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  1. - Top - End - #781
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    Default Re: Orc/Goblinoid Resources

    QUANAK LIZARDFOLK



    "It's for your own good."

    Quanaks are psionic Lizardfolk who are usually 6 to 7 feet tall with brown, green, gray, or bluish scales.

    QUANAK RACIAL TRAITS
    · +2 Str, +2 Con, +2 Wis, +2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian, Amphibious and Aquatic Subtypes
    · Base land speed 30 ft.
    · Base swim speed 30 ft.
    · +5 Natural AC Bonus
    · Psi-Like Abilities (Ps): At will: Mind Thrust, Thought Shield. 3/day: Body Adjustment, Metaphysical Weapon, Offensive Precognition. Manifester Level is equal to HD (Maximum 12th Level).
    · Poison Use (Ex): Quanaks are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
    · A Quanak 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 Balance, Jump and Swim. It also gets 1 Feat. Quanaks have a +4 Racial Bonus on Balance and Jump Checks, as well as a +8 Racial Bonus on Swim Checks (they can always Take 10 on a Swim Check).
    · Automatic Languages: Draconic. Bonus Languages: Any nearby race or Common.
    · Level Adjustment: +3
    · Favored Class: Psychic Warrior

    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: 5'10"
    Height Modifier: +2d8"
    Base Weight: 185 lbs.
    Weight Modifier: x5 lbs.

    QUANAK CHARACTERS
    You get a lot of free Psi-Like Abilities, so capitalize on them.
    Adventuring Race: Quanak adventure for a variety of reasons, most likely to gain experience and test themselves.
    Character Development: If you take your Favored Class, you're automatically down 3 Manifester Levels. Try to find some way of alleviating that..
    Character Names: Quanak use typical Lizardfolk names.

    ROLEPLAYING A QUANAK
    Might makes right. If something can be taken from you by force, you didn't deserve to possess it. So make sure you're always the best at what you do (which is fighting).
    Personality: Quanak are obsessed with honing their survival skills. They are quite competitive, and this extends to all aspects of their lives (even marriage).
    Behaviors: Quanak aren't that much different than other Lizardfolk.
    Language: Quanak speak Draconic. Some also speak Common.

    QUANAK SOCIETY
    The Quanak are somewhat more technologically advanced, but they are otherwise similar to other Lizardfolk.
    Alignment : Quanak are strongly Lawful, but too pragmatic to be very often Good as well.
    Lands : Quanak are swamp dwellers.
    Settlements : Quanak rarely leave their homes.
    Beliefs : Quanak worship Semuanya.
    Relations: Quanak are the terror of the other Lizardfolk tribes. They give non-psionic Lizardfolk the option of joining them, and thus passing down their psychic abilities, or they take their women and children by force.

    QUANAK ADVENTURES
    · The boys rounded up some women from a local Lizardfolk tribe, and one was assigned to you. Since you aren't her husband, she spends much of her time trying to gleefully murder you. And now you find yourself on a quest to reunite her with her husband..
    · Half your tribe has been conquered by Puppeteers, and you need some help fixing this.
    · A Lizard King has roused an army against your people due to their kidnapping ways. Unlike most of your tribe, you agree he has a point. But you also realize he has a demonic horde he'll unleash on the world after he's done with you.




    Quanak Racial Feats

    Prevenom
    You like the poison.
    Prerequisites: Quanak, Wis 15+
    Benefits: You can Manifest Prevenom 3/day as a Psi-Like Ability.


    Prevenom Weapon
    Your weapons feel naked without venom.
    Prerequisites: Quanak, Wis 15+
    Benefits: You can Manifest Prevenom Weapon 3/day as a Psi-Like Ability.


    Truevenom
    The venom-ing continues.
    Prerequisites: Quanak, 12th Level
    Benefits: You can Manifest Truevenom 1/day as a Psi-Like Ability.


    Truevenom Weapon
    You can't remember a day without venom.
    Prerequisites: Quanak, 12th Level
    Benefits: You can Manifest Truevenom Weapon 1/day as a Psi-Like Ability.



    Quanak Racial Substitution Levels

    Psychic Warrior
    Level 1+: When you get a Bonus Feat, you may optionally choose a Racial Feat.

