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  1. - Top - End - #751
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    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.
    Some other races are just as bad. Elves in the core book can start at 170, with middle age at 175. I may give them some altered aging effects though, a lot of the lizardmen have them.


    Am I missing something or is this purely fluff/cultural?
    In the original source material the Iguanids were peace loving nature folk, except one week out of the year: mating season. During that week they become berserkers who would technically gain permanent, week long Rage with an inability to tell friend from foe (with one exception). I didn't feel like making rules for "one week out of the year you try to murder or mate with every living thing you see." I should have erased all mention of it, but there's not much lore otherwise. I'll edit ti tomorrow.



    I have modified the feats.
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  2. - Top - End - #752
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Some other races are just as bad. Elves in the core book can start at 170, with middle age at 175. I may give them some altered aging effects though, a lot of the lizardmen have them.

    Shoul've checked the SRD. It seems to be the norm, rather than the exception.


    In the original source material the Iguanids were peace loving nature folk, except one week out of the year: mating season. During that week they become berserkers who would technically gain permanent, week long Rage with an inability to tell friend from foe (with one exception). I didn't feel like making rules for "one week out of the year you try to murder or mate with every living thing you see." I should have erased all mention of it, but there's not much lore otherwise. I'll edit ti tomorrow.
    I see. It would indeed be weird.

    I have modified the feats.
    Why, yes, that's much better!

  3. - Top - End - #753
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    Default Re: Orc/Goblinoid Resources

    Okay, there might be a delayed or non post this week. The forum I initially post stuff on had an outage, and lost all data from the 18th to the 26th, so I need to rebuild several posts there from here, and re-edit stuff.
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  4. - Top - End - #754
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    Default Re: Orc/Goblinoid Resources

    HURDU (Dragonlance)



    "We are LIZARD PEOPLE!! NOT, I REPEAT, NOT SNAKE PEOPLE!

    The Hurdu are 8 foot tall lizard men with serpentine scales ranging from orange-yellow to yellow-green in color. For un-guessable reasons they ted to walk on all fours.

    HURDU RACIAL TRAITS
    · +6 Str, +4 Con, -2 Int, -2 Cha
    · Size Class: Large. -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: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · +4 Natural Armor Bonus to AC
    · A Hurdu 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 1 Feat. Hurdu gain a +4 Racial Bonus to Hide checks made in the Stonewall Mountains due to skin color.
    · Hurdu have a Primary Bite attack doing 1d6 plus Strength Bonus, and a Secondary Tail Slap attack doing 1d8 plus half Strength Bonus. They get a Bite and a Tail Slap with a Full Attack.
    · Automatic Languages: Lizardfolk and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · 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: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d20

    The Hurdu 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 Huge Size Class (see Feats below).

    HEIGHT AND WEIGHT
    Base Height: 7'0"
    Height Modifier: +2d6"
    Base Weight: 310 lbs.
    Weight Modifier: x (2d6) lbs.

    HURDU CHARACTERS
    You lose less casting Levels than most large races, but you'll still probably prefer to be a beatstick.
    Adventuring Race: Hurdu go on adventures because they are failures in the eyes of their tribe, and thus they wish to acquire skill and power. in order to redeem yourself.
    Character Development: IF you aren't adventuring primarily at home, be sure to pick up some armor as you'll lose your camouflage.
    Character Names: Hurdu use similar names to the Bakali.

    ROLEPLAYING A HURDU
    You may seem emotionless, but you can be casually cruel and violent. You don't understand most humanoids, and your ethics are alien to them.
    Personality: While seemingly emotionless as their Bakali cousins, the Hurdu are prone to violent outbursts.
    Behaviors: Hurdu typically practice the skills they need to survive the harsh Stonewall Mountains.
    Language: Hurdu speak their own variant of the Lizardfolk tongue, and some few also speak common.

    HURDU SOCIETY
    The Hurdu live in toxic jungles no one else wants, and are surrounded by enemies on all sides. This has left them with a vulnerability to demagogues telling them what they want to hear. Beyond that, they are similar to the Bakali.
    Alignment : The majority of Hurdu are Lawful Evil.
    Lands : Hurdu live in the Steamwall mountains.
    Settlements : Hurdu never leave their home, but would prefer hot climes if they did.
    Beliefs : Hurdu worship Ussk (Morgion) as a war diety.
    Relations: Hurdu do not respect anyone that isn't more physically powerful than themselves, especially other races.

    HURDU ADVENTURES
    · You spend the night with a wayward Draconian, and here you are marching with the Dragon God's army hellbent on something or other. You're only playing along because you get to fight something.
    · You suck at hunting, and the tribe has cast you out for it. Thankfully an Undead has appeared nearby, and you are determined to kill it and win your place back. It hasn't occurred to you that you cannot kill the dead.
    · Your tribe apparently caught and tortured the wrong Dwarf, and now you have to find a way to head off a war your people aren't prepared for.


    Hurdu Racial Feats

    Resistant
    You are resistant to the various poisons found in your native land.
    Prerequisites: Hurdu, Con 15+
    Benefits: You gain a +2 Racial Bonus against acid attacks and non-magical poisons.


    Enduring
    You are used to long periods of time without food or water.
    Prerequisites: Hurdu, Con 15+
    Benefits: You gain a +2 Racial Bonus on saving throws against starvation and thirst.


    Angry Display
    Your rages are terrifying.
    Prerequisites: Hurdu, Intimidating Rage
    Benefits: When you use Intimidating Rage, you can now attempt to demoralize any opponent within 30 feet instead of just one.


    Two Handed Rage
    You are deadly with your races favored weapons while Raging.
    Prerequisites: Hurdu
    Benefits: When wielding a two-handed weapon during your Rage, re-roll any damage dice that roll a 1 or 2.

    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 (huge for Hurdu). This doesn't affect your ability scores or Natural AC Bonus to armor class.


    Hurdu Racial Substitution Levels

    Ranger
    Level 2: You gain a new option with Combat Style: Two-Handed Weapon. At 2nd Level you gain Power Attack, at 6th Level you gain Short Haft, and at 11th Level you gain Improved Critical.

    Fighter
    Level 4: Instead of a Fighter Feat, you can opt to increase your Natural Armor Bonus to AC by +2.

