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  1. - Top - End - #721
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    Default Re: Orc/Goblinoid Resources

    Crap, those subtypes were from an earlier draft, they were supposed to have been removed, I have fixed.
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  2. - Top - End - #722
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Crap, those subtypes were from an earlier draft, they were supposed to have been removed, I have fixed.
    Hold Breath still keys off of score rather than modifier. Is that intentional?

  3. - Top - End - #723
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    Hold Breath still keys off of score rather than modifier. Is that intentional?
    Dagnabbit! I has fixed.
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  4. - Top - End - #724
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    Default Re: Orc/Goblinoid Resources

    ID FIEND



    *silent stare*

    Id Fiends generally resemble 4 foot Gila Monsters, with more tapering tails than normal. Color schemes vary, and are usually adequate for blending in with the local terrain.

    ID FIEND RACIAL TRAITS
    · +2 Con, +4 Int, +2 Wis, -4 Cha
    · Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10 ft., Reach is 5 ft..
    · Type: Magical Beast with the Psionic Subtype, giving it Low Light Vision and Darkvision 60 ft..
    · Base land speed 30 ft.
    · +4 Natural AC Bonus
    · Psionics: Id Fiends manifest psionic powers as either a Psion or Psychic Warrior (manifester Level equals their Hit Dice). This stacks with Levels they may gain in either class to determine manifester level.
    · Fear Attack (Su): At will the Id Fiend may unleash a blast of Fear (as per the spell) in a 60 foot radius from itself, affecting up to 15 Hit Dice worth of creatures of it's choice. Creatures targeted in the area must make a Willpower Save (Save DC is Int based), or be Shaken for a number of rounds equal to the Id Fiends Hit Dice.
    · An Id Fiend has 5 Racial Hit Dice, giving it the following: 5d10 Hit Points, +5 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Knowledge (Psionics), Listen, Move Silently, Spot and Survival. It also gets 2 Feats.
    · Id Fiends have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite Attack doing 1d8 plus 1/2 Str Modifier, and a Secondary Tail Attack doing 1d8 plus 1/2 Str Modifier. They get 2 Claws and a Bite and a Tail Attack with a Full Attack.
    . Non Humanoid Form: The Id Fiends aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is double the cost for them. Being quadrupedal they have 1 1/2 times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
    · Automatic Languages: Id Fiend. Bonus Languages: Any nearby race.
    · Level Adjustment: +4
    · Favored Class: Psion or Psychic Warrior

    STARTING AGE
    Adulthood: 60
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +8d6

    AGING EFFECTS
    Middle Age: 150
    Old: 200
    Venerable: 250
    Maximum Age: +6d% years

    HEIGHT AND WEIGHT
    Base Length: 8'
    Length Modifier: +2d12"
    Base Weight: 1850 lbs.
    Weight Modifier: x4d6 lbs.

    ID FIEND CHARACTERS
    Your only option beyond Psionics is some sort of melee brute, and the Psi route offers you better options (or at least more of them) even with the LA.
    Adventuring Race: Given that they are practically little more than intelligent animals, Id Fiends do not have the usual reasons for adventuring, except perhaps revenge. It is never wise to cross one. It's a truly exceptional Id Fiend who joins a party, and usually they do so for reasons unique to them.
    Character Development: Given that your racial psionics stacks with the Psion and Psychic Warrior classes, it's almost a given you will be taking advantage of that. To help make up for your lack of hands if nothing else.
    Character Names: Due to their lack of society, an Id Fiend chooses it's own name, if it actually wishes to have one. Names really serve them no purpose.

    ROLEPLAYING AN ID FIEND
    Fear is the key, the motivator of all living things. Manipulating Fear keeps your belly full, and your blood un-spilled. You need to nurture it as much as you can.
    Personality: Id Fiends are effectively sociopaths (or at least they appear that way to other species), with little or no empathy, and no real understanding of good or evil.
    Behaviors: You generally laze about like most lizards, or spend your time honing your psionic powers and hunting skills.
    Language: Id Fiends have their own language, which they are born knowing. It has no alphabet, and is virtually impossible for non-psionic humanoids to learn.

    ID FIEND SOCIETY
    The Id Fiends have no society. They are solitary ambush predators who live as animals, and come together once per year to mate. As their young are born able to eat solid food, their mother abandons them after the hatching.
    Alignment : Almost universally Neutral, though a few drift towards Evil or Chaos due to loneliness induced madness.
    Lands : Id Fiends generally prefer the forests and jungles near the Forest Ridge, or the Tablelands surrounding the Sea of Silt.
    Settlements : Ever the opportunists, Id Fiends may be found throughout Athas.
    Beliefs : Id Fiends have no known religious beliefs.
    Relations: All other races are food. Trying to befriend an Id Fiend is a very difficult cause.

    ID FIEND ADVENTURES
    · Psions believing dried Id Fiend blood will enhance their powers have hired trappers to round up your people. Time you round up the relatives and put them down.
    · A Sink Worm has moved into your territory, and it's ruined hunting. You've sent out a desperate telepathic call to others of your kind, hoping they'll see the communal threat it presents (and incidentally rescue you).
    · One of your kind has apparently become a cannibalistic serial killer. You need to find out who and put him down before you become a victim.



    Id Fiend Racial Feats

    Improved Fear
    You really know how to break up a party.
    Prerequisites: Id Fiend, ECL 12
    Benefits: Your Fear Attack now affects up to 25 Hit Dice, and if opponents fail their Save they are Frightened on the 1st round, and then Shaken for the remainder.

    Greater Fear
    You...are not popular.
    Prerequisites: Improved Fear
    Benefits: Your Fear Attack now affects all opponents within it's area regardless of Hit Dice.

    Phantasm
    You can pull forth people's greatest fears.
    Prerequisites: Id Fiend, ECL 12
    Benefits: You can manifest Phantasmal Killer 3/day as a Psilike ability. Save DC is Int based.

    Greater Phantasm
    You can pull forth people's greatest fears squared.
    Prerequisites: Id Fiend, ECL 18
    Benefits: You can manifest Weird 1/day as a Psilike ability. Save DC is Int based.


    Id Fiend Racial Substitution Levels


    Lurk
    Level 14, 17: You gain new Lurk Augments and access to Racial Powers (see below).
    Lurk Augments (Ex): Replace Sneak Attack Constructs with Sneak Attack Elementals, and replace Planar attack with Psionic Attack.
    Sneak Attack Elementals The lurk's sneak attack can damage elementals, if sneak attack damage would otherwise apply on the lurk's attack (for instance, if the elemental is flanked or flat-footed). Minimum level 14th.
    Psionic Attack The lurk's next attack deals an extra 2d6 points of damage to psionic creatures. For every power point spent, the damage increases by 1d6 points. Minimum level 17th.

    Psion
    Level 1: Remove Craft and Profession from the Class Skill list, and limit Knowledge to Geography, Nature and Psionics. Add Hide to the Skill List. You gain access to Racial Powers (see below).

    Psychic Warrior
    Level 1: Exchange Craft for Hide on the Class Skill List. You gain access to Racial Powers (see below).




    Detect Poison, Psionic
    Clairsentience
    Level: Lurk 1, Psion/wilder 1, Psychic Warrior 1
    Display: Visual and auditory
    Manifesting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature, one object, or a 5-ft. cube
    Duration: Isntantaneous
    Power Points: Lurk 1, Psion/wilder 1, Psychic Warrior 1

    You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

    The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    Stygian Field
    Psychometabolism
    Level: Lurk 6, Psion/wilder 6, Psychic Warrior 6
    Display: Visual
    Manifesting Time: 1 Standard Action
    Range: 20 ft.
    Area: 20 foot Area, centered on you
    Duration: 1 Round/level
    Saving Throw Fortitude Negates
    Power Resistance Yes
    Power Points: Lurk 1, Psion/wilder 1, Psychic Warrior 1

    You do 11d4 negative energy damage to all beings in the area that fail their Saving Throw. For every additional power point you spend, this power’s damage increases by 1d4 points.

