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  1. - Top - End - #511
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    Default Re: Orc/Goblinoid Resources

    Sure go ahead
    Revised avatar by Trixie, New avvie by Crisis21!
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  2. - Top - End - #512
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    Default Re: Orc/Goblinoid Resources

    one for the gobbin fans


    SUNSCORCH ADEPT



    "Tiamat holds sway here, not Maglubiyet. I suggest you gentlemen leave."

    Sunscorch Adepts are Hobgoblins who have turned from Maglubiyet to worship the Goddess of their Dragon masters.

    BECOMING A SUNSCORCH ADEPT
    Any Dragonfire Adept of the right race will do.

    ENTRY REQUIREMENTS
    Race: Sunscorch Hobgoblin
    Draconic Invocations: Must be able to use Lesser Draconic Invocations
    Skills: Knowledge (Arcana, Religion) 4 ranks
    Feats: Clinging Breath, Enlarge Breath


    Class Skills
    The Sunscorch Adept's class skills (and the key ability for each skill) Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually)(Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Armored Adept, Invocations
    2. +1    +0     +0     +3    Breath Weapon +1d6
    3. +1    +1     +1     +3    Azure Mysteries
    4. +2    +1     +1     +4    Armored Adept
    5. +2    +1     +1     +4    Breath Weapon +1d6
    6. +3    +2     +2     +5    Azure Mysteries
    7. +3    +2     +2     +5    Armored Adept
    8. +4    +2     +2     +6    Breath Weapon +1d6
    9. +4    +3     +3     +6    Azure Mysteries
    10.+5    +3     +3     +7    Draconic Apotheosis
    Weapon Proficiencies: A Sunscorch Adept gains proficiency with Light and Medium Armor, and Light Shields..

    Armored Adept (Ex): At 1st Level you do not suffer arcane spell failure when wearing Light Armor.

    At 4th Level you also do not suffer arcane spell failure when using a Light Shield.

    At 7th Level you may wear Medium Armor without penalty.

    Invocations: Your Dragonfire Adept and Sunscorch Adept Levels stack for purposes of determining how many Draconic Invocations you know.

    Breath Weapon (Su): Your Breath Weapon does an additional +1d6 damage at Levels 2, 5, and 8.

    Azure Mysteries: At Levels 3, 6, and 9 you learn a new Draconic Invocation unique to this class. It does not count towards the maximum amount of Invocations you can know. See below for details.

    Draconic Apotheosis (Ex): At 10th Level your Type changes to Dragon, giving you the following benefits: Darkvision 60 ft. low-light vision, immunity to Paralysis and Sleep. Additionally when using the Lightning Breath Effect you do an additional +2d6 damage.

    PLAYING A SUNSCORCH ADEPT
    You are the Masters right hand. Given that he is immortal you will never be anything but, but maybe there's a chance you can gain immortality too
    Combat: You have minions for combat, and do not indulge unless you must. It helps keep people from realizing what you're capable of
    Advancement: You do as the Master says, and as such he has control over your actions. You learn what he is willing to teach you.
    Resources: So long as you are doing your Master's bidding you have whatever resources he is willing to give you.

    SUNSCORCH ADEPTS IN THE WORLD
    "Fanaticism is ugly, no matter what color it is."
    You are the voice of your Master. For the most part many will assume you are the leader of your particular organization, when in fact you are merely a puppet who acts as it's public face. If things fall apart so much that the Dragon must reveal itself, things are bad indeed. Or war has come.
    Daily Life: Your days are full of both arcane study, and tending to the businesses of your master..
    Notables:
    Organizations: Usually you belong to the Church of Tiamat, as well as whichever organization has been formed by your Draconic Patron.

    NPC Reaction
    Being that you work for Evil Dragons, working for their Evil Dragon God, people are generally less than pleased to see you.

    SUNSCORCH ADEPTS IN THE GAME
    This assumes you are the fanatic servant of a Blue Dragon, and Tiamat by proxy. Could make things awkward for the party.
    Adaptation: Unless the party is Evil, or the PC is willing to put a lot of effort into fooling the other party members, this might be best as an NPC.
    Encounters: Adepts are usually only encountered working for their masters.

    Sample Encounter
    EL 12: The PC's are hired to guard a desert caravan. It turns out to be more than they bargained for, when they arrive at a desert oasis run by a Blue Dragon, and a very odd Hobgoblin as his lieutenant.


    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 SUNSCORCH ADEPT

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Invocations You caster level continues to increase but you do not learn new invocations.
    Breath Weapon At Level 22 and every three levels thereafter your Breath Weapon increases by +1d6.
    Bonus Feats: The Epic Sunscorch Adept gains a Bonus Feat every 3 levels higher than 20th


    [size=12pt]NEW DRACONIC INVOCATIONS[/size]


    [size=12pt]Oasis[/size]
    Lesser, 4th
    Effectively this Invocation functions as the Hallucinatory Terrain spell.

    [size=12pt]A Soldiers Disguise[/size]
    Greater, 6th
    Effectively this Invocation functions as the Veil spell.

    [size=12pt]Deception[/size]
    Greater, 5th
    Effectively this Invocation functions as the Mislead spell.
    Revised avatar by Trixie, New avvie by Crisis21!
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  3. - Top - End - #513
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    Default Re: Orc/Goblinoid Resources

    Plains Giant (Athas)
    Huge Giant
    Hit Dice: 16d8+96 (168 hp)
    Initiative: +6
    Speed: 50 ft. (10 squares)
    Armor Class: 22 (-2 Size, +2 Dex, +12 Natural), touch 10, flat-footed 20
    Base Attack/Grapple: +12/+34
    Attack: Slam +24 melee (1d6+14) or Stone Knife +24 melee (1d8+14) or Rock +24 ranged (2d8+14)
    Full Attack: 2 Slams +24 melee (1d6+14) or Stone Knife +24/+19/+14 melee (1d8+14) or Rock +24 ranged (2d8+14)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Low Light Vision, PR 20
    Saves: Fort +16, Ref +7, Will +7
    Abilities: Str 38, Dex 14, Con 22, Int 6, Wis 15, Cha 11
    Skills: Climb +16, Craft (any 1) +3, Intimidate +3, Handle Animal +3, Listen +5, Spot +5
    Feats: Brutal Throw, Far Shot, Improved Initiative, Point Blank Shot, Power Attack, Power Throw
    Environment: Sea of Silt/Tablelands
    Organization: Solitary or Family (2-5), or Tribe (21-30 +35% noncombatants plus 30-40 herd animals)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Chaotic Good
    Advancement: By Character Class
    Level Adjustment: +7

    Plains Giants are rust or dark brown Giants vaguely resembling Elves. Their long hair is light brown or blond and like the Desert Giants they often sell it to ropemakers. They live on islands in the Sea of Silt that have plenty of vegetation, which they prefer to meat.

    Rock Throwing (Ex): The range increment is 140 feet for a Plains Giantís thrown rocks.

    Power Resistance: Plains Giants have Power Resistance equal to 12 plus CR.

    Combat:
    Plains Giants throw rocks before charging in with stone knives or clubs.
    Revised avatar by Trixie, New avvie by Crisis21!
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  4. - Top - End - #514
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    PLAINS GIANT



    "You're going to haggle with me over the price of my hair? Really?"

    Plains Giants are rust or dark brown Giants vaguely resembling Elves. Their long hair is light brown or blond and like the Desert Giants they often sell it to ropemakers, though theirs is considered to be of higher quality.

    PLAINS GIANT RACIAL TRAITS
    ∑ +28 Strength, +4 Dex, +12 Constitution, +4 Wisdom, -4 Intelligence (minimum 3).
    ∑ Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
    ∑ Giant, giving them Low Light Vision
    ∑ Base land speed 50 ft.
    ∑ Rock Throwing (Ex): The range increment is 140 feet for a Crag Giantís thrown rocks.
    ∑ +12 Natural Armor Bonus.
    ∑ Power Resistance: Plains Giants have Power Resistance equal to 12 plus CR.
    ∑ Racial Hit Dice: A Plains Giant begins with sixteen levels of Giant, which provide 16d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +10, Ref +5, and Will +5. A Desert Giants Giant levels give it skill points equal to 19 ◊ (2 + Int modifier, minimum 1) and 6 Feats. Its class skills are Climb, Craft, Handle Animal, Intimidate, Listen, and Spot.
    ∑ Plains Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: Giant. Bonus Languages: Common.
    ∑ Level Adjustment: +7
    ∑ Favored Class: Barbarian


    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

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

    HEIGHT AND WEIGHT
    Base Height: Male: 20 ft Female: 18 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 6000 lbs. Female: 4500 lbs.
    Weight Modifier: x100 lbs.

    PLAINS GIANT CHARACTERS
    Casters are a bad route as usual for most Giants. Just about anything else not relying on Int is good though.
    Adventuring Race: Plains Giants go on adventures for curiosity, to escape the Sea of Silt, or hire out as mercenaries in desperate times.
    Character Development: Mechanically the Plains Giants are pretty similar to the Desert Giants, and make decent antipsionic/caster fighters.
    Character Names:

    ROLEPLAYING A PLAINS GIANT
    Much less xenophobic than the Desert Giant, you are also more industrious. Plains Giant hirelings are a fairly common site, and many of your people hire out to gain services for your Silt-locked brethren they might not have otherwise.
    Personality: You like to be busy with something. Idleness is foreign to you.
    Behaviors: Plains Giants spend much of their time refining their skills. The harsh life of the Silt makes it necessary.
    Language: Plains Giants speak the Giant language, but have no written alphabet.

    PLAINS GIANT SOCIETY
    While they are still shepherds, the Plains Giants are not nearly as savage as the Desert Giants (and definitely not as bad as the Beastheads). The braver ones often travel the world if they can manage to escape the Silt.
    Alignment : Plains Giant society is Chaotic Good for the most part, though some have Neutral tendencies.
    Lands : Plains Giants live on islands in the Sea of Silt, preferring ones with plenty of vegetation.
    Settlements : Plains Giants usually do not have the option to emigrate from their homes. The Sea of Silt makes mass migration impossible.
    Beliefs : Plains Giants have few religious beliefs or preferences, as with most Athasians.
    Relations: Unlike their relatives the Desert Giants, the Plains Giants get along relatively well with the other races, and many will temporarily hire out as workers.

    PLAINS GIANT ADVENTURES
    ∑ The traders who come to make rope from your tribe's hair are days late. You need the supplies they bring, which mean you need to venture out into the Silt to find what has gone wrong
    ∑ Silt Horrors have encircled the island, making you wonder if they are being driven by something. The tribe has a desperate plan to distract them long enough for you to get past them and bring help.
    ∑ A member of the tribe has gone missing. She has been seen at night in the distance in the Silt, but disappears before anyone can approach. You have been volunteered to solve this.
    Revised avatar by Trixie, New avvie by Crisis21!
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  5. - Top - End - #515
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    Beasthead Giant (Athas)
    Huge Giant (Psionic)
    Hit Dice: 15d8+90 (157 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares)
    Armor Class: 24 (-2 Size, +3 Dex, +13 Natural), touch 11, flat-footed 21
    Base Attack/Grapple: +11/+32
    Attack: Slam +22 melee (1d6+13) or Weapon +22 melee or Rock +12 ranged (2d8+13) plus Beasthead
    Full Attack: 2 Slams +22 melee (1d6+13) or Weapon +22/+17/+12 melee or Rock +12 ranged (2d8+13) plus Beasthead
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rock Throwing, Psionics, Beast Head
    Special Qualities: Low Light Vision, PR 28
    Saves: Fort +15, Ref +8, Will +7
    Abilities: Str 36, Dex 16, Con 22, Int 6, Wis 15, Cha 16
    Skills: Autohypnosis +7, Climb +17, Listen +7, Spot +6
    Feats: Improved Multiattack, Multiattack, Narrow Mind, Psionic Mastery, Psionic Meditation, Unconditional Power
    Environment: Sea of Silt
    Organization: Solitary or Family (3-6)
    Challenge Rating: 16
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: By Character Class
    Level Adjustment: +9

    Beastheads are shorter than most Athasian Giants. They are pale pink or alabaster mutations with the heads of local beasts who live on islands in the Sea of Silt. Exactly who or what is responsible for their condition is unknown.

    Rock Throwing (Ex): The range increment is 140 feet for a Beasthead Giantís thrown rocks.

    Psionics: Beasthead Giants can Manifest Psionic Powers as a Wilder whose Level is equal to their Hit Dice. If they take Levels in Wilder these Levels stack.

    Beast Head: Beast head Giants often have a monstrous head that gives them a Secondary Natural Attack. Common heads are Eagle (2d6+Str Modifier bite), Goat (2d6+Str Modifier Gore), or Wolf (2d6+Ste Modifier bite). Less common are the Id Fiend (2d6+Str Modifier), or Kirre (Bite 1d8+Str Modifier and Gore 2d6+Str Modifier). Rarest is the Braxat (May use Breath Weapon every 1d4 rounds doing 2d10 acid damage in a 15' Cone, DC 23 Reflex Save for half damage, Save DC is Constitution based).