    Cleric
    Level 1+: At each Level you gain a new level of spells (1st, 3rd, 5th, 7th, etc.) you may permanently lose the ability to cast 1 Cleric spell of that Level, and replace it with the ability to cast a Necromancy spell from the Druid or Wizard list of the same Level. For example a 1st Level Cleric could lose the ability to cast Obscuring Mist, and cast Spirit Worm instead.
    Last edited by Bhu; 2023-02-04 at 07:22 PM.
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  5. - Top - End - #755
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    HURDU (Dragonlance)

    (…)

    HURDU RACIAL TRAITS
    · +6 Str, +4 Con, -2 Int, -2 Cha
    · Size Class: Large. -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: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · +4 Natural Armor Bonus to AC
    · A Hurdu 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. Hurdu gain a +4 Racial Bonus to Hide checks made in the Stonewall Mountains due to skin color.
    2 feats with 2 RHD?

    The Hurdu 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).
    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.
    But… They are already Large.

  6. - Top - End - #756
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    Default Re: Orc/Goblinoid Resources

    I has updated, will get to the iguanid text shortly.
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  7. - Top - End - #757
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    Default Re: Orc/Goblinoid Resources

    Looks good. The text under the age categories still has Large instead of Huge, though.

  8. - Top - End - #758
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    MASK DOPPLEGANGER (Ravenloft)



    "Your skin is flawless."

    In it's natural form the Mask Doppleganger is a vaguely reptilian humanoid. It is emaciated, hairless, and has large, unblinking eyes. It's greyish green skin is perpetually covered in slime. They have a wide mouth filled with serpentine fangs.

    MASK DOPPLEGANGER RACIAL TRAITS
    · +2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · +3 Natural AC Bonus
    · Mask (Su): Mask Dopplegangers can supernaturally flay the skin from a Humanoid opponent of the same Size Category as a Full Round Action. It can then wear this skin as a disguise and pretend to be it's former owner. Mask Dopplegangers often pretend to be ill or mute as their voices sound obviously inhuman. Anytime they speak, anyone who knows the former occupant of their skin gets an opposed Spot vs Disguise Check to notice something is amiss. The skin provides the +8 Racial Bonus to Disguise Checks that Mask Dopplegangers receive, but it doesn't last forever. Each month the Disguise Bonus is lowered by -1, until at 8 months it is useless. It's also destroyed if the Mask Doppleganger takes up to 25% of it's hit points in damage (also any damage allows another Spot vs Disguise Check).
    · Unmask (Ex): Whenever the Mask Doppleganger is unmasked via damage it's shell melts away (it may also melt it off as a Swift Action). When this happens, any living opponent within 30 ft. must make a Willpower Save (Save DC is Charisma based) or be Shaken for 1d4 rounds. Opponents who save successfully are immune to this Dopplegangers Unmask ability for 24 hours. This is a Mind-Affecting Fear Effect, and does not affect creatures whose Hit Dice is greater than the Mask Dopplegangers.
    · Poison (Ex): Mask Doppleganger fangs carry a potent venom. Injury, Fortitude Save (Save DC is Con based), Initial damage is 1d6 Dex, Secondary is Paralysis for 2d6 rounds.
    · A Mask Doppleganger 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, Disguise, Hide, Move Silently, Perform (Acting), and Survival. It also gets 2 Feats.
    · Mask Dopplegangers have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus. They get 2 Claws and a Bite with a Full Attack.
    · Mask Dopplegangers have a +8 Racial Bonus to Escape Artist Checks.
    · Automatic Languages: Mask Doppleganger, Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Factotum

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

    AGING EFFECTS
    Middle Age: 100
    Old: 150
    Venerable: 200
    Maximum Age: +3d% years

    HEIGHT AND WEIGHT
    Base Height: Male: 4'9" Female: 4'4"
    Height Modifier: +2d10"
    Base Weight: Male: 100 lbs. Female: 80 lbs.
    Weight Modifier: x(2d4) lbs.

    MASK DOPPLEGANGER CHARACTERS
    Despite your Racial Hit Dice/LA, a great many of your kind insist on becoming casters. If you choose to go this route, try to minimize your loss of caster levels.
    Adventuring Race: You usually go on an adventure because you're fleeing the fallout from the last one. Your people tend to be involved in a lot of messy business.
    Character Development: If you must take part in melee, specialize in your poison. It's the only real weapon you have.
    Character Names: Mask Dopplegangers use dozens of names, and it's rare to determine which one is real.

    ROLEPLAYING A MASK DOPPLEGANGER
    Deceit is normal for you, and you don't understand the hypocrisy of other races who claim to be repelled by it, yet who clearly lie themselves. Maybe not on your level, but still. Granted you probably use this purely as justification for killing and eating them.
    Personality: You can be summed up as 'unnecessarily cruel ambush predator'.
    Behaviors: Mask Dopplegangers spend much time practicing the mannerisms of potential new targets.
    Language: Mask Dopplegangers have their own language, as they can only speak Humanoid languages with great difficulty.

    MASK DOPPLEGANGER SOCIETY
    Mask Dopplegangers are a subculture in the societies of other races. Their only goal seems to be eventually replacing all other humanoids with themselves.
    Alignment : Mask Dopplegangers are almost universally Lawful Evil.
    Lands : Due to their nature, the Mask Dopplegangers have no homeland, and are nomads by nature.
    Settlements : Mask Dopplegangers don't settle.
    Beliefs : Unknown. It is believed they have none.
    Relations: Humanoids are food or toys or slaves. No exceptions.

    MASK DOPPLEGANGER ADVENTURES
    · After killing his daughter, you find yourself on the wrong side of the local Darklord. Somehow you need to bring him down before he kills you all.
    · Traditional Dopplegangers are trying to muscle their way into your territory. Rumble time!
    · A local Wizard has found a way of preventing your species from donning it's masks, thus exposing you. You need to handle this quickly.


    Mask Doppelganger Racial Feats

    Potent Venom
    Your venom Slows your opponent, even if he succeeds on his Saving Throw.
    Prerequisites: Mask Doppelganger, Con 15+
    Benefits: If your opponent succeeds on his initial Saving Throw against your poison, he is Slowed (as per the spell) for 1 round. If he succeeds on the second Saving Throw, he is Slowed instead of Paralyzed.


    Terrifying Speech
    Your voice is even more alien than most of your species, and people find it nerve wracking.
    Prerequisites: Mask Doppelganger, Cha 15+
    Benefits: You may now use the Intimidate Skill as a Swift Action.