    Scent, Psionic
    PSychometabolism
    Level: Lurk 2, Psion/wilder 2, Psychic Warrior 2
    Display: Visual and olfactory
    Manifesting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 10 minutes/level
    Power Points: Lurk 1, Psion/wilder 1, Psychic Warrior 1

    You gain the Scent ability listed in the Monster Manual for the duration of the spell.
    Last edited by Bhu; 2022-12-13 at 11:50 PM.
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  5. - Top - End - #725
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    ID FIEND



    *silent stare*

    Id Fiends generally resemble 4 foot Gila Monsters,
    4 foot tall, I presume? (Also, do they have anything to do with muckdwellers? I like muckdwellers. And they are also fantasy Gila monsters.)

    · Level Adjustment: +2
    · Favored Class: Psion or Psychic Warrior
    That's really on the generous side by WotC standards. I mean, these funny lizards are basically full-BAB, d10 HD Psions (good synergy with that pretty, pretty INT boost) or P.Warriors (good synergy with the WIS increase and all those juicy natural attacks that look nice on any P.Warrior).

    Id Fiend Racial Feats

    Improved Fear
    Your presence is harder to resist than usual.
    Prerequisites: Id Fiend
    Benefits: Your Racial Fear Attack and Psionic Powers you manifest that have the Fear descriptor see their Save DC increased by 1.

    Greater Fear
    You really know how to break up a party.
    Prerequisites: Improved Fear
    Benefits: Your Fear Attack now affects up to 25 Hit Dice, and if opponents fail their Save they are Frightened on the 1st round, and then Shaken for the remainder.

    Mighty Fear
    You...are not popular.
    Prerequisites: Greater Fear
    Benefits: Your Fear Attack now affects all opponents within it's area regardless of Hit Dice, and if opponents fail their Save they are Panicked on the 1st round, and then Shaken for the remainder.
    Hrm. Baseline Fear can use some help for sure, but I'm not quite as sure about this. I mean, Improved Fear is strictly a bothersome feat tax; Greater is… Not that bad, I suppose, but between the HD cap and the CHA-based Fort save it might not be a top choice either.

    Meanwhile, Mighty is uncapped at-will Panic available at the moment of character creation assuming one flaw. All these make a weird combo.

    Phantasm
    You can pull forth people's greatest fears.
    Prerequisites: Id Fiend, 7 HD
    Benefits: You can manifest Phantasmal Killer 1/day as a Psilike ability.
    And this is a trap. Phantasmal Killer is infamously weaksauce and it giving two chances to pass CHA-hampered saves paired with it only coming online at ECL 11 doesn't help.

  6. - Top - End - #726
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    Default Re: Orc/Goblinoid Resources

    I have made some edits.

    The Muckdwellers, I believe, are a different world setting.
    Last edited by Bhu; 2022-12-13 at 11:51 PM.
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  7. - Top - End - #727
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I have made some edits.
    All's looking good and lovely.

    The Muckdwellers, I believe, are a different world setting.
    And from the Book We Don't Talk About to boot, but I had to ask.

  8. - Top - End - #728
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    Default Re: Orc/Goblinoid Resources

    INGUNDI (Greyhawk)



    "....."

    The Ingundi are semi-bipedal lizardmen, standing roughly 5-6 feet tall. They are light green in color, fading to yellow on their bellies. Their eyes are yellow with black pupils.

    INGUNDI RACIAL TRAITS
    · +2 Con, +2 Cha, -4 Int
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · +4 Natural AC Bonus
    · Spell-Like Abilities (Sp): Detect Thoughts-at will, Disguise Self 2/day
    · Telepathy 60 ft.
    · An Ingundi 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 Bluff, Diplomacy, Hide, Move Silently, and Survival. It also gets 2 Feats.
    · Ingundi 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.
    · Ingundi have a +4 Racial Bonus to Bluff and Diplomacy Checks.
    · Automatic Languages: Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Scout

    STARTING AGE
    Adulthood: 60
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +8d6

    AGING EFFECTS
    Middle Age: 150
    Old: 200
    Venerable: 250
    Maximum Age: +6d%

    HEIGHT AND WEIGHT
    Base Height: 5'4"
    Height Modifier: +2d6"
    Base Weight: 90 lbs.
    Weight Modifier: x3 lbs.

    INGUNDI CHARACTERS
    Given their animalistic lifestyle, Ingundi are well adapted to forest dwelling classes such as the Barbarian and Scout. Their Int penalty will hurt skill choice though.
    Adventuring Race: Ingundi generally go on quests for revenge or power. Optionally they may need to disappear because they've worn out their welcome, and tag along disguised in an adventuring party until they can score a new home.
    Character Development: If you intend to go out into the world be sure to take some racial Feats in order to disguise yourself.
    Character Names: Due to their lifestyle and telepathy, the Ingundi see no need for names.

    ROLEPLAYING AN INGUNDI
    You have little in the way of emotion. Humans would call you a psychopath if that term existed in fantasy worlds. You aren't a psychopath, you just don't feel much of anything.
    Personality: You have little in the way of personality, and are almost strictly a predatory animal, even given your intelligence.
    Behaviors: Ingundi often sit hidden, watching others for hours to learn better methods of seducing prey. Animals are approached using their illusory disguise, pretending to be a docile member of their species. Humanoids are seduced and led to quiet places where the Ingundi can take advantage of their vulnerability.
    Language: The Ingundi have no language, communicating with each other telepathically. They usually learn Common though.

    INGUNDI SOCIETY
    The Ingundi have no known culture or civilization, despite their powers and intelligence. They only come together once a year, to mate in the winter.
    Alignment : Ingundi are almost universally Chaotic Evil. At least until they get to learn other species are people.
    Lands : Ingundi haunt the temperate forests of Greyhawk, making their lairs in dead trees or similar abodes.
    Settlements : Ingundi do not generally venture out of the safety of the deep woods
    Beliefs : If the Ingundi serve a deity, it is not known to the seers of Greyhawk.
    Relations: Ingundi regard all other races as food, though some do charm Giant Iguanas to serve as mounts or attack beasts. It's a special one of them that accepts other species as an equal.

    INGUNDI ADVENTURES
    · A well designed pogrom has nearly exterminated your people, and those of you left are forced to hide among the enemy. You hide, while looking for opportunities for revenge.
    · A small village has been paying you a monthly tribute in the form of people (i.e. food), but they're overdue. When you go into town to teach them a lesson, you find their bodies burned in one giant pile, with all their heads arranged around the ashes. Some part of you wants to run, while another wants revenge for losing your comfortable life.
    · You've been seeing things in your dreams at night that hint towards the death of your kind (and incidentally just about everything else). You fear you may have to put your cravings for meat aside and join with the local Humanoids to help ward off whatever impending event promises your mutual destruction.



    Ingundi Racial Feats

    Thought Thief
    Your telepathy has gotten better with time.
    Prerequisites: Ingundi, 12 HD
    Benefits: You my cast Probe Thoughts 2/day as a Spell-like ability.


    Face Thief
    Your telepathic disguise is more versatile.
    Prerequisites: Ingundi
    Benefits: You may now cast Reflective Disguise2/day (see Spell Compendium).


    Charming Mask
    You have a way with words.
    Prerequisites: Ingundi
    Benefits: You may cast Charm Person 3/day as a Spell-like ability.


    Improved Charming Mask
    Even other monsters say so.
    Prerequisites: Charming Mask, 9 HD
    Benefits: You may cast Charm Monster 2/day as a Spell-like ability.


    Ingundi Racial Substitution Levels

    Barbarian
    Level 1: Lose Fast Movement for Sneak Attack
    Sneak Attack (Ex): You gain 1d6 Sneak Attack (see PHB), which stacks with Sneak attack dice from other sources.

    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.