    Psion
    Level 1: You may learn the Prevenom and Prevenom Weapon Powers as they are now on your Power list.
    Level 1: You add Truevenom and Truevenom Weapom to your Power list, and may learn them.

    Ardent
    Level 1+: You have access to a unique Racial Psionic Mantle you can learn: Survival.


    [size=14pt]Survival Mantle[/size]
    Granted Ability: While psionically focused, you gain a +2 bonus on Survival checks. You can expend your focus as a free action to gain a +5 bonus on a single Survival check.
    [list type=decimal]
    [li]Chameleon[/li]
    [li]Detect Hostile Intent[/li]
    [li]Sustenance[/li]
    [li]Danger Sense[/li]
    [li]Steadfast Perception[/li]
    [li]Greater Precognition[/li]
    [li]Personal Mind Blank[/li][/list]
    Last edited by Bhu; 2023-04-01 at 04:49 PM.
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  2. - Top - End - #782
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    QUANAK RACIAL TRAITS
    · +2 Str, +2 Con, +2 Wis, +2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian, Amphibious and Aquatic Subtypes
    · Base land speed 30 ft.
    · Base swim speed 30 ft.
    · +5 Natural AC Bonus
    · Psi-Like Abilities (Ps): At will: Mind Thrust, Thought Shield. 3/day: Body Adjustment, Metaphysical Weapon, Offensive Precognition. Manifester Level is equal to HD (Maximum 12th Level).
    · Poison Use (Ex): Quanaks are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
    · A Quanak 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 Balance, Jump and Swim. It also gets 1 Feat. Quanaks have a +4 Racial Bonus on Balance and Jump Checks, as well as a +8 Racial Bonus on Swim Checks (they can always Take 10 on a Swim Check).
    · Automatic Languages: Draconic. Bonus Languages: Any nearby race or Common.
    · Level Adjustment: +2
    · Favored Class: Psychic Warrior
    It's a tad strong for its ECL, if you ask me (compare those ability modifiers backed up by a strong complement of PLAs to either a troglodyte/skum or ath level Psychic Warrior with 4 powers known and 13 power points available assuming a WIS-score of 18 – I'll say that both of those will arguably fall behind), but I always appreciate a lizard with no hit to the mental scores.

    Personality: Quanak are obsessed with honing their survival skills. They are quite competitive, and this extends
    …all the way to the end of that sentence, presumably, wherever it is!

  3. - Top - End - #783
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    Default Re: Orc/Goblinoid Resources

    la +3 then?
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  4. - Top - End - #784
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    la +3 then?
    That would help, I suppose. Beats removin things from the package, at any rate.

  5. - Top - End - #785
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    Default Re: Orc/Goblinoid Resources

    SILT RUNNER (Athas)



    "DEATH TO THE ELVES!!"

    Silt Runners are short Lizardfolk with broad, flat feet and large claws.

    SILT RUNNER RACIAL TRAITS
    · +4 Dex, -4 Int
    · 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: Humanoid with the Reptilian Subtype
    · Base land speed 120 ft.
    · +3 Natural AC Bonus
    · Psi-Like Abilities (Ps): 3/day: Clairvoyant Sense, Offensive Precognition
    · A Silt Runner 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 and Survival. It also gets 1 Feat.
    · Automatic Languages: Silt Runner. Bonus Languages: Any nearby race or Common.
    · Silt Runners have a Primary Claw attack doing 1d3 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.
    · Level Adjustment: +2
    · Favored Class: Scout

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

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

    HEIGHT AND WEIGHT
    Base Height: 3'4"
    Height Modifier: +2d4"
    Base Weight: 55 lbs.
    Weight Modifier: x1 lb.

    SILT RUNNER CHARACTERS
    You'll mostly want to play one of these if you have a build based on a high land speed, or the campaign is in the Sea of Silt.
    Adventuring Race: Silt Runners adventure when ordered to, for revenge, or after being exiled.
    Character Development: Focus on Feats making use of your speed and mobility, like Up The Walls.
    Character Names: Silt Runners use Lizardfolk names.