    Greater Mask
    You have learned Supernatural rituals to make your skin disguise more enduring.
    Prerequisites: Mask Doppelganger, Knowledge (Arcana) 4 ranks
    Benefits: Your Mask has twice as many hit points as normal.


    Glamer
    You have learned enough illusion magic to speak without giving yourself away.
    Prerequisites: Mask Doppelganger, must be able to cast at least 1st Level spells from the Illusion school.
    Benefits: Not only does your voice sound normal for a Humanoid now, you can mimic the voice of the victim who is your current Mask with an opposed Perform (Acting) versus Listen or Sense Motive Check.


    Mask Doppelganger Racial Substitution Levels

    Factotum
    Level 13: Replace Cunning Dodge with Cunning Venom.
    Cunning Venom (Ex): Starting at 13th Level you can spend 4 inspiration points before making a Bite attack. If the Bite is successful, the Secondary damage of your Poison is Death instead of Paralysis.

    Wizard
    Level 1+: Instead of a Familiar you gain a single Clerical Domain. You can cast these in a manner similar to a Cleric, but you use Intelligence instead of Wisdom. You may choose from the following Domains: Charm (Eberron Campaign Setting), Inquisition (Complete Divine), Mind (Complete Divine), or Protection.

    Cleric
    Level 1+: At each Level you gain a new level of spells (1st, 3rd, 5th, 7th, etc.) you may permanently lose the ability to cast 1 Cleric spell of that Level, and replace it with the ability to cast an Enchantment, Evocation, Illusion or Transmutation spell from the Wizard list of the same Level. For example a 1st Level Cleric could lose the ability to cast Obscuring Mist, and cast Magic Missile instead.
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  9. - Top - End - #759
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    MASK DOPPLEGANGER (Ravenloft)
    Somehow I didn't notice this is for Ravenloft until I reached the bit that mentions a Darklord. That explains… A lot of things, actually. I also got serious Faceless Men vibes from these (not a bad thing, mind you). Anyhow, it's top quality creepydark creepydarkness.

    Your venom Slows your opponent, even if he succeeds on his Saving Throw.
    Prerequisites: Mask Doppelganger, Con 15+
    Benefits: If your opponent succeeds on his initial Saving Throw against your poison, he is Slowed (as per the spell) for 1 round. If he succeeds on the second Saving Throw, he is Slowed instead of Paralyzed.


    Terrifying Speech
    Your voice is even more alien than most of your species, and people find it nerve wracking.
    Prerequisites: Mask Doppelganger, Cha 15+
    Benefits: You may now use the Intimidate Skill as a Swift Action.


    Greater Mask
    You have learned Supernatural rituals to make your skin disguise more enduring.
    Prerequisites: Mask Doppelganger, Knowledge (Arcana) 4 ranks
    Benefits: Your Mask has twice as many hit points as normal.


    Glamer
    You have learned enough illusion magic to speak without giving yourself away.
    Prerequisites: Mask Doppelganger, must be able to cast at least 1st Level spells from the Illusion school.
    Benefits: Not only does your voice sound normal for a Humanoid now, you can mimic the voice of the victim who is your current Mask with an opposed Perform (Acting) versus Listen or Sense Motive Check.
    Good ones!

    Wizard
    Level 1+: Instead of a Familiar you gain a single Clerical Domain. You can cast these in a manner similar to a Cleric, but you use Intelligence instead of Wisdom. You may choose from the following Domains: Charm (Eberron Campaign Setting), Inquisition (Complete Divine), Mind (Complete Divine), or Protection.

    Cleric
    Level 1+: At each Level you gain a new level of spells (1st, 3rd, 5th, 7th, etc.) you may permanently lose the ability to cast 1 Cleric spell of that Level, and replace it with the ability to cast an Enchantment, Evocation, Illusion or Transmutation spell from the Wizard list of the same Level. For example a 1st Level Cleric could lose the ability to cast Obscuring Mist, and cast Magic Missile instead.
    Emulating features from a different class like that is a good thematic fit. I'm not sure about Evocation and the Protection domain, though. Why those?

  10. - Top - End - #760
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    Default Re: Orc/Goblinoid Resources

    Thats just what was listed in the original article.
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  11. - Top - End - #761
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    Default Re: Orc/Goblinoid Resources

    I do keep forgetting you have source material to match. Never mind, then.

  12. - Top - End - #762
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    I do keep forgetting you have source material to match. Never mind, then.
    Once I get all these 'translated', so to speak, I will be sorely tempted to go through and revise the lot. A lot of 2e is...well...crappy.
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    Default Re: Orc/Goblinoid Resources

    NIKAAL (Athas)



    "Step right up!"

    Nikaal are purple scaled humanoids with oversized heads, and taloned hands.

    NIKAAL RACIAL TRAITS
    · +2 Wis, +2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · +2 Natural AC Bonus
    · Psi-Like Abilities (Sp): At will: Mindlink, Sight Link, 1/Day: Psychic Crush. Psychic Crush isn't gained until the Nikaal reaches 9 Hit Dice.
    · Spit Acid (Ex): Once every 1d4 rounds the Nikaal can spit Acid out to a range of 20 feet, doing 2d4 damage.
    · Desert Survival (Ex): Nikaal take twice as much time before needing to make Saving Throws against heat, cold and dessication.
    · A Nikaal 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.
    · Nikaal have a Primary Claw attack doing 1d4 plus Strength Bonus. They get 2 Claws with a Full Attack.
    · Nikaal have a +4 Racial Bonus to Bluff and Diplomacy Checks.
    · Automatic Languages: Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Psychic Warrior

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

    AGING EFFECTS
    Middle Age: 25
    Old: 37
    Venerable: 50
    Maximum Age: +2d6 years

    HEIGHT AND WEIGHT
    Base Height: Male: 4'10" Female: 4'5"
    Height Modifier: +2d10"
    Base Weight: Male: 120 lbs. Female: 85 lbs.
    Weight Modifier: x(2d4) lbs.

    NIKAAL CHARACTERS
    You make a good face for the party, and are often used as such.
    Adventuring Race: Nikaal go on adventures to prove their mettle, or to acquire wealth.
    Character Development: If you must become a caster/manifester (and you probably will), do something to alleviate your LA/RHD.
    Character Names: Nikaal use various names due to their wandering.

