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  1. - Top - End - #631
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    HORAG



    "Why for you think Bob stupid?"

    The Horag are rare crossbreeds resulting from the union between an Ogre and a Hill Giant. They are somewhat more powerful than Ogres, and somewhat more tactically inclined than Hill Giants despite being on the same intellectual level. They generally resemble taller Ogres with longer arms and stooped shoulders.

    HORAG RACIAL TRAITS
    · +12 Strength, +6 Constitution, -2 Dexterity, -4 Intelligence (minimum of 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. Horag count as both a Hill Giant and an Ogre for purposes of Racial Feats.
    · Base land speed 40 ft.
    · +7 Natural Armor Bonus.
    · Racial Hit Dice: A Horag begins with eight levels of Giant, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +2, and Will +2. A Horag's Giant levels give it skill points equal to 11 × (2 + Int modifier, minimum 1) and 3 Feats. Its class skills are Climb, Jump, Listen, and Spot. Horag are proficient with Simple and Martial Weapons, and Light and Medium Armor.
    · Horag 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, Orc.
    · Level Adjustment: +2
    · Favored Class: Barbarian

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 8 ft. Female: 7 ft.
    Height Modifier: +1d6 ft.
    Base Weight: Male: 800 lbs. Female: 750 lbs.
    Weight Modifier: x100 lbs.

    HORAG CHARACTERS
    Given your stats you are destined to be a beatstick.
    Adventuring Race: Horag adventure for power and wealth (or because their parents kicked them out).
    Character Development: Try to find a way to boost your Willpower Saves do you aren't so vulerable.
    Character Names: Horag use Ogre or Hill Giant names.

    ROLEPLAYING A HORAG
    Horag prefer the company of other Giants. Even when they hire out as mercenaries, they prefer to work with their own kind.
    Personality: Horag generally take after their parent species.
    Behaviors: Getting into mischief due to boredom is common for Horag.
    Language: Horag speak Giant. Smarter ones may also speak Orc or Common.

    HORAG SOCIETY
    Horag live with one of their parents, or they're loners. They effectively have no society of their own.
    Alignment : Horag are prone to being both Chaotic and Evil.
    Lands : Horag live with whichever parents tribe is raising them.
    Settlements : They vastly prefer hills or mountains.
    Beliefs :The Horag worship Grolantor or Vaprak.
    Relations: Much like their kin, Horag see other species as an opportunity for a meal or a shakedown.

    HORAG ADVENTURES
    · A truly mighty undead giant has moved into your tribes territory. Being the smart one, you have been asked to rid the place of him.
    · Some one has stolen the tribes stash of valuables, and naturally being the smart one you have been blamed. So now you need to clear your name.
    · A Troll has kicked you out of your home, and you're looking to buy some stuff to help you take it back. Alas, you has no money...


    Horag Racial Substitution Levels

    Fighter
    Any even numbered Level: You may take a Racial Feat instead of a Fighter Feat at even numbered Levels.

    Barbarian
    Level 1: Replace Fast Movement with any Racial Feat.
    Last edited by Bhu; 2022-03-13 at 02:03 AM.
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  2. - Top - End - #632
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    HORAG

    (…)

    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d20
    Man, only becoming an adult some 20+ years after one dies must be a tough deal!

  3. - Top - End - #633
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    Default Re: Orc/Goblinoid Resources

    typo is fixed
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  4. - Top - End - #634
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    Default Re: Orc/Goblinoid Resources

    HORAG MERCENARY



    "They'll all think that you're dumber than them, and you should encourage that."

    Horags often hire out as mercenaries because it's the only job they can find. Unless they have fellow Ogres or Giants on the team, they aren't fond of doing so though.

    BECOMING A HORAG MERCENARY
    Being willing to hire yourself out is all that's really necessary.

    ENTRY REQUIREMENTS
    Race: Horag
    BAB: +8
    Skills: Climb 4 ranks, Intimidate 4 ranks
    Feats: Any 2 Fighter Feats


    Class Skills
    The Horag Mercenary's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intimidate (Cha), Jump (Str), and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Forward Oberserver
    2. +2    +3     +0     +0    Crushing Fists
    3. +3    +3     +1     +1    Bonus Feat
    4. +4    +4     +1     +1    Forward Oberserver
    5. +5    +4     +1     +1    Crushing Fists
    6. +6    +5     +2     +2    Bonus Feat
    7. +7    +5     +2     +2    Forward Oberserver
    8. +8    +6     +2     +2    Crushing Fists
    9. +9    +6     +3     +3    Bonus Feat
    10.+10   +7     +3     +3    Sergeant
    Weapon Proficiencies: A Mercenary becomes proficient with Heavy Armor and Shields.

    Forward Oberserver (Ex): At 1st Level you can use Aid Another to help an Allies Ranged attacks as long as you are within 30 ft. of the target, and your Ally can hear you. At 4th Level you may Aid Anther as a Swift Action. At 7th Level you gain a +1 Dodge Bonus to AC against ranged attacks.

    Crushing Fists (Ex): Begining at 2nd Level you begin training by punching raw stone to condition your fists. Your Slams base damage is now 1d8. This increases to 2d6 at level 5. Beginning at level 8, your Slam attack now threatens a critical on a 19-20.

    Bonus Feat: At Levels 3, 6 and 9 you may tack any Fighter or Racial Feat you can qualify for.

    Sergeant (Ex): At 10th Level when you use your Forward Observer ability, you may Aid the attack roll of every Ally aiming at the same target.

    PLAYING A HORAG MERCENARY
    Your own people think you're too smart to be trusted, and the other Humanoids think you're too dumb to be trusted. Some days you want to just slap them all upside the head.
    Combat: You aid those who act as rock artillery, closing in to settle things with your swords and fists once they have softened the targets.
    Advancement: You are generally allowed by most mercenary companies to find your own niche. They encourage you to build your skills.
    Resources: You're fairly poor, otherwise you wouldn't be a mercenary.

    HORAG MERCENARIES IN THE WORLD
    "I don't think Stinky is as dumb as he pretends..."
    You mostly interact with the world after being ordered to rob it, or make an example of it for not paying. It sucks, but you need the money...
    Daily Life: Your day consists of the people who are supposedly on the same side as you calling you an idiot, and taking out your anger on whoever becomes available.
    Notables:
    Organizations: Various (usually Evil) armies are eager to hire Horag's as muscle..

    NPC Reaction
    PC's treat you pretty much like a bigger, meaner Ogre. Which is to say not well.

    HORAG MERCENARIES IN THE GAME
    This classs asssumes the PC is a mercenary, which is an easy way to introduce them to the party.
    Adaptation: This adapts fairly easily to ant tone of campaign.
    Encounters: Horags can be encountered anywhere mercenaries would be.

    Sample Encounter
    EL 12: The PC's are mercs watching a bunch of their fellows tease some sort of giant, when said giant loses it and kicks one like a football. The man's head lands in the barbarian's lap. He gets "that look" on his face. So much for enjoying the day.


    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 HORAG MERCENARY

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



    Horag Racial Feats

    I Am But A Humble Ogre
    You are good at playing dumb.
    Prerequisites: Horag, Bluff 4 ranks
    Benefits: People have such a low opinion of your intellect that you may retry failed Bluff Checks, as they think you're too dumb to try to get one over on them.

    I Am But A Humble Tax Collector
    You are an old hand at robbery.
    Prerequisites: Horag, Intimidate 4 ranks
    Benefits: You can make an Intimidate Check as a Swift Action.

    Brothers in Arms
    You are steadier when among your own kind.
    Prerequisites: Horag, BAB +7
    Benefits: You have a +1 Circumstance Bonus on attack rolls and Willpower Saves when another Giant is within 60 ft.

    Ogre Senses
    You can see better at night.
    Prerequisites: Horag
    Benefits: You gain Darkvision with a range of 60 ft.
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  5. - Top - End - #635
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    Default Re: Orc/Goblinoid Resources

    Dark Dweller (aka Subterranean Troll)
    Large Giant
    Hit Dice: 9d8+54 (92 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), 20 feet when armored
    Armor Class: 26 (-1 Size, +2 Dex, +5 Natural, +10 Armor), touch 11, flat-footed 24
    Base Attack/Grapple: +6/+18
    Attack: Claw +12 melee (1d6+7) or Greatsword +12 melee (3d6+10/19-20)
    Full Attack: 2 Claws +12 melee (1d6+7) and 1 Bite +7 melee (1d6+3) or Greatsword +12/+7 melee (3d6+10/19-20)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend
    Special Qualities: Darkvision 150 ft., Low-Light Vision, Regeneration 5, Light Vulnerability, Stonecunning
    Saves: Fort +12, Ref +5, Will +5
    Abilities: Str 24, Dex 15, Con 23, Int 12, Wis 10, Cha 10
    Skills: Appraise +6, Craft (any 2) +4, Handle Animal +6, Listen +6, Ride +6, Search +6, Spot +6
    Feats: Alertness, Iron Will, Mounted Combat, Power Attack
    Environment: Underdark
    Organization: Solitary, pair, gang (3-4), band (5-8), or squad (11-20 plus 2 Sergeants with 2 Levels of Fighter, and 1 Leader with 3-6 Levels).
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Lawful Evil
    Advancement: By Character Class
    Level Adjustment: +6

    Deep Dwellers are subterranean Trolls with far more intelligence than their brethren. They are bigger and stronger than most Trolls, and miners and smiths on par with the Dwarves. They have domesticated an Allosaurus species, which they have trained for warfare. Despite being blinded by the Sun, they show no fear of it.

    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

    Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Light Vulnerability (Ex): Dark Dwellers are blind in full sunlight or within the effects of a Dayligght spell.

    Stonecunning (Ex): This ability grants a Dweller a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dweller who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Dweller can use the Search skill to find stonework traps as a rogue can. A Dweller can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

    Skills: Deep Dwellers have a +2 Racial Bonus on Appraise or Craft Checks on items of stone or metal.

    Combat: Deep Dwellers use their Allosaur mounts to extend the range of night raids. They prefer ambushes with traps in their lair, but are more typical soldiers on raids.
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  6. - Top - End - #636
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    Default Re: Orc/Goblinoid Resources

    DARK DWELLER



    "Down Hissy! Down!"

    Dark Dwellers are subterranean Trolls with far more intelligence than their brethren. They are bigger and stronger than most Trolls, and miners and smiths on par with the Dwarves. They have domesticated an Allosaurus species, which they have trained for warfare. Despite being blinded by the Sun, they show no fear of it.

    DARK DWELLER RACIAL TRAITS
    · +14 Strength, +4 Dexterity, +12 Constitution, +2 Intelligence.
    · 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.
    · Giant, giving them Low Light Vision
    · Base land speed 30 ft.
    · Darkvision 150 ft.
    · +5 Natural Armor Bonus.
    · Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
    · Regeneration (Ex): Acid and Fire deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump
    · Stonecunning (Ex): This ability grants a Dweller a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dweller who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Dweller can use the Search skill to find stonework traps as a rogue can. A Dweller can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    · Light Vulnerability (Ex): Dark Dwellers are blind in full sunlight or within the effects of a Dayligght spell.
    · Racial Hit Dice: A Dark Dweller begins with nine levels of Giant, which provide 9d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +3, and Will +3. A Dark Dwellers Giant levels give it skill points equal to 12 × (2 + Int modifier, minimum 1) and 4 Feats. Its class skills are Appraise, Craft, Handle Animal, Listen, Ride, Search and Spot. Deep Dwellers have a +2 Racial Bonus on Appraise or Craft Checks on items of stone or metal.
    · Dark Dwellers have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
    · Automatic Languages: Giant. Bonus Languages: Undercommon.
    · Level Adjustment: +6
    · Favored Class: Fighter

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

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

    HEIGHT AND WEIGHT
    Base Height: Male: 8'6" Female: 7'10"
    Height Modifier: +2d6"
    Base Weight: Male: 500 lbs. Female: 430 lbs.
    Weight Modifier: x (2d6) lbs.

    DARK DWELLER CHARACTERS
    Despite having no mental ability score penalties, you still aren't really meant to be a caster.
    Adventuring Race: Dark Dwellers adventure to acquire wealth, glory and power.
    Character Development: Find some way to offset your Light Blindness.
    Character Names: Dark Dwellers use Troll names.

    ROLEPLAYING A DARK DWELLER
    People are always stunned to see you. They're used to Trolls being feral.
    Personality:You are quite greedy. If money is on the table, you'll do just about anything.
    Behaviors: You spend a lot of time with the Dinosaurs, perhaps the only beings you have any affection for.
    Language: Dark Dwellers speak Giant.

    DARK DWELLER SOCIETY
    Dark Dwellers are miners and craftsmen by trade, and warriors as well. Most can make and maintain their own weapons and armor.
    Alignment : The majority of Deep Dwellers are Lawful Evil.
    Lands : Dark Dwellers prefer areas of the Underdark with easy surface access.
    Settlements : Dark Dwellers rarely leave home.
    Beliefs : Dark Dwellers prefer to worship Mammon.
    Relations: Other races are slaves or are to be plundered for resources.

    DARK DWELLER ADVENTURES
    · Something is making the Alllosaurs "fussy", and you need to put a stop to it.
    · Someone has robbed your lair, and there will be hell to pay!
    · The Mindflayers wish to acquire your services, but are being darn vague about details. Time to do some investigating.


    Dark Dweller Racial Substitution Levels

    Fighter
    Level 4+: At Level 4 you can opt for a Racial Feat instead of a Fighter Feat.


    Knight
    Level 5: When choosing a Bonus Feat at Level 5, you may opt instead for a Racial Feat.

    Paladin of Tyranny
    Level 5: Replace Special Mount with the Allosaurus Companion Feat.
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  7. - Top - End - #637
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    DINOSAUR RIDER



    "Who's a good Hissy! You are!"

