bonus you get from your Spider Killer Ability increases by +2. It increases by an additional +2 again at Levels 5 and 8.

    Webcutter (Ex): At 3rd Level you ignore DR when cutting through the webs of Giant Spiders or similar creatures.

    At Level 6 you gain a +2 Bonus on Str Checks made to escape webs or other entanglements.

    At Level 9 that bonus increases to +4.

    Master Slayer (Ex): At 10th Level if you are targeted by a spell that does damage or causes you some negative condition, you may make a Willpower Saving Throw even if it doesn't allow one. If a spell allows for a partial effect on a Save, you take no effect on a successful Saving Throw. You also become immune to Poison.

    PLAYING A SPIDER KILLER
    You exist for no other reason than killing the Drow, and will hire out to anyone confronting them for the chance to murder as many of them as you can.
    Combat: Spider Killers specialize quite heavily in killing Drow and plus size arachnids. That's not to say their abilities wouldn't come in handy against other foes, but they just won't be quite the 'house of fire' they are against the dark elves.
    Advancement: Spider Killers will do whatever is necessary to be better at killing the Drow. If possible they hate the Drow more than regular Orcs hate Elves. Odd given their fairly agnostic nature.
    Resources: Spider Killers usually have whatever they can take, though anyone needing to kill the Drow often gives them money and equipment.

    SPIDER KILLERS IN THE WORLD
    "That guy has the thousand yard stare..."
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: You spend your days training, and tracking the Drow. You spy on them until you learn their traveling routes and hideouts before making plans to wipe them out.
    Notables:
    Organizations: Spider Killers sometimes form mercenary units, but most are simply roving bands of primitive hunters who spend all their time roaming the underdark killing where they can (though they may accept outsiders who sufficiently hate the Drow if they can convince the Spider Killers they aren't a spy).

    NPC Reaction
    You make NPC's nervous. Fanatics always do really.

    SPIDER KILLER IN THE GAME
    This class assumes one of the PC's is a blind fanatic dedicated to racial genocide. The fact that said races members are often deserving is besides the point. It means the PC will attract a lot of attention the party doesn't need.
    Adaptation: This is meant for campaigns set in the Forgotten Realms but is easily enough adaptable.
    Encounters: Spider Killers are found anywhere there are Drow to be killed.

    Sample Encounter
    EL 12: The PC's have been poisoned and web by a surprisingly large colony of giant spiders. They are about to be eaten when large hairy humanoids burst in and butcher the spiders. Unfortunately the newcomers don't look much more friendly...


    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 SPIDER KILLER

    Hit Die: d10
    Skills Points at Each Level : 2 + int
    Improved Spider Killer At Level 22 and every 3 Levels thereafter your Spider Killer Bonus increases by +2.
    Bonus Feats: The Epic Spider Killer gains a Bonus Feat every 3 levels higher than 20th


    Bear Teeth
    You take after your Quaggoth parent.
    Prerequisites: Boogin, must be taken at 1st Level
    Benefits: You gain a Primary Bite attack doing 1d6 plus 1 and a half times Str Modifier.

    Thonot
    Your Psionic powers improve.
    Prerequisites: Boogin or Quaggoth, must be able to Manifest Powers from any Psionic Class list.
    Benefits: The amount of Power Points you may send on a power is increased by 1 (i.e. instead of the maximum being equal to your Level it is now equal to your Level+1).

    Defensive Rage
    You fly into a defensive fury when poisoned.
    Prerequisites: Boogin, Rage, Con 16+
    Benefits: You immediately go into Rage upon failing a Save against Poison, and the effects of the Poison are delayed until the Rage wears off. This does not count against your daily uses of Rage.

    Psionic Ambush
    Your psychic abilities make hiding easier for you.
    Prerequisites: Boogin
    Benefits: While you maintain your Psionic Focus you gain a +4 Bonus to Hide Checks.
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  21. - Top - End - #411
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    I think I will contribute, does anyone mind?