    Power Resistance: Beasthead Giants have Power Resistance equal to 12 plus CR.

    Combat: Beastheads usually use rocks, slings and spears and occasionally psionic powers at range. Up close they prefer staves, clubs and their natural weapons.
    Revised avatar by Trixie, New avvie by Crisis21!
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  6. - Top - End - #516
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    BEASTHEAD GIANT



    'You give Tor tribute, or Tor will eat your heads. Tor is bastard at heart."

    Mutant Giants with pink or alabaster skin, and the head of animals/magical beasts. Despite being shorter than most other Athasian Giants, they are more powerful given their psionic abilities

    BEASTHEAD GIANT RACIAL TRAITS
    ∑ ++26 Strength, +6 Dexterity, +12 Constitution, +4 Wisdom, +6 Charisma, -4 Intelligence (minimum 3).
    ∑ Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
    ∑ Giant, giving them Low Light Vision
    ∑ Base land speed 50 ft.
    ∑ Rock Throwing (Ex): The range increment is 140 feet for a Crag Giantís thrown rocks.
    ∑ +12 Natural Armor Bonus.
    ∑ Psionics: Beasthead Giants can Manifest Psionic Powers as a Wilder whose Level is equal to their Hit Dice. If they take Levels in Wilder these Levels stack.
    ∑ Beasthead: Beast head Giants often have a monstrous head that gives them a Secondary Natural Attack doing 2d6 plus Str Modifier.
    ∑ Power Resistance: Beasthead Giants have Power Resistance equal to 12 plus CR.
    ∑ Racial Hit Dice: A Plains Giant begins with sixteen levels of Giant, which provide 15d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +9, Ref +5, and Will +5. A Desert Giants Giant levels give it skill points equal to 18 ◊ (2 + Int modifier, minimum 1) and 6 Feats. Its class skills are Autohypnosis, Climb, Listen, and Spot.
    ∑ Plains Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: Giant. Bonus Languages: Common.
    ∑ Level Adjustment: +9
    ∑ Favored Class: Wilder

    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

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

    HEIGHT AND WEIGHT
    Base Height: Male: 15 ft. Female: 13 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 5000 lbs. Female: 4000 lbs.
    Weight Modifier: 100 lbs.

    BEASTHEAD GIANT CHARACTERS
    Beastheads make pretty decent melee tanks with their psionic powers backing them up.
    Adventuring Race: Beastheads are xenophobic savages. They rarely leave their islands, so for one to be an adventurer it would need to be an outcast or have suffered some cathartic event.
    Character Development: Beastheads have a little more flexibility since their racial levels stack with Wilder Levels for manifesting, but they still have a pretty massive racial LA.
    Character Names:

    ROLEPLAYING A BEASTHEAD GIANT
    Defense of your island and it's herds are your top priority. Being smaller than some Giants you can't roam the Silt as freely, and casters want your blood for their magic.
    Personality: You kill anything that comes within sight of your home. There is no question, there is no quarter.
    Behaviors: Typical behavior for the Beastheads is virtually unknown, as their society is rarely observed, if at all.
    Language: Beastheads have no writen language, and usually speak the Giant tongue.

    BEASTHEAD GIANT SOCIETY
    Beastheads are at the stone age level, having a society and culture only in the loosest sense.
    Alignment : Beastheads are almost universally Neutral Evil, with some few being Neutral or Chaotic Neutral.
    Lands : Much like the other common Giants of Athas, the Beastheads live on islands in the Sea of Silt..
    Settlements : The Beastheads do not settle. They keep to themselves.
    Beliefs : Beastheads have few religious beliefs or preferences, as with most Athasians.
    Relations: Xenophobia is strong in the Beastheads. They rarely pick fights other than to keep creatures from their homes, but their savage nature makes it impossible to get along with them. Casters use their blood as a component for spellcasting, so they hate outsiders.

    BEASTHEAD GIANT ADVENTURES
    ∑ Somehow a Silt Horror has taking a liking to you, and you now refer to him as your pet critter. Mom is pissed, and has thrown you off the island.
    ∑ A being claiming to be a God has appeared in the Sea of Silt, and has declared that you will lead an all powerful army of the Damned in the final battle for control of the world. Personally you think he's nuts, but he did vaporize the entire island you were on with a wave of his hand, so Go Armageddon!
    ∑ You want a mate. The available women have told you to do something heroic, and worthy of their favor. You think their favor is overrated, but whatever. So you go out and kill some Templar or other. Now you have potential wives squabbling over you, and a slavering horde of the Templar's buddies screaming for your heart. Romance is not as great as the storytellers say...

    Beasthead Giant Racial Substitution Levels

    Ranger
    Levels 1, 6, 11: New options for Combat Mastery.
    Combat Mastery (Ex): Quicksand Style gains you the following Feats: Combat Expertise (1st), Improved Trip (6th), and Sand Snare (11th). Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th).
    Level 3: Replace Endurance with Heat Endurance
    Heat Endurance: You gain Heat Endurance as a Bonus Feat.
    Level 4: Replace Animal Companion with one from Sandstorm list (or for something more Athas appropriate).
    Level 4: Replace Woodland Stride with Sandskimmer
    Sandskimmer: You gain Sandskimmer as a Bonus Feat.

    Barbarian
    Level 1: Replace Fast Movement with Silt-Fighting
    Silt-Fighting (Ex): You gain Silt Fighter as a Bonus Feat.
    Level 3: Replace Trap Sense with Silt Trap Sense
    Silt Trap Sense (Ex): Your Trap Sense Bonus is now received against natural hazards of the Silt Sea (and also applies to his AC against same). Hazards being various terrain features.

    Wilder
    Level 1: You have a slightly different Powers List.
    Powers: You get alternative powers at each level. At each Level you may switch one Power from your list for a Power from the Egoist or Psychic Warrior Lists. The Powers must be of the same Level.
    Revised avatar by Trixie, New avvie by Crisis21!
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  7. - Top - End - #517
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    MAULER



    "ROOOOAAAARRR!"

    Maulers are animalistic Beasthead Giants who have somehow tapped into the powers and abilities of the animal whose head they have.

    BECOMING A MAULER
    A Beasthead Giant with any Racial Feat will do.

    ENTRY REQUIREMENTS
    Race: Beasthead Giant
    Feats: Any 1 Racial Feat, Psionic Fist
    Skills: Any 2 Racial skills 8 ranks or higher


    Class Skills
    The Mauler's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Listen (Wis) and Spot (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Psychic Combat
    2. +1    +3     +0     +3    Hardened Body
    3. +2    +3     +1     +3    Beast Totem
    4. +3    +4     +1     +4    Psychic Combat
    5. +3    +4     +1     +4    Hardened Body
    6. +4    +5     +2     +5    Beast Totem
    7. +5    +5     +2     +5    Psychic Combat
    8. +6    +6     +2     +6    Hardened Body
    9. +6    +6     +3     +6    Beast Totem
    10.+7    +7     +3     +7   Veteran Mauler
    Weapon Proficiencies: A Mauler gains no new weapon or armor proficiencies.

    Psychic Combat: At Levels 1, 4 and 7 you gain a cumulative +1 Bonus to Autohypnosis and Concentration Checks. You also add any one Psionic Power whose Range is Personal to your List of powers available. The power must be of a Level you can Manifest, and can come from any list.

    Hardened Body (Ex): At 2nd Level you do not die until you have reached negative (10 plus your Con Modifer) hit points, and you may fight and move normally when at or below 0 hit points. For example, if you have a Con Modifier of +4, you may fight to -14 hit points. At 5th Level you gain a +2 Morale Bonus to attack and damage rolls when at less than 50% of your maximum hit points. At 8th Level your Natural Armor Bonus improves by an amount equal to your Con Modifier.

    Beast Totem: At 3rd Level you may communicate telepathically with any member of the species whose head you have out to a range of 120 ft., and they automatically regard you as Friendly. At 6th Level you may use Psionic Dominate on them as a Psi-Like Ability 3/day. At 9th Level you may Summon one or more members of their species 1/day as a Supernatural Ability (this otherwise works like the Summon Monster spell). If the creatures CR is 11 or higher you Summon 1. If it's CR 10 or lower you get 1s4+1.

    Veteran Mauler:

    PLAYING A MAULER
    Maulers have some sort of odd psychic connection to the beast whose head they have, Or they're raving lunatics whose bestial nature reinforces their psionic power. No one's really determined to find out.
    Combat: Maulers are generally melee brutes who use their psionic powers to boost their combat abilities. They more animal than anything else, and rarely make good tacticians.
    Advancement: Maulers are pretty much on their own with no experieenced hands to guide them most of the time. So while no one places limits on their development, they tend to be remarkably similar due to the demands of survival.
    Resources: Maulers are pretty much on their own, unless they have family willing to aid them.

    MAULERS IN THE WORLD
    "Is he eating that Spinewyrm?"
    Maulers interact with the world by violently murdering parts of it. Approaching them is not remotely safe at all.
    Daily Life: Pretty much the same as any other stone age primitive, you spend your days clawing for survival.
    Notables:
    Organizations: Maulers have no organization. Unless they're part of a family or extended clan, they're on their own.

    NPC Reaction
    PC's regard you pretty much the way they regard any giant monster.

    MAULERS IN THE GAME
    This kind of requires you to be a member of a race most other races are terrified of. This will cause problems depending on what the rest of the party is, and where it goes.
    Adaptation: This is obviously meant for Dark Sun only, and would require some adaptation for other campaigns.
    Encounters: Maulers don't travel much. If you want to find them you go to them, and they aren't known for welcoming visitors.

    Sample Encounter
    EL 12: The PC's have been hired by a group of merchants desperate to know who has been attacking their routes in the Sea of Silt.


    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 MAULER

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


    Beasthead Giant Racial Feats


    Aprig Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Bitten opponents must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Con Modifier) or contract the Red Ache (see diseases in the DMG).


    Bear Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. It also gains Improved Grab. If it succeeds with it's Bite Attack it can automatically attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's Bite damage with a Grapple Check.


    Boneclaw Head
    Prerequisites: Beasthead Giant, 9+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest Inflict Pain 3/day as a Psilike Ability.


    Braxat Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Once every 1d4 rounds it can breathe Acid in a 30 ft. cone of acid doing 6d6 damage.


    Carru Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Gore Attack. They also gain a Trample Attack doing 2d8 plus one and a half times Str damage (Reflex Save for half damage, Save DC is Str based).


    Cha'Thrang Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous. Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Str.


    Drik Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it does 4d4 plus one and a half times Str damage with a successful Charge attack.


    Eagle Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a +8 Racial Bonus on Spot Checks.


    Erdland Head
    Prerequisites: Beasthead Giant, 9+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally the Erdland can cast the following as a Psilike Ability 3/day: Psionic Dominate.


    Fordorran Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally is can Manifest Concussion Blast at will as a Psilike Ability.


    Goat Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a +4 Racial Bonus to Jump Checks and Fortitude Saves to avoid harm from things it has eaten (such as ingested poisons).


    Gorak Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can cast the Hypnotism at will as a Spell-Like Ability.


    Hatori Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. It also gains a Burrow speed of 30 ft.


    Id Fiend Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally once every 1d4 rounds it can emanate Fear (as per the spell) in a 60 ft. Cone. Save DC is Charisma based.


    Jaguar Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. In addition, the Beasthead can make a Full Attack on a Charge.


    Jankx Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous. Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Dex.


    Kirre Head
    Prerequisites: Beasthead Giant, 12+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as a Psilike Ability: Id Insinuation, Psychic Crush, Thought Shield.


    Klar Head
    Prerequisites: Beasthead Giant, 12+
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as Psilike Abilities: Control Body, Control Sound, Telekinetic Force.


    Lizard Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a +4 Racial Bonus on Balance and Climb Checks.


    Mekillot Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Tongue Attack. It's reach with it's tongue is 20 ft with it's tongue. Additionally if it makes a successful Tongue attack against a Medium or smaller opponent, it can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity. It does it's Tongue damage with a successful Grapple Check.


    Pterrax Head
    Prerequisites: Beasthead Giant, 9+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following powers 3/day as a Psilike Ability: Animal Affinity, Mindlink, Thicken Skin.


    Raclinn Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it may enter Rage (as per the Barbarian ability) 1/day. This stacks with daily uses of Rage you gain from Barbarian Levels.


    Razorwing Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a Flight speed (Average) equal to 60 ft., but loses this ability in an Antimagic or Null Psionics Field.


    Ruve Head
    Prerequisites: Beasthead Giant, 15+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as Psilike Abilities: Psionic Dimensional Anchor, Psionic Dimension Door, Psionic Teleport.


    Sand Howler Head
    Prerequisites: Beasthead Giant, 12+
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a Gaze Attack: Paralysis 2d4 rounds, Fortitude Save negates (Save DC is Charisma based), 30 feet.


    Silk Wyrm Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can drain it's opponents blood, doing 1 point of temporary Constitution damage with a successful Grapple Check.


    Silt Eel Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it becomes immune to the effects of Silt, and may make Swim Checks to move through it.


    Sitak Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it may communicate Telepathically with a range of 60 ft.