    ROLEPLAYING A SILT RUNNER
    That which can be broken, must be. That which can be stolen, must be. Life is a zero sum game, and you are either opportunist or victim.
    Personality: You live a harsh life. There's little to eat other than passers by, so you can't afford emotions like mercy.
    Behaviors: You have no time for frivolities, all your time is taken by the needs of survival.
    Language: Silt Runners have their own language.

    SILT RUNNER SOCIETY
    By necessity, Silt Runners ambush nearby camps or caravans. After all, there isn't much to eat where they live (and it explains their xenophobia).
    Alignment : Silt Runners are predisposed to Chaos, and are ruled by the strongest (who are often the most Evil as well).
    Lands : Silt Runners generally live on islands in the Sea of Silt.
    Settlements : Many also live in oases deep within the desert.
    Beliefs : Unknown. They kill or eat visitors, so no one's lived to tell..
    Relations: Silt Runners generally fear their neighbors, the Giants. They despise Elves above all else, and often eat them. They aren't fond of other Humanoids either..

    SILT RUNNER ADVENTURES
    · The tribes Shaman has given you a Silt Spawn and asked you to train it to be loyal to the tribe. Clearly he has had one too many 'vision quests'.
    · It's mating season for Floaters, and your team has been asked to keep the village clear of them.
    · A Giant with he head of a Razorwing is demanding tribute, and he's given you a week. You are all pretty much destitute...


    Silt Runner Racial Feats

    Combat Sense
    Your mind sharpens your combat abilities.
    Prerequisites: Silt Runner
    Benefits: When you Manifest Offensive Precognition, the Bonus you gain also applies to Initiative Checks.


    Remote Viewing
    You can scout psionically.
    Prerequisites: Silt Runner, 9th Level
    Benefits: You can Manifest Remote Viewing 3/day as a Psi-Like Ability.


    Radial Navigation
    You can see what others can't.
    Prerequisites: Silt Runner, 6th Level
    Benefits: You can Manifest Touchsight 3/day as a Psi-Like Ability.


    Siltwalk
    You can run over the Silt for short distances.
    Prerequisites: Silt Runner
    Benefits: You can move across the Sea of Silt as though it were normal terrain so long as you can enter and exit the areas of Silt within the same round.


    Silt Runner Racial Substitution Levels

    Scout
    Level 6: Replace Flawlesss Stride with the Siltwalk Feat.

    Ranger
    Level 7: Replace Woodland Stride with the Siltwalk Feat.

    Psychic Warrior
    Level 1+: When choosing a Bonus Feat, you may opt to choose a Racial Feat.
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  6. - Top - End - #786
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    SILT RUNNER (Athas)



    "DEATH TO THE ELVES!!"
    Preach it, little lizards!

    · Base land speed 120 ft.

    I didn't see that coming (and I bet few do, heh). A nice, rare asset!

    They despise Elves above all else, and often eat them.
    To be fair, if memory serves, Athasian Elves do sound tastier than they are friendly.

    Combat Sense
    Your mind sharpens your combat abilities.
    Prerequisites: Silt Runner
    Benefits: When you Manifest Offensive Precognition, the Bonus you gain also applies to Initiative Checks.
    Improving on a PLA? Interesting and not bad, honestly. Am I correct in understanding that it would apply to actual powers the Runner manifests as well?

    Siltwalk
    You can run over the Silt for short distances.
    Prerequisites: Silt Runner
    Benefits: You can move across the Sea of Silt as though it were normal terrain so long as you can enter and exit the areas of Silt within the same round.


    Silt Runner Racial Substitution Levels

    Scout
    Level 6: Replace Flawlesss Stride with the Siltwalk Feat.
    My Dark Sun lore is lacking in a couple of respects, so question: how's this Sea of Silt thing work, really? If it merely imposes penalties as any other difficult terrain, we have the situation where Flawless Stride is strictly better again, since it applies to all manners of difficult terrain.

  7. - Top - End - #787
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    Preach it, little lizards!

    Improving on a PLA? Interesting and not bad, honestly. Am I correct in understanding that it would apply to actual powers the Runner manifests as well?
    Yup.