    ROLEPLAYING A NIKAAL
    You're always on the lookout for new business opportunities to help your family or traveling companions.
    Personality: Having to survive the constant travails of the desert has left the Nikaal with a demeanor that is all business.
    Behaviors: Nikaal frequently engage in mock combat or competitions designed to simulate business deals.
    Language: Nikaal speak various languages, but all of them know Common.

    NIKAAL SOCIETY
    The Nikaal are wandering tribes of merchants and tradesmen. They tend to have a 'don't bother us, and we won't bother you' approach. May the Gods help you if you do bother them.
    Alignment : Most Nikaal are Neutral, with strong tendencies towards Chaos.
    Lands : Nikaal are desert travelers, rarely spending too long in any one place. There are persistent rumors of a homeland, but no proof has ever been found.
    Settlements : Nikaal rarely settle.
    Beliefs : Religion varies from one tribe to another.
    Relations: Being nomadic traders, you generally get along well with others.

    NIKAAL ADVENTURES
    · Your family owns a mine in the Ringing Mountains. There's been no communication in weeks, so you're being sent to find out what's going on.
    · The Sorcerer King of Balic has always been well disposed towards your family, but that has suddenly changed for no reason you can find. Time to go undercover and find out what's up.
    · Something is taking out ships on your trade routes through the Sea of Silt. You've been sent to kill that something.


    Nikaal Racial Feats

    Improved Mindlink
    You are a long range telepath.
    Prerequisites: Nikaal, Must be able to manifest the Mindlink Power
    Benefits: The range of your Mindlink Power increases to Medium (100 ft. + 10 ft./ level).


    Improved Sense Link
    Your linked partner doesn't need to be willing.
    Prerequisites: Nikaal, Must be able to manifest the Sense Link Power
    Benefits: You may Manifest Forced Sense Link instead of Sense Link.


    Improved Psychic Crush
    Your Crush Power is potent.
    Prerequisites: Nikaal, Must be able to manifest the Psychic Crush Power
    Benefits: The targets Willpower Save Bonus is only +2.


    Improved Acid Spit
    You can spit a lot of acid.
    Prerequisites: Nikaal, Con 13+
    Benefits: Instead of a ranged attack, you sit Acid in a 10 foot Line (opponents get a Reflex Save for half damage, Save DC is Constitution based). Damage increases to 3d4.You may still opt to use the regular version.


    Nikaal Racial Substitution Levels

    Psion
    Level 1: You use Wisdom instead of Intelligence as your Manifesting stat.

    Ardent
    Level 1: The Ardent loses proficiency with Maces, and Crossbows. Instead they gain proficiency with the Blowgun, Short Sword and Trikal (use Halberd stats).

    Cleric
    Level 1: Instead of being able to Turn/Rebuke Undead, you can Turn/Rebuke Elementals.
    Last edited by Bhu; 2023-02-12 at 05:40 PM.
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  14. - Top - End - #764
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    NIKAAL (Athas)
    I can't quite picture these guys, but what I do see is not bad at all! (Given that this is Dark Sun stuff, it's no huge wonder, but still.)

    Improved Acid Spit
    You can spit a lot of acid.
    Prerequisites: Nikaal, Con 13+
    Benefits: Instead of a ranged attack, you sit Acid in a 10 foot Line (opponents get a Reflex Save for half damage, Save DC is Constitution based). Damage increases to 3d4.
    Does this mean they lose the ability to make the 20' ranged touches? If so, I'm not a fan.

    Nikaal Racial Substitution Levels

    Psion
    Level 1: You use Wisdom instead of Intelligence as your Manifesting stat.
    You know, I'm not particularly convinced that these lizard things'd make good full casters/manifesters, but this is certainly a nice little help for that.

  15. - Top - End - #765
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    I added in that they can stiill use the regular version.
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  16. - Top - End - #766
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    Okay, my fan status is reinstated.

  17. - Top - End - #767
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    SSURRAN (Athas)



    "Perhaps we can come to an arrangement."

    Ssurans are stout, leathery crocodilians with short tails. They have pronounced snouts permanently curved into slight smile.

    SSURRAN RACIAL TRAITS
    · +8 Str, +4 Con, -2 Wis, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · Fire Resistance 10.
    · +6 Natural Armor Bonus.
    · A Ssuran 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 Hide, Listen, Move Silently, Spot and Survival. It also gets 2 Feats.
    · Ssuran have a Primary Claw attack doing 1d8 plus Strength Bonus, and a Secondary Bite doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Bite with a Full Attack.
    · Automatic Languages: Ssuran. Bonus Languages: Any nearby race.
    · 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 years

    HEIGHT AND WEIGHT
    Base Height: 4'10"
    Height Modifier: +2d10"
    Base Weight: 150 lbs.
    Weight Modifier: x(2d6) lbs.

    SSURRAN CHARACTERS
    You're pretty much made to be melee beatsticks.
    Adventuring Race: Ssurans adventure for necessity (they were kicked out of the tribe), or to pay debts of honor.
    Character Development: Ssurans have no real glaring weaknesses they need to cover, so feel free to build on their strengths.
    Character Names: Ssuran names are combinations of grunting and hissing.

    ROLEPLAYING A SSURRAN
    Survival is all important. Nothing else is as important, except, perhaps, honor. For some of you even the ties of honor and family mean nothing.
    Personality: Ssurans are the ultimate pragmatists. At best this means they act purely in their own self interests. At worst, they can be sociopathic.
    Behaviors: Ssurans ruthlessly train to be self sufficient, as relying on others is for the foolish.
    Language: Ssurans have their own language.

    SSURRAN SOCIETY
    Ssurans are nomadic raiders. The more honorable among them let their victims flee while they loot their homes. The rest simply devour them.
    Alignment : The bulk of Ssurans are either Lawful Evil or Lawful Neutral. The brutal necessities of survival have seen to that.
    Lands : Most Ssurans are nomadic, but there is a small permanent village North of Tyr.
    Settlements : Ssurans rarely stay in one place for long.
    Beliefs : Ssurans worship obscure, old Gods, described as 'spirits of the land'.
    Relations: Evil Ssurans tend to eat any living thing they come across (the species are pure carnivores), and tend to be fond of halflings. They give other Ssurans a bad name.

    SSURRAN ADVENTURES
    · Your tribe has cast you out for no reason (usually they prefer execution over exile). You must find out who is behind this.
    · A strange creature from the Gray has rescued you, and he promises you power in exchange for blood. You know he'll kill you too. So you look for help while out on errands.
    · Slavers are kidnapping members of the tribe for the arenas, and you have been assigned to convince them to move on.