    The Dark Dwellers have formed a strange, almost symbiotic relationship with a rare subterranean species of Allosaur. The Allosaurs get fed, and the Dark Dwelllers get more extensive night raids. It all works out for everyone. Well, except for the people who get raided.

    BECOMING A DINOSAUR RIDER
    Most Dark Dweller warriors eventually qualify.

    ENTRY REQUIREMENTS
    Race: Dark Dweller
    Feats: Allosaur Companion, Armor Proficiency: Warolate
    Skills: Handle Animal 4 ranks, Ride 4 ranks
    BAB: +10


    Class Skills
    The Dinosaur Rider's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Sun Resistance
    2. +2    +3     +0     +0    Mounted Combat
    3. +3    +3     +1     +1    Heavy Armor Optimization
    4. +4    +4     +1     +1    Sun Resistance
    5. +5    +4     +1     +1    Mounted Combat
    6. +6    +5     +2     +2    Heavy Armor Optimization
    7. +7    +5     +2     +2    Sun Resistance
    8. +8    +6     +2     +2    Mounted Combat
    9. +9    +6     +3     +3    Heavy Armor Optimization
    10.+10   +7     +3     +3   Dino Cavalry
    Weapon Proficiencies: A Dinosaur Rider gains no weapon or armor proficiencies.

    Sun Resistance (Ex): At 1st Level you are now Dazzled in sunlight. At 4th Level you are no longer Dazzled. At 7th Level you gain a +1 Bonus of Saving Throws against light based spells.

    Mounted Combat (Ex): At 2nd, 5th and 8th Levels you can choose one of the following Feats you qualify for as a Bonus Feat: Cavalry Charger, Improved Mounted Archery, Mounted Archery, Mounted Combat, Mounted Mobility, Ride-By Attack, Trample, Tremendous Charge

    Heavy Armor Optimization (Ex): At 3rd Level you gain Heavy Armor Optimization as a Bonus Feat. At 6th Level you gain Greater Heavy Armor Optimization as a Bonus Feat. At 9th Level you gain Deflective Armor as a Bonus Feat.

    Dino Cavalry (Ex): Your Druid Level for purposes of your Allosaur Companions abilities is your (ECL-6). You also gain a +4 Competence Bonus to Handle Animal Checks with your Comanion.

    PLAYING A DINOSAUR RIDER
    You are one of the elite warriors of your race. And you feel the need to be recognized for that fact.
    Combat: You prefer to fight mounted, but will team up and fight alongside your Dinosaur as well.
    Advancement: You generally concentrate on honing the skills you already possess.
    Resources: Being as you're one of the primary resource collectors for the tribe, you get dibs on stuff.

    DINOSAUR RIDERS IN THE WORLD
    "He walks in the sunlight sometimes. He must be nuts."
    You pretty much interact with the world by killing and eating it. Despite your intelligence, you still have appetites.
    Daily Life: Your days are spent training, planning raids, and then going on raids. Not always in that order..
    Notables:
    Organizations: Given your nature, not many organizations feel comfortable hiring you.

    NPC Reaction
    You're a heavily armored Troll riding a Dinosaur. Take a guess how people feel about you. We'll wait.

    DINOSAUR RIDERS IN THE GAME
    This class assumes you are an anthropophagous monster. That would probably put this off limits except for all Evil campaigns.
    Adaptation: Your weakness in sunlight limits your use until you get enough levels.
    Encounters: Unless someone is daft enough to assault your city, you will most likely be found on a raid.

    Sample Encounter
    EL 12: The PC's are hiding near an Underdark entrance planning a raid on some Illiithids, when a pack of Allosaurs emerge. Setting on their backs wearing armor are what appear to be Trolls. Don't see that every day...


    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 DINOSAUR RIDER

    Hit Die: d10
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Dinosaur Rider gains a Bonus Feat every 3 levels higher than 20th




    Dark Dweller Racial Feats

    Allosaur Companion
    You have a trained Allosaurus mount.
    Prerequisites: Dark Dweller, Character Levels 4+
    Benefits: You gain an Allosaurus as an Animal Companion. This is identical to the Druid Ability, but your Druid Level for purposes of your Companions abilities is your (ECL-10).

    Trapmaker
    Your Traps are well hidden.
    Prerequisites: Dark Dweller, Craft (Trapmaking) 4 ranks
    Benefits: The Save DC of traps made by you increases by +2.

    Armor Proficiency: Warplate
    You are proficient with the extra-heavy plate mail commonly used by your people.
    Prerequisites: Dark Dweller, Heavy Armor Proficiency
    Benefits: When you wear Warolate, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. You also gain DR 3/- while wearing the armor.

    Conceal Lair
    You're good at making secret doors.
    Prerequisites: Dark Dweller, Hide 4 ranks, Craft (Stoneworking) 4 ranks
    Benefits: Secret doors made by you are a DC 30 Search Check to find.



    Warolate Armor
    Cost: 2500 GP
    Armor Bonus: +10
    Max Dex Bonus: 0
    Armor Check Penalty: -8
    Arcane Spell Failure Chance: 45%
    Speed Penalty: -10 ft.
    Weight: 80 lbs.
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  8. - Top - End - #638
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    Default Re: Orc/Goblinoid Resources

    Well that's the last of the 2e and older stuff to be done. I have a few new critters, and some prestige classes I'm converting from 4e/5e. After that we have the options of 5e stuff or adding another race to the mix (probably scalies)
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  9. - Top - End - #639
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    After that we have the options of 5e stuff or adding another race to the mix (probably scalies)
    For what it's worth, I like the latter option more. Scalies deserve nice stuff!

  10. - Top - End - #640
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    Works for me, I've been working on translating a bunch of 2e stuff. In the meantime, here's some undead til I get one up for posting.


    Bleakwraith

    Bleakwraith is an Acquired Template that can be applied to any Giant with the Extraplanar Subtype that has 2 Class Levels (or been advanced by at least 2 hit dice). They appear as spectral versions of their formal selves, and are mostly black (sort of like a negative photo image).

    Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal Subtype.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Movement speeds are replaced with Fly 120 ft. (Good)

    Armor Class: Natural AC Bonus to Armor Class is replaced with a Deflection Bonus. Remember to add the increased Size Penalty.

    Attacks: A Bleakwraith retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal. It also gains a Melee Touch Attack. Remember to add the increased Size Penalty.

    Damage: Touch attack does 4d6 plus (half current Hit Dice) negative energy damage.

    Special Attacks: Retains all Special Attacks of the Base Creature except Rock Throwing (see below), plus gains the following:

    Energy Drain (Su): Living creatures hit by a Bleakwraith's slam attack gain one negative level. The save DC is Charisma-based. For each such negative level bestowed, the Bleakwraith gains 5 temporary hit points.

    Create Spawn (Su): Any applicable Giant slain by a Bleakwraith becomes a Bleakwraith in 1d4 rounds. It is not under the control of it's creator.

    Spell-Like Abilities (Sp): If the base creature was a Fensir or Rakka it loses the 2 spells it can cast as spell-like abilities, and replaces them with the following: Graymantle (see Spell Compendium), and Wrack (see Spell Compendium).

    Dying Curse (Su): If the base creature was a Rakka, it's Dying Curse now has the effect of a Death Throes spell (see Spell Compendium). Caster Level is equal to your Hit Dice.

    Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching (and Sunlight Vulnerability if it has it), plus gains the following:

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Bleakwraith at a distance of 60 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

    Lifesense (Su): A Bleakwraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

    Daylight Powerlessness (Ex): Bleakwraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A Bleakwraith caught in sunlight cannot attack and can take only a single move action or standard action in a round.

    Saves: Unchanged (but see above).

    Abilities: +4 Cha. As an Undead, the Bleakwraith has no Con Score. Being Incorporeal it now has no Str Score as well.

    Skills: Bleakwraiths have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. A Bleakwraith gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Solitary, though it may have Spawn

    Challenge Rating: +2

    Treasure:
    Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---



    Swampleech

    Swampleech is an Acquired Template that can be applied to any Giant with an Aquatic Template that has at least 1 Class Level, or that has been advanced by at least one hit die. They look like waterlogged corpses covered in mud and plants.

    Size and Type: Size increases 1 Category, Type becomes Undead.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Land speed is reduced by -5 feet.

    Armor Class: Increase Natural AC Bonus by +2. Remember to add the increased Size Penalty.

    Attacks: Unchanged. Remember to add the increased Size Penalty.

    Damage: Slam attack now does 1d10 plus Str Modifier.

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

    Energy Drain (Su): Living creatures hit by a Swampleeches slam attack gain one negative level. The save DC is Charisma-based. For each such negative level bestowed, the Swampleech gains 5 temporary hit points.

    Create Spawn (Su): Any applicable Giant slain by a Swampleech becomes a Swampleech in 1d4 rounds. It is not under the control of it's creator.

    Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

    Damage Reduction (Ex): DR 5/Silver

    Fast Healing (Ex): The Swampleech gains Fast Healing 5 as long as it's in contact with a body of water at least the size of a pond or stream.

    Immunity to Cold damage

    Sunlight Powerlessness (Ex): Swampleeches are powerless in natural sunlight (not merely a daylight spell) and flee from it. A Swampleech caught in sunlight cannot attack and can take only a single move action or standard action in a round.

    Saves: Unchanged.

    Abilities: +4 Cha. As an Undead, the Barrowe has no Con Score. Remember to change Ability Scores due to Size increase.

    Skills:
    Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Solitary

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Always Neutral Evil.

    Advancement: Unchanged.

    Level Adjustment: ---


    Soulvortex

    Soulvortex is an Acquired Template that can be applied to any deceased Death Giant with 4 Class Levels, or that has been advanced at least 4 hit dice. Occasionally the dark powers the Death Giants sold their souls to let's them return from death. Of course they forget to mention to the Giant that they'll return as a screaming dark vortex composed of multiple souls.

    Size and Type: Size increases 1 Category, Type becomes Undead with the Incorporeal Subtype.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Movement speeds are replaced with Fly 120 ft. (Perfect).

    Armor Class: Natural AC Bonus to Armor Class is replaced with a Deflection Bonus. Remember to add the increased Size Penalty.

    Attacks: A Soulvortex retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal. It also gains a Melee Touch Attack. Remember to add the increased Size Penalty.

    Damage: Touch attack does 2d6 negative energy damage.

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

    Frightful Keening (Su): As the Death Giant and it's Guardian Souls have merged, this is now permanently on, and the Soulvortex doesn't need to activate it.

    Spell-Like Abilities (Sp): Replace Inflict Critical Wounds with Enervation. Also replace Flame Strike with Unhallow.

    Steal Soul (Su): Slain creatures now merge with the Soulvortex. When the Soulvortex has killed creatures equal to it's current Hit Dice, it gains 1 Hit Die. For example, when a 23 HD Soulvortex kills 23 Hit Dice worth of creatures, it becomes 24 Hit Dice, and so on.

    Desecrating Aura (Su): The Soulvortex gives off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a Desecrate spell, except that the Soulvortex's evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the Soulvortex (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a -6 penalty.

    A Soulvortex’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the Soulvortex can resume it as a free action on its next turn. Its desecrating aura is suppressed if a Soulvortex enters a consecrated or hallowed area, but the Soulvortex’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.

    Special Qualities: Retains only Low-light Vision and Guardian Souls from the Base Creature, plus gains the following:

    Guardian Souls (Su): The Guardian Souls are no longer affected by Turn Undead as the have merged with the Death Giant.

    Vulnerability to Sunlight (Ex): Exposing any Soulvortex to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Soulvortex at a distance of 150 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

    Lifesense (Su): A Soulvortex notices and locates living creatures within 120 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

    Saves: Unchanged.

    Abilities: +4 Cha. As an Undead, the Soulvortex has no Con Score. Being Incorporeal it now has no Str Score as well.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Solitary, though it may have Spawn.

    Challenge Rating: +3

    Treasure: Unchanged.

    Alignment: Always Neutral Evil.

    Advancement: For every soul the Soulvortex claims it adds 1 Hit Die. If it reaches at least 40 Hit Dice, then Size increases to Colossal.

    Level Adjustment: ---
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  11. - Top - End - #641
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    AGRUTHA



    "Tor not Gator."

    An Agrutha are brutish Lizardfolk standing almost 8' tall, with long arms and short legs. They remind many of apes out of the water, and alligators in it. They don't generally use clothes or weapons, and carry only what they need for the moment.

    AGRUTHA RACIAL TRAITS
    · +10 Str, +6 Con, -4 Int, -4 Cha
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10'.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base Land speed 20 ft.
    · Base Swim speed 30 ft.
    · +5 Natural AC Bonus
    · Burst of Speed (Ex): Once per hour the Agrutha can boost its base land or swim speed by +30 ft.
    · Hold Breath (Ex): An Agrutha can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
    · An Agrutha has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, and Swim. It also gets 2 Feats.
    · Agrutha have a Primary Slam attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus, and a Secondary Tail Slap doing 1d10 plus 1/2 Str Bonus. They get 2 Slams and a Bite and a Tail Slap with a Full Attack.
    · An Agrutha has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *An Agrutha gains a +4 racial bonus on Hide checks when in the water. Further, an Agrutha can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
    · Automatic Languages: Common, Draconic. Bonus Languages: Any nearby race.
    · Level Adjustment: +3
    · Favored Class: Barbarian


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

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

    HEIGHT AND WEIGHT
    Base Height: 7'
    Height Modifier: +2d6"
    Base Weight: 500 lbs.
    Weight Modifier: x(2d6) lbs.

    AGRUTHA CHARACTERS
    If you need an aquatic melee fighter that can compete on the level of an Ogre, the Agrutha is your choice. Burst of Speed combos pretty well with their Favored Classes Fast Movement and can be an inconvenient surprise to opponents who are used to you being slow.
    Adventuring Race: Agrutha usually go on adventures because they are told to, or asked to. Some will go for revenge or to seek help for their tribe as well. Their tendencies to ignore the outside world don't make them common adventuring types.
    Character Development: Do something to boost up your horrible land speed if a lot of the campaign takes place out of the water, and something to extend your breathing if it's underwater.
    Character Names: You have the same names as other Lizardfolk as you share a language and (partially) a culture.