    Psion
    Level 1: When choosing your Bonus Feat, you may take a Racial Feat instead.
    Last edited by Bhu; 2022-12-19 at 11:23 PM.
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  9. - Top - End - #729
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    INGUNDI (Greyhawk)

    (…)

    · Favored Class: Barbarian
    They are a bit subtle to be good Barbarian material. Scout or Wilderness Rogue would perhaps serve them better.

    INGUNDI CHARACTERS
    Given their animalistic lifestyle, Ingundi are well adapted to forest dwelling classes such as the Barbarian and Scout. Their Int penalty will hurt skill choice though.
    It's not that bad; Scout/Rogue leaves them with 6 skill points per level without any serious investment in INT and it's not like Barbarians are very skill-based.

    Charming Mask
    You have a way with words.
    Prerequisites: Ingundi
    Benefits: You may cast Charm Person 3/day as a Spell-like ability.


    Improved Charming Mask
    Even other monsters say so.
    Prerequisites: Charming Mask, 9 HD
    Benefits: You may cast Charm Monster 2/day as a Spell-like ability.
    Those are pretty good picks and I don't thin anything'd break if the lizards got the Improved one at 7 HD; I mean, with the LA that's ECL 8 where the Sorcerer gets it and it's not like one can churn as much out of a 2/day SLA as a full caster can from a spell known.

  10. - Top - End - #730
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    They are a bit subtle to be good Barbarian material. Scout or Wilderness Rogue would perhaps serve them better.


    hose are pretty good picks and I don't thin anything'd break if the lizards got the Improved one at 7 HD; I mean, with the LA that's ECL 8 where the Sorcerer gets it and it's not like one can churn as much out of a 2/day SLA as a full caster can from a spell known.
    I has fixed. I made the Feat 9 HD cause that's the earliest it ca get a Feat. Otherwise it'd be at 7 hd.
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  11. - Top - End - #731
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    Quote Originally Posted by Bhu View Post
    I made the Feat 9 HD cause that's the earliest it ca get a Feat. Otherwise it'd be at 7 hd.

    In my defense, two strategically placed levels of Savant can grant a feat at 7th, among other ways. But yeah.

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    JOZHAL (Athas)



    "Shiny!"

    Jozhal are thin, gangly reptiles, who can change color at will. They are bipedal, with scales so fine it seems as though they are covered in skin.

    JOZHAL RACIAL TRAITS
    · +2 Dex, +4 Int, +2 Wis, -2 Str, -2 Cha
    · Size Class: Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
    · Type: Magical Beast, giving it Low Light Vision and 60' Darkvision
    · Base land speed 45 ft.
    · +6 Natural AC Bonus
    · Camouflage (Ex): This is identical to the Ranger ability listed in the PHB.
    · Spellcasting: Jozhal can cast spells as a Cleric equal to their Hit Dice. This stacks with any Levels in Cleric they may gain to determine their Caster Level.
    · Psionics: Jozhal can manifest psionic powers as a Psion equal to their Hit Dice. This stacks with any Levels in Psion they may gain to determine their Manifester Level.
    · Power Resistance equal to 10+CR
    · Empathy (Su): Jozhalcan communicate and empathize with others. This gives them a +4 racial bonus on checks when influencing the attitudes and allows the communication of simple concepts, such as "friend," "foe," "flee," and "attack."
    · A Jozhal has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Concentration, Hide, Knowledge (Psionics), Move Silently, Psicraft, and Use Psionic Device. It also gets 2 Feats.
    · Jozhal have a Primary Bite attack doing 1d6 plus Strength Bonus.
    . Non Humanoid Form: The Jozhal aren't humanoid. Being vicious predators they can't make Handle Animal checks as animals are terrified of them. Armor is double the cost but half the weight for them.
    · Skills: Jozhal have a +4 Racial Bonus to Hide Checks.
    · Automatic Languages: Jozhal have no language, but most PC's will have learned Common or the language of a nearby race.
    · Level Adjustment: +5
    · Favored Class: Cleric or Psion

    STARTING AGE
    Adulthood: 60
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +8d6

    AGING EFFECTS
    Middle Age: 150
    Old: 200
    Venerable: 250
    Maximum Age: +6d%

    HEIGHT AND WEIGHT
    Base Height: 3'
    Height Modifier: +2d4"
    Base Weight: 35 lbs.
    Weight Modifier: x1 lb.

    JOZHAL CHARACTERS
    The LA will be a nasty penalty, but given their racial abilities the Jozhal are meant for either Cleric or Psion.
    Adventuring Race: Jozhal are very reverent towards nature, and will go to great lengths to preserve it or chase away Humanoids. They also adventure to acquire magic items, and for revenge.
    Character Development: Try to find some way to obviate your racial LA, and to disguise yourself among the other races.
    Character Names: Jozhal names are pronounceable only by their species.

    ROLEPLAYING A JOZHAL
    Humanoids always mean trouble for everyone. Only in times of direst need are they to be tolerated.
    Personality: Jozhal leave nothing to waste, devouring their dead, and making tools from their bones. Their sort of like weird cannibal hippies/survivalists.
    Behaviors: Jozhal are very curious about magic items, and see nothing wrong with pilfering them. They do, however, take great offense at the wilderness being despoiled. So while taking shinies is okay, don't discard them in the wild.
    Language: The Jozhal have no language, living at the equivalent of the human Stone Age. They communicate in much the same way apes do, with a primitive proto language, unless they make the effort to learn Common or another tongue.

    JOZHAL SOCIETY
    The Jozhal are scavengers living in small family units. They leave nothing to waste, because at their level of subsistence nothing can afford to be wasted.
    Alignment : Almost universally Chaotic Neutral.
    Lands : Jozhal are found in the Tablelands or Hinterlands.
    Settlements : Despite being nomadic, the Jozhal rarely leave their homelands.
    Beliefs : The Jozhal revere nature, and are careful to never despoil it, but it is uncertain that this extends to any form of religious belief.
    Relations: Jozhal tend to be isolationists, fearing humanoids as being dangerous and lacking in sense. They do have a taste for magic items though, and will attempt theft if they detect any on travelers.

    JOZHAL ADVENTURES
    · A local campaign against the Sorcerer Kings is led by a man whose origin and location no one knows. Mostly because that 'man' is you using a psionic disguise.
    · A powerful undead is threatening to unleash a plague of his kind. And the only one who knows about it is you, a member of a species most others don't feel a need to listen to.
    · In a truly odd, and convoluted story for the ages, you have been elected some sort of king among the local bug peoples. You just know this is gonna end bad.



    Jozhal Racial Feats

    Mystic Ambush
    You're a sneaky caster/manifester.
    Prerequisites: Jozhal, Ambush alternative class feature
    Benefits: If you succeed in targeting a single opponent who is unaware of you with a spell or power, you may add your Ambush damage. You may only use this Feat with spells or powers that target a single being, and that do damage.


    Improved Ambush
    You are a master predator, or at least you like to think so.
    Prerequisites: Jozhal, Ambush 2d6
    Benefits: Your Ambush damage improves by +2d6, and the range at which you can use it increases by 20 ft.


    Hindering Power
    Your spells slow opponents down.
    Prerequisites: Jozhal, any Metapsionic or Metamagic Feat
    Benefits: If an opponent fails a Saving Throw against a spell you cast or a power you manifest, you may voluntarily reduce the caster/manifester level by 1 to reduce your opponents land speed by 10 feet for 1 Minute. Multiple uses of this Feat stack, but cannot reduce an opponents speed lower than 5 feet.


    Camouflage Master
    You always did best at hide and seek.
    Prerequisites: Jozhal, Hide 4 ranks
    Benefits: The penalties you take for moving during a Hide Check are reduced by 5.


    Jozhal Racial Substitution Levels

    Cleric
    Level 1: See rules for Athasian Clerics on Athas.org.

    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.
    Level 8: Replace Camouflage with Racial Feat.