    Ssurran Racial Feats

    Improved Fire Resistance
    You don't feel the burn.
    Prerequisites: Ssurran
    Benefits: Your Fire Resistance improves to 15.


    Improved Survival Instincts
    You have refined the art of wilderness Survival.
    Prerequisites: Ssurran
    Benefits: Craft, Knowledge (Nature) and Survival are always considered Class Skills for you.


    Versatile Fighter
    You are adept at using weapons of convenience taken from opponents.
    Prerequisites: Ssurran, BAB +4
    Benefits: You only take a -2 Penalty on attack rolls with weapons you aren't proficient in.


    Favored Enemy: Humanoid
    You really hate people.
    Prerequisites: Ssurran, BAB +2
    Benefits: This is identical to the Ranger Ability of the same name. You may only choose Humanoids as your Favored Enemy, and this Feat may be taken multiple times, once for each Subtype of Humanoid. This stacks with Favored Enemy Bonuses you may get from other classes.


    The Sun Curse
    You really hate people.
    Prerequisites: Ssurran, Caster Level 3rd or higher
    Benefits: You may now spontaneously cast the following spells: Sun Bolt (see Shining South), Sunbeam and Sunburst. They are added to your spell list when you would normally get spells of that level.

    Ssurran Racial Substitution Levels

    Cleric
    Level 1+: Instead of spontaneously casting Cure or Inflict spells, the Cleric gains the Leadership Feat at 6th Level, with a +2 Bonus to your Leadership Score.

    Fighter
    Level 2+: When choosing Bonus Fighter Feats you may choose a Racial Feat instead.

    Druid
    Level 1+: Instead of an Animal Companion, the Druid gains the Leadership Feat at 6th Level, with a +2 Bonus to your Leadership Score.
    Last edited by Bhu; 2023-02-25 at 05:32 PM.
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  18. - Top - End - #768
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    Quote Originally Posted by Bhu View Post
    SSURRAN (Athas)



    "Perhaps we can come to an arrangement."

    Ssurans are stout, leathery crocodilians with short tails. They have pronounced snouts permanently curved into slight smile.
    I love this detail.

    SSURRAN RACIAL TRAITS
    · +8 Str, +4 Con, -2 Wis, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · Fire Resistance 10.
    · A Ssuran 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 Hide, Listen, Move Silently, Spot and Survival. It also gets 2 Feats.
    · Ssuran have a Primary Claw attack doing 1d8 plus Strength Bonus, and a Secondary Bite doing 1d4 plus 1/2 Str Bonus. They get 2 Claws and a Bite with a Full Attack.
    · Automatic Languages: Ssuran. Bonus Languages: Any nearby race.
    · Level Adjustment: +2
    · Favored Class: Barbarian
    That's viable, I suppose. I'm a bit surprised they don't get Natural Armour, tjough, and that 1d4 secondary bite is, well, what it is (two 1d8 primaries on a Medium chassis more than make up for it, of course).

    Relations: Evil Ssurans tend to eat any living thing they come across (the species are pure carnivores), and tend to be fond of halflings.
    Heh. More things should eat those! And gnomes too. Especially gnomes.

    Ssurran Racial Feats

    Improved Fire Resistance
    You don't feel the burn.
    Prerequisites: Ssurran
    Benefits: Your Fire Resistance improves to 15.


    Improved Survival Instincts
    You have refined the art of wilderness Survival.
    Prerequisites: Ssurran
    Benefits: Craft, Knowledge (Nature) and Survival are always considered Class Skills for you.


    Versatile Fighter
    You are adept at using weapons of convenience taken from opponents.
    Prerequisites: Ssurran, BAB +4
    Benefits: You only take a -2 Penalty on attack rolls with weapons you aren't proficient in.
    Solid stuff. I like it.

    Favored Enemy: Humanoid
    You really hate people.
    Prerequisites: Ssurran, BAB +2
    Benefits: This is identical to the Ranger Ability of the same name. You may only choose Humanoids as your Favored Enemy, and this Feat may be taken multiple times, once for each Subtype of Humanoid.
    Does this stack with FE from other sources?


    The Sun Curse
    You really hate people.
    Prerequisites: Ssurran, Caster Level 3rd or higher
    Benefits: You may now spontaneously cast the following spells: Sun Bolt (see Shining South), Sunbeam and Sunburst.
    At the same level as they'd normally get them, right?

    Ssurran Racial Substitution Levels

    Cleric
    Level 1+: Instead of spontaneously casting Cure or Inflict spells, the Cleric gains the Leadership Feat at 6th Level, with a +2 Bonus to your Leadership Score.
    Druid
    Level 1+: Instead of an Animal Companion, the Druid gains the Leadership Feat at 6th Level, with a +2 Bonus to your Leadership Score.
    This sounds good on paper, but Leadership is kinda a thing that only mostly exists on paper. (A druid with built-in Leadership sounds odd as well, but that might just be me.)

  19. - Top - End - #769
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    Quote Originally Posted by Metastachydium View Post
    That's viable, I suppose. I'm a bit surprised they don't get Natural Armour, tjough, and that 1d4 secondary bite is, well, what it is (two 1d8 primaries on a Medium chassis more than make up for it, of course).
    Dammit, I knew I forgot something.


    Does this stack with FE from other sources?


    At the same level as they'd normally get them, right?
    Yes, I have edited them.


    This sounds good on paper, but Leadership is kinda a thing that only mostly exists on paper. (A druid with built-in Leadership sounds odd as well, but that might just be me.)
    All their tribal leaders were druids/clerics, so it seemed like a good fit thematically.


    PTERRAN (Athas)



    "What are you doing in our lands?"

    Pterrans are reptilian humanoids potentially descended from Pterosaurs. They have pterosaur like heads, and nubs on their back where wings may have been in the past. They also have short tails.