    ROLEPLAYING AN AGRUTHA
    The Agrutha are sort of like reptilian Ogres. You're a huge. lumbering brute meant to bash others till they stop moving. At least the other Lizardfolk like you.
    Personality: The Agrutha don't have a personality. To most they seem as cold and unemotional as any crocodile.
    Behaviors: Agrutha are about the same as any alligator or crocodile. They're smart enough to have a language, but otherwise they're just ambush predators.
    Language: Agrutha speak a limited variation of Draconic with no written alphabet.

    AGRUTHA SOCIETY
    The Agrutha are still pretty much in the stone age. Unlike other Lizardfolk they have not yet learned to craft much of anything and are pretty much little more than intelligent carnivores. They can make primitive stone or wood tools, but not much beyond that. Being carnivores they have learned no agriculture, nor do they have a written language or much in the way of comforts. Most don't live in any shelter more advanced than burrows or dens.
    Alignment : Like most Lizardfolk the Agrutha are usually Neutral.
    Lands : Agrutha usually confine themselves to swamps far from other races other than reptilian ones.
    Settlements : Agrutha do not usually leave their swamps.
    Beliefs : Those Agrutha who do worship a God usually choose Semuanya.
    Relations: Agrutha are highly carnivorous, and will eat anything they can kill, including other humanoids. However unless asked to by the other Lizard Men, they don't go out of their way to attack or raid anyone, content to ignore the world outside their swamp.

    AGRUTHA ADVENTURES
    · You begin to drown in an underwater fight with some sort of tentacled horror. Awaking in a cave you see other tribesmen dead, sealed by some sort of resin. As there is no evidence of the monster you flee, warning the other Lizard Men tribes so they do not suffer the same fate. Inevitably you are asked to lead the hunting expedition to kill the thing.
    · The river is being infested with some sort of carnivorous fish swarms. Someone needs to find out where they're coming from.
    · The Lizard King has been using your fellows as expendable cannon fodder. You cannot stand against him, so you swallow your pride and go in search of something that can.


    Agrutha Racial Feats

    I Am a Log
    Repeat, I am a Log. Not a giant lizard thing.
    Prerequisites: Agrutha
    Benefits: To use this Feat you must successfully use your Racial Hide Bonus while in the water. If an opponent fails his Spot vs Hide Check, he is considered Flat-footed and you immediately threaten a critical with the first attack made on that opponent for that round.


    Swamp Walk
    A little mud doesn't slow you down.
    Prerequisites: Agrutha
    Benefits: Your overland movement is x1 in swamps, regardless of whether you're on a highway or not (see PHB pg 164). Also, marshes and mud do not count as difficult terrain for you.


    Improved Burst of Speed
    You can move when you need to.
    Prerequisites: Agrutha, Con 18+
    Benefits: When making a charge when using your racial Burst of Speed ability, you do not take the normal -2 Penalty to AC, and do +1d6 damage.


    Potent Fists
    You pack a punch.
    Prerequisites: Agrutha, Improved Critical (Slam)
    Benefits: The critical threat range of your Slam attack is now 18-20.


    Agrutha Racial Substitution Levels

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

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

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

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


    Ranger
    Level 1: Lose Wild Empathy
    Level 4: Replace Animal Companion with Stunning Fist
    Stunning Fist: You gain Stunning Fist as a Bonus Feat, but it applies to your Slam attacks. Additionally, you may take Feats that modify unarmed strike and apply them to your Slam attack instead.
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Agrutha Rangers can choose Charger or Two Fisted
    Combat Style: Charger gets Powerful Charge at 2nd Level, Greater Powerful Charge at 6th Level, and Frightful Presence at 11th Level. At 2nd Level your the Save DC of your Stunning Fist attack is based off Str instead of Wis. At 6th Level they get Extra Stunning, and at 11th Level they get Improved Critical (Slam).
    Last edited by Bhu; 2022-05-19 at 12:03 AM.
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  12. - Top - End - #642
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    Default Re: Orc/Goblinoid Resources

    ALLURA (Spelljammer)

    [IMG][/img]

    "I think the ship is leaking!"

    The Allura are 'reptilian monstrosities' that can only experience emotions when others do, thus meaning the Allura live vicariously through their victims. Negative emotions are also what provide them sustenance. Their preferred prey are Humanoid males, and they often appear as spectacularly beautiful women of those species. This appearance is merely illusory however, and underneath it they are described as hideous by those few who have pierced that veil.

    ALLURA RACIAL TRAITS
    · +2 Con, +2 Dex, +4 Int, +4 Wis, +8 Cha
    · Size Class: Medium
    · Type: Outsider with the Native and Shapechanger Subtypes, giving them 60 ft. Darkvision
    · Base land speed 30 ft.
    · Spell-Like Abilities (Sp): 1/day: Charm Person, Clairaudience/Clairvoyance, Demand, Hold Person, Mass Suggestion, Persistent Image, Shadow Landscape, Sleep, Suggestion. Caster Level 12th.
    · Detect Life (Su): You effectively have Blindsight 500', but only to detect living beings.
    · False Beauty (Su): An Allura can assume the shape of any medium sized female humanoid. This works like Alter Self as cast by an 12th level Sorcerer, but the Allura can remain in the chosen form as long as it has fed upon a persons emotions in the last 4 months. It can assume a new form or return to its own as a standard action. Once lost the Allura cannot regain her False Beauty until she has fed. So long as your False Beauty is up you can control what Alignment is revealed by spells cast on you such as Detect Evil or True Seeing.
    · Emotional Vampirism (Su): Allura feed on the emotions created by tension, excitement, and fear. They do not require food or water, and subsist purely on these emotions. They may go without emotional feeding a similar number of days that other beings can go without water. Any living creature within 60 feet that fails a Saving Throw against one of the Allura's Spell-Like Abilities (or any spell or effect that causes negative emotions) must succeed on a Willpower save or immediately take 1 point of Strength damage, 1 point of Constitution damage, and 1 point of Intelligence damage (Save DC is Charisma based). A failed save also 'feeds' the Allura for 3 days.
    · +3 Natural AC Bonus
    · An Allura has 6 Racial Hit Dice, giving it the following: 6d8 Hit Points, +6 Base Attack Bonus, +5 Fort Save, +5 Ref Save, +5 Will Save, and (8 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Knowledge (Arcana, History, Wildspace), Listen, Move Silently, Sense Motive, Spellcraft, Spot, and Wildspace Survival. It also gets 3 Feats.
    · Allura have a +4 Racial Bonus to Bluff, Diplomacy, Disguise, and Sense Motive Checks.
    · Automatic Languages: Allura speak their own Language and Common. Bonus Languages: Virtually anything given their travels and immortality.
    · Level Adjustment: +5
    · Favored Class: Beguiler



    AGING EFFECTS
    The Allura are immortal. It is not known if they reproduce or how they do so, and they suffer no aging effects,

    HEIGHT AND WEIGHT
    Base Height: 4'5"
    Height Modifier: +2d10"
    Base Weight: 85 lbs.
    Weight Modifier: x(2d4) lbs.

    ALLURA CHARACTERS
    Allura are problematic as PC's because of their need to feed on emotions. If they can be convinced to not vampirize the crew and gorge themselves, having one around can be of great advantage as a party face. Even then, their lack of emotions tend to make them sociopathic.
    Adventuring Race: Self preservation is the most common reason Allura go on adventures. If the group of sisters they travel with are wiped out they may join another group of adventurers taking only the bare scraps of emotion they need to survive whilst looking for others of their own kind.
    Character Development: If possible try to find a way to indulge your unusual feeding habits in a manner that doesn't make you a danger to the party.
    Character Names: It is unknown what names the Allura use among themselves. They introduce themselves using a name of whatever species they wish to seduce.

    ROLEPLAYING AN ALLURA
    Other races are food, or more specifically their emotions are. You don't really care about what happens to them as long as you don't go hungry, meaning you fit the definition of a psychopath in some ways.
    Personality: Google the term 'Narcissistic Personality Disorder'. The Allura have no emotions, as they only consider the food source they eat from to have those. They are manipulators, and murderers almost each and every one. Clearly this may not be the case for PC's, but an Allura character will have to jump through some hoops to gain the trust of others.
    Behaviors: Most Allura don't have much in the way of entertainment or interests. Sometimes they play with their food, but without much in the way of emotion their enjoyment is fairly hollow.
    Language: Allura speak common as well as a handful or other languages they've picked up over the years. It's unknown if they have a race specific tongue.

    ALLURA SOCIETY
    The Allura have no society. They are immortal beings who produce nothing of value, emotional parasites who feed off others and contribute nothing. They have no specialized knowledge other than bits and pieces they've picked up over the years, and they have no art or entertainment. They are hollow beings who live vicariously through others.
    Alignment : Most Allura are Chaotic Neutral (With some strong tendencies towards Evil).
    Lands : Allura haunt the floating wrecks of their last victims waiting for new prey.
    Settlements : Not really applicable.
    Beliefs : Being immortal the Allura feel no need to worship deities.
    Relations: The Allura regard other races as food or danger or both. Only races immune to their manipulation really make them afraid.

    ALLURA ADVENTURES
    · Something is stalking the crew of the ship you have been using as food. It appears immune to your abilities to manipulate minds, and is quite stealthy. If you don't figure out something soon it'll have no prey left but you and your sisters.
    · Rumors of a male Allura have reached you. Being as your race is immortal, and gender is only an appearance you fake you find this odd. Your species has always appeared as feminine humanoids because the other races think of women being in need of protection from their men. This might warrant checking out.
    · Your sisters are dead, as is most of the crew. Victims of some sort of curse or malevolent entity that is slowly steering you into a sun. The crew that's left are half dead, and cognitively impaired, and you will need to use all your abilities to lead them by the nose to find a way out of this.


    Allura Racial Feats

    Improved False Beauty
    You do not lose your illusionary appeal easily.
    Prerequisites: Allura, Wis 16+
    Benefits: You gain Spell Resistance equal to (15+CR) against spells that would reveal your true nature or take away your False Beauty.


    Improved Charm
    Your powers have increased with time and experience.
    Prerequisites: Allura, varies
    Benefits: You may take this Feat multiple times, and the effect you can choose varies with your Hit Dice. At 5+ Hit Dice you can upgrade Sleep to Deeper Slumber. At 7+ Hit Dice you can upgrade your Charm Person SLA to Charm Monster. At 9+ Hit Dice you can upgrade Hold Person to Hold Monster. At 12+ you can take it to increase the Caster Level for your racial SLA's to 18th Level.


    Additional Power
    You are more versatile.
    Prerequisites: Allura, Cha 24+
    Benefits: You may take this Feat multiple times. When taking it you may choose any 1 spell from the Wizard list to cast once per day as a Spell-Like Ability. This must be a spell a Wizard whose Caster Level is equal to your Hit Dice could cast, and must come from the Enchantment or Illusion schools.


    Fear Vampire
    You feed on fear particularly well.
    Prerequisites: Allura, Additional Power
    Benefits: Whenever an opponent fails a Saving Throw against a Fear effect, and is within 30 feet of you, he takes 1 point of Wisdom Drain. You heal 5 hit points in damage, or gain 5 temporary hp for an hour if you are at full.


    Allura Racial Substitution Levels

    Rogue
    Level 1: Replace (Knowledge (Local) with Knowledge (Wildspace) on the skills list
    Level 10: You have a new option with the Rogues Special Ability.
    Special Ability: Sow Fear (Su): Choose one opponent within 60 feet once per encounter as a Standard Action. That opponent must make a Willpower Save (10 plus 1/2 HD plus Cha Modifier) or be Shaken for the duration of the encounter.

    Scout
    Level 1: Replace Knowledge (Dungeoneering) with Knowledge (Wildspace), and Survival with Wildspace Survival on the skills list.
    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.


    Factotum
    Levels 5, 10, 15 and 20: Replace Opportunistic Piety with Deadly Touch
    Deadly Touch (Su): Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to harm others in the form of negative energy. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use Deadly Touch if you have exhausted your daily uses, even if you have inspiration points left to spend. Your melee touch attack does damage equal to twice your factotum level + your Int modifier. The energy will also heal the same amount of damage to undead targets.
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  13. - Top - End - #643
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    Quote Originally Posted by Bhu View Post
    AGRUTHA
    An Agrutha are brutish Lizardfolk standing almost 8' tall, with long arms and short legs. They remind many of apes out of the water, and alligators in it. They don't generally use clothes or weapons, and carry only what they need for the moment.

    AGRUTHA RACIAL TRAITS
    · +10 Str, +6 Con, -4 Int, -4 Cha
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10'.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base Land speed 20 ft.
    · Base Swim speed 30 ft.
    · +5 Natural AC Bonus
    · Burst of Speed (Ex): Once per hour the Agrutha can boost its base land or swim speed by +30 ft.
    · Hold Breath (Ex): An Agrutha can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
    · An Agrutha has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, and Swim. It also gets 2 Feats.
    · Agrutha have a Primary Slam attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus, and a Secondary Tail Slap doing 1d10 plus 1/2 Str Bonus. They get 2 Slams and a Bite and a Tail Slap with a Full Attack.
    · An Agrutha has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *An Agrutha gains a +4 racial bonus on Hide checks when in the water. Further, an Agrutha can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
    · Automatic Languages: Common, Draconic. Bonus Languages: Any nearby race.
    · Level Adjustment: +2
    · Favored Class: Barbarian
    Hm. That basically invites a comparison with blackscale lizardsMM3! Let's see:

    Agrutha Blackscale
    Size/type Large Monstrous H. Large Monstrous H.
    RHD 4 4
    Speed 20'; swim 30' 40'; none
    AC +5 natural +7 natural
    Natural weapons Slam/slam/bite/tail (d4/d4/d6/d10) Claw/claw/bite (d6/d6/d6)
    Abilities STR +10, CON +6, INT -4, CHA -4; net +8 STR +8, CON +4, INT -2, CHA -4; net +6
    Skills Hide, Listen, Spot, Swim; +8 to Swim, conditional effective +10 to Hide Balance, Jump, Spot, Swim; +4 to Balance, Jump, Swim
    Bonus feats None Martial Weapon Proficiency (greatclub)
    Special qualities Hold Breath, Burst of Speed (1/h) Hold Breath, acid resistance 5
    LA +2 +3

    Hm. I think the agrutha pulls ahead, especially with the racial feats, and it definitely blows the ogre/merrow out of the water (heh). Make of that what you will.