    Ghoublen



    "must...consume...flesh

    Ghoublins are a horrible, mutated race of goblins, they appear undead, decaying, and rotting. But in fact they are very much alive. The most interesting ability is to consume the flesh of fallen foes and almost instantly regain health, temporary halting their decaying look, and regrowing skin and flesh

    Ghoublin Racial traits
    · +4 Con, -4 Int, +2 Wis, -4 Cha
    · Size Class: small, Ghoublins have a +1 on all attack rolls and a +1 to armor class
    · Humanoid with the goblinoid Subtype
    · Base land speed 30 ft.
    · Lowlight vision
    · +2 Natural AC Bonus
    · Healing: As a full round action a ghoublin can consume the flesh of a corpse dead no longer than 1 minute, regaining health equal to his own constitution modifier+1. This takes one extra round per size catagory above medium that the corpse is
    · Skills: Ghoublins have a +4 Racial Bonus on Intimidate Checks
    · Level Adjustment: +2?
    · Favored Class: Barbarian

    STARTING AGE
    Adulthood: 16
    Barbarian, Rogue, Sorcerer: +1d6
    Bard, Fighter, Paladin, Ranger: +1d8
    Cleric, Druid, Monk, Wizard: +2d8

    AGING EFFECTS
    Middle Age: 32
    Old: 43
    Venerable: 65
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 4' Female: 3'8"
    Height Modifier: +1d6"
    Base Weight: Male: 180 lbs. Female: 140 lbs.
    Weight Modifier: x (1d4) lbs.
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  22. - Top - End - #412
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    Nice.

    And so begins my segue into the Giants:

    OGRILLON



    "Ain't nuthin' better than taking someone's life with yer bare hands."

    The Ogrillon are said to be the offspring of Orcs and Ogres, and while they do resemble both of those races in someways, this does little to explain the bony protrusions and skin deposits that mark them.

    OGRILLON RACIAL TRAITS
    · +8 Str, +4 Con, -4 Int (minimum 3), -4 Cha
    · Size Class: Medium
    · Humanoid with the Orc and Giantblood Subtype
    · Base land speed 30 ft.
    · Dark Vision 60 ft., Low Light Vision
    · +4 Natural AC Bonus
    · Racial Hit Dice: An Ogrillon begins with two levels of Humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0. An Ogrillon's Humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen and Spot. Ogrillon are proficient with Simple and Martial Weapons and Light Armor.
    · Ogrillon have a Primary Natural Slam Attack doing 1d6 plus Str Modifier. They get 2 Slams on a Full Attack.
    · Automatic Languages: Giant, Orc. Bonus Languages: Common.
    · Level Adjustment: +2
    · Favored Class: Barbarian

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 4'10" Female: 4'5"
    Height Modifier: +2d12"
    Base Weight: Male: 150 lbs. Female: 110 lbs.
    Weight Modifier: x (2d6) lbs.

    OGRILLON CHARACTERS
    Ogrillon are decent for melee characters. Their Slam attacks mean you don't need to have weapons (though having one as backup is always recommended), and they'll have pretty decent AC due to their hide. Unfortunately they'll be restricted to Wisdom based casting if you want a caster (which is really not the greatest choice).
    Adventuring Race: Ogrillons are sometimes outcast due to their violent nature, or maybe they're all that survives a raid. They don't really understand the concept of money and don't care much for others opinions so wealth and glory are not usual motivators. Usually an adventuring Ogrillon has been ordered to, wants revenge, or is on his own trying to survive.
    Character Development: Give suggestions for making a character with this race.
    Character Names: Ogrillon generally use Orc or Ogre names depending on which parent they live with.

    ROLEPLAYING AN OGRILLON
    In real life you would be in an asylum. Ogrillon's are violent lunatics who will kill anything they see weaker than themselves if left to their own devices. Their parents may care for them in their own evil way, but even they see you as a rabid dog who needs kept on a leash.
    Personality: Ogrillon are incredibly violent, more so even than Orcs and Ogres. They will indulge any excuse for a fight, and some wonder if they may be mentally unstable as a result of their parentage. After all except for the most fanatic of Orcs, both Orcs and Ogres have a modicum of self preservation instinct. Ogrillon seem to explode at random, and have no real clue as to this being a bad idea when they are in the company of more powerful beings.
    Behaviors: Ogrillons like Gold and other shiny objects and tend to collect them as good luck charms. They also like the feel of beating opponents to death with their bare hands and use any excuse to do so.
    Language: Ogrillons generally speak both Giant and Orc.