    Sloth Head
    Prerequisites: Beasthead Giant, 3+ ND
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains a Climb speed equal to it's base Land Speed.


    Snake Head
    Prerequisites: Beasthead Giant, 6+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous. Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Con.


    Tembo Head
    Prerequisites: Beasthead Giant, 9+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it's Bite bestows 1 negative Level (Fortitude Save to remove, Save DC is Charisma based).


    Tigone Head
    Prerequisites: Beasthead Giant, 12+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it can Manifest the following 1/day as Psilike Abilities: Clairvoyant Sense, Danger Sense, and Ubiquitous Vision


    Wolf Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally it gains the Scent ability.


    Zhakal Head
    Prerequisites: Beasthead Giant, 9+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. It may also Manifest the following Powers as Psilike Abilities 3/day: Cloud Mind, Ego Whip, Mindlink.


    Z'tal Head
    Prerequisites: Beasthead Giant, 3+ HD
    Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Additionally once every 1d4 rounds the Beasthead may scream. All living creatures within 60 ft. that can hear him must make a Fortitude Save (Save DC is Charisma based) or be Deafened and Dazed for 1d3 rounds.
    Last edited by Bhu; 2015-11-21 at 10:07 PM.
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  8. - Top - End - #518
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    Desert Giant (Al-Qadim)
    Huge Giant
    Hit Dice: 13d8+65 (123 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (-2 Size, +11 Natural), touch 8, flat-footed 19
    Base Attack/Grapple: +9/+27
    Attack: Slam +17 melee (1d6+10) or Weapon +17 melee
    Full Attack: 2 Slams +17 melee (1d6+10) or Weapon +17/+12 melee
    Space/Reach: 15 ft./15 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Desert Camouflage, Curse
    Saves: Fort +13, Ref +4, Will +6
    Abilities: Str 31, Dex 10, Con 21, Int 10, Wis 14, Cha 11
    Skills: Craft (Weaponsmithing) +8, Handle Animal +8, Hide +0, Listen +8, Move Silently +6, Ride +8, Spot +8
    Feats: Far Shot, Mounted Combat, Point Blank Shot, Ride-By Attack, Spirited Charge
    Environment: Warm Desert
    Organization: Solitary or Tribe (21-30 +35% noncombatants plus 30-40 herd animals)
    Challenge Rating: 7 (8 for Sand-Shifter)
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +5

    The Desert Giants are a once great civilization of Al-Qadim reduced to nomadic ruin by the anger of the Gods. They resemble wrinkled elders even at a young age as their skin ever more resembles the stone and sand they are slowly becoming. Their eyes are a pale blue until the change is upon them, and when they darken to brown it is a sign the Giant doesn't have much longer.

    Desert Camouflage (Ex): A Desert Giant who is unobserved in Desert Terrain and who makes a Hide Check as a Full Round Action he gets a +8 Bonus on the Hide Check.

    Curse (Ex): Whenever a Desert Giant goes up an age category (from Middle Age to Old for example) they must make a Fortitude Save. Save DC is 25 at Middle Age, DC 30 at Old, and Giants reaching Venerable automatically fail. The first time the Giant fails it begins to fossilize, and is Slowed as per the spell. The second time the penalties from being slowed increase to -2. At Venerable they permanently turn to Stone.

    Combat: Desert Giants prefer to fight with spears, mounted if possible. It isn't usual to fins something that can bear their weight but they have been seen riding Rocs, truly gigantic lizards and insects, and undead abominations cobbled together from loose bones. Chieftains often wield scimitars, and if they have no mounts Desert Giants rely on ambush tactics.



    [size=14pt]Desert Giant Sand-Shifter[/size]
    1 in 10 Desert Giants is gifted with the ability to recall their ancestors from stone and sand. So long as they are in a desert environment they can Summon 1d6 Desert Giants 1/week. These Giants will remain and fight for 2d6 rounds before crumbling into dust again. Some are able to summon the undead mounts the Desert Giants ride into battle.
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  9. - Top - End - #519
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    DESERT GIANT



    "We have been abandoned even by the Gods. Why should your needs matter to us, you who still have their blessings?

    Desert Giants are nomadic herders following the rains in Al-Qadim. They are weathered and craggy, with even their children looking aged. Their eyes are a piercing blue, turning brown when their impending fossilization arrives.

    DESERT GIANT RACIAL TRAITS
    ∑ +20 Strength, +10 Constitution, +4 Wisdom.
    ∑ Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
    ∑ Giant, giving them Low Light Vision
    ∑ Base land speed 40 ft.
    ∑ +11 Natural Armor Bonus.
    ∑ Desert Camouflage (Ex): A Desert Giant who is unobserved in Desert Terrain and who makes a Hide Check as a Full Round Action he gets a +8 Bonus on the Hide Check.
    ∑ Curse (Ex): Whenever a Desert Giant goes up an age category (from Middle Age to Old for example) they must make a Fortitude Save. Save DC is 25 at Middle Age, DC 30 at Old, and Giants reaching Venerable automatically fail. The first time the Giant fails it begins to fossilize, and is Slowed as per the spell. The second time the penalties from being slowed increase to -2. At Venerable they permanently turn to Stone.
    ∑ Racial Hit Dice: A Desert Giant begins with thirteen levels of Giant, which provide 13d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +8, Ref +4, and Will +4. A Desert Giants Giant levels give it skill points equal to 16 ◊ (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Craft (Weaponsmithing), Handle Animal, Hide, Listen, Move Silently, Ride, Speak Language and Spot.
    ∑ Plains Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: Giant. Bonus Languages: Common.
    ∑ Level Adjustment: +5
    ∑ Favored Class: Ranger


    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

    AGING EFFECTS
    Middle Age: 175
    Old: 263
    Venerable: 400

    HEIGHT AND WEIGHT
    Base Height: Male: 15 ft. Female: 13 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 5000 lbs. Female: 4000 lbs.
    Weight Modifier: 100 lbs.


    DESERT GIANT CHARACTERS
    Desert Giants make decent mounted combat fighters. They aren't very prone to worship, so few would be divine casters.
    Adventuring Race: Most Desert Giants who adventure do so for very personal reasons or to aid their tribe. They try to avoid entanglements of any kind, and their aloofness doesn't endear them to many.
    Character Development: You won't likely be a caster of any kind, so worries about Racial HD are mollified somewhat. You still don't really greak the traditional Giant role of terrifying beatstick though.
    Character Names:

    ROLEPLAYING A DESERT GIANT
    You are dour to a fault, often being referred to as a walking cloud of despair. You would do anything to end your races curse, but you have long since lost hope.
    Personality: The Desert Giants have long felt ignored and forgotten by all, and in return see no reason to take into account the feelings, laws and needs of anyone who doesn't care about them (i.e. just about every other living thing). They aren't quite sociopaths, but they can be very self-centered.
    Behaviors: Due to their depression, most Desert Giants just concentrate on survival. Most have quietly accepted their lot, and do nothing to better life or improve their situation. The few who have not accepted their curse are generally filled with apoplectic rage.
    Language: Desert Giants speak the Giant and Common tongues, and often speak several other languages due to their travels.

    DESERT GIANT SOCIETY
    The Desert Giants are nomadic shepherds, following the rains from place to place. Their herds will strip farmlands bare, and the Giants care not as their curse has created in them apathy and despair. Many towns actually give them tribute to make them go away.
    Alignment : Most Desert Giants are truly Neutral, caring only about themselves and their own kind.
    Lands : Desert Giants prefer the scrub plains and deserts of Zakhara.
    Settlements : But being nomads never settle in any place for long.
    Beliefs : Desert Giants have a curse laid upon them by the Gods, which makes most of them fairly antitheist. Others take the opposite tack, and are more devout than most in hopes of finding relief for their people.
    Relations: Desert Giants are willing to trade for necessities, and often work as mercenaries in lean times. However their curse makes them standoffish, and uncaring of the rights of others at times.

    DESERT GIANT ADVENTURES
    ∑ Rumors have reached you of a set of texts discovered in remote ruins that explain the fate of your people. Moreover, it also states how their curse can be removed. You will stop at nothing to possess it.
    ∑ The Ancestors your people summon when defense is needed are no longer returning to their graves in the sand, instead making lonely treks into the desert. They do not communicate or give explanation. You have been tasked with discovering why.
    ∑ The rains now bring Black Clouds of Vengeance that seem to pursue your people. Many blame your eternal rivals the Genies, but you suspect otherwise. You intend to see if your suspicions are correct.


    Desert Giant Racial Substitution Levels

    Ranger
    Levels 1, 6, 11: New options for Combat Mastery.
    Combat Mastery (Ex):
    Level 3: Replace Endurance with Heat Endurance
    Heat Endurance: You gain Heat Endurance as a Bonus Feat.
    Level 4: Replace Animal Companion with one from Sandstorm list.
    Level 4: Replace Woodland Stride with Sandskimmer
    Sandskimmer: You gain Sandskimmer as a Bonus Feat.

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

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

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

    A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
    Levels 3, 11: Replace Fast Movement with a Bonus Feat at each Level.
    Level 10: Replace Blindsense with Tremor Sense 15'.
    Level 20: Replace Blindsight with Tremor Sense 30'.

    Barbarian
    Level 1: Replace Rage with Hurling Rage
    Hurling Rage (Ex): At Level 1 the Desert Giant gains Hurling Rage. This has all the drawbacks of Rage but different benefits. The Giant gains the Throw Anything feat as a bonus feat. However, since he depends on brute strength more than skill, he can throw anything (not just weapons) he can lift as a light load. If the item is an improvised weapon, he takes a -2 penalty on his attack roll instead of the normal -4. (See Chapter 4 of Complete Warrior to determine the amount of damage the thrown weapon does). The range increment of a thrown weapon or improvised weapon wielded by a hulking hurler is 10 feet + 5 feet per size category the hulking hurler is beyond Large (this is a modification of the Throw Anything feat). He also gains a +2 Bonus to Willpower Checks.
    Level 11: Replace Greater Rage with Greater Hurling Rage
    Greater Hurling Rage (Ex): At Level 11 while Raging, the Desert Giant effectively gains the Fling Enemy Feat. Unlike normal uses of the Feat your victim lands prone, and takes 1d6 falling damage for every 10 feet he is thrown. He no longer takes penalties to attack rolls for improvised weapons. He also gains a +3 Bonus to Willpower Checks.
    Level 20: Replace Mighty Rage with Mighty Hurling Rage
    Mighty Hurling Rage (Ex): At Level 20 you get a +4 Bonus on attack and damage rolls with thrown weapons (including improvised weapons). This Bonus also applies to the damage dealt to flung opponents. The critical threat range with any weapon you throw increases by 1. He also gains a +4 Bonus to Willpower Checks.
    Last edited by Bhu; 2015-12-28 at 08:47 PM.
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  10. - Top - End - #520
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    SAND-SHIFTER



    "Too much good fortune can make you smug and unaware. Happiness should be like an oasis, the greener for the desert that surrounds it."

    Sand-Shifters are roughly one in 10 Desert Giants, blessed with the ability to create and control mounts for the tribe, as well as call up it's fallen to defend it once again.

    BECOMING A SAND-SHIFTER
    Just about any Desert Giant with the Sand Shifter Feat qualifies.

    ENTRY REQUIREMENTS
    Race: Desert Giant
    Feats: Sand Shifter, Mounted Combat
    Skills: Handle Animal (8 ranks), Knowledge (Nature) 8 ranks


    Class Skills
    The Sand-Shifter's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (Any)(Wis), Listen (Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Desert Lore
    2. +1    +0     +0     +3    Create Mount
    3. +2    +1     +1     +3    Call Ancestors
    4. +3    +1     +1     +4    Desert Lore
    5. +3    +1     +1     +4    Create Mount
    6. +4    +2     +2     +5    Call Ancestors
    7. +5    +2     +2     +5    Desert Lore
    8. +6    +2     +2     +6    Create Mount
    9. +6    +3     +3     +6    Call Ancestors
    10.+7    +3     +3     +7    Desert Secrets
    Weapon Proficiencies: A Sand-Shifter gains no new weapon or armor proficiencies.

    Desert Lore (Su): At 1st Level you can use Handle Animal to direct any Animal or Vermin created using your (or an others) Create Mount ability, and they always see you and other Desert Giants as Friendly.

    At 4th Level you can do the same for any Elemental created using your (or an others) Create Mount ability.

    At 7th Level you can doe the same for any Undead created using your (or an others) Create Mount abilty.

    Create Mount (Su): At 2nd Level you can Create Mount 1/week, and gain an additional weekly use at Levels 5 and 8. You can create a number of Mounts equal to your Charisma Modifier at 2nd Level, This increases to (Cha Mod times 2) at 5th Level, and (Cha Mod times 3 at 8th Level). At 2nd Level you may Create Mounts by expanding a number of Animals or Vermin to Gargantuan size by applying the Titanic Template (see Fiend Folio). At 5th Level you may use it to create Earth Steeds (see Earth Steed Template). At 8th Level you may use it to create Pale Horses (see Pale Horse Template). The Steeds serve yourself and other Desert Giants for a number of days equal to your Cha Modifier). Note they serve as steeds only. They will fight only to defend themselves, unless you can order them via your Desert Lore ability. Desert Giants without this ability must make do.