    Base Weight: 2050 lbs.
    Weight Modifier: x(4d6) lbs.
    Wwhhaat?

    Agrutha Racial Feats

    I Am a Log
    Repeat, I am a Log. Not a giant lizard thing.
    Prerequisites: Agrutha
    Benefits: To use this Feat you must successfully use your Racial Hide Bonus while in the water. If an opponent fails his Spot vs Hide Check, he is considered Flat-footed and you immediately threaten a critical with all attacks made on that opponent for that round.
    Now, if anything, that's strong on a +10 STR full BAB critter with four attacks at its CR. Though my heart bleeds, it might even be strong enough to need some toning down.


    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.
    Even with the increasing range, ambush feels as overwhelming as ever. It's not like the agrutha will go ranged anyway.

    Quote Originally Posted by Bhu View Post
    ALLURA (Spelljammer)
    · Emotional Vampirism (Su): Allura feed on the emotions created by tension, excitement, and fear. They do not require food or water, and subsist purely on these emotions. They may go without emotional feeding a similar number of days that other beings can go without water.
    Shouldn't this, like, do something? Ability damage perhaps? The fluff text sounds like it can even kill, but I don't quite see how. Even with two racial feats, it's a pretty slow method of killing anything.

  14. - Top - End - #644
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    Ooopsie, that weight is a massive typo! Changed Agrutha a bit, and same for Allura. Just need to decide if the new ability affects LA.
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    LIZARD MAN (Athas)



    "Do not mistake my kindness for weakness."

    Athasian Lizard Men are covered in fine mesh scales whose colors they can alter at whim, both for camouflage and for artistic display. They are more intelligent and cultured than many of the Lizard Men on other worlds. Despite this many mistake them for primitives as the have no metal, and rarely wear clothing. Most of them wield bone and wood tridents, and light shields made from shark skin.

    LIZARD MAN RACIAL TRAITS
    · +2 Str, +2 Con
    · Size Class: Medium
    · Type: Humanoid with the Reptilian and Aquatic Subtypes (They are amphibious and may breathe air as well).
    · Base land speed 20 ft.
    · Base swim speed 30 ft.
    · +6 Natural Armor Bonus to AC
    · A Lizard Man has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Hide, Move Silently, and Swim. It also gets 1 Feat. They are proficient with Simple Weapons and Shields.
    · Lizard Men have a +8 Racial Bonus to Hide and Swim Checks, and may always Take 10 on either. They may use the Run Action while swimming as long as they swim in a straight line.
    · Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Psychic Warrior


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

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

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

    LIZARD MAN CHARACTERS
    There's only 1 sea in Dark Sun, and if you have to play in it, you may as well be playing a native who can swim and breathe well underwater.
    Adventuring Race: Lizard Men go on adventures to aid their people, at the orders of their King or the Mind Lords, or sometimes just because they haven't let go of the violence in their past and can't express it at home.
    Character Development: Try to do something about your slowness on dry land. It's a significant weakness for you.
    Character Names: An Athasian name generator can be found here.

    ROLEPLAYING A LIZARD MAN
    Athasian Lizard Men are far more sophisticated and cultured than they are in most d20 settings. They actually have advanced technology compared to other Lizardmen, and have artwork. Quite honestly, this stuns most Athasian natives let alone travelers from other planes of existence. Which speaks volumes about the prejudice they encounter
    Personality: Most Lizard Men are fairly content. They have quiet lives fishing and raising Kreel, they have no major enemies but for the Squark, and the rest of the world pretty much leaves them to their own devices. This actually makes them pretty mellow for Lizardfolk. Or at the very least it gives them better understanding of the other humanoid races and their emotions.
    Behaviors: Much of your time is spent being a productive member of society, much like the halflings of other worlds. Which is kinda ironic given that the local halflings on your world are anthropophagous monsters.
    Language: Lizard Men speak their own language, but most of them have at least a fair grasp of the Common tongue.

    LIZARD MAN SOCIETY
    The Lizard Men have adapted to being content fishers and herdsman. This does not mean they have forgotten their more warlike past, and anyone thinking them soft will quickly see otherwise. The only thing they fear is the Squark, a great monster they have been unable to overcome.
    Alignment : The Lizard Men are usually Neutral. They do what they're told by the Mind Lords and keep to themselves.
    Lands : The Lizard Men live in the Last Sea.
    Settlements : Due to their aquatic nature and the scarcity of water, the Lizard Men do not settle.
    Beliefs : Most of the Lizard Men have no Gods.
    Relations: The Lizard Men revere the Mind Lords who saved them from Keltis, and have abandoned eating human flesh because of this. Far more civilized now they herd kreel, and usually get along with their neighbors.

    LIZARD MAN ADVENTURES
    · The Squark is on the move again. Dozens are lost and the city takes much damage each time, and you have been asked to find a rumored artifact of great power which may finally turn it away.
    · Something is causing random acts of violence among the Kreel. It's uncertain whether or not this is a disease, or simple psionic domination as a form of sabotage, but Nelyrox the Lizard Ling has picked you to determine how to stop it.
    · There are rumors of human sacrifice by a cult. The law has forbidden this for a very long time, and you have been told to ferret out the parties responsible and put an end to them.


    Lizard Man Racial Feats

    Psychic Veteran
    You have fought in many wars.
    Prerequisites: Lizard Man or Dray, ability to Manifest Powers from the Psychic Warrior list.
    Benefits: You gain additional Power Points equal to your Hit Dice.


    Tactician
    You have training in small unit tactics.
    Prerequisites: Lizard Man, Int 13+
    Benefits: As long as your Allies are within 30 feet of you, they gain a +1 Morale Bonus to all Saving Throws (you count as your own Ally).


    Improved Lizard Brain
    Your racial power is improved.
    Prerequisites: Lizard Man, must be able to Manifest the Lizard Brain Power, 6 Hit Dice
    Benefits: The damage Bonus improves to +4.


    Greater Lizard Brain
    You beast out now when using your racial power.
    Prerequisites: Lizard Man, Improved Lizard Brain, 12 Hit Dice
    Benefits: When using the Lizard Brain power you now also gain a Primary Bite attack doing 1d6 plus Str Modifier damage, and a Secondary Claw attack doing 1d4 plus 1/2 Str Modifier damage. You get one bite and 2 claws with a Full Attack.


    Lizard Man Racial Substitution Levels

    Fighter
    Level 4: At Level 4 you can choose to Manifest one Power from the Psychic Warrior list 1/day as a Psilike Ability. This must be a 1st or 2nd Level Power, and Manifester Level is equal to your Hit Dice.

    Psychic Warrior
    Level 1: You have access to the Lizard Brain racial power.

    Psion
    Level 1: You have access to the Lizard Brain racial power.



    Lizard Brain
    Metacreativity
    Level: Psion/wilder 1, Psychic Warrior 1
    Display: Auditory and visual
    Manifesting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    Power Points: Psion/wilder 1, Psychic Warrior 1

    You gain a +2 on damage rolls for the duration of this power.
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  16. - Top - End - #646
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    BAKALI (Dragonlance)



    "Nothing beats a good mud bath."

    But for their yellow-green or brown coloration, the Bakali resemble the Jarak-Sinn (because, of course, the God Chislev made both races of Lizardfolk).

    BAKALI RACIAL TRAITS
    · +2 Str, +2 Con, -2 Int
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · Base swim speed 20 ft.
    · +3 Natural AC Bonus
    · Squirt Blood (Ex): As a Standard Action a Bakali can spray blood from it's eyes at an opponent in melee range. The opponent must make a Reflex Save (DC is 10 plus 1/2 your Hit Dice plus Con Modifier) or be Blinded 1d6 rounds or until they take a round to wash out their eyes whichever comes first.
    · Hold Breath (Ex): A Bakali can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
    · Cold-Blooded: Balai take +1 damage per die from attacks doing Cold damage.
    · Nictating Membranes: Bakali gain a +1 Bonus on Saves against effects that would Dazzle or Blind them.
    · A Bakali has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Move Silently, and Swim. It also gets 1 Feat.
    · Bakali have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus, and a Secondary Tail Slam doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Bite and a Tail Slap with a Full Attack.
    · Bakali have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line.
    · Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Fighter

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

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

    The Bakali continue to grow throughout their life and do not take Str or Con penalties due to age. By the time they reach Old or older they may well be Large Size Class (see Feats below).

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

    BAKALI CHARACTERS
    If you wanted a fighter that can also fight in watery environments the Bakali is ok. There are perhaps better races given their abysmal speed.
    Adventuring Race: The Bakali are fairly reclusive, and usually if one is seen outside the swamp he is on a religious quest for one of their deities. Or possibly because there has been an emergency and he needs to find whatever mage or artifact will help save his people.
    Character Development: The Bakali are pretty slow. Try to find a way to neutralize this or work around it.
    Character Names: Drazhchok, G'aromel, Kigock, Thel'ock, Mithzok, Baccaneesh, and Xele'ku. Surname: Dray'nec, Gre-tal, and Kralleek.

    ROLEPLAYING A BAKALI
    The Bakali are relics in a world that has outgrown them and left their species behind. They survive by remaining isolated, and having one in the party likely makes trouble due to the reputation of the Jarak-Sinn, whom they resemble. Not that there isn't a good deal of enmity towards the Bakali as well.
    Personality: You are a cold, brutal, semi-emotionless predator. You don't form personal attachments, are prone to using violence to solve problems, and very distrustful of anyone you don't know personally.
    Behaviors: The Bakali spend much of their time hunting food, eating said food, and mud bathing. They require surprisingly little to be content in some ways.
    Language: Bakali speak their own variant of the Lizardfolk tongue, and some few also speak common.

    BAKALI SOCIETY
    Bakali society has little of the qualities of other civilizations, usually being nothing more than mud pits and squalid huts. A king makes all the decisions as there is little in the way of formal laws, and shamans conduct sacrifices to their God while trying to divine what their Gods want of them. They have no social taboos against violence, and tolerance of others views varies heavily from one Bakali to another. Leaving them alone is wise.
    Alignment : The Bakali are usually Neutral, with some having strong tendencies towards Evil.
    Lands : A few communities remain in Ansalon and Taladas, but the Bakali are on their way out. They've actually come close to extinction several times but have always bounced back.
    Settlements : The Bakali never leave their communities, hiding from the world at large.
    Beliefs : Most Bakali worship Chislev or Sirrion.
    Relations: The Bakali do not view the Jarak-Sinn kindly for their betrayal, nor are they particularly fond of humans or other outsiders. They do however have a strong sense of honor, and treat others as others treat them.

    BAKALI ADVENTURES
    · A new predator has somehow been introduced into the swamps, and it has a taste for the eggs of your people. Now if you could only catch sight of it.
    · The Jarak-Sinn have appeared. You've no idea if they're a raiding party sent to scout you, or just lost somehow, but you need to catch and murder them before they can report back and tell of your existence.
    · Priests of foreign Gods have come in an effort to get you to turn away from the two you serve now. They are powerful, and well-protected by scores of men-at-arms. Telling them no may require a fight. But something about them disturbs you. If there Gods intend well, why spread their word by force?



    Bakali Racial Feats

    Sour Flesh
    Predators avoid you.
    Prerequisites: Bakali
    Benefits: Any creature who succeeds in biting you (or using another mode of attack that would allow them to taste you), they must make a Fortitude Save (DC is 10 plus 1/2 HD plus Constitution Modifier) or be Nauseated 1 round. If something successfully uses Swallow Whole on you they must make the same Save (Save DC has a +4 Bonus), or be Nauseated 1d3 rounds in addition to vomiting you back up.


    Cold
    You are nigh well emotionless.
    Prerequisites: Bakali
    Benefits: You are immune to compulsion effects based on emotion, such as Good Hope or Crushing Despair.


    Violence is Always the Answer
    You have a one size fits all solution to problems.
    Prerequisites: Bakali, BAB 4+, Str 15+
    Benefits: You gain a +1 Bonus at Initiative and Damage rolls (this stacks with Feats such as Improved Initiative that improve these rolls as well).


    Knight
    At some point you were considered tough enough to defend the King.
    Prerequisites: Bakali or Hurdu, must be Old or older, Str 17+, Con 15+
    Benefits: Your Size Category increases to Large. This doesn't affect your ability scores or Natural AC Bonus to armor class.


    Bakali Racial Substitution Levels

    Barbarian
    Level 1: Lose Fast Movement for Bloody Rage
    Bloody Rage (Ex): When Raging a Bakali does an additional +1d6 damage to opponents who aren't at full hit points.

    Cleric
    Level 1: Bakali Clerics revere Chislev or Sirrion. Chislev's Domains are Animal, Healing, Plant and Protection. Sirrion's Domains are Chaos, Fire, Knowledge and Luck. Evil Bakali worship Takhisis, whose domains are Evil, Healing, Trickery and War. They also spontaneously cast domain spells instead of Cure or Inflict.