    OGRILLON SOCIETY
    Ogrillon's have no culture other than that of their savage parents, and usually they're too stupid and violent to really participate fully in even that.
    Alignment : Ogrillons are usually Chaotic Evil. After all both of their parent races are the same alignment, so they don't feel much pressure to really be different because they're torn between two differing societies. WHile there are differences between Orcs and Ogres (such as religious fanaticism) both generally agree on might makes right.
    Lands : Ogrillon live with whatever parent raises them.
    Settlements : Ogrillon are lazy, and really don't travel unless they don't have much choice (such as the tribe being wiped out).
    Beliefs : Ogrillon tend to be fairly selfish, so they're a bit agnostic in some respects. They realize Gods exist, they realize they have impact on the world, but they don;t want involved with them. The Orcish tendency to discriminate against half breeds is less directed against them due to their power, but they still feel left out in Church (for lack of a better term). Those who do embrace religion do so as an excuse for murder.
    Relations: Ogrillon's tend to hit what they're pointed at, and what they're pointed at is anything not an Orc or Ogre. Their bloodthirsty nature causes them to see most other beings as nothing more than punching bags.

    OGRILLON ADVENTURES
    · You're on the run after bashing in the Orc chieftain's skull when you spot an Elven army on the move. This may get you back in with the tribe if you can find a way to get proof and bring it back with you.
    · The tribe has been wiped out by zombies, and amazingly you've been able to fake being one of them for several weeks. Even they're beginning to wise up though, so it's time you moved on. You'd like to find out what sent them and bash him good anyway. The tribe didn't beat you too much and gave you food.
    · Your mother has been slain, and with your father still in prison you have been tasked with figuring out who did it. This is waaay out of your league, so you decide to hire some Goblins...

    Ogrillon Racial Substitution Levels

    Fighter
    Level 1: Replace 1st Level Bonus Feat with Armored Fists
    Armored Fists: You may perform Disarm or Sunder Attacks with your Natural Slam Attacks.

    Barbarian
    Levels 7, 10, 13, 16 and 19: Replace DR with Armored Hide
    Armored Hide: At Levels Levels 7, 10, 13, 16 and 19 your Natural Armor Bonus to AC improves by +1.

    Paladin of Slaughter
    Levels 1, 5, 10, 15, 20: Replace Smite Good with Stunning Fist
    Stunning Fist: You receive Stunning Fist as a Bonus Feat at 1st Level which works with your Slam Attacks. You may use Stunning Fist one additional time per day at Levels 5, 10, 15, and 20.
    Last edited by Bhu; 2013-05-17 at 08:18 PM.
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  23. - Top - End - #413
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    BRAWLER



    "Tor happiest when hands covered in blood."

    Ogrillon love beating opponents to death with their fists, but few seem to devote their lives to it in the manner the Brawler has.

    BECOMING A BRAWLER
    Brawlers are Ogrillon who someone has invested the time and effort to train.

    ENTRY REQUIREMENTS
    Race: Ogrillon
    Feats: Trained Boxer
    Skills: Intimidate 6 ranks
    BAB: +6


    Class Skills
    The Brawlers class skills (and the key ability for each skill) are Bluff (Cha), Intimidate (Cha), Knowledge (Local)(Int), and Profession (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    A Fighter By Trade
    2. +2    +3     +0     +3    Menacing Figure
    3. +3    +3     +1     +3    Slam +1d6
    4. +4    +4     +1     +4    A Fighter By Trade
    5. +5    +4     +1     +4    Menacing Figure
    6. +6    +5     +2     +5    Slam +2d6
    7. +7    +5     +2     +5    A Fighter By Trade
    8. +8    +6     +2     +6    Menacing Figure
    9. +9    +6     +3     +6    Slam +3d6
    10.+10   +7     +3     +7    Veteran Brawler
    Weapon Proficiencies: A Brawler gains no new weapon or armor proficiencies.

    A Fighter By Trade: At 1st, 4th, and 7th Level you gain a Bonus Feat from the following list: Combat Brute, Improved Bull Rush, Improved Critical (Slam), Improved Sunder, Power Attack, Power Critical (Slam), Shock Trooper, Weapon Focus (Slam) or any of the Ogrillon Racial Feats listed below.

    Menacing Figure (Ex): At second Level when performing a Feint in Combat you may substitute an Intimidate Check instead of using a Bluff Check, and you may Feint as a Move Action.

    At 5th Level if you successfully hit an opponent who is Flat-Footed or Denied his Dexterity Bonus to AC, he must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Str Modifier) or be Shaken for the duration of the encounter.

    At 8th Level if your opponent fails his Save he is Frightened for 1d6 rounds instead.