    Call Ancestors (Su): At Level 3 when you Summon 1d3 Ancestors instead of 1. This increases to 1d4+1 at Level 6, and 1d4 plus your Cha Modifier (minimum of +1) at Level 9.

    Desert Secrets (Ex): Mounts or Ancestors you summon gain a +2 to attack and damage rolls, and saving throws while within 120 ft. of you.

    PLAYING A SAND-SHIFTER
    You provided a necessary service for the tribe, in both mobility and defense. Mounts are hard to come by, and the ones you summon are quite needed to fill the gaps sometimes.
    Combat: Usually you will summon up several Ancestors and fight with them.
    Advancement: How you advance generally depends upon the needs of the tribe.
    Resources: Whatever meager resources the tribe has to offer are yours if it helps their survival.

    SAND-SHIFTERS IN THE WORLD
    "He speaks for the Ancestors, therefore he speaks for us."
    Without you the tribe would feel some loss, without Sand-Shifters at all they would be bereft. Your survival is put at a premium, because their survival depends on you.
    Daily Life: Much of your time is spent tending to the needs of the tribe.
    Notables:
    Organizations: Sand-Shifters always look out for their fellow Desert Giants, but they have no real organization.

    NPC Reaction
    NPC's who don't know better tend to think of you as a horrifying necromancer, those who do still feel afraid of you (you are a Giant after all).

    SAND-SHIFTERS IN THE GAME
    Foes of the Desert Giants will prioritize making you a target.
    Adaptation: This is meant solely for the Al-Qadim setting (or at least one using the Desert Giants).
    Encounters: Sand-Shifters are encountered wherever Desert Giants may be found..

    Sample Encounter
    EL 12: The caravan leader whose goods the PC's are guarding flips off a giant, who raises a hand, bringing up 3 more giants from the sand. You just knew this assignment would suck.


    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 SAND-SHIFTER

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Call Ancestors When using this Ability you now summon 2d4 plus Cha Modifier Ancestors.
    Bonus Feats: The Epic Sand-Shifter gains a Bonus Feat every 3 levels higher than 20th


    Desert Giant Racial Feats

    Sand Shifter
    You talk to dead people, and amazingly they listen.
    Prerequisites: Desert Giant, Cha 15+
    Benefits: Once per day you can summon an Ancestor from the desert sands for 1 round per Hit Die you possess. An Ancestor is a CR 7 Desert Giant with the Ancestor Template. The Ancestor will obey any of your commands, with the exception of harming other Desert Giants whom it will defend if you do not order otherwise.

    Improved Desert Camouflage
    You are not here. Truly.
    Prerequisites: Desert Giant, Hide 4 ranks
    Benefits: You can use the Hide skill in any natural desert terrain, even if the terrain doesnít grant cover or concealment.

    Sand-Sense
    You can sense other creatures moving through the sand.
    Prerequisites: Desert Giant, Sand Shifter, Wis 15+
    Benefits: While standing in the desert Sands you effectively have Blindsight with a 60 ft. range (this is a Supernatural ability).

    Power of the Desert
    You can call upon the powers of the desert.
    Prerequisites: Desert Giant, Sand-Sense
    Benefits: You have a +2 Bonus on attack and damage rolls and Fortitude Save as long as you maintain contact with the desert sands. This is a Supernatural Ability.
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  11. - Top - End - #521
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    Earth Steed

    Earth Steed is an Acquired Template that can be applied to any Huge or larger Elemental with the Earth Subtype, and no other Elemental Subtypes. It changes the Elemental into a quadrupedal, vaguely camel-like shape.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Brownout (Ex): At will as a Standard action, the Earth Steed can create brownout conditions in a 20 ft area surrounding it. Any character in brownout conditions caused by a sandstorm takes a Ė4 penalty on Dexterity-based skill checks, as well as Search checks, Spot checks, and any other checks that rely on vision (including attack rolls).

    Trample (Ex): The Earth Steed gains a Trample attack doing 2d12 plus one and a half times Str Modifier damage. Opponents can make a Reflex Save for half damage (Save DC is Str Based).

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Friend of the Desert (Ex): The Earth Steed will willingly serve as a mount or beast of burden to any Desert Giant, but unless they have 4+ Levels in the Sand-Shifter class they cannot convince it to do anything else.

    Saves: Unchanged.

    Abilities: Int is reduced to 2. +2 Str

    Skills: Adjust Skills due to Int Penalty.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: ---
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    Pale Horse
    Huge Undead
    Hit Dice: 19d12 (193 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 20 (-2 Size, +1 Dex, +11 Natural), touch 9, flat-footed 19
    Base Attack/Grapple: +9/+27
    Attack: Hoof +17 melee (2d4+10)
    Full Attack: 2 Hooves +17 melee (2d4+10) and 1 Bite +17 melee (2d4+5 plus 1d8 Con Drain)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Deadly Bite, Fear Aura
    Special Qualities: Undead traits, Darkvision 60 ft., DR 5/Adamantine and Bludgeoning, Immune to Cold damage
    Saves: Fort +6, Ref +7, Will +13
    Abilities: Str 30, Dex 12, Con -, Int 2, Wis 14, Cha 20
    Skills: Listen +13, Spot +13
    Feats: Improved Multiattack, Multiattack, Run, 4 more
    Environment: Warm Desert
    Organization: Solitary (see text)
    Challenge Rating: 9
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 20-28 HD (Huge), 29-57 HD (Gargantuan
    Level Adjustment: ---

    Pale Horses are vaguely horse shaped juggernauts of bone called up from the desert by the Sand-Shifters. Normally they serve for a time and crumble back into the sand, but rumors whisper of Pale Horses roaming the night sands alone. Such sightings are considered a very ill omen or premonition of death.

    Deadly Bite (Su): Living creatures hit by a Horses bite attack must succeed on a DC 24 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

    Fear Aura (Su): Pale Horses are shrouded in a dreadful aura of death and evil. Creatures of less than 9 HD in a 60-foot radius that look at the Horse must succeed on a Will save or be affected as though by a Fear Spell from a sorcerer whose Level is equal to the Horses Hit Dice. A creature that successfully saves cannot be affected again by the same Horses aura for 24 hours.

    Combat: Pale Horses left to their own devices will attack any living thing not a Desert Giant, and so must be restrained or guided by a Sand-Shifter, They tend to charge straight into opponents, teeth gnashing all the way.
    Last edited by Bhu; 2016-02-10 at 02:39 AM.
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  13. - Top - End - #523
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    Question: is this thread just for stats, or is fluff acceptable too?

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    fluff is good
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    Ancestor

    Ancestor is an Acquired Template temporarily applied to any Desert Giant. They are the Undead forms of Desert Giants who have turned to stone from their Curse temporarily brought back to a semblance of life.

    Size and Type: Size is unchanged, Type changes to Undead.

    Hit Dice: All current Hit Dice become d12's, and hit points are recalculated.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus increases by +4.

    Attacks: Unchanged.

    Damage: Slam attack damage increases to 2d6 plus Str modifier.

    Special Attacks: Retains all Special Attacks.

    Special Qualities: Retains all Special Qualities except it's Curse, plus gains the following:

    Damage Reduction 5/- (Ex)

    Saves: Unchanged.

    Abilities: +2 Str, -2 Dex, -4 Wis, -2 Cha. Int drops to 2. As an Undead being the Ancestor has no Con score.

    Skills: Recalculate skills due to Int Penalty.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Varies (see Sand-Shifter above).

    Challenge Rating: +0

    Treasure: None

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: ---
    Last edited by Bhu; 2016-02-10 at 02:40 AM.
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  16. - Top - End - #526
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    a preview of whats next whilst i finish the sand shifters capstone

    Jungle Giant (Al-Qadim)
    Huge Giant
    Hit Dice: 11d8+44 (93 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 17 (-2 Size, +2 Dex, +7 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +8/+25
    Attack: Slam +15 melee (1d6+9) or Composite Longbow (+9 Str Bonus) +15 melee (3d6+9/x3)
    Full Attack: 2 Slams +15 melee (1d6+9) or Composite Longbow (+9 Str Bonus) +15 melee (3d6+9/x3)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Poison Use
    Special Qualities: Low Light Vision, Jungle Camouflage
    Saves: Fort +12, Ref +5, Will +5
    Abilities: Str 28, Dex 14, Con 18, Int 12, Wis 15, Cha 11
    Skills: Climb +17, Craft (any 3) +7, Hide +2 (+6 in Jungles), Listen +6, Move Silently +6, Spot +6, Survival +6
    Feats: Far Shot, Improved Precise Shot, Point Blank Shot, Precise Shot
    Environment: Warm Forest
    Organization: Solitary or Tribe (21-30 +35% noncombatants plus 1d6 Giant Dragonflies)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +5


    Jungle Giants are tall, thin Giants with muddy yellow skin and pale green hair. They often have tattoos, elaborate feather head dresses, and filed teeth. Carnivorous to a fault they can strip an area clean of life if they remain for very long. Unlike other Giants, they are willing to befriend humanoids with similar ideas, and who can prove themselves.

    Poison Use (Ex): Jungle Giants are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. They often poison their arrows. Injury, DC 27, Initial Damage is 1d6 Dex, Secondary Damage is Paralyzed for 2d6 rounds.

    Jungle Camouflage (Ex):
    THis is identical to the Ranger's Camouflage ability listed in the PHB, but is only usable in Warm Forests.

    Skills: Jungle Giants get a +4 Racial Bonus to Hide Checks in their native environment. They also have a +8 Racial Ability to Climb Checks, and may always Take 10 on a Climb Check, even if rushed or threatened.

    Combat: Jungle Giants prefer their great longbows for combat and hunting, usually tipping their arrows with poison. If forced into melee they rely on improvised clubs.
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  17. - Top - End - #527
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    JUNGLE GIANT



    "You brought home a WHAT?"

    Jungle Giants are tall, thin Giants with muddy yellow skin and pale green hair. They often have tattoos, elaborate feather head dresses, and filed teeth. Carnivorous to a fault they can strip an area clean of life if they remain for very long. Unlike other Giants, they are willing to befriend humanoids with similar ideas, and who can prove themselves.

    JUNGLE GIANT RACIAL TRAITS
    ∑ +18 Strength, +4 Dexterity, +8 Constitution, +2 Intelligence, +4 Wisdom
    ∑ Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
    ∑ Giant, giving them Low Light Vision
    ∑ Base land speed 40 ft.
    ∑ Base climb speed 20 ft.
    ∑ +7 Natural Armor Bonus.
    ∑ Poison Use (Ex): Jungle Giants are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. They often poison their arrows. Injury, DC 27, Initial Damage is 1d6 Dex, Secondary Damage is Paralyzed for 2d6 rounds.
    ∑ Jungle Camouflage (Ex): This is identical to the Ranger's Camouflage ability listed in the PHB, but is only usable in Warm Forests.
    ∑ Racial Hit Dice: A Jungle Giant begins with eleven levels of Giant, which provide 11d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +3, and Will +3. A Desert Giants Giant levels give it skill points equal to 16 ◊ (2 + Int modifier, minimum 1) and 4 Feats. Its class skills are Climb, Craft, Hide, Listen, Move Silently, Spot, and Survival. Jungle Giants get a +4 Racial Bonus to Hide Checks in their native environment. They also have a +8 Racial Ability to Climb Checks, and may always Take 10 on a Climb Check, even if rushed or threatened.
    ∑ Jungle Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: Giant. Bonus Languages: Common, any nearby humanoid race.
    ∑ Level Adjustment: +5
    ∑ Favored Class: Scout

    STARTING AGE
    Adulthood: 20
    Barbarian, Rogue, Sorcerer: +2d4
    Bard, Fighter, Paladin, Ranger: +3d6
    Cleric, Druid, Monk, Wizard: +4d6

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

    HEIGHT AND WEIGHT
    Base Height: Male: 15 ft. Female: 13 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 2500 lbs. Female: 2000 lbs.
    Weight Modifier: 100 lbs.

    JUNGLE GIANT CHARACTERS
    Jungle Giants have the same LA problems most Giants do. However their proficiency with poisons and bows makes them good ranged fighters.
    Adventuring Race: Not normally the adventuring type, Jungle Giants tend to do so only out of revenge or necessity.
    Character Development: With your poison crafting skills you probably make a pretty decent assassin of some sort.
    Character Names:

    ROLEPLAYING A JUNGLE GIANT
    You are curious and welcoming to all, but cannot abide weakness. Life is about survival and you cannot afford slackers.
    Personality: Self-sufficiency is the order of the day. Skills you know already must be perfected, and skills you do not have should be attained.
    Behaviors: Jungle Giants are fond of learning new skills that increase their survivability.
    Language: Jungle Giants speak Giant, and perhaps those of nearby races.