    Psion
    Levels 1, 5, 10, 15 and 20: Instead of gaining Bonus Feats you may choose 2 disciplines at 1st Level, as well as their associated skills. If you choose this option you are limited to Psychoportation and Telepathy.
    Last edited by Bhu; 2022-12-27 at 11:53 PM.
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  13. - Top - End - #733
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    Quote Originally Posted by Bhu View Post
    · Spellcasting: Jozhal can cast spells as a Cleric equal to their Hit Dice. This stacks with any Levels in Cleric they may gain to determine their Caster Level.
    · Psionics: Jozhal can manifest psionic powers as a Psion equal to their Hit Dice. This stacks with any Levels in Psion they may gain to determine their Manifester Level.
    I was going to comlain about the LA being a bit high (I know, I know, I usually do the opposite of that), but then I saw they get these both. Not bad!

    Non Humanoid Form: The Jozhal aren't humanoid. Being vicious predators they can't make Handle Animal checks as animals are terrified of them.
    Nice touch!

    · Automatic Languages: Jozhal have no language, but most PC's will have learned Common or the language of a nearby race.

    (…)

    Language: The Jozhal have no language, living at the equivalent of the human Stone Age. They communicate in much the same way apes do, with a primitive proto language, unless they make the effort to learn Common or another tongue.
    I don't know. I'm not sure a creature with a +4 to INT (which woukld, by default, grant two bonus languages to a PC) and an easy grasp of skills such as Knowledge (psionics) has any business not being able to speak a language more sophisticated than something devised by animals with an INT score of 2. Not having a language of their own makes sense, but I think something like "Any one" or "Any two" would work better in that capacity, 2e fluff be damned.

    Jozhal Racial Feats

    Mystic Ambush
    You're a sneaky caster/manifester.
    Prerequisites: Jozhal, Ambush alternative class feature
    Benefits: If you succeed in targeting a single opponent who is unaware of you with a spell or power, you may add your Ambush damage. You may only use this Feat with spells or powers that target a single being, and that do damage.


    Improved Ambush
    You are a master predator, or at least you like to think so.
    Prerequisites: Jozhal, Ambush 2d6
    Benefits: Your Ambush damage improves by +2d6, and the range at which you can use it increases by 20 ft.

    (…)

    Scout
    Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush
    Hindering Power is neat, but I'm really not sure about the rest. Camouflage Master is okay, if a bit superfluous (these guys start with a +9 to Hide before ranks and unadjusted stats). But then we have half the feats and the most substantive racial class variant revolve around Ambush. I know I complain about Ambush a lot, but hear me out: Skirmish has the advantage that it's easier to set up than any other type of precision damage; Deceptive Attack, bad as it is, has the advantage of being like precision damage without being actual precision damage and thus applying against any type of foe by default.

    Ambush, on the other hand… It's kind of nice if one can pull off sniping from within melee range for most of one's career? And Jozhal get the first measly dice of it at ECL 10.

  14. - Top - End - #734
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    Default Re: Orc/Goblinoid Resources

    Maybe if I changed it to "their language is currently in development"?
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Maybe if I changed it to "their language is currently in development"?
    That kind of has the same problem. They are a bit too smart for that. I had an epiphany, though, this morning! These lizards are sneaky psychic lizards! They could have some kind of Empathetic Link with conspecifics, allowing them to transfer emotions and simple concepts (so long as they are not very far from each other). It wouldn't break much (even if there's more than one jozhal in a party, it's just a cute boon), it would fit the psionic profile and it would explain why they don't have a language (they could make one or several, but for what if they can "talk" among each other without the risk of being detected or eavesdropped? It's not like they are sentimental fuzzballs with much they want to speak about).

  16. - Top - End - #736
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    Would this be species specific, or would they need to learn languages to speak to other races?
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    Both? It's supposed to be a by-jozhals-for-jozhals deal that doesn't help much (read: at all) when conversing with non-jozhal.

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    I've edited it in
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    ALCOR



    "You don't belong here..."

    The Alcor looks like a typical Lizardfolk, minus the adaptations for semi aquatic living. It's tail also widens into a broad, flat pad it can stand on.

    ALCOR RACIAL TRAITS
    · +2 Dex, +2 Con, +2 Wis, -6 Int (minimum 3), -4 Cha
    · Size Class: Medium.
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 25 ft.
    · +5 Natural AC Bonus
    · Tail Slap(Ex): If it is not using it's Tail to ski, the Alcor can deliver a devastating Tail Slap as a Full Round Action. If the attack is successful it does 2d4 plus Str Modifier damage, and the Alcor can immediately make a Trip attack as a Free Action without provoking an Attack of Opportunity.
    · Snow-Walking (Ex): The Alcor suffer no penalties for moving through snow. Additionally they may stand on their broad, flat tails and use them to ski down mountainsides, with a spear as their ski pole. When skiing they move at double their land speed, and if they successfully perform a charge attack while skiing the damage is doubled.
    · Cold Resistance 5
    · An Alcor 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 Balance, Climb, Knowledge (Nature), Spot and Survival. It also gets 2 Feats.
    · Alcor have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Str modifier. It gets 2 claws and a bite with a Full Attack.
    · Skills: Alcor have a +4 Racial Bonus to Survival Checks.
    · Automatic Languages: Draconic.
    · Level Adjustment: +0
    · Favored Class: Scout

    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: x2d6 lbs.

    ALCOR CHARACTERS
    Go Scout if the campaign takes place on a snowy mountain, you're perfect for it. If not, some form of lightly armored fighter type is good.
    Adventuring Race: Alcor go adventuring for the same reason most Lizardfolk would go. Wealth, glory, etc.
    Character Development: Given your races reputation for xenophobia, it might do to be as adept at either stealth or combat as you can...
    Character Names: Alcor use Lizardfolk names.

    ROLEPLAYING AN ALCOR
    Non Lizard people are evil. Pure, nasty evil. Granted a lot could be said about you being hypocritical seeing as you kill any one on the mountain and all...
    Personality: You're a reptile trapped in permanent winter...you have anger issues.
    Behaviors: You spend much time practicing your skiing and stabbing things.
    Language: Alcor speak a degraded version of Draconic.

    ALCOR SOCIETY
    With the exception of living in an alpine climate (and harsh xenophobia), you're pretty much just like the rest of the Lizardfolk race.
    Alignment : The vast majority of Alcor are Neutral in outlook, caring about nothing more than survival.
    Lands : Alcor generally live on snowbound mountain peaks.
    Settlements : It's rare that the Alcor settle, but they still prefer arctic conditions if they do.
    Beliefs : If the Alcor have a religion, no one knows about it.
    Relations: The Alcor are extremely xenophobic, even differing tribes of Alcor will only cooperate with each other when there is another enemy (i.e. anything not Alcor) in the area.

    ALCOR ADVENTURES
    · A tribe of Amitok has decided to move in on your territory. Let the battle of the snow monsters begin!
    · It's time for the annual skiing competition, but some fool called up a minor demon and no one knows how to get rid of the damn thing. You are now volunteered to tell it to leave. Good luck!
    · Today an Angel dropped by your cave to ask directions, despite your valiant attempts to damage him. He was followed by a Devil. Then some sort of alien thing. What the hell is going on?



    Alcor Racial Feats

    Winterized
    You're used to the cold.
    Prerequisites: Alcor, Cold Endurance
    Benefits: Your Cold Resistance improves from 5 to 10.


    Polar Vision
    You are used to light reflecting off the ice and snow.
    Prerequisites: Alcor, Con 13+
    Benefits: You are immune to Snow Blindness (see Frostburn).


    Numb Rage
    Instead of anger, you become incredibly focused and emotionless during rage.
    Prerequisites: Alcor, Improved Cold Rage, Wis 15+
    Benefits: You are immune to Mind-Affecting effects during Rage.


    Frozen Rage
    Your wounds don't bleed.
    Prerequisites: Alcor, Cold Rage
    Benefits: You are immune to the Wounding Weapon Property (and similar abilities that do ability or hit point damage due to blood loss) while Raging.