    PTERRAN RACIAL TRAITS
    · +2 Str, +2 Int
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · +2 Natural AC Bonus
    · Psi-Like Abilities (Sp): At Will: Know Direction and Location, Mindlink. 1/Day: Ego Whip, Id Insinuation, Read Thoughts, Thought Shield.
    · Poison Use (Ex): Pterrans are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
    · A Pterran has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +3 Base Attack Bonus, +1 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 Craft (Poison), Handle Animal, Ride and Survival. It also gets 2 Feats. Pterrans gain a +2 Racial Bonus on Hide Checks in their native terrain.
    · Pterrans have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite doing 1d6 plus 1/2 Str Bonus. They get 2 Claws and a Bite with a Full Attack.
    · Automatic Languages: Pterran. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Fighter

    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 years

    HEIGHT AND WEIGHT
    Base Height: Male: 4'10" Female: 4'5"
    Height Modifier: +2d10"
    Base Weight: Male: 120 lbs. Female: 85 lbs.
    Weight Modifier: x(2d4) lbs.

    PTERRAN CHARACTERS
    Despite not being well suited towards Druids. many Pterrans become one. You're better suited towards Fighter.
    Adventuring Race: Pterrans adventure because they have been cast out, been ordered to, or because their tribe or family needs them.
    Character Development: Your race is known for using poisoned weapons, you may want to specialize in that.
    Character Names: Pterran names are usually groups of clicks.

    ROLEPLAYING A PTERRAN
    You tend to be suspicious of outsiders, as they generally view you as 'monsters' and try to kill you. They're more monster than you are.
    Personality: Your first priority is the family, then the tribe, then yourself. Everything else doesn't matter, and you keep your nose out of it..
    Behaviors: Pterrans devoutly observe their religion, and when not practicing it are honing the skills they will need to survive.
    Language: Pterrans have their own languages, which is very difficult for other races to speak.

    PTERRAN SOCIETY
    Pterrans live in villages, and are mostly hunter-gatherers. They are also a deeply religious people.
    Alignment : Pterrans are largely Neutral.
    Lands : Pterrans live in the Hinterlands of the Ringing Mountains.
    Settlements : Most Pterrans don't make it far past the mountains.
    Beliefs : Pterrans believe they are descended from the Earth, and their priests are largely Druids.
    Relations: Pterrans only have relations with other races at the behest of their leaders. They decide when the tribe deals with outsiders, and in what way. Humans and Halflings are distrusted as there have been prior wars with them.

    PTERRAN ADVENTURES
    · You have been pursuing bandits, and their trail leads to the Canyon of Guthay. Do you dare go in?
    · One of the Pterrax you share your village with has been showing odd signs. You think it is possessed, but cannot prove it.
    · The tribes shaman has passed recently, yet you would swear you saw him in the night. And now people have come up missing...



    Pterran Racial Feats

    Aura Sight
    You have the gift of sight.
    Prerequisites: Pterran, 9th Level
    Benefits: You can Manifest Aura Sight 3/day as a Psi-Like Ability.


    Mind Blank
    You have excellent mental defenses.
    Prerequisites: Pterran, 15th Level
    Benefits: You can Manifest Personal Mind Blank 3/day as a Psi-Like Ability.


    Danger Sense
    You are quick to see danger.
    Prerequisites: Pterran, 6th Level
    Benefits: You can Manifest Danger Sense 3/day as a Psi-Like Ability.


    Pterrax Mount
    You have a boon companion.
    Prerequisites: Pterran, 8th Level
    Benefits: You gain a Pterrax as a Wild Cohort. This is otherwise identical to the Wild Cohort Feat (your Level is -5 for determining your Cohorts abilities).


    Pterran Racial Substitution Levels

    Psion
    Level 1: A Pterran Psion can Manifest Powers from the Telepathy Discipline at +2 Manifester Level, and gains a +2 Racial Bonus on Psicraft Checks to learn Powers from this Discipline. In exchange it gives up the ability to have a Psicrystal, and must choose one Discipline other than Telepathy or Clairsentience. The Pterran cannot learn Powers of that Discipline.

    Fighter
    Level 2+: You may choose a Racial or Monster Feat instead of a Fighter Feat at each even numbered level. You may also choose Poison Expert or Poison Master as Fighter Feats (see Complete Scoundrel). If they take the Exotic Weapon Proficiency, they typically choose the Thanak*.

    Druid
    Level 7: At Level 7 or higher you have the option of choosing a Pterrax as an Animal Companion.


    *See here for Athasian weapons. https://athas.miraheze.org/wiki/Weapons
    Last edited by Bhu; 2023-02-25 at 05:35 PM.
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  20. - Top - End - #770
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    Quote Originally Posted by Bhu View Post
    PTERRAN (Athas)
    PTERRANS!

    PTERRAN RACIAL TRAITS
    · +2 Str, +2 Int
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · +2 Natural AC Bonus
    · Psi-Like Abilities (Sp): At Will: Know Direction and Location, Mindlink. 1/Day: Ego Whip, Id Insinuation, Read Thoughts, Thought Shield.
    · Poison Use (Ex): Pterrans are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
    · A Pterran has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +3 Base Attack Bonus, +1 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 Craft (Poison), Handle Animal, Ride and Survival. It also gets 2 Feats. Pterrans gain a +2 Racial Bonus on Hide Checks in their native terrain.
    · Pterrans have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite doing 1d6 plus 1/2 Str Bonus. They get 2 Claws and a Bite with a Full Attack.
    · Automatic Languages: Pterran. Bonus Languages: Any nearby race.
    · Level Adjustment: +1
    · Favored Class: Fighter
    Hm. DMag also has an Athasian Pterran; theirs only gets some bonus power points and its natural attacks are inferior, but their NA is much higher and they are easier to buikld manifesters on, what with the lack of RHD (which, in this case, is Humanoid RHD). That said, the at-will PLAs are cool and Poison Use plus Craft (poisonmaking) add better flavour than "you get a tail, it helps you balance".

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    AHUIZOTL (Maztica)



    "Where's the money Lebowski?"

    Ahuizotl are humanoid Alligators with feather-like, blue-green scales that stand up to 27 feet long.