    My Dark Sun lore is lacking in a couple of respects, so question: how's this Sea of Silt thing work, really? If it merely imposes penalties as any other difficult terrain, we have the situation where Flawless Stride is strictly better again, since it applies to all manners of difficult terrain.
    If you step in the Sea of Silt and have no appropriate means of moving on or in it, you immediately sink and begin suffocating. It's only about 15 feet deep, but it provides total concealment, so unless someone saw where you went in or has magic means available to find you, you're pretty much dead. If there's a strong enough wind you risk suffocating on the surface anyway as the dust clogs your air passages.
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  8. - Top - End - #788
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Yup.
    Good.

    If you step in the Sea of Silt and have no appropriate means of moving on or in it, you immediately sink and begin suffocating. It's only about 15 feet deep, but it provides total concealment, so unless someone saw where you went in or has magic means available to find you, you're pretty much dead. If there's a strong enough wind you risk suffocating on the surface anyway as the dust clogs your air passages.
    Oh, my. What was I even thinking? "Is this feature of Athas just difficult terrain or something absurdly deadly horror terrain of horror out to kill folks for no good reason at all?" Sorry about that. Yeah, that does sound like something that needs a bigger boat than Flawless Stride.

  9. - Top - End - #789
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    Good.



    Oh, my. What was I even thinking? "Is this feature of Athas just difficult terrain or something absurdly deadly horror terrain of horror out to kill folks for no good reason at all?" Sorry about that. Yeah, that does sound like something that needs a bigger boat than Flawless Stride.
    Ya gotta love Athas: "Let's make this random part of the world super deadly just to be near."
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  10. - Top - End - #790
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    MESSENGER SNAKE (Forgotten Realms)



    "Message for Lord Fauntleroy!"

    Messenger Snakes are intelligent serpents with feathered wings and metallic green scales. They were bred by the Zhentarim to deliver messages or very small parcels.

    MESSENGER SNAKES RACIAL TRAITS
    · +6 Dex, +4 Int, +2 Wis, -4 Str, -4 Cha
    · 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 3/4 those of a Medium character.
    · Type: Magical Beast, giving it Low Light Vision and 60 ft. Darkvision
    · Base land speed 15 ft.
    · Base flight speed 60 ft. (Average)
    · +5 Natural AC Bonus
    · Camouflage (Ex): This is identical to the Ranger ability listed in the PHB.
    · Poison (Ex): Injury, Fortitude Save (Save DC is Constitution based), Initial damage is 1d4 Dex, Secondary damage is paralysis for 1d4+1 rounds.
    · Spell-Like Abilities (Sp): At will: Discern Lies, Discern Location (this is limited to creatures the Snake has been tasked with delivering a message to only).
    · Spell Resistance equal to 10+CR
    · A Messenger Snake has 3 Racial Hit Dice, giving it the following: 3d10 Hit Points, +3 Base Attack Bonus, +3 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, Hide, Listen, Move Silently, Spot and Survival. It also gets 2 Feats.
    · Messenger Snakes have a Primary Bite attack doing 1d4 plus Strength Bonus.
    . Non Humanoid Form: Messenger Snakes 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 and half the weight for them. Being serpentine they have a +4 Racial Bonus to resist Trip attempts.
    · Skills: Messenger Snakes have a +4 Racial Bonus to Hide, Listen and Spot Checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.
    · Automatic Languages: Common.
    · Level Adjustment: +4
    · Favored Class: Scout

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

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

    HEIGHT AND WEIGHT
    Base Length: 2'8"
    Length Modifier: +2d4"
    Base Weight: 3 lbs.
    Weight Modifier: x1 lb

    MESSENGER SNAKE CHARACTERS
    With your flight, you make the perfect sniper with the right spells and class abilities.
    Adventuring Race: Messenger Snakes go on adventures because their 'owner' brought them along, their God asked them t o, or they've escaped and are looking for more of their kind.
    Character Development: Your poison is your best weapon, so as long as your campaign doesn't have a lot of creatures immune to poison you should run with that.
    Character Names: You are usually given a name by your 'Master'.

    ROLEPLAYING A MESSENGER SNAKE
    Your species has no rights, and many don't even find you o be sentient. Be careful out there.
    Personality: The snakes are well known for their curiosity. Much like cats, they get into everything.
    Behaviors: Messenger Snakes often compete with each other in memorization contests.
    Language: Messenger Snakes speak Common and whatever else their 'master' teaches them. Rumor has it they are developing their own language.