    Alcor Racial Substitution Levels

    Scout
    Level 1: Replace Flawless Stride with Snowglider.
    Snowglider (Su): You can move without penalty over ice and snow (including terrain that requires a Climb or Swim check, or that has been magically manipulated), and do not need to make Balance Checks to avoid falling. You also do not fall through snow, moving atop it as if it were solid ground.

    Barbarian
    Level 1: Replace Rage with Cold Rage
    Cold Rage (Ex): This identical to normal Rage (including for purposes of Feats that require Rage), with 2 exceptions. The first is that the Alcor is not Fatigued when the Rage ends. nor do you take a Penalty to AC. Instead of the usual Bonus to Str, Con an Willpower Saves you instead receive a +2 Resistance Bonus to all Saving Throws.
    Level 3+: Trap Sense is modified.
    Trap Sense (Ex): Barbarians may add their trap sense bonus on Reflex saves made against natural hazards of the frostfell, as well as to their Armor Class against attacks made by natural hazards. Hazards of the frostfell include dangers such as avalanches, snow-filled crevasses, and other terrain features of frostfell terrain.

    This ability replaces the benefits a standard barbarian receives from having trap sense.
    Level 11: Replace Rage with Improved Cold Rage
    Improved Cold Rage (Ex): Your Bonus to Saving Throws during Cold Rage increases to +3.
    Level 17: Replace Tireless Rage with Greater Cold Rage
    Greater Cold Rage (Ex): During Cold Rage you now gain a +2 Morale Bonus to attack rolls.
    Level 20: Replace Mighty Rage with Mighty Cold Rage
    Mighty Cold Rage (Ex): Your Bonus to Saving Throws during Cold Rage increases to +4.

    Druid
    Level 1: Use the Animal Companion list from Frostburn.
    Level 2: Replace Woodland Stride with Snowglider.
    Ambush (Ex): You can move without penalty over ice and snow, and do not need to make Balance Checks to avoid falling. You also do not fall through snow, moving atop it as if it were solid ground.
    Last edited by Bhu; 2023-01-07 at 06:54 PM.
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  20. - Top - End - #740
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    ALCOR



    "You don't belong here..."

    The Alcor looks like a typical Lizardfolk, minus the adaptations for semi aquatic living. It's tail also widens into a broad, flat pad it can stand on.

    ALCOR RACIAL TRAITS
    · +2 Dex, +2 Con, +2 Wis, -6 Int (minimum 3), -4 Cha
    Ouch. That's harsh.

    · Size Class: Medium.
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 25 ft.
    · +5 Natural AC Bonus
    · Tail Slap(Ex): If it is not using it's Tail to ski, the Alcor can deliver a devastating Tail Slap as a Full Round Action. If the attack is successful it does 2d4 plus Str Modifier damage, and the Alcor can immediately make a Trip attack as a Free Action without provoking an Attack of Opportunity.
    · Snow-Walking (Ex): The Alcor suffer no penalties for moving through snow. Additionally they may stand on their broad, flat tails and use them to ski down mountainsides, with a spear as their ski pole. When skiing they move at double their land speed, and if they successfully perform a charge attack while skiing the damage is doubled.
    · Cold Resistance 5
    · An Alcor 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 Balance, Climb, Knowledge (Nature), Spot and Survival. It also gets 2 Feats.
    · Jozhal have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Str modifier. It gets 2 claws and a bite with a Full Attack.
    · Automatic Languages: Draconic.
    · Level Adjustment: +0
    · Favored Class: Scout
    I'll assume these guys are balanced against regular lizardfolk (same ECL, same natural armour, they are lizards). Now, regular lizards get
    –+2 STR instead of (the superior) DEX and nothing to WIS, but only a -2 stat penalty for a balance of +2. For these guys, that balance is a -4 and the penalties are big;
    –regular lizards are 5' faster by default, but skiing easily compensates for that;
    –have stronger primary natural attacks (1 die difference), which is offset by the strong tail slap, though being full-round, it's of questionable utility as an attack except against DR;
    –a somewhat shorter skill list, but a total of +12 racial to skills (vs. the alcor's 4) and far better INT (an INT-based class skill on something with a -6 to INT feels counter-intuitive, by the way);
    –Hold Breath, which is a joke compared to cold resistance plus double damage on charge plus superior mobility in their preferred terrain.

    Alcors pull ahead before stat adjustments, overall, but I think that -10 might be a bit much. I'd probably consider ditching the WIS bonus and lessening the INT penalty to -2. That's in line with lizardfolk stats, still gives a total of -4 and leaves the xenophobia-based hit to CHA intact.

    · Jozhal have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Str modifier. It gets 2 claws and a bite with a Full Attack.
    Leftover alert!

    Character Development: Given your races reputation for xenophobia, it might do to put some ranks in diplomacy...
    Given that dumpster fire INT and CHA and that Diplomacy's cross-class for both alcors and scouts, that might be a dubious advice.

    Personality: You're a reptile trapped in permanent winter...you have anger issues.
    Behaviors: You spend much time practicing your skiing and stabbing things.
    Heh. I mean, whoever wouldn't?

    Alcor Racial Feats

    Winterized
    You're used to the cold.
    Prerequisites: Alcor, Cold Endurance
    Benefits: Your Cold Resistance improves from 5 to 10.
    Nice!

    Numb Rage
    Instead of anger, you become incredibly focused and emotionless during rage.
    Prerequisites: Alcor, Greater Cold Rage, Wis 15+
    Benefits: You are immune to Mind-Affecting effects during Rage.
    Hrm. That might come online a tad late.

    Alcor Racial Substitution Levels

    Scout
    Level 1: Replace Flawless Stride with Snowglider.
    Ambush (Ex): You can move without penalty over ice and snow, and do not need to make Balance Checks to avoid falling. You also do not fall through snow, moving atop it as if it were solid ground.
    1. Ambush should probably read Snowglider there.
    2. Flawless Stride is a 6th level ability and since a scout with it "can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment", it kind of does everything Snowglider does and then MUCH more.


    This ability replaces the benefits a standard barbarian receives from having trap sense.
    Level 11: Replace Rage with Greater Cold Rage
    Greater Cold Rage (Ex): Your Bonus to Saving Throws during Cold Rage increases to +3.
    Level 17: Replace Tireless Rage with Improved Cold Rage
    Improved Cold Rage (Ex): During Cold Rage you now gain a +2 Morale Bonus to attack rolls.
    Usually, Improved is the first boost and Greater the second. Is swapping them here intentional?

  21. - Top - End - #741
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    I've made preliminary mods to fix stuff. Snowlider got a boost and the rest was switched, other than the ability scores. In the original source material, their Int is referred to as 'animal to low'. They're supposed to just be emerging from the stone age (they don't even use clothes). Lemme think on what i might wanna do to fix this.
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    Quote Originally Posted by Bhu View Post
    I've made preliminary mods to fix stuff. Snowlider got a boost and the rest was switched,
    Alright, that should work. Note, though, that Flawless Stride is still 6th level (did you mean the lizards gains Snowglider at 1st in exchange for not gaining FStride at 6th?) and under Druid, Snowglider is still listed as Ambush. Also note that while the original wording of Snowglider makes it a fair trade for Woodland Stride, if the Scout and Druid ACFs use the same name but do different things, that'll end up confusing.

    other than the ability scores. In the original source material, their Int is referred to as 'animal to low'. They're supposed to just be emerging from the stone age (they don't even use clothes). Lemme think on what i might wanna do to fix this.
    I see. (Still, why would a lizard ever wear clothes if it's never cold?) I stand by my previous calculations, nevertheless with regards to balance (and my personal preferences, but that's, of course, secondary).

  23. - Top - End - #743
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    I added some skill bonuses, lowered the int penalty to -4, and redid the substitution levels. I'll look at it again later, I'm exhausted.


    VARANID



    "Do not mistake my kindness for weakness."

    Varanids looks like humanoid Komodo Dragons or Monitor Lizards.