    Ranger
    Level 1: Lose Wild Empathy
    Level 4: Replace Animal Companion with Burning Blood
    Burning Blood (Ex): You lose your Cold-Blooded racial vulnerability, and if your opponent fails a Save versus your Squirt Blood ability he takes 1d6 acid damage in addition to being blinded.
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Bakali Rangers can choose Sword and Shield or Longsword.
    Combat Style: Sword and Shield gets Shield Specialization at 2nd Level, Shield Ward at 6th Level, and Active Shield Defense at 11th Level (see PHB2 for Feats). Longsword gets Weapon Focus (Longsword) at 2nd Level, Weapon Specialization (Longsword) at 6th Level, and Improved Critical (Longsword) at 11th Level.
    Last edited by Bhu; 2023-01-21 at 06:12 PM.
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  17. - Top - End - #647
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    Quote Originally Posted by Bhu View Post
    LIZARD MAN (Athas)

    (…)

    Athasian Lizard Men are covered in fine mesh scales whose colors they can alter at whim, both for camouflage and for artistic display. They are more intelligent and cultures than many of the Lizard Men on other worlds. Despite this many mistake them for primitives as the have no metal, and rarely wear clothing.

    (…)

    LIZARD MAN RACIAL TRAITS
    · +2 Str, +2 Con, -2 Int
    I'd argue that "they are intelligent and cultured but others find their fashion sense weird" would translate better to a CHA penalty than suffering from the same INT penalty supposedly less intelligent fellow lizards have. It's not like it would break anything, given that

    · Size Class: Medium
    · Type: Humanoid with the Reptilian and Aquatic Subtypes (They are amphibious and may breathe air as well).
    · Base land speed 20 ft.
    · Base swim speed 30 ft.
    · A Lizard Man has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Hide, Move Silently, and Swim. It also gets 2 Feats.
    · Lizard Men have a +8 Racial Bonus to Hide and Swim Checks, and may always Take 10 on either. They may use the Run Action while swimming as long as they swim in a straight line.
    · Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Psychic Warrior
    for getting a swim speed and an upgrade of Hold Breath to full Water Breathing, they lose a meaty +5 natural armour (is that intentional?), three natural weapons (that wouldn't look bad on a psychic warrior), 10 ft. of their land speed and the native shield proficiency. (While Hide is probably more valuable than Balance+Jump, the changes to skill bonuses are numerically a wash.)(Aren't races for Dark Sun usually stronger than their non-Athasian counterpart?)


    Lizard Man Racial Feats

    Psychic Veteran
    You have fought in many wars.
    Prerequisites: Lizard Man or Dray, ability to Manifest Powers from the Psychic Warrior list.
    Benefits: You gain additional Power Points equal to your Hit Dice.


    Tactician
    You have training in small unit tactics.
    Prerequisites: Lizard Man, Int 13+
    Benefits: As long as your Allies are within 30 feet of you, they gain a +1 Morale Bonus to all Saving Throws (you count as your own Ally).


    Improved Lizard Brain
    Your racial power is improved.
    Prerequisites: Lizard Man, must be able to Manifest the Lizard Brain Power, 6 Hit Dice
    Benefits: The damage Bonus improves to +4.


    Greater Lizard Brain
    You beast out now when using your racial power.
    Prerequisites: Lizard Man, Improved Lizard Brain, 12 Hit Dice
    Benefits: When using the Lizard Brain power you now also gain a Primary Bite attack doing 1d6 plus Str Modifier damage, and a Secondary Claw attack doing 1d4 plus 1/2 Str Modifier damage. You get one bite and 2 claws with a Full Attack.


    Lizard Man Racial Substitution Levels

    Fighter
    Level 4: At Level 4 you can choose to Manifest one Power from the Psychic Warrior list 1/day as a Psilike Ability. This must be a 1st or 2nd Level Power, and Manifester Level is equal to your Hit Dice.

    Psychic Warrior
    Level 1: You have access to the Lizard Brain racial power.

    Psion
    Level 1: You have access to the Lizard Brain racial power.



    Lizard Brain
    Metacreativity
    Level: Psion/wilder 1, Psychic Warrior 1
    Display: Auditory and visual
    Manifesting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 minute/level (D)
    Power Points: Psion/wilder 1, Psychic Warrior 1

    You gain a +2 on damage rolls for the duration of this power.
    Somehow none of these feel very thematic, you know.

    Quote Originally Posted by Bhu View Post
    BAKALI (Dragonlance)



    "Nothing beats a good mud bath."

    But for their yellow-green or brown coloration, the Bakali resemble the Jarak-Sinn (because, of course, the God Chislev made both races of Lizardfolk).

    BAKALI RACIAL TRAITS
    · +2 Str, +2 Con, -2 Int
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · Base swim speed 20 ft.
    · +3 Natural AC Bonus
    · Squirt Blood (Ex): As a Standard Action a Bakali can spray blood from it's eyes at an opponent in melee range. The opponent must make a Reflex Save (DC is 10 plus 1/2 your Hit Dice plus Con Modifier) or be Blinded 1d6 rounds or until they take a round to wash out their eyes whichever comes first.
    · Hold Breath (Ex): A Bakali can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
    · Cold-Blooded: Balai take +1 damage per die from attacks doing Cold damage.
    · Nictating Membranes: Bakali gain a +1 Bonus on Saves against effects that would Dazzle or Blind them.
    · A Bakali has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Move Silently, and Swim. It also gets 2 Feats.
    · Bakali have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus, and a Secondary Tail Slam doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Bite and a Tail Slap with a Full Attack.
    · Bakali have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line.
    · Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Fighter
    These guys feel more flavourful in terms of abilities (and even weaknesses) and better balanced against the standard MM lizards. Their having only one weak claw as their primary attack feels odd though.

    STARTING AGE
    Adulthood: 10
    Ah, they grow up so fast!

    The Bakali continue to grow throughout their life and do not take Str or Con penalties due to age.
    I'd file this under the racial traits.

    By the time they reach Old or older they may well be Large Size Class.
    I'm not sure that'd work out very well. Would, for instance a venerable bakali have +10 STR -6 DEX +6 CON plus the increased mentals? The STR and CON (in addition to the perks that come from large size) feel a lot for their RHD and LA, whereas a -4 (!) to AC is pretty bad.

    Bakali Racial Feats

    Sour Flesh
    Predators avoid you.
    Prerequisites: Bakali
    Benefits: Any creature who succeeds in biting you (or using another mode of attack that would allow them to taste you), they must make a Fortitude Save (DC is 10 plus 1/2 HD plus Constitution Modifier) or be Nauseated 1 round. If something successfully uses Swallow Whole on you they must make the same Save (Save DC has a +4 Bonus), or be Nauseated 1d3 rounds in addition to vomiting you back up.


    Cold
    You are nigh well emotionless.
    Prerequisites: Bakali
    Benefits: You are immune to compulsion effects based on emotion, such as Good Hope or Crushing Despair.
    Now, these two I love.


    Knight
    At some point you were considered tough enough to defend the King.
    Prerequisites: Bakali, Violence is Always the Answer
    Benefits: You gain a +1 Inherent Bonus to Str. This Feat may be taken twice.
    I'd probably reconsider this.

    Barbarian
    Level 1: Lose Fast Movement for Bloody Rage
    Bloody Rage (Ex): When Raging a Bakali does an additional +1d6 damage to opponents who have less than half their starting hit points.
    Quite strictly not worth taking. Fast Movement sounds more useful for a PC of this base speed than some doubly conditional extra damage.

    Ranger
    Level 1: Lose Wild Empathy
    Level 4: Replace Animal Companion with Burning Blood
    Burning Blood (Ex): You lose your Cold-Blooded racial vulnerability, and if your opponent fails a Save versus your Squirt Blood ability he takes 1d6 acid damage in addition to being blinded.
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Bakali Rangers can choose Sword and Shield or Longsword.
    Combat Style: Sword and Shield gets Shield Specialization at 2nd Level, Shield Ward at 6th Level, and Active Shield Defense at 11th Level (see PHB2 for Feats). Longsword gets Weapon Focus (Longsword) at 2nd Level, Weapon Specialization (Longsword) at 6th Level, and Improved Critical (Longsword) at 11th Level.
    This one, on the other hand, looks pretty nice, especially Burning Blood.

  18. - Top - End - #648
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    Quote Originally Posted by Metastachydium View Post
    I'd argue that "they are intelligent and cultured but others find their fashion sense weird" would translate better to a CHA penalty than suffering from the same INT penalty supposedly less intelligent fellow lizards have. It's not like it would break anything, given that for getting a swim speed and an upgrade of Hold Breath to full Water Breathing, they lose a meaty +5 natural armour (is that intentional?), three natural weapons (that wouldn't look bad on a psychic warrior), 10 ft. of their land speed and the native shield proficiency. (While Hide is probably more valuable than Balance+Jump, the changes to skill bonuses are numerically a wash.)(Aren't races for Dark Sun usually stronger than their non-Athasian counterpart?)
    Lizardfolk are one of those rare exceptions where the Athasian version is weaker. They exchange natural attacks for chameleon like camouflage. Thanks for noticing the AC though, I'm not sure how I missed it. I have made some edits.

    Somehow none of these feel very thematic, you know.
    There's sparse info I could find on them, and it all screamed 'psychic warrior'. And it was a way to get back some natural attacks.


    Ah, they grow up so fast!
    Part of being artificially made by a God is fast maturity so they can serve in the military quicker. I made some edits to hopefully address the other concerns.
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  19. - Top - End - #649
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    Quote Originally Posted by Bhu View Post
    I made some edits to hopefully address the other concerns.
    Yep, they do. Athasian lizard's looking a lot better. The new version of Knight is also very nice.

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    BABBLER



    "kgnowamvwrveeimoefoin!"

    Babblers appear vaguely like 8' tall specimens of Gorgosaurus. They are a mottled, dirty yellow with grey patches and underbelly, and normally move in an unlikely slither crawling on their belly through marshes. Sages believe they are a mutation of the Lizardfolk race, but that is obviously not quite true once one studies them. Their particular eccentricities suggest magical experimentation or perhaps even exposure to the Far Realm.

    BABBLER RACIAL TRAITS
    · +12 Str, +8 Con, +2 Wis, -4 Cha
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft..
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 30 ft.
    · +5 Natural AC Bonus
    · Sneak Attack (Ex): Babblers have +2d6 Sneak Attack. This is identical to the Rogue ability listed in the PHB, and stacks with Sneak Attack dice gained via Class or Feats.
    · Partial Biped: To make a Full Attack the Babbler must stand erect, which halves it's movement speed.
    · Limited Speech: Babblers may only speak their own language though they can understand those of others well enough (though they do not let others know this). Conversely no other species can speak or understand their language, not even by magic means.
    · A Babbler has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Move Silently, Spot, and Swim. It also gets 2 Feats.
    · Babblers have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d8 plus half Strength Bonus. They get 2 Claws and a Bite with a Full Attack.
    . Non Humanoid Form: The Babblers aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them.
    · Babblers have a +4 Racial Bonus to Hide and Move Silently Checks.
    · Automatic Languages: Babbler. Bonus Languages: Any nearby race, usually Lizardfolk.
    · Level Adjustment: +3
    · Favored Class: Rogue

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

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

    HEIGHT AND WEIGHT
    Base Height: 7'6"
    Height Modifier: +2d6"
    Base Weight: 600 lbs.
    Weight Modifier: x (4d6) lbs.

    BABBLER CHARACTERS
    Babblers are meant to be sneaky physical brutes. Despite their size, they appear surprisingly adept at stealth.
    Adventuring Race: Babblers go on adventures for the Gods know what reasons. They rarely leave their swamp, have no use for money, and seem content with what they have other than some of them being addicted to human flesh. It's assumed revenge, addiction, or other un-guessable reasons would prompt one to go adventuring.
    Character Development: Make sure you're fairly self-reliant or have a few tricks in the hole. Your lack of communication gives you some pretty big problems. Your requiring assistance to don/remove equipment and no being able to use weapons is such an issue you may want to take the hit for being a caster to alleviate that. Or take the Leadership Feat.
    Character Names: It's unknown if Babblers have names, but if they do they're quite unpronounceable by Humanoids.

    ROLEPLAYING A BABBLER
    Honestly this race probably shouldn't be played unless it's an all Babbler (or at least all Evil) campaign. Babblers are almost incapable of communication with other species, so it's not like you'll have well thought out discussions on small unit tactics...
    Personality: Given the inability to actually communicate with one (and their lack of facial expression), it's difficult to gauge whether or not the Babblers have any emotions or what they're thinking. Lizardfolk sages who have spent time studying them claim they are heavily influenced by Chaos, and while their actions appear random they apparently make sense to the Babbler.
    Behaviors: Babblers enjoy sneaking about the swamp on their bellies and babbling nonsense. There doesn't seem to be any rhyme or reason to this, and most people believe they're just practicing for actual hunts. Or they're crazy. Most are betting on the second.
    Language: Babblers communicate in a quasi-linguistic nonsense language which no other being has successfully been able to translate, not even via spells. They have never been observed speaking another language, and it is unknown if they even understand them (they can, they just pretend not to).

    BABBLER SOCIETY
    The Babblers are fairly solitary, and don't really seem to have a society. They produce nothing despite being obviously intelligent enough to do so, they have no art or forms of entertainment, and seem to be little more than intelligent ambush predators who associate with the Lizardfolk in raids. Some people claim they lead the Lizardfolk, but given the communication difficulties it's more likely they just accompany them. And even then only the most Evil of Lizardfolk.
    Alignment : Babblers are almost universally Chaotic Evil.
    Lands : Babblers occupy the same temperate marshes as the Lizardfolk.
    Settlements : Babblers seem to have no interest in spreading past their marshy homes.
    Beliefs : The Babblers have never been observed participating in religious ritual, but given their association with Lizardmen it is assumed they worship or at least pay lip service to their Gods. Far Realms entities are also a possibility.
    Relations: Babblers only seem to relate well to Lizardfolk for unknown reasons. Many are fairly addicted to the taste of human flesh however, and will go to great lengths to obtain it.