    JUNGLE GIANT SOCIETY
    Being strict carnivores, the Jungle Giants are nomadic by nature. They are closely knit families of hunters, or loners who may be outcasts. Unlike other Giants they get along perfectly well with Humanoids as long as the individual can contribute to the hunt.
    Alignment : With some exceptions most of the Jungle Giants are purely Neutral (but their isolationism breeds exceptions).
    Lands : Jungle Giants live in the Jungles of Al-Qadim.
    Settlements : When they become over populated, or are cast out, most Giants move to the nearby savannahs. They try to return to the jungles as soon as possible, given that they are less proficient in the grasslands.
    Beliefs : Religion is uncommon among the Giants, but is not unknown. It varies from one individual to another.
    Relations: Jungle Giants have no patience for those who cannot carry their own weight and will often leave them behind. That being said any being who proves himself capable is welcome to join them.

    JUNGLE GIANT ADVENTURES
    ∑ Rumors have reached you of drums coming from an old ruined temple deep in the jungle. You have been sent to investigate.
    ∑ Jinn have been raising hell in the jungle, and somehow they seem to outnumber your people. You have been sent to acquire help.
    ∑ An enormous Dragonfly is rumored to have appeared, and the Dragonflies your people keep as pets no longer seem to obey...

    Jungle Giant Racial Substitution Levels

    Ranger
    Level 1: Replace Animal Empathy with Trapper
    Trapper (Ex): You gain Trapfinding (as per the Rogue Ability) and Disable Device as a Class Skill.
    Level 3: Replace Endurance with Heat Endurance
    Heat Endurance: You gain Heat Endurance as a Bonus Feat.
    Level 4: Replace Animal Companion with Improved Favored Enemy.
    Improved Favored Enemy (Ex): Choose one Favored Enemy. Your Bonus increases by +4 for that particular Enemy.

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

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

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

    A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

    Levels 8: Replace Camouflage with Skill Mastery
    Skill Mastery (Ex): Identical to the Rogue ability listed in the PHB.


    Barbarian
    Level 1: Replace Rage with the Whirling Frenzy variant from Unearthed Arcana.
    Last edited by Bhu; 2016-04-29 at 08:46 PM.
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  18. - Top - End - #528
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    REEF PIRATE



    "No I don't have a pet bird, why the hell does everyone ask that?"

    Reef Pirates are those Reef Giants who have gone from plundering the ocean for tradeable goods, to just straight up plundering.

    BECOMING A REEF PIRATE
    Any non-Good Reef Giant might do.

    ENTRY REQUIREMENTS
    Race: Reef Giant
    Alignment: Can't be Good
    Feats: Reef Guardian, Reef Pirate
    Skills: Hide 8 ranks, Move Silently 8 ranks


    Class Skills
    The Reef Pirate's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Geography, 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: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Pirate Magic
    2. +1    +0     +0     +3    Giant to Ship Combat
    3. +1    +1     +1     +3    Cannon
    4. +2    +1     +1     +4    Pirate Magic
    5. +2    +1     +1     +4    Giant to Ship Combat
    6. +3    +2     +2     +5    Cannon
    7. +3    +2     +2     +5    Pirate Magic
    8. +4    +2     +2     +6    Giant to Ship Combat
    9. +4    +3     +3     +6    Cannon
    10.+5    +3     +3     +7   Veteran Raider
    Weapon Proficiencies: Reef Pirates gain no new weapon or armor proficiencies.

    Pirate Magic (Sp): You gain new Spell-Like Abilities you can cast 1/day:

    1st Level: Waterspout
    4th Level: Depthsurge
    7th Level: Doom of the Seas

    Giant to Ship Combat (Ex): At 2nd Level your ranged and melee attacks do +2d6 damage to ships.

    At 5th Level, the Hardness of ships you attack is halved (rounded down).

    At 8th Level each time you successfully damage a ship it's Seaworthiness and Shiphandling Ratings are reduced by 1 (see Stormwrack). Maximum total Penalty is -4.

    Cannon (Su): At 3rd Level, when using your Rock Throwing ability, successful rock hits do an additional die of damage (for example if they normally do 2d8 damage they now deal 3d8). You gain one more additional die at Levels 6 and 9.

    Veteran Raider (Sp): Choose any two Spell-Like Abilities you have. You may now cast them 3/day.

    PLAYING A REEF PIRATE
    You aren't the jolly, singing pirate of myth. You sink ships, and their crews for a living. You are a monster in every sense of the word.
    Combat: You generally soften up ships with your rock throwing and SLA's, and then plunder them for goodies once they have sank.
    Advancement: Most Reef Pirates focus on becoming more efficient killers.
    Resources: Reef Pirates are generally loners or small groups. They have what resources they can take by force.

    REEF PIRATES IN THE WORLD
    Seriously, DO NOT ask him about parrots..."
    You got tired of raiding the reefs for stuff to trade, and being screamed at by the Merfolk and others for despoiling the sea. Now they scream at you for polluting the sea because you bring down ships. Some people are never satisfied.
    Daily Life: Most of your time is spent looking for ships to plunder, or enjoying the fruits of your labor...and occasionally fleeing for your life.
    Notables:
    Organizations: Most Reef Pirates don't operate in groups larger than three, though some join maritime Thieve's Guilds as muscle.

    NPC Reaction
    Being that you're a criminal, people generally aren't happy to see you.

    REEF PIRATES IN THE GAME
    This PrC assumes you are a wanted criminal, so it might be best for Evil only campaigns.
    Adaptation: Reef Giants are generally Al-Qadim, but this can be adapted for aquatic Giants for other campaigns.
    Encounters: PC's usually encounter Reef Giants while guarding merchant ships.

    Sample Encounter

    EL 22: "Hey look guys, there some wingnut on the beach throwing rocks at us..."


    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 REEF PIRATE

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


    Reef Giant Racial Feats

    Sea Witch
    You may control the ocean to a small extent.
    Prerequisites: Reef Giant, Cha 15, any 1 other Racial Feat
    Benefits: You may cast Control Currents 1/day as a Spell-Like Ability.

    Reef Pirate
    You have turned to plundering nearby ships instead of relying on trade.
    Prerequisites: Reef Giant, Wis 18, any 1 other Racial Feat
    Benefits: You may cast Detect Ship and Wake Trail 1/day as a Spell-Like Ability.

    Reef Guardian
    You are hard to surprise.
    Prerequisites: Reef Giant, Wis 18
    Benefits: You may cast Tojanida Sight 1/day

    Water Witch
    You're harder to hit in water.
    Prerequisites: Reef Giant, Cha 15
    Benefits: You may cast Turbidity 1/day as a Spell-Like Ability.
    Last edited by Bhu; 2016-09-28 at 06:22 PM.
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  19. - Top - End - #529
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    a preview whilst I finish the Kuru

    Reef Giant (Al-Qadim)
    Huge Giant
    Hit Dice: 18d8+108 (189 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Swim 30 ft.
    Armor Class: 24 (-2 Size, +12 Natural, +4 Hide), touch 8, flat-footed 24
    Base Attack/Grapple: +13/+31
    Attack: Slam +25 melee (1d6+10) or Trident +25 melee (3d6+10) or Rock +25 ranged (2d8+10)
    Full Attack: 2 Slams +25 melee (1d6+10) or Trident +25/+20/+15 melee (3d6+10) or Rock +25 ranged (2d8+10)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rock Throwing, Whirlpool
    Special Qualities: Low Light Vision, Water Immunity, Hold Breath
    Saves: Fort +17, Ref +6, Will +9
    Abilities: Str 30, Dex 10, Con 22, Int 12, Wis 16, Cha 15
    Skills: Climb +10, Concentration +16, Craft (any one) +11, Diplomacy +12, Handle Animal +5, Intimidate +12, Listen +13, Spot +13, Swim +18
    Feats: Ability Focus (Whirlpool), Awesome Blow, Brutal Throw, Improved Bull Rush, Large and in Charge, Power Attack, Power Throw
    Environment: Warm or Temperate Aquatic
    Organization: Solitary or Family (2-5)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Usually Neutral Good
    Advancement: By Character Class
    Level Adjustment: +7

    Reef Giants are barrel-chested loners with coppery skin and manes of long white hair. They spend most of their lives alone until marriage, and live in mansions built on lonely island mountains. Eldest daughters live with the parents until death, at which time they inherit the mansion and other males vie for their attention.

    Rock Throwing (Ex): The range increment is 140 feet for a Reef Giantís thrown rocks.

    Whirlpool (Sp): Reef Giants can cast Maelstrom (see Stormwrack) 1/day.

    Water Immunity (Ex):
    Reef Giants have Spell Resistance equal to 15 plus their CR against any Spell with the Water, Cold, or Ice descriptors. If the spell allows for a Saving Throw instead of Spell Resistance they are completely immune to it's effects.

    Hold Breath (Ex): A Reef Giant may stay hold it's breath for a number of hours equal to it's Con Modifier before it risks drowning or suffocation.

    Combat: Reef Giants usually only throw rocks at ships, preferring their tridents or Whirlpool against others.
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  20. - Top - End - #530
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    Reef Giant (Al-Qadim)
    Huge Giant
    Hit Dice: 18d8+108 (189 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Swim 30 ft.
    Armor Class: 24 (-2 Size, +12 Natural, +4 Hide), touch 8, flat-footed 24
    Base Attack/Grapple: +13/+31
    Attack: Slam +25 melee (1d6+10) or Trident +25 melee (3d6+10) or Rock +25 ranged (2d8+10)
    Full Attack: 2 Slams +25 melee (1d6+10) or Trident +25/+20/+15 melee (3d6+10) or Rock +25 ranged (2d8+10)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rock Throwing, Whirlpool
    Special Qualities: Low Light Vision, Water Immunity, Hold Breath
    Saves: Fort +17, Ref +6, Will +9
    Abilities: Str 30, Dex 10, Con 22, Int 12, Wis 16, Cha 15
    Skills: Climb +10, Concentration +16, Craft (any one) +11, Diplomacy +12, Handle Animal +5, Intimidate +12, Listen +13, Spot +13, Swim +18
    Feats: Ability Focus (Whirlpool), Awesome Blow, Brutal Throw, Improved Bull Rush, Large and in Charge, Power Attack, Power Throw
    Environment: Warm or Temperate Aquatic
    Organization: Solitary or Family (2-5)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Usually Neutral Good
    Advancement: By Character Class
    Level Adjustment: +7

    Reef Giants are barrel-chested loners with coppery skin and manes of long white hair. They spend most of their lives alone until marriage, and live in mansions built on lonely island mountains. Eldest daughters live with the parents until death, at which time they inherit the mansion and other males vie for their attention.

    Rock Throwing (Ex): The range increment is 140 feet for a Reef Giantís thrown rocks.

    Whirlpool (Sp): Reef Giants can cast Maelstrom (see Stormwrack) 1/day.

    Water Immunity (Ex):
    Reef Giants have Spell Resistance equal to 15 plus their CR against any Spell with the Water, Cold, or Ice descriptors. If the spell allows for a Saving Throw instead of Spell Resistance they are completely immune to it's effects.

    Hold Breath (Ex): A Reef Giant may stay hold it's breath for a number of hours equal to it's Con Modifier before it risks drowning or suffocation.

    Combat: Reef Giants usually only throw rocks at ships, preferring their tridents or Whirlpool against others.



    REEF GIANT



    "So what can you give me for this pearl the size of a sharks head?"

    Reef Giants are barrel-chested loners with coppery skin and manes of long white hair. They spend most of their lives alone until marriage, and live in mansions built on lonely island mountains. Eldest daughters live with the parents until death, at which time they inherit the mansion and other males vie for their attention.

    REEF GIANT RACIAL TRAITS
    ∑ +20 Strength, +12 Constitution, +2 Intelligence, +6 Wisdom, +4 Charisma
    ∑ Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
    ∑ Giant, giving them Low Light Vision
    ∑ Base land speed 40 ft.
    ∑ Base swim speed 30 ft.
    ∑ +12 Natural Armor Bonus.
    ∑ Rock Throwing (Ex): The range increment is 140 feet for a Reef Giantís thrown rocks.
    ∑ Whirlpool (Sp): Reef Giants can cast Maelstrom (see Stormwrack) 1/day.
    ∑ Water Immunity (Ex): Reef Giants have Spell Resistance equal to 15 plus their CR against any Spell with the Water, Cold, or Ice descriptors. If the spell allows for a Saving Throw instead of Spell Resistance they are completely immune to it's effects.
    ∑ Hold Breath (Ex): A Reef Giant may stay hold it's breath for a number of hours equal to it's Con Modifier before it risks drowning or suffocation.
    ∑ Racial Hit Dice: A Jungle Giant begins with eleven levels of Giant, which provide 18d8 Hit Dice, a base attack bonus of +13, and base saving throw bonuses of Fort +11, Ref +6, and Will +6. A Desert Giants Giant levels give it skill points equal to 21 ◊ (2 + Int modifier, minimum 1) and 7 Feats. Its class skills are Climb, Concentrate, Craft, Diplomacy, Handle Animal, Intimidate, Listen, Move Silently, Spot, and Swim. They also have a +8 Racial Ability to Swim Checks, and may always Take 10 on a Swim Check, even if rushed or threatened.
    ∑ Jungle Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: Giant. Bonus Languages: Aquan, any nearby humanoid race.
    ∑ Level Adjustment: +7
    ∑ Favored Class: Scout

    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

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

    HEIGHT AND WEIGHT
    Base Height: Male: 10 ft. Female: 8 ft.
    Height Modifier: +2d6 ft.
    Base Weight: Male: 3000 lbs. Female: 2500 lbs.
    Weight Modifier: x100 lbs.