    VARANID RACIAL TRAITS
    · +2 Str, +2 Dex, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 40 ft.
    · +3 Natural Armor Bonus to AC
    · A Varanid has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Move Silently, and Survival. It also gets 2 Feats.
    · Varanids gain Two Weapon Fighting as a Bonus Feat
    · Varanids have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d4 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.
    · Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Fighter

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

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

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

    VARANID CHARACTERS
    Varanids love combat, virtually ensuring they'll be one of the melee classes. Some of you become warpriests as well.
    Adventuring Race: Varanids go on advenutres for a variety of reasons, much like most other humanoids.
    Character Development: Your species has a badass reputation that will get you challenged a lot. Make sure you're up to it, or you'll be in trouble.
    Character Names: Varanids use Lizardfolk names.

    ROLEPLAYING A VARANID
    Those who approach you with caution find you friendly and loyal, if a little remote. Everyone else doesn't live long.
    Personality: You tend to be flat and emotionless, only speaking when you have something important to say.
    Behaviors: Typical activities include spearfishing, sunning on rocks, or crafts. You are a surprisingly industrious people.
    Language: Varanid speak a variant of Lizardfolk.

    VARANID SOCIETY
    Varanids are a bit more advanced than the average Lizardfolk. They have a rep as warriors, more than being industrious. While they don't go seeking combat, they love to prove themselves once it arrives..
    Alignment : Most Varanids are purely Neutral.
    Lands : Varanids prefer warm forests or marshes.
    Settlements : Varanids can be found sometimes in warm plains.
    Beliefs : Varanids worship a minor pantheon of ancestral Demigods.
    Relations: Varanids are fairly peaceful for lizardfolk, so as long as you treat them well, and are self sufficient, you'll do just fine. But they are harsh and emotionless in war. Cross them and they won't stop until you're dead.

    VARANID ADVENTURES
    · Something is turning normal jungle critters gigantic, and you need to find out what before things go sideways for the tribe.
    · One of the Ancestors appears and tells you the time to lead your tribe to war is now. Funny thing is, you aren't the tribe leader. Or it's priest. Time to quietly start finding out whats going on.
    · Your best friend Shistak bets you that you can't go in to town without getting your ass kicked by paranoid humans. So you set down your beer and head into town, only to find it being assaulted by some sort of creature that appears to be above your pay grade.



    Varanid Racial Feats

    Scent
    You have an atavism that grants you better smell and taste.
    Prerequisites: Varanid or Iguanid, Wis 13+
    Benefits: You gain the Scent ability listed in the Monster Manual.


    Vestigial Venom
    You have retained very mild poison from your ancestors.
    Prerequisites: Varanid, Con 13+
    Benefits: Your bite is poisonous. Injury, Fortitude Save (Save DC is Con based), Initial damage is 1 Str. Secondary damage is profuse bleeding for 1 Minute (you do an extra +1d6 damage with each successful attack during that time).


    Stoicism
    Your BS radar is strong.
    Prerequisites: Varanid, Wis 15+
    Benefits: You can always Take 10 on Sense Motive Checks or Willpower Saves.


    Lasher
    You're in charge of giving the warriors a pep talk for war.
    Prerequisites: Varanid, Cha 13+
    Benefits: Allies within 30 feet of you gain a +1 Bonus on attack rolls and initiative checks.


    Varanid Racial Substitution Levels

    Fighter
    Level 1: Instead of Martial Weapon Proficiency you are proficient with the various racial weapons listed below, as well as the Falchion, Gythka and Two-Bladed Sword.

    Ranger
    Level 1: Replace Wild Empathy with any Fighter Feat.
    Level 4: Replace Animal Companion with Born Killer.
    Born Killer (Ex): When rolling to confirm a critical hit against an opponent who qualifies for your Favored Enemy Bonus, roll twice and take the better result.

    Scout
    Level 4+: Remove the following from the list of Bonus Feats you can take: Far Shot, Point Blank Shot, Precise Shot, Rapid Reload, and Shot on the Run. Replace them with the following: Two-weapon Fighting, Two-weapon Defense, Improved Two-weapon Fighting, Greater Two-weapon Fighting, Improved Two-weapon Defense.


    Varanid Curved Axe: 30 GP, 1d6 Small, 1d8 damage Medium, x3 damage on a successful critical, slashing damage, grants a +4 Bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

    Varanid Barbed Net: This is identical to the normal Net except as follows: it can be used as a melee weapon doing 1d6 piercing damage (1d4 if Small), and opponents who are entangled in one take 1d6 plus their own Str Modifier on failed Escape Artist or Str Checks meant to escape it.

    Varanid Punch Dagger: 8 GP, 1d4 Small, 1d6 Medium, x2 damage on a successful critical (threatens critical on an 18-20), slashing or piercing damage, if used in pairs and one is not used to attack it grants a +1 Shield Bonus to AC (this stacks with the AC Bonus from Two Weapon Defense and similar Feats).
    Last edited by Bhu; 2023-01-12 at 11:46 PM.
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  24. - Top - End - #744
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I added some skill bonuses, lowered the int penalty to -4, and redid the substitution levels. I'll look at it again later, I'm exhausted.
    Standing by 'til then!

    VARANID



    "Do not mistake my kindness for weakness."

    Varanids looks like humanoid Komodo Dragons or Monitor Lizards.

    VARANID RACIAL TRAITS
    · +2 Str, +2 Dex, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 40 ft.
    · +3 Natural Armor Bonus to AC
    · A Varanid has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Move Silently, and Survival. It also gets 2 Feats.
    · Varanids gain Two Weapon Fighting as a Bonus Feat
    · Varanids have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d4 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.
    · Automatic Languages: Lizardman and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Fighter
    These guys are a bit vanilla overall, but their racial stats are pretty darn good, as is their speed and attack routine. I also like their fluff a lot.

    Vestigial Venom
    You have retained very mild poison from your ancestors.
    Prerequisites: Varanid, Con 13+
    Benefits: Your bite is poisonous. Injury, Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1 Str.


    Stoicism
    Your BS radar is strong.
    Prerequisites: Varanid, Wis 15+
    Benefits: You gain a +2 Bonus to Sense Motive Checks, and a +1 Resistance Bonus to Willpower Saves.
    I'm not sure when and how these two could be really useful;


    Lasher
    You're in charge of giving the warriors a pep talk for war.
    Prerequisites: Varanid, Cha 15+
    Benefits: Allies within 30 feet of you gain a +1 Bonus on attack rolls and initiative checks.
    this one, on the other hand, is nice, if a tad overpriced on a martial type with a CHA penalty.

    Varanid Racial Substitution Levels

    Fighter
    Level 1: Instead of Martial Weapon Proficiency you are proficient with the various racial weapons listed below, as well as the Falchion, Gythka and Two-Bladed Sword.

    Ranger
    Level 1: Replace Wild Empathy with any Fighter Feat.
    Level 4: Replace Animal Companion with Born Killer.
    Born Killer (Ex): When rolling to confirm a critical hit against an opponent who qualifies for your Favored Enemy Bonus, roll twice and take the better result.

    Scout
    Level 4+: Remove the following from the list of Bonus Feats you can take: Far Shot, Point Blank Shot, Precise Shot, Rapid Reload, and Shot on the Run. Replace them with the following: Two-weapon Fighting, Two-weapon Defense, Improved Two-weapon Fighting, Greater Two-weapon Fighting, Improved Two-weapon Defense.


    Varanid Curved Axe: 30 GP, 1d6 Small, 1d8 damage Medium, x3 damage on a successful critical, slashing damage, grants a +4 Bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

    Varanid Barbed Net: This is identical to the normal Net except as follows: it can be used as a melee weapon doing 1d6 piercing damage (1d4 if Small), and opponents who are entangled in one take 1d6 plus their own Str Modifier on failed Escape Artist or Str Checks meant to escape it.