    MESSENGER SNAKE SOCIETY
    You are considered domesticated animals, and you do not let on that you are anything but while the 'masters' are around.
    Alignment : Most of your people are strictly Neutral.
    Lands : Messenger Snakes originated in the Western Heartlands.
    Settlements : They have since spread along with the Zhentarim, and can now be found anywhere..
    Beliefs : Many of your people serve Vergadain.
    Relations: Most other races see you as pets.

    MESSENGER SNAKE ADVENTURES
    · The secret to making your kind was 'lost' long ago (your people wiped out anyone who knew it really). The Zhentarim have been trying to rediscover it ever since, and it looks like it's time to get rid of some more people.
    · A package you delivered turned out to be a bomb, and now you have to figure out wth happened.
    · You have been hired to steal a cache of your people's eggs.


    Messenger Snake Racial Feats

    Improved Venom
    You eat some pretty nasty bugs to boost your venom.
    Prerequisites: Messenger Snake, Con 15+
    Benefits: Secondary damage of your Poison is now Paralysis for 1d4 Minutes.


    Improved Camouflage
    You're more adept at changing the color and pattern of your skin.
    Prerequisites: Messenger Snake, Hide 4 ranks
    Benefits: You gain the Hide In Plain Sight Ability (this is identical to the Ranger Ability of the same name).


    Unnoticed Apprentice
    Messenger Snakes often study their masters books.
    Prerequisites: Messenger Snake, Int 15+
    Benefits: You gain one 1st Level spell you can cast 3/day as a spell-like ability. Caster Level is equal to Hit Dice, and the key casting ability is Intelligence instead of Charisma. This Feat can be taken multiple times, and you gain a different spell-like ability each time.


    Messenger Snake Racial Substitution Levels

    Wizard
    Level 1+: Instead of a Familiar, you learn versions of spells you can cast without hands. You also begin 1st Level with Eschew Materials as a Bonus Feat.

    Ranger
    Levels 2, 6 and 11: You gain a different option with Combat Style: Fangs. You gain Weapon Finesse at 2nd Level, Virulent Poison (see Savage Species) at 6th Level, and Extended Reach (see Savage Species) at 11th Level.
    Level 4: Instead of an Animal Companion you learn versions of spells you can cast without hands. You also begin 4th Level with Eschew Materials as a Bonus Feat.

    Scout
    Levels 3 and 11: Your Fast Movement ability applies to your Flight speed.
    Levels 8 and 14: You lose Camouflage and Hide in Plain Sight, and gain a Racial Bonus Feat instead.
    Last edited by Bhu; 2023-04-11 at 11:55 PM.
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  11. - Top - End - #791
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    MESSENGER SNAKE (Forgotten Realms)



    "Message for Lord Fauntleroy!"

    Messenger Snakes are intelligent serpents with feathered wings and metallic green scales. They were bred by the Zhentarim to deliver messages or very small parcels.

    MESSENGER SNAKES RACIAL TRAITS
    I just love these! (How do they carry things, though? In their mouth, or do they get tiny pouches or harnesses?)

    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.
    Being quadrupedal they have three quarters the normal carrying limits, as well as a +4 Racial Bonus to resist Trip attempts.
    I think there's something not quite in order here. (And that's before we'd get into the little snakes being quadrupedal!)

    Behaviors: Messenger Snakes often compete with each other in memorization contests.
    Messenger Snake Racial Feats

    Improved Camouflage
    You're more adept at changing the color and pattern of your skin.
    Prerequisites: Messenger Snake, Hide 4 ranks
    Benefits: You gain the Camouflage Ability (this is identical to the Ranger Ability of the same name).
    So… A messenger snake can spend a feat on getting an ability almost identical, albeit far inferior to something they already have (namely HiPS)?

    Unnoticed Apprentice
    Messenger Snakes often study their masters books.
    Prerequisites: Messenger Snake, Int 15+
    Benefits: You gain one 1st Level spell you can cast 3/day as a spell-like ability. Caster Level is equal to Hit Dice, and the key casting ability is Intelligence instead of Charisma. This Feat can be taken multiple times, and you gain a different spell-like ability each time.
    Like the CAr SLA feats except good and INT-based? I approve.