    REEF GIANT CHARACTERS
    As always you have issues with LA if you wanna be a caster. But on the plus side you're amphibious and have a nasty SLA.
    Adventuring Race: Reef Giants are solitary, but easy to anger. if one is going adventuring something has made him mad or interfered with his life.
    Character Development: Your Whirlpool ability makes you quite nasty in the water, but once it's done you're pretty much like any other giant. But if you're in an aquatic campaign this guy is prolly one of the best ways to go.
    Character Names:

    ROLEPLAYING A REEF GIANT
    The island life is the life for you. No people nearby to interfere with your day, just peace and quiet. Which considering that you tend to run about naked is probably good for all concerned...
    Personality: Much like the Jungle Giants you strive to be self sufficient, both to increase your odds of survival and to attract a mate.
    Behaviors: Diving, surfing and fishing are common past times. Raiding the nearby sea for trade goods is also common, and has sometimes given them a bad reputation.
    Language: Giant. Bonus Languages: Common, Aquan, any nearby humanoid race.

    REEF GIANT SOCIETY
    Reef Giants are largely solitary, and other than trading they avoid company. They tend to concentrate on family life as opposed to anything else, along with the protection and development of their reefs. Some also have a side business as goat farmers.
    Alignment : Reef Giants are largely Neutral and Good. Their neutrality puts them in good stead with most races, which is useful since their living relies on trade.
    Lands : Reef giants live in the tropics or sub-tropics, usually on islands or land masses with coral reefs nearby.
    Settlements : The Reef Giants have no interest in moving, and no predators or population problems requiring them to do so.
    Beliefs : Reef Giants are fairly individualistic, and may or may not worship gods.
    Relations: The Reef Giants are avid traders, and are well liked by most races (though they have little tolerance for Evil). Most races do, however, find their tendencies to walk about naked disconcerting.

    REEF GIANT ADVENTURES
    ∑ A strange, foreign giant has joined the suitors competing for your sister hand in marriage. Your parents don't trust him, and have tasked you to find out who he is and what he wants.
    ∑ Evil ray-like creatures have begun infesting the local waters, much to your displeasure. If they keep eating all the fish you'll starve, but you can't kill all of them by yourself.
    ∑ Your goats have revolted and suddenly appear capable of speech. They intend to chase you off your island, and you can't help but feel the old Druid in the mountains is responsible. Mostly because you keep seeing him nearby laughing his ass off.

    Reef Giant Racial Substitution Levels

    Ranger
    Level 1: Replace the Track Feat with Track in Water (see Stormwrack pg. 51).
    Level 2: You have new options with Combat Style:
    Combat Style (Ex):
    Level 4: You have new options with Animal Companion (see Stormwrack page 50).
    Level 7: Replace Woodland Stride with the version on page 51 of Stormwrack.
    Improved Favored Enemy (Ex): Choose one Favored Enemy. Your Bonus increases by +4 for that particular Enemy.

    Scout
    Reef Giant Druids gain the alternative Class Features on page 51 of Stormwrack.

    Druid
    Reef Giant Druids gain the alternative Class Features on page 50 of Stormwrack.
    Last edited by Bhu; 2016-06-30 at 06:30 PM.
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  21. - Top - End - #531
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    REEF PIRATE



    "No I don't have a pet bird, why the hell does everyone ask that?"

    Reef Pirates are those Reef Giants who have gone from plundering the ocean for tradeable goods, to just straight up plundering.

    BECOMING A REEF PIRATE
    Any non-Good Reef Giant might do.

    ENTRY REQUIREMENTS
    Race: Reef Giant
    Alignment: Can't be Good
    Feats: Reef Guardian, Reef Pirate
    Skills: Hide 8 ranks, Move Silently 8 ranks


    Class Skills
    The Reef Pirate's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Geography, 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: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Pirate Magic
    2. +1    +0     +0     +3    Giant to Ship Combat
    3. +1    +1     +1     +3    Cannon
    4. +2    +1     +1     +4    Pirate Magic
    5. +2    +1     +1     +4    Giant to Ship Combat
    6. +3    +2     +2     +5    Cannon
    7. +3    +2     +2     +5    Pirate Magic
    8. +4    +2     +2     +6    Giant to Ship Combat
    9. +4    +3     +3     +6    Cannon
    10.+5    +3     +3     +7   Veteran Raider
    Weapon Proficiencies: Reef Pirates gain no new weapon or armor proficiencies.

    Pirate Magic (Sp): You gain new Spell-Like Abilities you can cast 1/day:

    1st Level: Waterspout
    4th Level: Depthsurge
    7th Level: Doom of the Seas

    Giant to Ship Combat (Ex): At 2nd Level your ranged and melee attacks do +2d6 damage to ships.

    At 5th Level, the Hardness of ships you attack is halved (rounded down).

    At 8th Level each time you successfully damage a ship it's Seaworthiness and Shiphandling Ratings are reduced by 1 (see Stormwrack). Maximum total Penalty is -4.

    Cannon (Su): At 3rd Level, when using your Rock Throwing ability, successful rock hits do an additional die of damage (for example if they normally do 2d8 damage they now deal 3d8). You gain one more additional die at Levels 6 and 9.

    Veteran Raider (Sp): Choose any two Spell-Like Abilities you have. You may now cast them 3/day.

    PLAYING A REEF PIRATE
    You aren't the jolly, singing pirate of myth. You sink ships, and their crews for a living. You are a monster in every sense of the word.
    Combat: You generally soften up ships with your rock throwing and SLA's, and then plunder them for goodies once they have sank.
    Advancement: Most Reef Pirates focus on becoming more efficient killers.
    Resources: Reef Pirates are generally loners or small groups. They have what resources they can take by force.

    REEF PIRATES IN THE WORLD
    Seriously, DO NOT ask him about parrots..."
    You got tired of raiding the reefs for stuff to trade, and being screamed at by the Merfolk and others for despoiling the sea. Now they scream at you for polluting the sea because you bring down ships. Some people are never satisfied.
    Daily Life: Most of your time is spent looking for ships to plunder, or enjoying the fruits of your labor...and occasionally fleeing for your life.
    Notables:
    Organizations: Most Reef Pirates don't operate in groups larger than three, though some join maritime Thieve's Guilds as muscle.

    NPC Reaction
    Being that you're a criminal, people generally aren't happy to see you.

    REEF PIRATES IN THE GAME
    This PrC assumes you are a wanted criminal, so it might be best for Evil only campaigns.
    Adaptation: Reef Giants are generally Al-Qadim, but this can be adapted for aquatic Giants for other campaigns.
    Encounters: PC's usually encounter Reef Giants while guarding merchant ships.

    Sample Encounter

    EL 22: "Hey look guys, there some wingnut on the beach throwing rocks at us..."


    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 REEF PIRATE

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


    Reef Giant Racial Feats

    Sea Witch
    You may control the ocean to a small extent.
    Prerequisites: Reef Giant, Cha 15, any 1 other Racial Feat
    Benefits: You may cast Control Currents 1/day as a Spell-Like Ability.

    Reef Pirate
    You have turned to plundering nearby ships instead of relying on trade.
    Prerequisites: Reef Giant, Wis 18, any 1 other Racial Feat
    Benefits: You may cast Detect Ship and Wake Trail 1/day as a Spell-Like Ability.

    Reef Guardian
    You are hard to surprise.
    Prerequisites: Reef Giant, Wis 18
    Benefits: You may cast Tojanida Sight 1/day

    Water Witch
    You're harder to hit in water.
    Prerequisites: Reef Giant, Cha 15
    Benefits: You may cast Turbidity 1/day as a Spell-Like Ability.
    Last edited by Bhu; 2016-08-22 at 06:22 PM.
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  22. - Top - End - #532
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    preview of our next critter whilst i finish Reef Pirate

    Ogre Giant (Al-Qadim)
    Huge Giant
    Hit Dice: 14d8+84 (147 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-2 Size, -1 Dex, +10 Natural), touch 7, flat-footed 17
    Base Attack/Grapple: +10/+28
    Attack: Slam +18 melee (1d6+10) or Rock +18 melee (2d8+10)
    Full Attack: 2 Slams +18 melee (1d6+10) or Rock +18 melee (2d8+10)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Low Light Vision, Temperamental
    Saves: Fort +15, Ref +3, Will +7
    Abilities: Str 30, Dex 8, Con 22, Int 6, Wis 16, Cha 11
    Skills: Climb +12, Handle Animal +3, Intimidate +6, Listen +6, Spot +6
    Feats: Brutal Throw, Far Shot, Point Blank Shot, Power Attack, Power Throw
    Environment: Warm Desert or Mountains
    Organization: Solitary, pair, gang (3-4), or band (5-8)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +5

    Ogre Giants are furry giants with elephant like ears, tusks jutting from their bottom jaw, and more than likely with one eye as well. Their brown or umber fur fades into gray with old age.

    Rock Throwing (Ex): The range increment is 140 feet for an Ogre Giantís thrown rocks.

    Temperamental (Ex): Ogre Giants become confused and angered easily, and dealing with other beings causes them great stress. Any time an Ogre Giant becomes angry, Confused (as per the spell), is subject to any compulsion causing any emotional effect, or is required to make a certain Skill Checks (Bluff, Diplomacy, Intimidate, or Sense Motive) it must make a DC 15 Willpower Save. Until it has had 8 hours rest each Save DC gains a cumulative +1, making failure somewhat inevitable if the Giant isn't left alone. If it fails the Save it goes into Frenzy (this is identical to the ability listed in the Complete Warrior).

    Combat: Ogre Giants live in out of the way places to avoid fights, and often rain down rocks upon intruders to chase them away. Dealing with them up close is likewise inadvisable due to the risk of their losing control.
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  23. - Top - End - #533
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    OGRE GIANT



    "YOU SHOULDN'T HAVE COME HERE!"

    Ogre Giants are furry giants with elephant like ears, tusks jutting from their bottom jaw, and more than likely with one eye as well. Their brown or umber fur fades into gray with old age, and elder Giants have pure gray faces.

    OGRE GIANT RACIAL TRAITS
    ∑ +20 Strength, +12 Constitution, +6 Wisdom, -2 Dexterity, -4 Intelligence (minimum 3)
    ∑ Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
    ∑ Giant, giving them Low Light Vision
    ∑ Base land speed 40 ft.
    ∑ +10 Natural Armor Bonus.
    ∑ Rock Throwing (Ex): The range increment is 140 feet for an Ogre Giantís thrown rocks.
    ∑ Temperamental (Ex): Ogre Giants become confused and angered easily, and dealing with other beings causes them great stress. Any time an Ogre Giant becomes angry, Confused (as per the spell), is subject to any compulsion causing any emotional effect, or is required to make a certain Skill Checks (Bluff, Diplomacy, Intimidate, or Sense Motive) it must make a DC 15 Willpower Save. Until it has had 8 hours rest each Save DC gains a cumulative +1, making failure somewhat inevitable if the Giant isn't left alone. If it fails the Save it goes into Frenzy (this is identical to the ability listed in the Complete Warrior).
    ∑ Racial Hit Dice: An Ogre Giant begins with fourteen levels of Giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. An Ogre Giants Giant levels give it skill points equal to 17 ◊ (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Handle Animal, Intimidate, Listen, and Spot.
    ∑ Ogre Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: Giant. Bonus Languages: Common, Midani, any nearby humanoid race.
    ∑ Level Adjustment: +5
    ∑ Favored Class: Barbarian

    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

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

    HEIGHT AND WEIGHT
    Base Height: Male: 16 ft. Female: 14 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 8000 lbs. Female: 7500 lbs.
    Weight Modifier: x 200 lbs

    OGRE GIANT CHARACTERS
    Ogre Giants are awful arcane casters, and Racial Hit Dice give them issues with divine casting (which they might otherwise be good at).
    Adventuring Race: Generally Ogre Giants only leave their mountains when paid to, or when seeking vengeance. Revenge is by far the most common reason.
    Character Development: Given their temper issues it is strongly recommended to maximize an Ogre Giants Willpower Save.
    Character Names:

    ROLEPLAYING AN OGRE GIANT
    Given their instability, Ogre Giants are best used in small groups of all Ogre Giants. It's inevitable they'll kill anyone else.
    Personality: Ogre Giants as a whole are violently psychologically unstable, but there is one thing that can keep them focused: revenge. An Ogre Giant will do just about anything to revenge themselves on those who have wronged him or who have violated their Cairns.
    Behaviors: Typical behaviors for a member of this race..
    Language: Ogre Giants speak Giant, but have no written language.