    Varanid Punch Dagger: 8 GP, 1d4 Small, 1d6 Medium, x2 damage on a successful critical (threatens critical on an 18-20), slashing or piercing damage, if used in pairs and one is not used to attack it grants a +1 Shield Bonus to AC.
    This stuff's nice as well, especially Born Killer, the barbed net and the punch dagger. Speaking of, does the AC bonus from the latter stack with the one from the TWD-line?
    Last edited by Metastachydium; 2023-01-09 at 12:19 PM.

  25. - Top - End - #745
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    Default Re: Orc/Goblinoid Resources

    Varanid has been modified, how about a +2 Str for the Alcor?
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  26. - Top - End - #746
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Varanid has been modified,
    New and improved stuff looks lovely.

    how about a +2 Str for the Alcor?
    Dunno about that. Their racial adjustments are all over the place already.

  27. - Top - End - #747
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    GECKONID



    It's not what it looks like..."

    Geckonids are humanoid Geckos of red, blue, green or brown color. Tokays are bigger, and pink with grey dots.

    GECKONID RACIAL TRAITS
    · -2 Str, +4 Dex, -2 Wis (+4 Dex, -2 Wis, -2 Cha for Tokay)
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype.
    · Base land speed 30 ft.
    · Base climb speed 30 ft.
    · +3 Natural Armor Bonus to AC
    · Wall-Walker (Ex): You permanently have the benefits of the Spider Climb spell, but your Climb speed is noted above.
    · See Invisible (Su): All Geckonids permanently have the benefits of the See Invisibility spell.
    · Tokay Geckonids have a Primary Bite attack doing 1d4 plus one and a half times Str Modifier.
    · Geckonids have a +8 Racial Bonus to Climb, Hide and Jump Checks, and may always Take 10 on either. They may use the Run Action while climbing as long as they climb in a straight line. The height of their jumps is not limited by their Size.
    · Automatic Languages: Lizardfolk and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +2
    · Favored Class: Rogue (Fighter or Rogue for Tokay)

    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' (5'6" for Tokay)
    Height Modifier: +2d10"
    Base Weight: 100 lbs. (125 lbs. for Tokay)
    Weight Modifier: x2d6 lbs.

    GECKONID CHARACTERS
    Both the Tokay and Geckonids make excellent Rogues. The Tokay also do well as lightly armored, mobile fighting types. Some have a talent for magic, but most don't have the attention span to really develop them.
    Adventuring Race: Geckonids adventure for fun, thrills and curiosity. They really could care less about the money. Tokays though. Tokays do it for greed.
    Character Development: Your race kind of has a reputation for illegal shenanigans. You might wanna offset that somehow.
    Character Names: Geckonids use Lizardfolk names.

    ROLEPLAYING A GECKONID
    You like to run. You'd rather run than fight, which, given your habits, is a good thing. People just don't get you. They get the Tokay pretty good though, because a lot of them are absolute evil.
    Personality: Geckonids are fond of jokes and other pranks, and are primarily driven by their personal sense of humor and curiosity. In the Tokay this takes a turn for the darker, and expresses itself as sadism and greed.
    Behaviors: Most of your race don't understand personal property. For most Geckonids this is because you're curious about other peoples stuff. For the Tokay, it's because they're thieving bastards.
    Language: Geckonids speak their own dialect of Lizardfolk.

    GECKONID SOCIETY
    Most Geckonids have left for the city life. Even the rural ones are still pretty much city dwellers in temperament..
    Alignment : Geckonids tend towards Neutral Good. The Tokay are usually Neutral or Neutral Evil.
    Lands : Geckonids prefer the city life.
    Settlements : Rural Geckonids can be found in warm or temperate forests.
    Beliefs : Geckonids tend to worship whichever gods are prominent in their adopted city.
    Relations: Geckonids are warm, open and friendly. Except for the Tokay, who are mocking and cruel.

    GECKONID ADVENTURES
    · Normal Geckonids are shedding their skins and becoming Tokays. Time to find out how before half your species is wiped out.
    · So in a fit of dubious hilarity you find yourself on the run after having stolen the Lichlords crown...
    · Someone slips a note asking for help under your door. Your closet door...


    Geckonid Racial Feats

    Atavistic Senses
    You have good Night vision.
    Prerequisites: Geckonid, Wis 13+
    Benefits: You gain Darkvision with a range of 60 feet.


    Sneak Attack
    Your race is good at being stabbity.
    Prerequisites: Geckonid, Dex 13+
    Benefits: You gain +1d6 Sneak Attack (this is identical to, and stacks with, the Rogue Ability of the same name).


    Annoying Croak
    People hate you for obvious reasons
    Prerequisites: Geckonid, Con 13+
    Benefits: As a Standard Action you can let loose a loud, obnoxious croak that others seem to find distracting. All living beings within 30 ft must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Con Modifier) or take a -2 Morale Penalty on all attack rolls and skill checks made until the beginning of your next turn.


    Invisible Spell
    Your spells are more potent if your opponent is unaware of you.
    Prerequisites: Geckonid, Caster Level 3rd
    Benefits: If you are Invisible, or your opponent is unaware of you, the Save DC for your spells cast improve by +1 (this stacks with Feats like Spell Focus).


    Geckonid Racial Substitution Levels

    Fighter (Tokay only)
    Level 1: When choosing your Bonus Fighter Feats you may also choose a Racial Feat.

    Rogue
    Level 10: You gain a new option with the Rogue's Special Ability.
    Parkour Master (Ex): You gain a +4 Bonus on Balance, Jump and Tumble Checks. You do not take a penalty to Jump Checks if you do not move or have a running start, nor do your Tumble Check DC's increase for making Checks against multiple opponents.

    Scout
    Level 4+: When choosing a Bonus Feat, you may also choose a Racial Feat.
    Last edited by Bhu; 2023-01-21 at 05:56 PM.
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  28. - Top - End - #748
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    GECKONID

    Spoiler: The Internet is a truly magical place!
    Show



    It's not what it looks like..."

    Geckonids are humanoid Geckos of red, blue, green or brown color. Tokays are bigger, and pink with grey dots.

    GECKONID RACIAL TRAITS
    · -2 Str, +4 Dex, -2 Wis (+4 Dex, -2 Wis, -2 Cha for Tokay)
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype.
    · Base land speed 30 ft.
    · Base climb speed 30 ft.
    · Wall-Walker (Ex): You permanently have the benefits of the Spider Climb spell, but your Climb speed is noted above.
    · See Invisible (Su): All Geckonids permanently have the benefits of the See Invisibility spell.
    · Tokay Geckonids have a Primary Bite attack doing 1d4 plus one and a half times Str Modifier.
    · Geckonids have a +8 Racial Bonus to Climb, Hide and Jump Checks, and may always Take 10 on either. They may use the Run Action while climbing as long as they climb in a straight line. The height of their jumps is not limited by their Size.
    · Automatic Languages: Lizardfolk and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Rogue (Fighter or Rogue for Tokay)
    I love these guys! Good, strong, cute lizards! So good, in fact, that though the very thought pains me, I can't help but note that with perfect climbing, constant See Invisibility and three effective Take 17+ skills WotC would never ever give them LA +0, and even I would hesitate to stay below +2 or so.

    Both the Tokay and Geckonids make excellent Rogues. The Tokay also do well as lightly armored, mobile fighting types. Some have a talent for magic, but most don't have the attention span to really develop them.
    Adventuring Race: Geckonids adventure for fun, thrills and curiosity. They really could care less about the money. Tokays though. Tokays do it for greed.
    Character Development: Your race kind of has a reputation for illegal shenanigans. You might wanna offset that somehow.
    Character Names: Geckonids use Lizardfolk names.

    ROLEPLAYING A GECKONID
    You like to run. You'd rather run than fight, which, given your habits, is a good thing. People just don't get you. They get the Tokay pretty good though, because a lot of them are absolute evil.
    Personality: Geckonids are fond of jokes and other pranks, and are primarily driven by their personal sense of humor and curiosity. In the Tokay this takes a turn for the darker, and expresses itself as sadism and greed.
    Behaviors: Most of your race don't understand personal property. For most Geckonids this is because you're curious about other peoples stuff. For the Tokay, it's because they're thieving bastards.
    So they are kind of like the kender, except actually cute and actually good at what they do?