    Veteran Brawler (Ex): At 10th Level if you successfully hit an opponent with your Slam Attack and he is your Size Class or smaller, you may immediately attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful you do your Slam Damage with a successful Grapple Check.

    Slam (Ex): At Level 3 your Slam Attack does an extra +1d6 damage. This increases to +2d6 at Level 6, and +3d6 at Level 9.

    PLAYING A BRAWLER
    You kill things with your fists. That is pretty much the be all, end all of who and what you are. You don't aspire to greatness, or wealth, or power, or any of the other common motivators among humanoids. You just want to be the best ever at killing things with your fists. Your mother must be damn proud of you.
    Combat: Brawlers blithely work under the assumption that they can solve any problem they encounter with their fists. Even with plenty of evidence to the contrary. They don't really have a fallback plan if hitting it doesn't work, which is probably why they're employed as muscle to groups of smarter beings.
    Advancement: All Brawlers want to be better at fighting. If you can show them how to be a better killer, you will have their loyalty as long as they don't perceive you as being weaker than themselves.
    Resources: Brawlers are usually dirt poor like all Ogrillon. If they have a patron he may have taught them the use of money. If not they're reduced to using what they can take by force.

    BRAWLERS IN THE WORLD
    "You think he's taken a few too many punches?"
    Brawlers are thought of as illiterate thugs with barely enough brain power to chew their food and wipe properly. And that's because quite frankly they are. But training in boxing has the potential to make them something better if they truly want it.
    Daily Life: Much of your time is spent training. Unlike most Ogrillon you don't mind the hard work as your obsession with being the best gives you the drive to work it through.
    Notables:
    Organizations: There are a few wealthy individuals devoted to training Ogrillon as Brawlers for use as bodyguards and as a spectator sport.

    NPC Reaction
    NPC's react to you the same way they do any other Ogrillon: with feat and contempt.

    BRAWLERS IN THE GAME
    This class assumes there is at least one PC who is a brutal sociopath. Which is no problem so long as the other PC's are brutal sociopaths.
    Adaptation: This is probably meant for an all evil campaign, or at least an Orc-centric one.
    Encounters: Brawlers are usually found as bodyguards, competitors in pit fights or other semi-legal fighting events, or even the occasional Orc raiding party.

    Sample Encounter
    EL 12: The PC's have been asked to deliver a message to a local Baron, who without reading sics his huge ugly bodyguard on them.


    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 BRAWLER

    Hit Die: d12
    Skills Points at Each Level : 2 + int
    Class Ability
    Class Ability
    Bonus Feats: The Epic Brawler gains a Bonus Feat every x levels higher than 20th


    Trained Boxer
    Someone has taken the time and effort to invest in training you to use your armored fists well.
    Prerequisites: Ogrillon, BAB +6, Brutal Strike, Power Attack
    Benefits:
    Improved Brutal Strike: When using your Brutal Strike Feat your opponent is Nauseated if he fails his Save as opposed to being Sickened.

    Lights Out: When using your Brutal Strike Feat and you successfully perform a Critical your opponent is Blinded as opposes to Nauseated.

    Hammer: When using your Brutal Strike Feat against an opponent immune to Critical hits, if you would normally threaten a critical against an opponent immune to critical hits you may forego the usual effects of Brutal Strike to roll to confirm the critical as usual.

    Stunning Punch
    You can Stun opponents with your Slam Attack.
    Prerequisites: Ogrillon, Str 20, BAB +2
    Benefits: You must declare you are using this ability before you make an Attack with your Slam. If your
    foe is damaged by the attack, he/she must make a Fortitude save vs. DC (10 + ½ Character level + Strength
    modifier). If your foe fails, he/she is Stunned for 1 round (i.e., until your next action). A Stunned creature
    cannot take any Action, loses any Dexterity bonus to AC, & has an additional –2 penalty to AC.
    Creature immune to critical hits are immune to being Stunned.
    You may use this ability once per four levels.
    You may use this ability only once per round.

    Knockout Punch
    You can knock opponents out with a Slam Attack
    Prerequisites: Ogrillon, Stunning Punch, BAB +8
    Benefits: If you successfully perform a critical with your Slam Attack while using your Stunning Punch Feat, you may choose to render your opponent Unconscious 1 round instead of Stunned.