    AHUIZOTL RACIAL TRAITS
    · +24 Str, +12 Con, -2 Int, +2 Wis, -2 Cha
    · Size Class: Huge. -2 Size Penalty to Armor Class and Attack Rolls. -8 Size Penalty to Hide Checks. +8 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 15 ft., Reach is 15 ft.
    · Type: Magical Beast, giving it Low Light Vision and 60 ft. Darkvision, with the Aquatic Subtype (it is amphibious and can breathe air as well).
    · Base land speed 30 ft.
    · Base swim speed 30 ft.
    · +8 Natural Armor Bonus to AC
    · Animated Breath Weapon (Su)): As a Standard Action the Ahuizotl can spit a line of water in a 15 ft. line. It does 1d6 bludgeoning damage and then animates for 5d4 rounds (stats are given below). Once this time expires it collapses into normal water, but it remains animate for this time even if the Ahuizotl dies. The Ahuizotl may use this ability 3/day, but can only create one elemental at a time. Once used, the Ahuizotl must wait for the first Elemental to expire before using it's Breath again. It has control over the Elemental while alive.
    · An Ahuizotl has 12 Racial Hit Dice, giving it the following: 12d10 Hit Points, +12 Base Attack Bonus, +8 Fort Save, +8 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 Climb, Listen, Spot, Survival and Swim. It also gets 5 Feats.
    · Ahuizotl have a Primary Bite attack doing 3d6 plus Strength Bonus, Secondary Claw Attacks doing 1d8 plus 1/2 Str modifier, and a Secondary Tail Slap attack doing 2d10 plus half Strength Bonus. They get a Bite, 2 Claws and a Tail Slap with a Full Attack.
    · Automatic Languages: Aquan and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +4
    · Favored Class: Barbarian

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

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

    HEIGHT AND WEIGHT
    Base Height: 20'
    Height Modifier: +2d4'
    Base Weight: 6000 lbs.
    Weight Modifier: x100 lbs.

    AHUIZOTL CHARACTERS
    You're a beatstick. Some fluff I've read states they have Clerics/Druids, but really what would be the point?
    Adventuring Race: Ahuizotl are fond of vengeance.
    Character Development: Take the racial feats modifying your breath weapon, and get something to buff the resulting elemental.
    Character Names: Ahuizotl generally choose a name on adulthood, and really have no other naming conventions.

    ROLEPLAYING AN AHUIZOTL
    There aren't many of you left, so you're on your own. It's why you feel the need to be in charge all the time.
    Personality: You're basically a giant alligator, your personality isn't much to speak of.
    Behaviors: You like to spend your time letting everyone in the neighborhood know who's boss.
    Language: Ahuizotl speak Common and Aquan.

    AHUIZOTL SOCIETY
    Ahuizotl are generally solitary ambush predators who only come together to mate.
    Alignment : Ahuizotl are overwhelmingly Chaotic, with those that gain a taste for Humanoid flesh often turning to Evil.
    Lands : Ahuizotl vastly prefer to live in cetay (water filled sinkhole).
    Settlements : Ahuizotl never move far from water..
    Beliefs : Ahuizotl have little to do with Gods, other than as mercenaries.
    Relations: Nearby races are generally raided until they agree to provide tribute voluntarily. They do have some sort of unexplained connection to the Elemental Plane of Water.

    AHUIZOTL ADVENTURES
    · A Jagre is trying to muscle it's way into your territory, and now you unwillingly find yourself general of the side going to war with him.
    · A Wizard cursed you, and now when you spit up a water elemental it's uncontrolled, and...well, we'll just say it sees the world from a unique perspective.
    · The village that paid you protection money has vanished. Not just the people, the buildings and all. What the hell?


    Animated Breath Weapon
    Medium Elemental (Water)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +7
    Speed: 20 ft. (4 squares), Swim 90 ft.
    Armor Class: 20 (+3 Dex, +7 Natural), touch 13, flat-footed 17
    Base Attack/Grapple: +6/+11
    Attack: Slam +11 melee (2d8+7)
    Full Attack: Slam +11 melee (2d8+7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Drench, Improved Grab, Suffocate
    Special Qualities: DR 5/-, Darkvision 60 ft., Elemental traits
    Saves: Fort +10, Ref +7, Will +2
    Abilities: Str 20, Dex 16, Con 18, Int 5, Wis 11, Cha 11
    Skills: Listen +6, Spot +5
    Feats: Dodge, Improved Initiative, Lightning Reflexes
    Alignment: Neutral

    Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

    Improved Grab (Ex): To use this ability, the elemental must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can suffocate.

    Suffocate (Ex): While being grappled by the elemental a creature is deprived of air. Normally, a creature can hold its breath a number of rounds equal to twice its Constitution score before it begins to suffocate. While being grappled by the elemental, a creature can only hold its breath if it makes a DC 8 Constitution check every round. Each round, the DC increases by +1. When the character finally fails its Constitution check, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to -1 hit points and is dying. In the third round, if still being grappled by the elemental, it suffocates.

    Ahuizotl Racial Feats

    Improved Breath Weapon
    You can spew a bigger elemental.
    Prerequisites: Ahuizotl, 15+ Hit Dice
    Benefits: Your Animated Breath Weapon Your Animated Breath Weapon grows in size.

    Animated Breath Weapon
    Large Elemental (Water)
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +7
    Speed: 30 ft. (4 squares), Swim 90 ft.
    Armor Class: 19 (-1 Size, +3 Dex, +7 Natural), touch 12, flat-footed 16
    Base Attack/Grapple: +7/+16
    Attack: Slam +11 melee (2d8+7)
    Full Attack: Slam +11 melee (2d8+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Drench, Improved Grab, Suffocate
    Special Qualities: DR 5/-, Darkvision 60 ft., Elemental traits
    Saves: Fort +10, Ref +7, Will +4
    Abilities: Str 20, Dex 16, Con 18, Int 5, Wis 11, Cha 11
    Skills: Listen +7, Spot +6
    Feats: Dodge, Improved Initiative, Iron Will, Lightning Reflexes
    Alignment: Neutral

    Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

    Improved Grab (Ex): To use this ability, the elemental must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can suffocate.

    Suffocate (Ex): While being grappled by the elemental a creature is deprived of air. Normally, a creature can hold its breath a number of rounds equal to twice its Constitution score before it begins to suffocate. While being grappled by the elemental, a creature can only hold its breath if it makes a DC 8 Constitution check every round. Each round, the DC increases by +1. When the character finally fails its Constitution check, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to -1 hit points and is dying. In the third round, if still being grappled by the elemental, it suffocates.


    Extra Breath Weapon
    You can use your Breath more often.
    Prerequisites: Ahuizotl
    Benefits: This Feat may be taken multiple times. Each time it is taken you gain an additional daily use of your Breath Weapon.


    Water Elemental Affinity
    You have had contact with the Elemental Plane of Water.
    Prerequisites: Ahuizotl
    Benefits: You gain a +2 Circumstance Bonus on Diplomacy and Gather Information Checks made against Elementals with the Water Subtype.