    OGRE GIANT SOCIETY
    Ogre Giants only have the barest beginnings of culture, not even wearing clothes or using much in the way of tools. They live in small paternal clans and trade for goods they need, usually by wiping out the traders target of choice.
    Alignment : The vast majority of the Ogre Giant race is Chaotic Neutral. For the most part they are as uncaring about civilization as most animals, but madness runs strongly in their race.
    Lands : Ogre Giants are generally restricted to desert mountains.
    Settlements : Ogre Giants only live in secluded areas difficult to get to.
    Beliefs : Few Ogre Giants participate in religion.
    Relations: Ogre Giants only tolerate their own kind well, and even then only in small families. They suffer from some combination of anxiety and psychosis that makes them berserk in crowds or when confused or upset. They'll tolerate the occasional lone being (usually an Ogre Magi) or small trade group, as despite their ferocious appearance they don't eat sentient beings.

    OGRE GIANT ADVENTURES
    ∑ The Ogre Magi you guard has effectively disappeared. You need the money and food he promised to feed the family. You've raided enough to keep them in provisions a while, but now you need to find out what happened to him.
    ∑ Something is killing the humans you depend on for trade. Something small that can hide in cracks in the mountains beyond your reach. You need to hire some mercenaries or gain some tiny friends.
    ∑ You recently went berserk after waking up in a strange place surrounded by crowds, and are now on the run trying to find out what the hell is going on.


    Ogre Giant Racial Substitution Levels

    Ranger
    Level 2: You have additional options with Combat Mastery
    Combat Mastery: If you choose the Berserker Path, you can Rage 1/day at 2nd Level, and an additional time per day at Levels 6 and 11. If you choose the Rock Thrower Path you gain the Point Blank Shot at 2nd Level, Far Shot at 6th Level, and the Penetrating Shot Feat at 11th Level.

    Scout
    Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Rock Tossing
    Rock Tossing (Ex): The Scout gains +1d6 damage with thrown weapons at 1st Level, and an additional +1d6 at Levels 5, 9, 13, and 17. At 3rd Level the Scout gains a +1 Competence Bonus on Attack rolls with thrown weapons. This increases by +1 at Levels 7, 11, 15, and 19.

    Barbarian
    Level 1: Replace Rage with Frenzy from Complete Warrior. You get Greater Frenzy at 11th Level, and Tireless Frenzy at 17th Level. At Level 20 you gain Mighty Frenzy (Str Bonus from Frenzy is +14).
    Last edited by Bhu; 2016-10-31 at 06:06 PM.
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  24. - Top - End - #534
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    GUARDIAN



    "Sure he's crazy, and he randomly tears down a hill or two. But Ghawl is a damn fine bodyguard otherwise.

    Guardians are Ogre Giants who are the bodyguards/watchmen for Ogre Magi or powerful casters. In exchange for money and goods they smite anything that isn't their benefactor.

    BECOMING A GUARDIAN
    Generally being a willing Ogre Giant is all thats needed.

    ENTRY REQUIREMENTS
    Race: Ogre Giant
    Feats: Confident Anger, Angry Critical
    Skills: Intimidate and Listen 4 ranks
    Class Abilities: Frenzy


    Class Skills
    The Guardian's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis) and Survival (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Frenzy 1/day
    2. +2    +3     +0     +0    Mental Defenses
    3. +3    +3     +1     +1    Improved Frenzy
    4. +4    +4     +1     +1    Frenzy 2/day
    5. +5    +4     +1     +1    Mental Defenses
    6. +6    +5     +2     +2    Improved Frenzy
    7. +7    +5     +2     +2    Frenzy 3/day
    8. +8    +6     +2     +2    Mental Defenses
    9. +9    +6     +3     +3    Improved Frenzy
    10.+10   +7     +3     +3   Greater Frenzy
    Weapon Proficiencies: A Guardian gains no new weapon or armor proficiencies.

    Frenzy (Ex): At 1st Level a Guardian can willingly Frenzy 1/day (see Complete Warrior). He gains an additional daily use of Frenzy at Levels 4 and 7.

    Mental Defenses (Ex): At 2nd Level the Guardian gains a +1 Resistance Bonus on Willpower Saves. This increases to +2 at Level 5, and +3 at Level 8.

    Improved Frenzy (Ex): At 3rd Level you take 1 point less non-lethal damage when in a Frenzy (this includes Frenzy due to you racial Temperamental quality). At 6th Level you take no non-lethal damage when in a Frenzy. At 9th Level you may re-roll one attack roll and one damage roll per encounter, but must keep the new result. You must be in Frenzy while using this ability.

    Greater Frenzy (Ex): At 10th Level you gain the Greater Frenzy ability (see Complete Warrior).

    PLAYING A GUARDIAN
    Your clans welfare depends on you doing your job to the best of your ability. Without the Master you have to go back to raiding for food or makeshift, stumbling attempts to cultivate it your self. You are not a farmer on the best of days.
    Combat: Combat more than likely begins with you asking "Who goes there?", and then going insane when someone or something gives you the wrong answer. It ends with you regaining consciousness and wandering who all these dead people are.
    Advancement: Advancement for you means "smash stuff better". Guardians aren't renowned for their intellectual prowess.
    Resources: You have the resources your benefactor allows, or what you can scrounge on your own.

    GUARDIANS IN THE WORLD
    "Yeah Mohammed the Sorcerer lives up on the mountain, but you won't get past the doorman..."
    Ogre Giants don't interact with the world. They only meet visitors trying to see their master, and there are few enough of those.
    Daily Life: Aside from teachings or interviews by the master you just stand guard. You don't even really need to raise alarm, your frenzy makes more than enough noise as it is.
    Notables:
    Organizations: You have your family, and whatever organization your Master may belong to, but Ogre Giants aren't meant for company.

    NPC Reaction
    Given your species reputation for instability, NPC's generally leave you well enough alone..

    GUARDIANS IN THE GAME
    This PrC ties the PC to a Master of some sort, so unless the Master is another PC he won't be moving around much..
    Adaptation: Obviously this is meant for Al-Qadim, but it can be used for Giants in other settings.
    Encounters: Guardians will only be encountered within the vicinity of their employers.

    Sample Encounter
    EL x: The PC's have been asked to contact a mysterious Saha'ir who resides on a lonely mountain, as no one has been able to reach him. Seeing the huge monstrosity sitting at the foot pf the gateway you can see why.


    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 GUARDIAN

    Hit Die: d12
    Skills Points at Each Level : 2 + int
    Frenzy The Epic Guardian gains an additional daily use of Frenzy at Level 24, and every 4 Levels thereafter.
    Bonus Feats: The Epic Guardian gains a Bonus Feat every 3 levels higher than 20th


    Ogre Giant Racial Feats

    Confident Anger
    Your blows are surer when angry.
    Prerequisites: Ogre Giant
    Benefits:When using Rage or Frenzy (including your Temperamental ability) you may re-roll any natural 1 when making an attack roll.

    Angry Critical
    Your attacks made when lost in anger are more likely to injure opponents.
    Prerequisites: Ogre Giant, Confident Anger
    Benefits: The critical threat range of attacks you make when using Rage or Frenzy (including your Temperamental ability), increases by 1. In other words if it normally threatens a critical hit on a 20, it now threatens one on a 19-20. You may choose this Feat twice, increasing your critical threat range by 2.

    Unstoppable Fury
    It's best not to make you angry.
    Prerequisites: Ogre Giant, Angry Critical x2
    Benefits: Once per Frenzy you may re-roll any failed critical confirmation roll.

    The Power of Rage
    You're quite destructive when you're angry.
    Prerequisites: Ogre Giant
    Benefits: You do an additional die of damage when using Rage or Frenzy (including your Temperamental ability). For example if you attack with a Slam doing 1d6 plus Str, it now does 2d6 plus Str.
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  25. - Top - End - #535
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    Island Giant (Al-Qadim)
    Huge Giant (Aquatic, Shapeshifter)
    Hit Dice: 14d8+70 (133 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Swim 40 ft.
    Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
    Base Attack/Grapple: +10/+28
    Attack: Slam +18 melee (1d6+10) or Rock +18 melee (2d8+10)
    Full Attack: 2 Slams +18 melee (1d6+10) or Rock +18 melee (2d8+10)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rock Throwing, Shapechange
    Special Qualities: Low Light Vision, Rock Catching, Amphibious, Resistance
    Saves: Fort +14, Ref +4, Will +6
    Abilities: Str 30, Dex 10, Con 20, Int 8, Wis 14, Cha 16
    Skills: Climb +10, Listen +6, Spot +6, Swim +18 Males also have Intimidate +12, Jump +10 Females have Bluff +8, Diplomacy +7
    Feats: Brutal Throw, Far Shot, Point Blank Shot, Power Attack, Power Throw
    Environment: Warm Islands
    Organization: Solitary
    Challenge Rating: 8 (9 Females)
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +6 (+7 Females)

    Island Giants are primitive omnivores hated by other Giants and smaller races alike. Most are cyclopean and have 1 or more horns, and many have beastlike features such as spines, goats hindquarters, or long reptilian tails. Skin varies from sky blue to gray to tan. The males are sterile, and the females reproduce by changing form to seduce Genies, humanoids, or other Giants whom they then kill and devour. Island Giants are cannibalistic and will devour each other in time of need.

    Rock Throwing (Ex): The range increment is 180 feet for an Island Giantís thrown rocks. It uses both hands when throwing a rock.

    Shapechange (Su): Female Island Giants can cast Shapechange at Will, however they are limited to Giants, and Humanoids.

    Rock Catching (Ex): An Island Giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

    Resistance (Ex): Island Giants gain a +2 on Saving Throws against Spells, Spell-Like Abilities, or Supernatural Abilities.

    Skills: Island Giants get a +8 racial Bonus on Swim Checks and may always Take 10 on a Swim Check. They may use the Run Action while moving in a straight line.

    Combat: Island Giants prefer to heave boulders, though the females may attempt to infiltrate ship crews and destroy them from within.
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  26. - Top - End - #536
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    ISLAND GIANT



    "Lets see how long it lives once we pull it's legs off..."

    Island Giants are primitive omnivores hated by other Giants and smaller races alike. Most are cyclopean and have 1 or more horns, and many have beastlike features such as spines, goats hindquarters, or long reptilian tails. Skin varies from sky blue to gray to tan. The males are sterile, and the females reproduce by changing form to seduce Genies, humanoids, or other Giants whom they then kill and devour. Island Giants are cannibalistic and will devour each other in time of need.

    ISLAND GIANT RACIAL TRAITS
    ∑ +20 Strength, +10 Constitution, +4 Wisdom, +6 Charisma, -4 Intelligence (minimum 3)
    ∑ Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
    ∑ Giant, giving them Low Light Vision
    ∑ Base land speed 40 ft.
    ∑ Base swim speed 40 ft.
    ∑ +10 Natural Armor Bonus.
    ∑ Rock Throwing (Ex): The range increment is 140 feet for an Island Giantís thrown rocks.
    ∑ Shapechange (Su): Female Island Giants can cast Shapechange at Will, however they are limited to Giants, and Humanoids.
    ∑ Rock Catching (Ex): An Island Giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
    ∑ Amphibious (Ex): Island Giants can breathe both air and water.
    ∑ Resistance (Ex): Island Giants gain a +2 on Saving Throws against Spells, Spell-Like Abilities, or Supernatural Abilities.
    ∑ Racial Hit Dice: An Island Giant begins with fourteen levels of Giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. An Ogre Giants Giant levels give it skill points equal to 17 ◊ (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Listen, Spot, and Swim. Males also have Intimidate, Jump, while females have have Bluff, and Diplomacy.
    ∑ Island Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: Giant. Bonus Languages: Common, Midani, any nearby humanoid race.
    ∑ Level Adjustment: +6 (+7 if Female)
    ∑ Favored Class: Barbarian

    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

    AGING EFFECTS
    Middle Age: 175
    Old: 263
    Venerable: 350
    Maximum Age: Island Giants who are well fed and aren't killed early in life can theoretically live well past 1000 years.

    HEIGHT AND WEIGHT
    Base Height: Male: 14 ft. Female: 12 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 7500 lbs. Female: 7000 lbs.
    Weight Modifier: x200 lbs.

    ISLAND GIANT CHARACTERS
    Males are simple beatsticks. Female Island Giants, however, have some nifty options they can pursue via their shapechanging ability.
    Adventuring Race: It's a rare Island Giant who would go adventuring, and it would usually be for revenge or power. Their undying hate is legendary.
    Character Development: Try to find a reason your PC would work with others. Likely you are a very unusual Giant for this sort, and you may be adventuring because you're a young outcast who needs help to survive..
    Character Names:

    ROLEPLAYING AN ISLAND GIANT
    Island Giants will really only work in an all Evil campaign, unless the Giants personality has somehow undergone some sort of metamorphosis. They're really too savage to get along with most parties.
    Personality: Extreme cruelty is the norm for Island Giants. There is no act too brutal, too foul, or too evil for them to perform. Torture, cannibalism and mutilation are common acts.
    Behaviors: Island Giants typically spend most of their time looking for food or trying to alleviate boredom. Dedicated omnivores, they will eat anything, even carrion. As for their entertainments, those are best left unspoken.
    Language: Island Giants have no written language, and their spoken language is sometimes a degenerate mish mash of Common, Giant, Midani and other languages due to their remoteness.