    Death Punch
    You can kill opponents with a Slam Attack
    Prerequisites: Ogrillon, Knockout Punch, BAB +12
    Benefits: If you successfully perform a critical with your Slam Attack while using your Stunning Punch Feat, you may choose to kill your opponent if he fails his Save.
    Last edited by Bhu; 2013-05-28 at 11:37 PM.
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  24. - Top - End - #414
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    I'm thinking up some goblinoid planetouched races mind if I post them later?
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    sure go ahead
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  26. - Top - End - #416
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    Im trying to edit the front page list to update it. I got all of it but the Ondonti up. Then it told me message was too short and needed to be at least 10 characters. The Host Vestiges are also finally done.
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    Turns out I missed revising a 1e orc subrace, so here it is. Back to Giants soon.


    KARA-KARA



    "Pae mai la ka wa'a i ka 'aina."

    The Kara-Kara are distantly related to Orcs, branching off from the main species long ago. Slightly shorter (but heavier) than humans, they have olive green skin and a tangled, curly mass of dark green hair. Their slightly muzzled mouths are full of tusks, and they often adorn themselves with little more than body paint, loincloths, and primitive jewelry.

    KARA-KARA RACIAL TRAITS
    · +4 Str, -2 Intelligence, -2 Wisdom, -2 Charisma.
    · Size Class: Medium
    · Humanoid with the Orc Subtype
    · Base land speed 30 ft.
    · Low Light Vision
    · War Chant (Su): If at least 5 Kara-Kara are present they may begin a chant as a Free Action. This is a Sonic, Mind-Affecting Effect and ends if at least 5 can't keep the chant up. All Kara-Kara present who can hear the chant gain the benefit of an Aid spell as cast by a 5th Level Cleric.
    · +4 Racial Bonus on Perform (Sing) Checks.
    · Automatic Languages: Orc. Bonus Languages: Common.
    · Level Adjustment: +0
    · Favored Class: Barbarian

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 4'8" Female: 4'3"
    Height Modifier: +2d10"
    Base Weight: Male: 130 lbs. Female: 95 lbs.
    Weight Modifier: x (2d6) lbs.

    KARA-KARA CHARACTERS
    If you want a Barbarian/Bard or just a band of singing warriors from an unusual culture (and by unusual I mean not commonly seen) the Kara-Kara are an option. At the very least they're different from the usual religious psychopath that Orcs are portrayed as.
    Adventuring Race: Glory, revenge and power are the usual three options. Kara-Kara don't use money so they don't feel the need for gold.
    Character Development: Find a way to obviate your racial Cha Penalty. With the Racial Bonus you get to Perform (Sing) Checks you were meant to be a Bard for at least a few levels.
    Character Names: Polynesian names can be used for the Kara-Kara.

    ROLEPLAYING A KARA-KARA
    You like a good meal, a good night of singing, and a good rest. If you have that life is alright, especially if there's the occasional fight or bout of exploration you get to participate in. And let's not forget the ceremonial hog roasts...
    Personality: Kara-Kara are somewhat similar to regular Ocs but less blindly fanatic. Their distrust from other races comes more from cynicism and past experience that religiously induces racism.
    Behaviors: Unlike most Orcs the Kara-Kara developed art and culture before the use of metal weapons. They are fairly skilled singers, and their competitions are less about skill at arms and more about who is the best singer, surfer, canoe builder, etc. Just don't offend their sacred pigs...
    Language: The Kara-Kara speak a variant of Orcish.

    KARA-KARA SOCIETY
    Kara-Kara society is modeled after a mix of Polynesian cultures, so research them and make them a tad more brutal to add the Orcish influence.
    Alignment : Most Kara-Kara trend heavily towards both Chaos and Evil. They are a superstitious and easily offended people.
    Lands : Kara-Kara are restricted to a large group of tropical islands which are their homeland.
    Settlements : As they are decent swimmers and navigators, Kara-Kara are slowly seeking out and exploring islands further and further from their home.
    Beliefs : The Kara-Kara venerate wild pigs and boars as semi-sacred animals. Their Clerics have access to the Animal, Destiny, Destruction, and Orc Domains.
    Relations: The Kara-Kara often trade for metal weapons or items which they can't produce themselves, but they are twitchy mercantile partners. They have many social/religious taboos, and violating one is an easy way to get killed. They also have frequent food problems, and sometimes it's easier to kill traders, eat them, and take their wares than pay them. They often war with those around them to sacrifice to their pig cult or for slaves.