    Messenger Snake Racial Substitution Levels

    Wizard
    Level 1+: Instead of a Familiar, you learn versions of spells you can cast without hands. You also begin 1st Level with Eschew Materials as a Bonus Feat.
    This is incredibly strong, but given the starting ECL of 8 (incl. the wizard level)… It should be okay. Nice to see some love for the component-challenged races.

    Scout
    Levels 3 and 11: Your Fast Movement ability applies to your Flight speed.
    Levels 8 and 14: You lose Camouflage and Hide in Plain Sight, and gain a Racial Bonus Feat instead.
    I think the latter would look good on a snake ranger as well.

  12. - Top - End - #792
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    I has made edits. The original pic has a little scroll tied to the. They also memorize messages.
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    Quote Originally Posted by Bhu View Post
    I has made edits.
    All's looking good now.

    The original pic has a little scroll
    THERE'S AN ORIGINAL PICK WHERE CAN I FIND IT??

    They also memorize messages.

    I'm not sure how I didn't think of that, honestly.

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    Quote Originally Posted by Metastachydium View Post
    All's looking good now.



    THERE'S AN ORIGINAL PICK WHERE CAN I FIND IT??
    https://forgottenrealms.fandom.com/wiki/Messenger_snake The wiki!
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    Quote Originally Posted by Bhu View Post
    Figures. (Also, aww!)

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    TORTLE (Mystara)



    "Do you have time to talk about our Lord and Savior, Ka the Preserver?"

    Tortles are humanoid tortoises with olive or blue green skin, a yellowich lower shell, and an upper shell that is darker than their skin.

    TORTLE RACIAL TRAITS
    · +2 Wis, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · Base swim speed 10 ft.
    · +7 Natural AC Bonus
    · Float (Ex): Tortles can float on the surface of water without making Swim Checks.
    · Hold Breath (Ex): A Tortle can hold its breath for a number of rounds equal to 4 × it's Constitution score before it risks drowning.
    · Retreat Into Shell (Ex): As a Standard Action a Tortle can withdraw into it's shell. While in it's shell it's Natural Armor Bonus to AC increases by +2.
    · Darkvision 60 ft.
    · A Tortle 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 Craft, Listen and Swim. It also gets 1 Feat.
    · Tortles 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: Tortle. Bonus Languages: Any nearby race or Common.
    · Level Adjustment: +2
    · Favored Class: Cleric or Wizard

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

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

    HEIGHT AND WEIGHT
    Base Height: 4'10"
    Height Modifier: +2d10"
    Base Weight: 300 lbs.
    Weight Modifier: x(2d6) lbs.

    TORTLE CHARACTERS
    You're best made for tanking builds given your natural AC Bonus.
    Adventuring Race: Tortles are always eager to learn new things, and often adventure to meet new people.
    Character Development: You're incredibly slow. Try to find ways around that to keep up with the rest of the party.
    Character Names: Tortles use simple, two syllable names.

    ROLEPLAYING A TORTLE
    You 'wear your home on your back', and rarely settle in one place for long when young. Tortles are prone to wandering in their youth.
    Personality: Tortles tend to think before they speak, and aren't given to displays of emotion. This makes other races tend to view them as cold.
    Behaviors: Tortles love making friends, and are very loyal.
    Language: The Tortles speak their own language, and usually at least one of any neighboring race.

    TORTLE SOCIETY
    Tortles are just emerging from the bronze age level of technology.
    Alignment : Tortle alignment varies, but most are Good, and many are Lawful as well.
    Lands : Tortles are most common in Bellayn and Renardy in Mystara, and Chult in Faerun.
    Settlements : They prefer to live in warm areas near water..
    Beliefs :Tortles worship Calitha, Ka, Matin and Ralon in Mystara.
    Relations: Tortles are generally accepting of other races as long as they behave.

    TORTLE ADVENTURES
    · Rumblings have been heard near the Monoliths of Zul, and you are determined to find out what it is.
    · Rumor has reached you that a distant cousin has gone mad, and is bedeviling nearby towns. Your family is sending you to prevent him from any further problems..
    · Something is whipping the Snappers into a frenzy, and their raids are increasing. They seem almost desperate...