    ISLAND GIANT SOCIETY
    Island Giants are hateful, almost rabid creatures, and as a result live solitary lives. They even resort to cannibalism to chase of their own young if they prove reluctant to leave home. The Island Giants are effectively stone age brutes who live bleak, cruel lives. Maybe one in 60 live to see adulthood.
    Alignment : Island Giants are almost universally both Chaotic and Evil. They are despised even by other evil Giants.
    Lands : Island Giants live on remote islands out to sea.
    Settlements : Younger Giants, or those who have been displaced, live beneath the waves, but they still prefer to live far from civilization.
    Beliefs : Island Giants do not have much in the way of religious leanings, and there are few Gods who would have them anyway.
    Relations: Other races are food, or to be tortured and pulled apart for amusement. Even the females, who rely on other races for procreation, have no emotional attachment to their lovers or spawn.

    ISLAND GIANT ADVENTURES
    ∑ A group of four heavily armed drifters wrecked on the island, and left you for dead before escaping. You have now recovered and swam to the mainland intent on making all drifters pay for their mistakes.
    ∑ The time has come to inflict more of your spawn upon the world, and you have assumed the usual magical disguise in order to seduce a mate. Yet all the local humanoids seem totally disinterested in sex, which is totally unlike them. You suspect magic is at work, and set out to end it so you may create more of your species...or at least get some strange.
    ∑ You have woken up with some form of enlightenment and now have a sense of remorse. Cast out by the other Giants you now walk the Earth in order to find out what happened.



    Island Giant Racial Substitution Levels

    Rogue
    Level 10: You have additional options with Special Ability (female only)
    Special Ability: You can now use your Shapechange ability to become Outsiders, but only Genies.

    Scout
    Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Rock Tossing
    Rock Tossing (Ex): The Scout gains +1d6 damage with thrown weapons at 1st Level, and an additional +1d6 at Levels 5, 9, 13, and 17. At 3rd Level the Scout gains a +1 Competence Bonus on Attack rolls with thrown weapons. This increases by +1 at Levels 7, 11, 15, and 19.
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  27. - Top - End - #537
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    B'rohg (Dark Sun)
    Large Giant
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (-1 Size, +4 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +3/+13
    Attack: Slam +8 melee (1d4+6) or Shortspear +8 melee (1d8+6) or Rock +3 Ranged (2d6+6)
    Full Attack: 4 Slams +8 melee (1d4+6) or Shortspear +8 melee (1d8+6) or Rock +3 Ranged (2d6+6)
    Multiweapon Attack Shortspear +6/+4/+4/+4 melee (1d8+6) or Rock +1/-1/-1/-1 Ranged (2d6+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rock Throwing, Multiweapon Training
    Special Qualities: Low Light Vision
    Saves: Fort +7, Ref +1, Will +1
    Abilities: Str 22, Dex 10, Con 16, Int 6, Wis 10, Cha 6
    Skills: Climb +8, Listen +2, Spot +2, Survival +2
    Feats: Large and in Charge, Multiweapon Fighting
    Environment: Any Land
    Organization: Solitary, pair, gang (3-4), or band (5-8)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +4

    B'rohg are odd four armed primitives in some way related to Athasian giants. They have burnt orange skin and long black hair with flat noses.

    Rock Throwing (Ex): The range increment is 120 feet for a B'rohgs thrown rocks.

    Multiweapon Training (Ex):
    The B'rohg reduces it's Penalties when fighting with Multiple weapons by 2. For Example if it doesn't have any Multiweapon Fighting Feats it would normally take -6 with the primary hands and -10 with the off hands. The B'rohg takes -4/-8 respectively, and this stacks with Mutiweapon Fighting Feats.

    Combat: B'rohg fight with either short spears or clubs, though some older ones use a pair of spears and a pair of shields. Unless a leader is present they generally do simple frontal assaults and fight to the death.
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  28. - Top - End - #538
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    B'ROHG



    "RAAAGH!"

    B'rohg are odd four armed primitives in some way related to Athasian giants. They have burnt orange skin and long black hair with flat noses.

    B'ROHG RACIAL TRAITS
    ∑ +12 Strength, +6 Constitution, -4 Intelligence (minimum 3), -4 Cha
    ∑ Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space is 10', Reach is 10'.
    ∑ Giant, giving them Low Light Vision
    ∑ Base land speed 40 ft.
    ∑ +4 Natural Armor Bonus.
    ∑ Rock Throwing (Ex): The range increment is 120 feet for a B'Rohgís thrown rocks.
    ∑ Multiweapon Training (Ex): The B'rohg reduces it's Penalties when fighting with Multiple weapons by 2. For Example if it doesn't have any Multiweapon Fighting Feats it would normally take -6 with the primary hands and -10 with the off hands. The B'rohg takes -4/-8 respectively, and this stacks with Multiweapon Fighting Feats.
    ∑ Racial Hit Dice: A B'rohg begins with five levels of Giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. A B'rohg's Giant levels give it skill points equal to 8 ◊ (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Climb, Listen, Spot, and Survival.
    ∑ B'rohg have a Primary Slam attack doing 1d4 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: B'rohg. Bonus Languages: Common, Giant.
    ∑ Level Adjustment: +4
    ∑ 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: 10 ft. Female: 8 ft.
    Height Modifier: +2d4 ft.
    Base Weight: Male: 1000 lbs. Female: 800 lbs.
    Weight Modifier: x(2d8) lbs.

    B'ROHG CHARACTERS
    As usual, Hit Dice and LA preclude most casters. Though you have some decent multiweapon fighting options available if you go pure beatstick.
    Adventuring Race: Escaped gladiators feel too ashamed to return to their tribe, and are the only ones likely to become adventurers (as quite frankly they have no other option but living alone in the wilderness).
    Character Development: You'll get a lot of prejudice for being a member of this race, so plan accordingly.
    Character Names:

    ROLEPLAYING A B'ROHG
    Due to their primitive natures the B'rohg are looked down upon by almost everyone, with most civilized races considering them little more than animals.
    Personality: You are neither suspicious nor superstitious, and are generally curious or in awe of things you should probably leave well enough alone.
    Behaviors: Being primitive nomads, the B'rohg's existence requires most of their waking moments dedicated to simple survival.
    Language: B'rohg speak their own language consisting of grunts and sign language.

    B'ROHG SOCIETY
    The B'rohg are stone age, nomadic primitives with little to no culture. For the most part they can't even learn modern languages. They produce nothing, and contribute to civilization only as gladiatorial slaves. Unlike many races, they appear to have no defined gender roles.
    Alignment : Being close to animals, most B'rohg are Neutral.
    Lands : Due to their nomadic nature the B'rohg can be found virtually anywhere on Athas.
    Settlements : Having no homelands, the B'rohg have no settlements as well.
    Beliefs : The B'rohg do not appear to have a religion.
    Relations: Other races consider the B'rohg as animals or slaves only. For their part, the B'rohg will eat the other races if hard pressed.

    B'ROHG ADVENTURES
    ∑ You were a gladiatorial slave until a disaster of some sort wiped out the city you were in, leaving everything dead but you. You know journey to find out what happened, and why you were spared.
    ∑ Your master has promised you freedom if you hunt down a man for him. Skeptical, you agree. Things have taken an odd turn since then...
    ∑ Psychic surgery has altered you, and granted you human level intelligence. Now you look for a place in the world. Your tribe won't take you back, no one wants an intelligent B'rohg, and your benefactors apparently consider making you intelligent an unwelcome side effect of their experiment.


    B'rohg Racial Substitution Levels

    Ranger
    Level 2: You have different options with Combat Mastery
    Combat Mastery: You have Multiweapon Fighting instead of Two-Weapon Fighting. At 2nd level you get Multiweapon Fighting. At 6th Level you have Improved Multiweapon Fighting. At 11th Level you gain Greater Multiweapon Fighting.
    Level 4: You have different options with Animal Companion. See Page 1 of Terrors of Athas.
    Level 7: Replace Woodland Stride with the Sandskimmer Feat (see Sandstorm).


    Barbarian
    Level 1: Replace Rage with Whirling Frenzy (see here http://www.d20srd.org/srd/variant/cl...reVariants.htm )
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  29. - Top - End - #539
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    Colossus (Spelljammer)
    Gargantuan Giant
    Hit Dice: 35d8+350 (507 hp)
    Initiative: -1
    Speed: 120 ft. (24 squares), Flight 60 ft. (Poor)
    Armor Class: 20 (-4 Size, -1 Dex, -1 Slow, +26 Natural), touch 4, flat-footed 20
    Base Attack/Grapple: +26/+63
    Attack: Slam +48 melee (2d8+25/19-20) or Rock +21 ranged (4d6+25)
    Full Attack: 2 Slams +48 melee (2d8+25/19-20) or Rock +21 ranged (4d6+25)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Rock Throwing, Stunning Clap
    Special Qualities: Low Light Vision, Immunities, Slow, DR 10/-
    Saves: Fort +29, Ref +8, Will +9
    Abilities: Str 60, Dex 6, Con 30, Int 8, Wis 6, Cha 14
    Skills: Climb +29, Jump +29, Listen +8, Spot +8, Wildspace Survival +8
    Feats: Awesome Blow, Cleave, Devastating Critical (Slam), Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Snatch, Multisnatch, Overwhelming Critical (Slam), Power Attack, Snatch, Weapon Focus (Slam)
    Environment: Wildspace
    Organization: Solitary or Group (2-6)
    Challenge Rating: 20
    Treasure: None
    Alignment: Any Chaotic
    Advancement: 36-56 HD (Gargantuan), 37+ HD (Colossal)
    Level Adjustment: ---

    The Colossi are odd creatures thought by many not to be 'true' Giants, but a result of divergent evolution. Their bodies are squat with no neck, small heads, and short legs. Overall their features are bulbous and exaggerated with jagged uneven teeth and stubby fingers. Hair and eyes can be virtually any color but black is most common. They wander wildspace looking for their homeworld Arhoad, but seem to have no idea how to describe it or how to get there. They wear crude clothing that they obviously couldn't make themselves.

    Rock Throwing (Ex): The range increment is 180 feet for a Colossus' thrown rocks.

    Stunning Clap (Ex): As a Standard Action the Colossus may clap it's hands together causing a sonic boom affecting everything in a 60' area centered on itself (it is immune to it's own clap). Everything in the Area is Deafened for 1d6 hours and must make a DC 52 Fortitude Save (Save DC is Str based) or be Stunned 1d4 rounds.

    Immunities: colossus are immune to poison, sleep effects, paralysis, stunning, disease, and fatigue/exhaustion. In Wildspace it creates the same atmosphere as a 15 ton ship, and uses as much as a 10 man crew.

    Slow (Ex): Colossi are permanently affected as if by a Slow spell. Antimagic will not affect this, but Haste will temporarily suspend it's effects.

    Combat: The Colossus aren't very bright, and tactics generally boil down to "I hit it with my fist until it stops moving".
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  30. - Top - End - #540
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    Fhoimorien Giant (Birthright)
    Large Giant (Earth, Air)
    Hit Dice: 13d8+36 (94 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 Size, +8 Natural), touch 9, flat-footed 17
    Base Attack/Grapple: +9/+19
    Attack: Slam +16 melee (1d6+8) or Club +16 melee (1d8+8) or or Rock +16 ranged (2d6+8)
    Full Attack: 2 Slams +16 melee (1d6+8) or Club +16 melee (1d8+8) or or Rock +16 ranged (2d6+8)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rock Throwing, Spell-Like Abilities
    Special Qualities: Low Light Vision, Uncanny Dodge, Camouflage
    Saves: Fort +11, Ref +4, Will +6
    Abilities: Str 26, Dex 10, Con 16, Int 8, Wis 14, Cha 16
    Skills: Climb +12, Listen +6, Knowledge (Nature) +3, Spot +6
    Feats: Brutal Throw, Power Attack, Power Throw
    Environment: Any Forest, Swamp or Underground
    Organization: Solitary, pair, gang (3-4), or band (5-8)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: By Character Class
    Level Adjustment: +4


    The Fhoimorien are 13' tall Cerilian giants with strong ties to the Elemental Planes of Earth and Air. They are often quite deformed, and seek to expand their realm.

    Rock Throwing (Ex): The range increment is 180 feet for a Fhoimorien Giantís thrown rocks. It uses both hands when throwing a rock.

    Uncanny Dodge (Ex): This is identical to the Rogue ability listed in the PHB.

    Camouflage (Ex): This is identical to the Ranger ability listed in the PHB.

    Spell-Like Abilities (Sp): 1/day: Animate Objects (stone only), Passwall, Stone Tell
    2/day: Gaseous Form. Unlike normal while in Gaseous Form they have a Flight Speed of 50 (Perfect).

    Combat: Fhoimoriens use their gaseous forms to find vantage points to fling boulders at opponents, or to cross chasms to finish them off after doing so.
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