    KARA-KARA ADVENTURES
    · Something has been making the pigs sick. They're dying quickly, and infecting the survivors as well, and some of the tribesmen are beginning to show signs as well. The shamans say there is a supernatural cause, but it is clouding their vision so you are being sent to investigate.
    · The sharks you make your weapons from are becoming hard to find and actively avoiding you. Rumors abound of sightings of scaly fishmen talking to the sharks as well, and it has been put up to you to find a way to drive them off.
    · An island has risen from the bottoms of the sea about 10 miles off the coast of your home. Since then there have been significant ill omens.

    Kara-Kara Racial Substitution Levels

    Fighter
    Level 4: Replace 4th Level Feat with Enhanced War Chant
    Enhanced War Chant (Su): Caster Level for the War Chant becomes equal to the Hit Dice of whichever one of you has this Feat and the most Hit Dice.

    Barbarian
    Levels 3, 6, 9, 12, 15, and 18: Replace Trap Sense with Chant Bonus.
    Chant Bonus (Su): You gain an additional +1 temporary hit point when under the influence of the War Chant at Levels 3, 6, 9, 12, 15, and 18. The Bonus it Grants to Attack rolls and Saves against Fear Effects increases an additional +1 at Levels 6, 12, and 18.

    Bard
    Level 1: Replace Bardic Knowledge with Chanter
    Chanter (Ex):: You gain a +4 Bonus on Perform (Chant) Checks.
    Last edited by Bhu; 2013-06-03 at 11:16 PM.
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  28. - Top - End - #418
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    MANWU-PAPAS



    "Bow or I feed you to the pigs."

    The Manwu-Papas are the ruling shamans of the Kara-Kara tribes. Technically they are responsible for reading omen's based on the actions of the tribes sacred pigs, and conducting sacrifices to them. In reality they spend most of their time acting like tyrants, and the tribe puts up with it since it's assumed as they're a council their infighting will distract them from doing anything too bad. Plus they have a direct line to the afterlife so it's best not to piss them off.

    BECOMING A MANWU-PAPAS
    Being a Cleric of the pigs is all that's required.

    ENTRY REQUIREMENTS
    Race: Kara-Kara
    Casting: Must be able to cast spells from the Cleric list of at least 3rd Level
    Alignment: Must be evil.
    Skills: Knowledge (Nature, Religion) 6 ranks
    Feats: Divine Armor, Domain Focus, Domain Spontaneity


    Class Skills
    The Manwu-Papas' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (any) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    The Pig is a Most Persuasive Animal
    2. +1    +0     +0     +3    He is Also Ill-Tempered
    3. +1    +1     +1     +3    The Pig is Our Friend
    4. +2    +1     +1     +4    The Pig is a Most Persuasive Animal
    5. +2    +1     +1     +4    He is Also Ill-Tempered
    6. +3    +2     +2     +5    The Pig is Our Friend
    7. +3    +2     +2     +5    The Pig is a Most Persuasive Animal
    8. +4    +2     +2     +6    He is Also Ill-Tempered
    9. +4    +3     +3     +6    The Pig is Our Friend
    10.+5    +3     +3     +7    War Pig
    Weapon Proficiencies: A Manwu-Papas gains no new armor or weapon proficiencies.

    The Pig is a Most Persuasive Animal (Ex): At 1st Level spells you cast that have the Mind-Affecting Descriptor have their Save DC increased by +1 (this stacks with other effects that increase Save DC ).

    At 4th Level you gain a +1 Bonus on Caster Level Checks to overcome Spell Resistance when casting spells with the Mind-Affecting Descriptor (this stacks with other effects that give a Bonus to Caster Level Checks).

    At 7th Level you may add any one spell with the Mind-Affecting Descriptor to your casting list.

    He is Also Ill-Tempered (Ex): At 2nd Level spells you cast from the Necromancy school have their Save DC increased by +1 (this stacks with other effects that increase Save DC ).

    At 5th Level you gain a +1 Bonus on Caster Level Checks to overcome Spell Resistance when casting spells from the Necromancy school (this stacks with other effects that give a Bonus to Caster Level Checks).

    At 8th Level you may add any one spell from the Necromancy school to your casting list.

    The Pig is Our Friend (Ex): At 3rd Level spells you cast that have the Evil Descriptor have their Save DC increased by +1 (this stacks with other effects that increase Save DC ).