    Sneak Attack
    Your race is good at being stabbity.
    Prerequisites: Geckonid, Dex 13+
    Benefits: You gain +1d6 Sneak Attack (this is identical to, and stacks with, the Rogue Ability of the same name).


    Annoying Croak
    People hate you for obvious reasons
    Prerequisites: Geckonid, Con 13+
    Benefits: As a Standard Action you can let loose a loud, obnoxious croak that others seem to find distracting. All living beings within 30 ft must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Con Modifier) or take a -2 Morale Penalty on all attack rolls and skill checks made until the beginning of your next turn.
    NICE. The SA one would also compensate quite well for LA on a Rogue, I must say. Annoying Croak's also lovely; it really sounds like something with a CHA-based DC, though.

    Geckonid Racial Substitution Levels

    Fighter (Tokay only)
    Level 1: When choosing your Bonus Fighter Feats you may also choose a Racial Feat.
    A sneak attack Fighter that isn't awful? Yes, please.

  29. - Top - End - #749
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    Default Re: Orc/Goblinoid Resources

    Changed the CR, and added the AC Bonus I forgot.

    IGUANID



    "Pick up that trash or I'll pick it up for you."

    Iguanids are humanoid Marine Iguanas. They are the most prolific of the Lizardfolk species, probably because they avoid war.

    IGUANID RACIAL TRAITS
    · +2 Str, +2 Dex, -2 Int
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype..
    · Base land speed 30 ft.
    · Base climb speed 30 ft.
    · Base swim speed 30 ft.
    · +3 Natural Armor Bonus to AC
    · An Iguanid can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.
    · Iguanids have a +2 Racial Bonus on saving throws against poison
    · Spell Resistance: Iguanids have mild Spell Resistance equal to (11+CR).
    · Iguanids have a +8 Racial Bonus to Climb 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.
    · Iguannids have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Tail Slam doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Tail Slap with a Full Attack.
    · Automatic Languages: Lizardfolk and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +2
    · Favored Class: Cleric, Druid or Spirit Shaman

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

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

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

    IGUANID CHARACTERS
    Iguanids make pretty good divine casters, and their race is generally psychologically unprepared for most other classes.
    Adventuring Race: Iguanids go on adventures because their tribe or nature is threatened. Nothing pisses them off like ecological harm.
    Character Development: Try to make allowances for the hatred other Lizardfolk feel for you if they are common in the campaign.
    Character Names: Iguanids use Lizardfolk names.

    ROLEPLAYING AN IGUANID
    Despoiling nature is not to be tolerated. Seriously, you may be an otherwise peaceful peyote addict, but you will whup some behind over littering.
    Personality: You are religious and contemplative, and generally always try diplomacy before violence.
    Behaviors: You spend much time enjoying or guarding nature, which is why the other Lizardfolk call them weak. At least thats the reason they give.
    Language: Iguanids speak their own dialect of Lizardfolk.

    IGUANID SOCIETY
    Iguanids have rejected technology in most of it's forms, but thankfully magic is widespread among them. Otherwise they might not even be at the stone age level because they'd have been wiped out.
    Alignment : Most Iguanids are purely Neutral.
    Lands : Iguanids prefer warm islands.
    Settlements : If they cant find their own private islands, the Iguanids like coastal regions.
    Beliefs : Iguanids worship the forces of nature, and their priesthood is Druidic in nature.
    Relations: The other Lizardfolk do not care for the Iguanids, and they avoid one another.

    IGUANID ADVENTURES
    · Something is poisoning the fruit trees your people rely on, and you have been chosen to remedy this.
    · Something is introducing invasive species of rays, when you find out the rays are themselves intelligent. You must stop the Ixitxachitl before they destroy the reef.
    · Outsiders are widely mocking your people, and when you're about to tell them to sod off one of them ups and dies. His companions blame you, and now you have to figure out how the tribe can avoid further conflict.



    Iguanid Racial Feats

    Pacifist
    You're a lover, not a fighter.
    Prerequisites: Iguanid
    Benefits: You can always Take 10 on Diplomacy and Hide Checks.


    Friend of Nature
    You're good at making friends.
    Prerequisites: Iguanid, Wis 15+
    Benefits: You can always Take 10 on Handle Animal and Knowledge (Nature) Checks.


    Wrestling Veteran
    You practice takedowns as a way of taking foes down without hurting them.
    Prerequisites: Iguanid, Str 15+
    Benefits: You gain a +2 Bonus to Grapple Checks (this stacks with Improved Grapple).


    Iguanid Racial Substitution Levels

    Cleric
    Level 1: Iguanids do not worship Gods so much as nature itself. Their Favored weapon is their claws. Available Domains are Air, Animal, Earth, Fey, Plant, Water or Weather.

    Druid
    Level 1: In addition to the usual options for Animal Companions, the Iguanid Druid may choose aquatic animals from the list in Stormwrack as well as the following:

    1st Level or Higher Fastieth, Spitting Crawler

    4th Level or Higher Footpad Lizard, Riding Lizard

    7th Level or Higher Pack Lizard, Protoceratops, Quicksilver Lizard, Subterranean Lizard, Woodling Monitor Lizard

    10th Level or Higher Cave Ankylosaurus, Cave Triceratops

    13th Level or Higher Ankylosurus, Archelon,

    Spirit Shaman
    Level 19: Replace Favored of the Spirits with Favored of Nature
    Favored of Nature (Ex): Animals, Elementals, Fey and Plants are automatically on Friendly terms with you as long as you aren't hostile or violent. You gain a +4 Circumstance Bonus on Diplomacy and Gather Information Checks with them.
    Last edited by Bhu; 2023-02-04 at 07:22 PM.
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  30. - Top - End - #750
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    Quote Originally Posted by Bhu View Post
    IGUANID



    "Pick up that trash or I'll pick it up for you."

    Iguanids are humanoid Marine Iguanas.
    Cute ones with cute toys. Bonus points for the lore.

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

    AGING EFFECTS
    Middle Age: 70
    I'm not sure a possible starting age of 66 for the favoured classes of a race is ideal if middle age comes knocking at 70.

    Character Development: Try to make allowances for mating season. Perhaps get some potions to calm you, or just disappear for the week.

    (…)

    Personality: You are peaceful and contemplative, with the exception of mating season. There are no such things as friends or allies during the week of mating season, when your people becoming berserkers.

    (…)

    · It's mating season, yet everyone but you seems lethargic and full of apathy. Time to find out whats up if you can keep it together.
    Am I missing something or is this purely fluff/cultural?

    Iguanid Racial Feats

    Pacifist
    You're a lover, not a fighter.
    Prerequisites: Iguanid
    Benefits: You gain a +2 Bonus on Diplomacy and Hide Checks.


    Friend of Nature
    You're good at making friends.
    Prerequisites: Iguanid, Wis 15+
    Benefits: You gain a +2 Bonus on Handle Animal and Knowledge (Nature) Checks.
    Pacifist might see use on a suboptimal diplomancer build, but otherwise it's just one of those rightly derided skill feats. Friend of Nature is the same, except worse, since it requires actual build investment.

    Wrestling Veteran
    You practice takedowns as a way of taking foes down without hurting them.
    Prerequisites: Iguanid, Str 15+
    Benefits: You gain a +2 Bonus to Grapple Checks.
    Bonuses from the same source (feats, in our case) don't usually stack, I think. If this doesn't stack with Improved Grapple, it's a trap option.

    Spirit Shaman
    Level 19: Replace Favored of the Spirits with Favored of Nature
    Favored of Nature (Ex): Animals, Elementals, Fey and Plants are automatically on Friendly terms with you as long as you aren't hostile or violent. You gain a +4 Circumstance Bonus on Diplomacy and Gather Information Checks with them.
    Very nice! I like it.

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