    Rakes
    You can rake in grapples.
    Prerequisites: Ahuizotl
    Benefits: When you successfully Grapple, you may make two additional Rake attacks (attack bonus and damage is the same as the Ahuizotl's claws).



    Ahuizotl Racial Substitution Levels

    Cleric
    Level 4: Instead of Turning/Rebuking Undead, the Ahuizotl may Turn/Rebuke Elementals.

    Barbarian
    Level 1: When getting Fast Movement, you may choose to either apply it to your Land or Swim speed.

    Druid
    Level 1+: Instead of an Animal Companion, the Druid gains the Leadership Feat at 6th Level, with a +2 Bonus to your Leadership Score. You may opt to choose a Water Elemental of the appropriate CR as a cohort.
    Last edited by Bhu; 2023-03-18 at 06:17 PM.
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  22. - Top - End - #772
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    AHUIZOTL (Maztica)



    "Where's the money Lebowski?"

    Ahuizotl are humanoid Alligators with feather-like, blue-green scales that stand up to 27 feet long.
    There's a tiny little issue here. 3e/3.5 took the liberty of appropriating that name and applying it to… Well, something else. They never called 2e, naturally. The new Ahuizotl is in Fiend Folio; it's a weaselpanthermonkey-like Large Aberration (still Aquatic) with a hand on its tail that pokes out eyes and drowns people.

    AHUIZOTL RACIAL TRAITS
    · +24 Str, +12 Con, -2 Int, +2 Wis, -2 Cha
    · Size Class: Huge. -2 Size Penalty to Armor Class and Attack Rolls. -8 Size Penalty to Hide Checks. +8 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 15 ft., Reach is 15 ft.
    · Type: Magical Beast, giving it Low Light Vision and 60 ft. Darkvision, with the Aquatic Subtype (it is amphibious and can breathe air as well).
    · Base land speed 30 ft.
    · Base swim speed 30 ft.
    · +8 Natural Armor Bonus to AC
    · Animated Breath Weapon (Su)): As a Standard Action the Ahuizotl can spit a line of water in a 15 ft. line. It does 1d6 bludgeoning damage and then animates for 5d4 rounds (stats are identical to a Medium Water Elemental). Once this time expires it collapses into normal water, but it remains animate for this time even if the Ahuizotl dies. The Ahuizotl may use this ability 3/day, but can only create one elemental at a time. Once used, the Ahuizotl must wait for the first Elemental to expire before using it's Breath again. It has control over the Elemental while alive.
    · An Ahuizotl has 12 Racial Hit Dice, giving it the following: 12d10 Hit Points, +12 Base Attack Bonus, +8 Fort Save, +8 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 Climb, Listen, Spot, Survival and Swim. It also gets 5 Feats.
    · Ahuizotl have a Primary Bite attack doing 3d6 plus Strength Bonus, Secondary Claw Attacks doing 1d8 plus 1/2 Str modifier, and a Secondary Tail Slap attack doing 2d10 plus half Strength Bonus. They get a Bite, 2 Claws and a Tail Slap with a Full Attack.
    · Automatic Languages: Aquan and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +4
    · Favored Class: Barbarian
    I like what I'm seeing overall. One comment, though:
    Animated Breath Weapon (Su)): As a Standard Action the Ahuizotl can spit a line of water in a 15 ft. line. It does 1d6 bludgeoning damage and then animates for 5d4 rounds (stats are identical to a Medium Water Elemental). Once this time expires it collapses into normal water, but it remains animate for this time even if the Ahuizotl dies. The Ahuizotl may use this ability 3/day, but can only create one elemental at a time. Once used, the Ahuizotl must wait for the first Elemental to expire before using it's Breath again. It has control over the Elemental while alive.
    This here is a major selling point. It's fun, clever, appropriate and has flavour. What it does not have is, well, enough power to be much more than a pretty ribbon. These crocs are ECL 16+. Something that requires a standard action to deal about as much damage as a 1st level Monk and create a funny CR 3 buddy for a few minutes, tops, is strictly not worth the action using it takes. It might be nice for underwater scouting, I suppose, but the short duration (which implies an intended combat use) puts a damper even on that. Which is a real pity, you know?

    Any chance you could boost this?

    Improved Breath Weapon
    You can spew a bigger elemental.
    Prerequisites: Ahuizotl, 15+ Hit Dice
    Benefits: Your Animated Breath Weapon has the stats of a Large Water Elemental instead of a Medium.
    Too little too late (see above).

    Extra Breath Weapon
    You can use your Breath more often.
    Prerequisites: Ahuizotl
    Benefits: This Feat may be taken multiple times. Each time it is taken you gain an additional daily use of your Breath Weapon.
    As it stands, this is trading a feat slot for getting to be cool, but not particularly useful in any capacity once more per day.

  23. - Top - End - #773
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    Default Re: Orc/Goblinoid Resources

    Technically by the original source material it summons a Water Weird, which is CR 12 in 3.5. Which is a little too hefty.
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  24. - Top - End - #774
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Technically by the original source material it summons a Water Weird, which is CR 12 in 3.5. Which is a little too hefty.
    Wasn't the 2e weird an entirely different sort of creature? Some kind of… Water snake, I think? At any rate, I'm sure there is some middle ground that could be explored here, between CR 3 and 12.

  25. - Top - End - #775
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    Wasn't the 2e weird an entirely different sort of creature? Some kind of… Water snake, I think? At any rate, I'm sure there is some middle ground that could be explored here, between CR 3 and 12.
    It was, but it was only 3 HD and fought by trying to drown people by engulfing them. Dragon Magazine 347 has a Lesser Elemental Weird, but it's CR 5.
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  26. - Top - End - #776
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    It was, but it was only 3 HD and fought by trying to drown people by engulfing them. Dragon Magazine 347 has a Lesser Elemental Weird, but it's CR 5.
    I mean, that would still be better than vanilla Medium Water.

  27. - Top - End - #777
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    Default Re: Orc/Goblinoid Resources

    If I switch out Vortex for Drown that would be pretty close to the 2e water weird.
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  28. - Top - End - #778
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    Default Re: Orc/Goblinoid Resources

    That'd be something, I suppose. Vortex on a Medium chassis is a bit of a joke.

  29. - Top - End - #779
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    Default Re: Orc/Goblinoid Resources

    I edited the new critter in above.
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  30. - Top - End - #780
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    Default Re: Orc/Goblinoid Resources

    Yes, that's more like it.

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