    At 6th Level you gain a +1 Bonus on Caster Level Checks to overcome Spell Resistance when casting spells with the Evil Descriptor (this stacks with other effects that give a Bonus to Caster Level Checks).

    At 9th Level you may add any one spell with the Evil Descriptor to your casting list.

    War Pig (Su): When casting a spell allowing you to summon a Dire Boar, the summoned Boar has maximum hit points, a +4 Bonus to Str and Con, and it's Natural AC Bonus increases by an amount equal to your Hit Dice.

    PLAYING A MANWU-PAPAS
    You rule by virtue of a connection to the divine, and by your willingness to do what is needed. That's what's expected of leaders in your position. Doing whatever is necessary, no matter how loathsome, to get the results needed to keep the tribe safe, and yourself in power.
    Combat: Manwu-Papas are not timid rulers who hide in the back. If the tribe has acquired metal weapons or decent armor, the Manwu-Papas will most definitely be the ones wearing it.
    Advancement: Kara-Kara expect results. As long as you can produce, you are assured of power. If you fail your options are death or exile. Since your life depends on this you do virtually anything to acquire and keep power. Some of you obsessively develop a specific power, some of you change with the wind.
    Resources: As the leaders of the tribe (or at least potential leader in the waiting) you have access to all the tribes resources, meager as they are.

    MANWU-PAPAS IN THE WORLD
    "Sometimes I wonder if they really have our best interests at heart."
    You rule with what you hope is an iron fist. Because if there is any perceived weakness your peers will turn on you. It helps to get results and get things done. Everyone respects results.
    Daily Life: You spend your time infighting with the other Manwu-Papas, making tribal decisions, sacrificing outsiders, and performing the usual religious rites.
    Notables:
    Organizations: Manwu-Papas strictly belong to the tribe's ruling council, or are being trained to take over for current members as they pass on. Participation in other activities is heavily frowned upon.

    NPC Reaction
    NPC's perceive you pretty much the same way they do any other Orc.

    MANWU-PAPAS IN THE GAME
    This assumes you are either a tribal leader, are in training to be so, or are an outcast due to losing a political fight. The first two options tie you to the village, the third mean you have to avoid it like the plague. Could mean trouble for the group.
    Adaptation: This is meant for campaigns set in Mystara, but could be adapted to elsewhere.
    Encounters: Manwu-Papas are encountered when the Kara-Kara go to war or you enter their territory. They're too tied down vying for power to do much else.

    Sample Encounter
    EL 12: The PC's are attempting to guard a madman who trades with some local subrace of Orc, when their heathen leader points at you all and screams something about you being pig defilers. And so all hell breaks loose...


    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 MANWU-PAPAS

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


    Flexible Chant
    You have learned variations of the Standard War Chant
    Prerequisites: Kara-Kara, Perform (Chant) 6 ranks
    Benefits: You racial War Chant Ability is considered Bardic Music for Feats requiring Bardic Music as a prerequisite. For example if one of the 5 Kara-Kara who are chanting has this Feat and the Chant of Fortitude Feat you get the benefits of both.

    Potent Chant
    Your War Chant is strong.
    Prerequisites: Kara-Kara, Perform (Chant) 6 ranks.
    Benefits: The Caster Level of your Racial War Chant Ability is equal to the Hit Dice of whichever participant has this Feat (and the most Hit Dice).

    Dedicated Chant
    You can perform the War Chant with fewer participants.
    Prerequisites: Kara-Kara, any other Racial Feat
    Benefits: You only need 2 Kara-Kara to begin a War Chant.

    Death Song
    It is a good day to die.
    Prerequisites: Kara-Kara, Dedicated Chant
    Benefits: You can begin and maintain a War Chant by yourself.
    Last edited by Bhu; 2013-06-08 at 11:43 PM.
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  29. - Top - End - #419
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    Two Problems with the Manwu-Papas' capstone: 1) It's very specific in that it only works with Summon Nature's Ally IV, when at 15th you should be casting the VIII. You should say when you use a spell to summon Dire Boars so when you summon more Dire Boars with a higher level spell, they all get buffed. 2) Summon Nature's Ally isn't a Cleric spell, it's Druid and Ranger. Clerics get Summon Monster.
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  30. - Top - End - #420
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    Kara-Kara Clerics get it via the animal domain, I shall fix the rest.
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