    BABBLER ADVENTURES
    · Humans are near the swamp. Time to play pantomime with the Lizardfolk until they figure out what you're trying to say so you can feast.
    · A small reptilian being is yapping at you in a language you do not comprehend. You think the Lizardfolk call them Kobolds. You are considering squishing him. But then, you remember they are related to Dragons...
    · The Lizardfolk tribe you considered your personal army have been wiped out by Orcs on some sort of racist Jihad. Revenge is mandatory.


    Babbler Racial Feats

    Improved Babbling Rage
    Your ululations can permanently screw up people's minds.
    Prerequisites: Babbler, Babbling Rage, Wis 15+, Indomitable Will
    Benefits: If you successfully use Babbling Rage on an opponent, the Confusion effect is permanent as per the Insanity spell.


    Gelid
    Your flesh is now semi-solid, like that of some octopi.
    Prerequisites: Babbler, Semi-Boneless, Con 15+
    Benefits: You are now immune to Critical hits.


    Improved Babel Speech
    It is unwise to engage you in conversation.
    Prerequisites: Babbler, Babel Speech, 13 Hit Dice, Wis 15+
    Benefits: If you successfully use Babel Speech on an opponent, the Confusion effect is permanent as per the Insanity spell.


    Marsh Move
    You are at home in the marshes.
    Prerequisites: Babbler, Swim 4 ranks
    Benefits: You ignore difficult terrain in swamps and marshes, and gain a Swim speed equal to half your base land speed.

    Weirdly Stealthy
    You can hide well for someone so big.
    Prerequisites: Babbler, Hide 4 ranks, Dex 13+
    Benefits: You don't take Size Penalties to Hide Checks.

    Babbler Racial Substitution Levels

    Barbarian
    Level 1: Lose Fast Movement for Babbling Rage
    Babbling Rage (Ex): A Babbler can use this ability once per Rage as a Swift Action. It targets one opponent the Babbler is in melee with, who must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Wis Modifier), or be Confused (as per the spell) for the duration of your Rage.

    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.

    Rogue
    Level 10: You gain new options to choose from for the Rogue's Special Ability.
    Special Ability (Ex):

    Semi-Boneless: You can always Take 20 on Escape Artist Checks, and the Critical Threat Range of your opponents attacks is reduced by 1 (to a minimum of 1, i.e. rolling a Natural 20).

    Babel Speech (Su): Once per Encounter you may emit a horrendous babble as a Standard Action. All beings within 30 feet must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Wis Modifier) or be Confused for 1d6 Round. Unlike normal this is considered neither a Compulsion Effect nor a Mind-Affecting Effect, and will still work on creatures immune to either of those.

    Chaos Mind: If an opponent uses a spell, power or other effect that is a Mind-Affecting Effect on you, they are Dazed one Round whether you successfully make your Saving Throw or not.
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  21. - Top - End - #651
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    CAYMAN (Mystara)



    "Pinkie if you don't want this bone javelin stickin' outta yer unmentionables I suggest you apologize..."

    The Cayman are foot tall green or brown reptilian humanoids with pupil less black eyes. They prey on local giant reptiles and amphibians (ew).

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

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

    AGING EFFECTS
    Middle Age: 20 (30 for casters)
    Old: 30 (45 for casters)
    Venerable: 40 (60 for casters)
    Maximum Age: +2d10 years

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

    CAYMAN CHARACTERS
    Cayman are meant to be sneaky critters, stabbing bigger opponents in the back, or when they're vulnerable. Most are Scouts or Rogues for obvious reasons, and those few who aren't are Wisdom based casters. The large dexterity bonus also works well for any melee class based off Weapon Finesse or archery.
    Adventuring Race: The Cayman dislike adventuring, preferring to live among their fellows than risk the outside world. They will however do what is necessary to ensure the protection of their villages, and those who do adventure commonly do so to help or support their people.
    Character Development: The Int penalty hurts you on skills a little. but racial bonuses and size make you great at ambushes. You should try to find some method of speeding yourself up to keep up with the rest of the party.
    Character Names: Cayman use Lizardfolk names as they share a language.

    ROLEPLAYING A CAYMAN
    Your slow movement rate will cause you trouble if means are not found to overcome it. Your races tendencies towards mild xenophobia have also left them with a sometimes iffy reputation, so you don't have much in the way of being a party face other than in limited circumstances.
    Personality: Cayman avoid fights unless threatened or cornered. Even then, they fight from ambush using traps and trickery to bring down bigger opponents. This philosophy extends into the rest of their life, and while they are not actively malicious, rare is the Cayman who is truly honest with outsiders.
    Behaviors: Cayman spend much of their time providing for the tribe. Their lifestyle doesn't leave much time for leisure.
    Language: The Cayman speak Lizardfolk. Many also speak Common or Gnome.

    CAYMAN SOCIETY
    The Cayman are barely out of the Stone Age, using stone or bone tools and weapons. The swamps they live in to isolate themselves from the outside world aren't conducive to learning smithcraft. Without that, they've made no real technological advances, and are basically little more than reinforced mud huts or burrows.
    Alignment : Most Cayman are strictly Neutral. They aren't curious about other peoples business, and they prefer others not be curious about theirs.
    Lands : Most Cayman live in walled villages built underground in warm or temperate forests or swamps.
    Settlements : Cayman rarely spread, but when they do they stick to terrain they know well, and avoid open areas like plains.
    Beliefs : Those Cayman not led by Druids or Spirit Shamans are most likely worshipers of Ka the Preserver.
    Relations: The Cayman get along well with Gnomes, but most of the Evil underground races enslave them. They tolerate the full sized Lizardfolk who live nearby.

    CAYMAN ADVENTURES
    · Humans are near the swamp. Time to make some money playing guide. And maybe steal a bunch of stuff from the foolish ones.
    · Kobolds are in the area and screwing up your relationship with the local Gnomes. Looks like there may be a fight, with the local humans setting on the sidelines eating popcorn. Buncha racists all of 'em.
    · The Lizardfolk tribe that lives nearby seems to have fallen under the influence of a Babbler. You need to find a way to be rid of it.



    Cayman Racial Feats

    Marsh Guide
    You make a living guiding people in and out of the Swamps.
    Prerequisites: Cayman, Survival 4 ranks
    Benefits: You do not take a Move Silently Check Penalty in bogs (see DMG), you ignore difficult terrain in swamps and marshes.


    Veteran Marsh Guide
    What kind of loser is afraid of a little quicksand?
    Prerequisites: Cayman, Marsh Guide
    Benefits: You can make a Spot check to see quicksand, even when charging or running (see DMG). You also gain a Swim speed equal to your land speed.


    The Fine Art of Concealment
    You're good at concealing doors to the village or building hunting blinds.
    Prerequisites: Cayman or Cayma, Hide 4 ranks, Survival 4 ranks
    Benefits: You can create hunting blinds to conceal yourself or conceal entrances to the village, caves or hidey holes you find in the swamp with a DC 15 Survival Check. While behind these ad-libbed constructions you have total concealment. It takes roughly 20 minutes per Skill Check using this ability.


    Confidence in the Supernatural
    You feel better when the tribes shaman is with you.
    Prerequisites: Cayman
    Benefits: You get a +1 Morale Bonus to attack rolls, skill checks and saving throws when within 60 feet of an Ally who can use spells, spell-like abilities or supernatural abilities.

    Anklebiter
    You is one sneaky critter.
    Prerequisites: Tiny Size (or smaller) or the ability to gain it somehow
    Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

    Stabbity
    You know how to deal the damage
    Prerequisites: Strength of 9 or less, Weapon Finesse
    Benefits: You add your Dexterity modifier to damage rolls with a light weapon, rapier, whip or spiked chain.

    Cayman Racial Substitution Levels

    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.

    Spirit Shaman
    Level 1: Replace Wild Empathy with a +3 Insight Bonus to AC.

    Ranger
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Cayman Rangers can choose Dagger or Javelin.
    Combat Style: Dagger gets +1d6 Sneak Attack as per the Rogue Ability at Levels 2, 6, and 11 (this stacks with Sneak Attack dice from other sources). Javelin gets Point Blank Shot at 2nd Level, Precise Shot at 6th Level, and Improved Precise Shot at 11th Level.
    Last edited by Bhu; 2022-06-25 at 10:19 PM.
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  22. - Top - End - #652
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    GATOR MAN (Mystara)



    "Your money and your life."

    Gator Men are regular Lizardfolk warped by magical experimentation. They stand up to 8' tall, and their heads resemble those of alligators.

    GATOR MAN RACIAL TRAITS
    · +8 Str, +8 Con, -4 Int, -4 Cha
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 30 ft.
    · Base swim speed 50 ft.
    · +10 Natural AC Bonus
    · A Gator Man has 7 Racial Hit Dice, giving it the following: 7d8 Hit Points, +7 Base Attack Bonus, +2 Fort Save, +5 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 3 Feats.
    · Gator Men have a Primary Bite attack doing 2d4 plus one and a half times Strength Bonus.
    · A Gator Man has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +3
    · Favored Class: Barbarian

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

    AGING EFFECTS
    Middle Age: 30
    Old: 50
    Venerable: 60
    Maximum Age: +2d10 years
    Gator Men grow bigger with age. At the Old age class they become Size Class Huge with all the benefits listed in the MM. In addition they take no Str or Con penalties due to age.

    HEIGHT AND WEIGHT
    Base Height: 7'3"
    Height Modifier: +2d12"
    Base Weight: 420 lbs.
    Weight Modifier: x (2d6) lbs.

    GATOR MAN CHARACTERS
    You are quite obviously built to be a semi-aquatic beatstick.
    Adventuring Race: Gator Men go on adventures as part of their military, or for revenge. They're pretty darn big on revenge.
    Character Development: With your LA and Racial HD casters are pointless. Focus on melee classes, as that is where you will shine best. With your racial penalties to mental stats make sure you have bonuses to Saves to avoid spells that could reduce your Int or Cha to 0.
    Character Names: Gator Men use Lizardfolk names.

    ROLEPLAYING A GATOR MAN
    Trust no one. The world is your enemy, and you show it no mercy. Violence is the only method you know of to solve problems, and you use it with little thought as to the consequences.
    Personality: Gator Men are brutes. Raised to be little more than cheap muscle and cannon fodder, they resent their creators, their parental race, and the entire world. They will likely end in tragedy, as they get wiped out defending themselves from their myriad enemies, or in pointless war.
    Behaviors: Most Gator Men are quite insane, or at the very least suffering from what modern society would recognize as severe PTSD. Some have degenerated so badly due to side effects of their creation that they are little more than rabid animals, and their leaders retain control by virtue of personal power.
    Language: Gator Men speak Lizardfolk and Common.

    GATOR MAN SOCIETY
    The Gator Men are at war with the world, wronged in every way, and driven mad from the magical experiments they have endured. Their goal is to found a safe haven for themselves to exist, but they believe this is only possible with the obliteration of all the other races. With their rapid reproduction they may soon force confrontation with the world at large.
    Alignment : The tortures they have undergone have broken the minds of most Gator Men, and the majority of them are Chaotic, with strong tendencies towards Evil.
    Lands : Gator Men restrict themselves to temperate or warm swamps.
    Settlements : There are few Gator Men, and for the moment they are trying to consolidate control of what little territory they do have.
    Beliefs : The Gator Men are not prone to religion, but given their alignment and warlike nature Atzanteotl might find followers among them.
    Relations: Gator Men hate Lizardfolk, as their own kind sold them to the humans wizards for experimental fodder. They pretty much hate humans for the same reason, and leaving them alone is well advised. They pretty much attack everyone on sight.

    GATOR MAN ADVENTURES
    · The Chief has decided to get revenge on the long forgotten Wizard who created your species, and you have been tasked with scouting the old ruins the human is said to live in...'live' being a relative term for a Lich.
    · There are rumors of a Lizard King uniting the Lizardfolk tribes for war, and you feel the need to quash this before they decide to unite against your tribe for past aggressions.
    · An albino Gator Man has appeared with his insane human bride. The tribe is uneasy about letting them stay, because quite frankly the human woman is a bad omen and her husband is an obvious weirdo. Granted, the rest of you are vicious xenophobes, so you have little room to judge.


    Gator Man Racial Feats

    Grab Hold
    You can really clamp down with your bite.
    Prerequisites: Any appropriate Race (Crocodilian, Gator Man, Gurrash), BAB +3
    Benefits: When you succeed in using your Bite Attack against an opponent, you may immediately make a Grapple Attempt as a Free Action without provoking an Attack of Opportunity. If successful you do your Bite damage with a successful Grapple Check. You may use this Ability against an opponent of any Size, but if they are at least one Size Category bigger than you is not restricted in the weapons it can use to attack you (also Grappling it is probably already a bad idea).


    Powerful Jaws
    You can reeeally clamp down.
    Prerequisites: Grab Hold
    Benefits: You gain a +4 Bonus to Grapple Checks, but only if you initiated a Grapple via your bite.


    Mutant
    The magical experiments that gave rise to your kind came with some odd consequences.
    Prerequisites: Gator Man
    Benefits: Choose a 1st Level spell from the Druid or Sorcerer list. You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.


    Super Mutant
    You're a little odder than most
    Prerequisites: Gator Man, Mutant, 6 Hit Dice
    Benefits: Choose a 3rd Level spell from the Druid or Sorcerer list. You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.


    Gator Man Racial Substitution Levels

    Barbarian
    Level 1: Lose Fast Movement for Potent Rage
    Potent Rage (Ex): When Raging a Gator Man's weapon damage (including his Bite) goes up 1 step as if he were one size category larger.

    Druid
    Level 1: Lose Animal Companion and Wild Empathy, and instead gain a +2 Bonus on Checks made to overcome your opponents Spell Resistance, and the Save DC's of your spells increase by +2 (but only for spells with the Evil descriptor). You also spontaneously cast spells with the Evil descriptor instead of Summoning spells.

    Ranger
    Level 1: Lose Wild Empathy
    Level 4: Replace Animal Companion with the Grab Hold Feat as a Bonus Feat.
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Gator Man Rangers can choose Bite or Greatsword.
    Combat Style: Bite gets Weapon Focus (Bite) at 2nd Level, Improved Natural Attack (Bite) at 6th Level, and Improved Critical (Bite) at 11th Level. Greatsword gets Weapon Focus (Greatsword) at 2nd Level, Weapon Specialization (Greatsword) at 6th Level, and Improved Critical (Greatsword) at 11th Level.
    Last edited by Bhu; 2022-06-25 at 10:31 PM.
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  23. - Top - End - #653
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    Quote Originally Posted by Bhu View Post
    CAYMAN (Mystara)



    "Pinkie if you don't want this bone javelin stickin' outta yer unmentionables I suggest you apologize..."

    The Cayman are foot tall green or brown reptilian humanoids with pupil less black eyes. They prey on local giant reptiles and amphibians (ew).

    CAYMAN RACIAL TRAITS
    · +6 Dex, -4 Str (minimum 3), -2 Int
    · Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · Darkvision 90 ft.
    · Caymen have a +3 Natural Armor Bonus to AC.
    · A Cayman has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Move Silently, Spot, and Survival. It also gets 1 Feat.
    · Caymen have a Primary Bite attack doing 1d3 plus Strength Bonus.
    · Caymen have a +4 Racial Bonus to Hide and Move Silently Checks.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race, usually Gnomes.
    · Level Adjustment: +0
    · Favored Class: Rogue
    This is solid. Rock solid, in fact. The synergy of traits with the favoured class is wonderful. It's also nice to see a tiny race added to the tiny list of tiny races.
    Still, truth be told, this might be way too solid by WotC metrics. Very good stealth, a finesseable iterative for free, an effective +8 to AC while naked and with a 10 in DEX IF it doesn't take the juicy spirit shaman ACF for a further +3… I just don't see how this could possibly have no LA.

    Caymen gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +3).
    This should be a racial trait.

    The large dexterity bonus also works well for any melee class based off Weapon Finesse or archery.
    Tiny size and -4 STR make that a questionable strategy, unless Shadow Blade or Crossbow Sniper get thrown into the mix. These fellows need some source of extra damage badly.

    Veteran Marsh Guide
    What kind of loser is afraid of a little quicksand?
    Prerequisites: Cayman, Marsh Guide
    Benefits: You can make a Spot check to see quicksand, even when charging or running (see DMG). You also gain a Swim speed equal to half your land speed.
    Marsh Guide is pretty useful, but this one's weird. The stronger benefit's tacked on almost as an afterthought and it's not even that strong to start with, given the 20' land speed.


    The Fine Art of Concealment
    You're good at concealing doors to the village or building hunting blinds.
    Prerequisites: Cayman or Cayma
    What's a cayma?


    Quote Originally Posted by Bhu View Post
    GATOR MAN (Mystara)



    "Your money and your life."

    Gator Men are regular Lizardfolk warped by magical experimentation. They stand up to 8' tall, and their heads resemble those of alligators.

    GATOR MAN RACIAL TRAITS
    · +8 Str, +8 Con, -4 Int, -4 Cha
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 30 ft.
    · Base swim speed 50 ft.
    · +10 Natural AC Bonus
    · A Gator Man has 7 Racial Hit Dice, giving it the following: 7d8 Hit Points, +7 Base Attack Bonus, +2 Fort Save, +5 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 3 Feats.
    · Gator Men have a Primary Bite attack doing 2d4 plus one and a half times Strength Bonus.
    · A Gator Man has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +3
    · Favored Class: Barbarian
    I'm not sure, on the other hand, that these guys warrant 7 RHD and and such a hefty LA. The natural AC is nice, but the ability modifiers or the swim speed are nothing all that special, if we use ogres or blackscales as a benchmark.

    Gator Men grow bigger with age. At the Old age class they become Size Class Huge with all the benefits listed in the MM. In addition they take no Str or Con penalties due to age.
    Again, these should be racial traits or something. The racial feat thing you did with the bakali could work here as well.

    Mutant
    The magical experiments that gave rise to your kind came with some odd consequences.
    Prerequisites: Gator Man
    Benefits: Choose a 1st Level spell from the Druid or Sorcerer list. You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.


    Super Mutant
    You're a little odder than most
    Prerequisites: Gator Man, Mutant, 6 Hit Dice
    Benefits: Choose a 3rd Level spell from the Druid or Sorcerer list. You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.
    Does "as a sorcerer" mean that these are keyed off CHA? That'd be a tad bit counterintuitive.


    Druid
    Level 1: Lose Animal Companion and Wild Empathy, and instead gain a +2 Bonus on Checks made to overcome your opponents Spell Resistance, and the Save DC's of your spells increase by +2 (but only for spells with the Evil descriptor). You also spontaneously cast spells with the Evil descriptor instead of Summoning spells.
    An ACF for a full caster class is a weird pick. Like you said, with a starting ECL of 10 this can pretty much only end up as an underwhelming combo.
    Last edited by Metastachydium; 2022-06-21 at 12:49 PM. Reason: Â.

  24. - Top - End - #654
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    Quote Originally Posted by Metastachydium View Post
    This is solid. Rock solid, in fact. The synergy of traits with the favoured class is wonderful. It's also nice to see a tiny race added to the tiny list of tiny races.
    Still, truth be told, this might be way too solid by WotC metrics. Very good stealth, a finesseable iterative for free, an effective +8 to AC while naked and with a 10 in DEX IF it doesn't take the juicy spirit shaman ACF for a further +3… I just don't see how this could possibly have no LA.
    I have made some alterations to address concerns.


    What's a cayma?
    Forthcoming conversion of another 2e race.
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  25. - Top - End - #655
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    Quote Originally Posted by Metastachydium View Post

    I'm not sure, on the other hand, that these guys warrant 7 RHD and and such a hefty LA. The natural AC is nice, but the ability modifiers or the swim speed are nothing all that special, if we use ogres or blackscales as a benchmark.
    Lemme decide on what to do with the growth, because with the stat boosts thy get from it, it's too powerful for a feat. Maybe make it a racial ability and leave them at +3?



    Does "as a sorcerer" mean that these are keyed off CHA? That'd be a tad bit counterintuitive.
    Indeed, but I left unsaid that they tend to take spells without Save DC's. Plus caster level is equal to HD, so they don't lose much.


    An ACF for a full caster class is a weird pick. Like you said, with a starting ECL of 10 this can pretty much only end up as an underwhelming combo.
    It is. I was wanting a third set of ACF for them, and their fluff mentioned they had shamans. I'll try spicing it up.
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  26. - Top - End - #656
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    SIS'THIK (Mystara)



    "You wanna pass this road you gotta pay a toll."

    The Sis'thik are leathery, tan-skinned Lizardfolk adapted to the harsh desert environments. They raise Xytar Lizards for cavalry, and often prey on ant lions, jackals, camels, and wyverns.

    SIS'THIK RACIAL TRAITS
    · +4 Con, -2 Dex, -2 Int (Male) +4 Str, -2 Int, -2 Cha (Female)
    · Size Class: Medium.
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · Sis'Thik have a +5 Natural Armor Bonus to AC.
    · Desert Adaptation (Ex): Spot Penalties due to desert winds are lessened by 4 as the Sis-Thik have adapted to the sandstorms that consistently plague their lands.
    · Partial Fire Immunity (Ex): The Sis 'Thik are immune to normal fire damage, and have Energy Resistance 5 against magical fire.
    · A Sis'thik has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Handle Animal, Ride, and Survival (female) or Knowledge (Nature, Religion) and Spellcraft (male). It also gets 2 Feats.
    · Sis'Thik have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d3 plus half Strength Bonus. They get 2 Claws and a Bite with a Full Attack.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race, usually Draconic.
    · Level Adjustment: +1
    · Favored Class: Dragon Shaman (Male), Fighter (Female)

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

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

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

    SIS'THIK CHARACTERS
    The Sis'thik are basically good only as slow moving beatsticks or mounted fighters (though some may become Wisdom based casters).
    Adventuring Race: Sis'Thik go on adventures for fame, glory and wealth. Except the males, who very often go on journeys to escape the Matriarchy (or the Blue Dragons that are behind it).
    Character Development: While strong, you are quite slow moving. If you can't boost your speed, try getting a mount (preferably one of the fire breathing Xytar Lizards your race raises, if you can get one).
    Character Names: Sis'Thik use Lizardfolk names.

    ROLEPLAYING A SIS'THIK
    The world owes you what you can take by force. And you take as much as you think you can conceivably get away with.
    Personality: The stereotype of the women are that they are greedy, grasping, and violent. Men are thought of as dull and apathetic, yet they almost exclusively are given the gift of being Dragon Shamans.
    Behaviors: Males tend to be looked down upon, leaving most positions of political power to the women. It's unknown why such physical and emotional dimorphism exists in a created race, and many wonder if there were a specific statement being made with their design (i.e. some God has issues). Among humanoid beings, they would be considered psychopaths.
    Language: As usual they speak Lizardfolk and Common.

    SIS'THIK SOCIETY
    The Sis'Thik are a matriarchal society, as they consider males lazy, worthless slugs only usable for mating and child rearing. They are very warlike, and demand tribute of all they encounter. With the exception of their Blue Dragon masters.
    Alignment : The Sis'thik are fairly merciless and uncaring, making most of them Neutral Evil.
    Lands : The Sis'thik prefer warm or temperate deserts.
    Settlements : Given their adaptations to desert life the Sis'thik rarely leave it.
    Beliefs : The Sis'Thik aren't very religious, but would likely worship Evil Dragon Gods if at all.
    Relations: The Sis'Thik are too violent for their own good, and will try to kill just about anything. Despite the odds of them killing one being small, they seem to enjoy the taste of Copper Dragons.

    SIS'THIK ADVENTURES
    · Someone or something is inspiring the normally docile menfolk to rebel. An end needs to be brought to this quickly.
    · A Copper Dragon is loose in the desert, and you have been ordered to bring it to the chieftess to be served as her dinner...
    · The Ant Lions you prey one have been suddenly getting smarter and fighting back. You have been asked to figure out whats going on.



    Sis'thik Racial Feats

    Sis'thik Endurance
    You can take whatever the desert hands out.
    Prerequisites: Sis'thik
    Benefits: You gain a +2 Resistance Bonus on Fortitude Saves against natural waste hazards (see Sandstorm).


    Retain Water
    You need less water to survive.
    Prerequisites: Sis'thik, Con 13+
    Benefits: The time you have to wait before making Constitution Checks to avoid Dehydration is doubled (see Sandstorm).


    Hardened
    Life in the sandstorms has made you tough.
    Prerequisites: Sis'thik, Con 13+
    Benefits: You gain DR 1/- (this stacks with DR you may gain from Barbarian Levels. This Feat may be taken three times, increasing you to DR 3/-.


    Darkened Nictating Membranes
    You have built in Shades.
    Prerequisites: Sis'thik
    Benefits: You cannot be Dazzled by sun glare (see Sandstorm), and gain a +2 Bonus to avoid being Dazzled or Blinded by Light based effects.


    Sis'thik Racial Substitution Levels

    Scout
    Level 1: Instead of Trapfinding you get Sandskimmer as a onus Feat.

    Dragon Shaman
    Level 1: You may only choose Blue Dragons as your Dragon Shaman.
    Level 6 and 11: Replace Touch of Vitality with Touch of Thunder.
    Touch of Thunder (Su): Beginning at 6th Level both you and Allies within range of your Draconic Aura do an additional +1d6 electrical damage with melee attacks on a successfully confirmed critical. At eleventh level you do +1d6 electrical damage with a melee attack or a touch attack, and another +1d6 electrical damage om a successful critical.

    Ranger
    Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Sis'thik Rangers can choose Scimitar and Shield or Scimitar.
    Combat Style: Scimitar and Shield gets Shield Specialization at 2nd Level, Shield Ward at 6th Level, and Active Shield Defense at 11th Level (see PHB2 for Feats). Scimitar gets Weapon Focus (Scimitar) at 2nd Level, Weapon Specialization (Scimitar) at 6th Level, and Improved Critical (Scimitar) at 11th Level.
    Last edited by Bhu; 2022-08-08 at 11:40 PM.
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  27. - Top - End - #657
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    CHAMELEON MAN (Mystara)



    "You do not belong here..."

    Chameleon Men are 7' tall humanoids with black curly hair, and thin, gangly physiques. They move in awkward, jerking gaits and their skins are striped with every color in the rainbow. Sages believe they have very distant dragon ancestry in their blood.

    CHAMELEON MAN RACIAL TRAITS
    · -2 Int, +2 Cha
    · Size Class: Medium.
    · Type: Humanoid with the Dragonblood Subtype
    · Base land speed 30 ft.
    · Dimension Door (Su): 1/day as a Full Round Action the Chameleon Man may teleport anywhere within 120'. This otherwise is similar to the Dimension Door spell, except that you never risk teleporting into solid matter. You may use it 2/day at ECL 5, 3.day at ECL 8, and at will once you reach ECL 10.
    · A Chameleon Man has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Move Silently, Spot, and Survival. It also gets 1 Feat.
    · Chameleon Men have a +4 Racial Bonus to Hide and Move Silently Checks. They do not get this Bonus when wearing clothing or armor.
    · Automatic Languages: Draconic, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Scout

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

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

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

    CHAMELEON MAN CHARACTERS
    Despite the Full Round limitation on their teleport ability it still gives Chameleon Men quite a few tactical advantages. They can reach normally inaccessible places to fire from if they are ranged combatants. They can cross areas too large to jump across, avoid Climbing Checks, etc. It also make setting up for ambushes easier.
    Adventuring Race: Chameleon Men adventure because their tribe is wiped out, or because it needs aid.
    Character Development: Using your Racial stealth bonuses requires you to forego armor or clothing, so maybe get something like Vow of Poverty to make up for that, or do your best to qualify as one of the Lords of Shade and Hue (forthcoming prestige class) which lets you become a true chameleon.
    Character Names: Chameleon Men use Dragon names.

    ROLEPLAYING A CHAMELEON MAN
    The wonders of nature must be defended from the other races who are not mentally fit to be their care takers. The only outsiders you find acceptable are Druids, who have taught you much about the world (in fact they have likely taught your people all you know about the world).
    Personality: Chameleon Men rarely change expression, and many are assumed to be emotionless, though this may be due to the fact that they put so much distance between themselves and other races.
    Behaviors: Chameleon Men like to remain hidden and immobile for long periods of time, simply observing events around them. They do their best to be caretakers of the natural places of the world, and often chase off or destroy those who would despoil the environment.
    Language: Most Chameleon Men speak Draconic, with some speaking Common as well.

    CHAMELEON MAN SOCIETY
    The center of Chameleon Man society is the tookoo, a magical site of some sort that is usually a natural feature of some kind enhanced by mystic forces. The tookoo radiates magic for purposes of spells like Detect Magic, and Chameleon Men defending it (within 100') gain a +2 Bonus on Attack and Damage Rolls and may Take 20 on Willpower Saves. They do this as the tookoo is their only means of reproduction. The Chameleon Men currently have no females, and when they offer up their shed skin to the tookoo there is a 60% chance that it will become a new Chameleon Man which will grow to adulthood within 8 weeks.
    Alignment : Most Chameleon Men are strongly Neutral, preferring to avoid contact with anyone they don't know.
    Lands : The Chameleon Men prefer to live in caverns in warm or temperate forests or plains.
    Settlements : As they do not like contact with other races the Chameleon Men avoid spreading.
    Beliefs : Most Chameleon Men worship the Great One or one of the Neutral Immortals (usually Ka).
    Relations: The Chameleon Men avoid contact with other races, especially Lizardfolk who hunt and kill them.

    CHAMELEON MAN ADVENTURES
    · A young Dragon has been driving away the fish your tribe depends on. You really don't want to dishonor it by running it off, but you feel it needs to go...
    · Rumors have reached you of a Chameleon Woman, which the tribe has long thought impossible. You must see this for yourself.
    · The Lizardfolk tribe living nearby has fled, and there are signs something has taken up residence in one of the larger swamp caves...


    Chameleon Man Racial Feats

    Shifting Patterns
    When you move the color patterns in your scales seem to come alive.
    Prerequisites: Chameleon Man, 6 Hit Dice
    Benefits: Any round in which you move you gain the benefits of a Blur spell.


    Still Patterns
    You are undetectable when still.
    Prerequisites: Chameleon Man, 6 Hit Dice
    Benefits: Any round in which you do not move you gain the benefits of the Invisibility spell.


    Improved Shifting Patterns
    Your ability to deflect blows increases.
    Prerequisites: Chameleon Man, 9 Hit Dice
    Benefits: Any round in which you move you gain the benefits of a Displacement spell.


    Tookoo Defender
    All Chameleon Men have a magical site sacred to their tribe known as the Tookoo.
    Prerequisites: Chameleon Man or Wallara
    Benefits: You gain a +2 Bonus on attack rolls and Willpower Saves when defending the tribe's Tookoo, or their Allies, or your Allies.


    Chameleon Man Racial Substitution Levels

    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.

    Dragonfire Adept
    Level 1: You gain access to new Incantations or Breath Effects based on the Gemstone Dragons (which will be forthcoming).

    Dragon Shaman
    Level 1: You may choose Sea Dragon or any of the Gemstone Dragons as your Totem Dragon (ACF Levels will be forthcoming).
    Last edited by Bhu; 2022-07-20 at 11:41 PM.
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  28. - Top - End - #658
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    Default Re: Orc/Goblinoid Resources

    CROCODILIAN (BRUTE)



    "You should probably stay out of swamps..."

    Crocodilians are so-called because of their crocodile-like heads, long tails, and armored hide. They have short legs and long arms, and are distantly related to the Agrutha and Lizardfolk.

    CROCODILIAN RACIAL TRAITS
    · +12 Str, +8 Con, -4 Int, -4 Cha
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 20 ft.
    · Base swim speed 30 ft.
    · +7 Natural AC Bonus
    · Hold Breath (Ex): A crocodilian can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
    · A Crocodilian has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 2 Feats.
    · Crocodilians have a Primary Bite attack doing 2d4 plus Strength Bonus, and a Secondary Tail Lash doing 1d12 plus 1/2 Str Bonus. They get a Bite and a Tail Lash with a Full Attack.
    · A Crocodilian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A Crocodilian gains a +4 racial bonus on Hide checks when in the water. Further, a Crocodilian can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +3
    · Favored Class: Barbarian

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

    AGING EFFECTS
    Middle Age: 50
    Old: 75
    Venerable: 100
    Maximum Age: +5d2 Years

    HEIGHT AND WEIGHT
    Base Height: 7'3"
    Height Modifier: +2d12"
    Base Weight: 420 lbs.
    Weight Modifier: x (2d6) lbs.

    CROCODILIAN CHARACTERS
    While you do well in melee combat, you aren't meant for range much without a Feat tax, and LA/Racial HD kind of mess you over as a caster. Your race likes 2 handed or reach weapons, so get a nice big one and wail on.
    Adventuring Race: Crocodilians usually go on adventures to right some perceived wrong, or because they are forced to do so. most of them live life as one with nature and don't like that disrupted. Only a threat to the local ecosystem will really move them to act.
    Character Development: You're slow on land. If you can't fix this, get a Reach weapon and make foes come to you, or ambush them by the water like Crocs do.
    Character Names: Crocodilians use Lizardfolk names.

    ROLEPLAYING A CROCODILIAN
    Other races care about endless minutiae that you have no time or patience for. Why spend all your days slaving away at a job to pay someone else for food when you can simply catch your own? Why bother with buying weapons when you can simply make your own? You really don't see the point to having a society.
    Personality: Crocodilians have little in the way of facial expression, and do not comport themselves in a manner normal to most other intelligent races. Between that and their reserved nature, they rarely reveal much personality.
    Behaviors: Most observers don't find much difference between Crocodilians and actual Crocodiles other than intelligence level. But for their habit of talking once in a while, the Crocodilians live pretty much like animals as they prefer a peaceful, uninvolved life as simple predators.
    Language: Crocodilians speak Lizardfolk (and occasionally Common).

    CROCODILIAN SOCIETY
    Crocodilians have no real culture or society. But for mating or mutual self defense, they are avowed loners who live in straw huts out in the middle of nowhere, or in the riverbeds with actual crocodiles. they don't really band together unless circumstance forces them to, or they come under the influence of a Master Crocodilian.
    Alignment : Like most Lizardfolk the Crocodilians are usually Neutral.
    Lands : Most Crocodilians live alone, or with other Crocodiles in the river beds.
    Settlements : Some Crocodilians live in straw huts, but they are never far from a water source.
    Beliefs : Most Crocodilians have little use for religion, though some may follow the Lizardfolk Gods. Captives of the Master Crocodilians often worship Evil Gods.
    Relations: Crocodilians are highly territorial, and prone to attack if hungry, but unlike many other Lizardfolk are quite likely to be helpful if one is polite, and approaches them in the correct manner.

    CROCODILIAN ADVENTURES
    · A Priest of Set is attempting to unite everyone, and you hope to somehow stop him. Your people were meant to live quiet, separate lives.
    · Something in the swamp water is poisoning the minds of the local animals, twisting them while simultaneously making them grow ever larger. You have fled seeking help.
    · Four heavily armed drifters have entered the swamp and are in the progress of making fools of themselves. You have decide to take them under your wing and help with their errand to get rid of them.



    Crocodilian Brute Racial Feats

    Scent
    You can track via smell.
    Prerequisites: Crocodilian Brute or Master
    Benefits: You gain the Scent ability listed in the Monster Manual.


    Sensory Pits
    You are sensitive to movement and pressure changes.
    Prerequisites: Crocodilian Brute or Master, Wis 15+
    Benefits: You gain the Blindsense ability listed in the MM, with a range of 10 feet.



    Crocodilian Brute Racial Substitution Levels

    Barbarian
    Level 1: Lose Fast Movement for Armored Rage
    Armored Rage (Ex): When Raging a Crocodilians DR improves by 3. For example if it has DR 1/-, it now has DR 4/-. If you do not have DR yet, you gain DR 3/-.
    Last edited by Bhu; 2022-08-08 at 11:39 PM.
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  29. - Top - End - #659
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    SIS'THIK (Mystara)

    (…)

    · +4 Con, -2 Dex, -2 Int (Male) +4 Str, -2 Int, -2 Cha (Female)
    That's an odd one. I'm not sure I can recall seeing male and female members of the same species having different numbers anywher in 3.5, barring , of course, species mimicking eusocial insects (like, say, formians).

    Partial Fire Immunity (Ex): The Sis 'Thik are immune to normal fire damage, and have Energy Resistance 5 against magical fire.
    Nice. I like that.

    Caymen have a +4 Racial Bonus to Hide and Move Silently Checks.
    Leftover alert!

    Sis'thik Racial Feats

    Sis'thik Endurance
    You can take whatever the desert hands out.
    Prerequisites: Sis'thik
    Benefits: You permanently have the benefits of the Endure Elements spell, but only against heat.
    That's kind of redundant. As per Sandstorm, fire immunity handles heat just fine (heck, if I remember correctly, fire resistence 5 would do the job on its own).

    Dragon Shaman
    Level 1: You may only choose Blue Dragons as your Dragon Shaman.
    Level 6 and 11: Replace Touch of Vitality with Touch of Thunder.
    Touch of Thunder (Su): Beginning at 6th Level both you and Allies within range of your Draconic Aura do an additional +1d6 electrical damage with melee attacks on a successfully confirmed critical. At eleventh level you do +1d6 electrical damage with a melee attack or a touch attack, and another +1d6 electrical damage om a successful critical.
    That's not bad. Still, Touch of Vitality is good. Hm.

    Quote Originally Posted by Bhu View Post
    CHAMELEON MAN (Mystara)

    (…)

    · Dimension Door (Su): At will as a Full Round Action the Chameleon Man may teleport anywhere within 120'. This otherwise is similar to the Dimension Door spell, except that you never risk teleporting into solid matter.
    O-okay. Even as a full-round action, Su Dimension Door+ at-will at ECL 3 is damn strong. Too strong, I'd even dare say.

    STARTING AGE
    Adulthood: 8 weeks
    Ah, they grow up so fast! (Wait, I think I did that one already.)

    The tookoo radiates magic for purposes of spells like Detect Magic, and Chameleon Men defending it (within 100') gain a +2 Bonus on Attack and Damage Rolls and may Take 20 on Willpower Saves. They do this as the tookoo is their only means of reproduction. The Chameleon Men currently have no females, and when they offer up their shed skin to the tookoo there is a 60% chance that it will become a new Chameleon Man which will grow to adulthood within 8 weeks.
    That's quite something. Not for a PC, perhaps, but still.

    Quote Originally Posted by Bhu View Post
    CROCODILIAN RACIAL TRAITS
    · +12 Str, +8 Con, -4 Int, -4 Cha
    · Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 10 ft.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 20 ft.
    · Base swim speed 30 ft.
    · +7 Natural AC Bonus
    · Hold Breath (Ex): A crocodilian can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
    · A Crocodilian has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 3 Feats.
    · Crocodilians have a Primary Bite attack doing 2d4 plus Strength Bonus, and a Secondary Tail Lash doing 1d12 plus 1/2 Str Bonus. They get a Bite and a Tail Lash with a Full Attack.
    · A Crocodilian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A Crocodilian gains a +4 racial bonus on Hide checks when in the water. Further, a Crocodilian can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
    · Automatic Languages: Lizardfolk, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +3
    · Favored Class: Barbarian
    That's a bit… Generic. Standard lizardfolk can kind of get away with that, but they don't have a starting ECL of 10.

    Crocodilian Brute Racial Feats

    Scent
    You can track via smell.
    Prerequisites: Crocodilian Brute or Master
    Benefits: You gain the Scent ability listed in the Monster Manual.


    Sensory Pits
    You are sensitive to movement and pressure changes.
    Prerequisites: Crocodilian Brute or Master, Wis 15+
    Benefits: You gain the Blindsense ability listed in the MM, with a range of 10 feet.



    Crocodilian Brute Racial Substitution Levels

    Barbarian
    Level 1: Lose Fast Movement for Armored Rage
    Armored Rage (Ex): When Raging a Crocodilians DR improves by 3. For example if it has DR 1/-, it now has DR 4/-. If you do not have DR yet, you gain DR 3/-.
    This stuff helps mitigate that somewhat, but still.

  30. - Top - End - #660
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    That's an odd one. I'm not sure I can recall seeing male and female members of the same species having different numbers anywher in 3.5, barring , of course, species mimicking eusocial insects (like, say, formians).
    I'm not sure why but the 2e entry really stresses their dimorphism, both in physical appearance and social caste. I modified it and the CHameleon Man to hopefully fix concerns.



    That's a bit… Generic. Standard lizardfolk can kind of get away with that, but they don't have a starting ECL of 10.

    This stuff helps mitigate that somewhat, but still.
    They're ECL 8. They get 2 of the Gator Man Feats related to grappling with their bite as well. I'm afraid there isn't much background on them so I did what I could. The Crocodilian Master is next, and will be a weird one. 3 racial hit dice, 5th level divine spellcasting, LA +4.
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