    Tortle Racial Feats

    Improved Retreat
    You gain a Bonus to Saving Throws while withdrawn into your shell.
    Prerequisites: Tortle
    Benefits: When using Retreat into Shell, you gain a +2 Circumstance Bonus to all Saving Throws.


    Greater Retreat
    You withdraw fully into your shell.
    Prerequisites: Improved Retreat
    Benefits: When using Retreat into Shell, you may opt to withdraw fully and take no Actions so long as you're withdrawn. You can hear but not see, making you immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. The Bonus you gain to AC and Saving Throws doubles to +4 as well.


    Enhanced Shell
    Your shell is tougher than usual.
    Prerequisites: Tortle or Snapper, Con 15+
    Benefits: You gain DR 5/- while using Retreat into Shell.


    Nikt'oo Mount
    You has a Ride.
    Prerequisites: Tortle or Snapper, 10th Level
    Benefits: This is identical to the Wild Cohort Feat, but you can only choose a Nikt'oo, and can choose this as a Fighter Feat.


    Tortle Racial Substitution Levels

    Wizard
    Level 1: You may only choose Arcana, History, Local, Nature and Religion as Knowledge skills. You also gain the following as Class Skills: Climb, Handle Animal, Survival and Swim.

    Cleric
    Level 1: Unlike normal, you choose one Domain from those associated with your Deity, and one from the following list: Air, Animal, Earth, Ocean, Plant, Sky, Storm, Sky, Sun, Water, or Weather.

    Druid
    Level 4: A Tortle Druid of 7th Level or higher may choose a Nikt'oo as an Advanced Animal Companion.




    Nikt'oo
    Large Animal (Aquatic, Amphibious)
    Hit Dice: 5d8+15 (37 hp)
    Initiative: -2
    Speed: 20 ft. (4 squares), Swim 50 ft.
    Armor Class: 18 (-1 Size, -2 Dex, +11 Natural Armor), touch 7, flat-footed 18
    Base Attack/Grapple: +3/+13
    Attack: Bite +8 melee (1d8+9)
    Full Attack: Bite +8 melee (1d8+9)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Severing Bite
    Special Qualities: Low-Light Vision
    Saves: Fort +7, Ref +2, Will +1
    Abilities: Str 22, Dex 6, Con 16, Int 2, Wis 11, Cha 4
    Skills: Listen +4, Spot +4, Swim +14
    Feats: Endurance, Run
    Environment: Warm Aquatic or Forest
    Organization: Solitary or Herd (6-30)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 8=7 HD (Large)
    Level Adjustment: ---

    Nikt'oo are large beasts of burden domesticated by the Tortles. They are turtle=like in shape, with leathery hides reinforced by bony scutes. They have black eyes, olive skin, and yellow-brown back plates.

    Severing Bite (Ex): If the Nikt'oo successfully confirms a critical hit with it's bite, it severely damages either an arm or leg. If it chooses an arm, the arm cannot be used for anything until the damage from the hit has healed. If the leg is chosen, the target has it's movement speed is halved until the damage from the hit has healed.

    Skills: A Nikt'oo has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Combat: Nikt'oo are skittish, and generally run from trouble, but they have a vicious bite if cornered.
    Last edited by Bhu; 2023-04-21 at 10:22 PM.
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  17. - Top - End - #797
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    Quote Originally Posted by Bhu View Post
    TORTLE (Mystara)



    "Do you have time to talk about our Lord and Savior, Ka the Preserver?"

    Tortles are humanoid tortoises with olive or blue green skin, a yellowich lower shell, and an upper shell that is darker than their skin.

    TORTLE RACIAL TRAITS
    · +2 Wis, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · Base swim speed 10 ft.
    · +7 Natural AC Bonus
    · Float (Ex): Tortles can float on the surface of water without making Swim Checks.
    · Hold Breath (Ex): A Tortle can hold its breath for a number of rounds equal to 4 × it's Constitution score before it risks drowning.
    · Retreat Into Shell (Ex): As a Standard Action a Tortle can withdraw into it's shell. While in it's shell it's Natural Armor Bonus to AC increases by +2.
    · Darkvision 60 ft.
    · A Tortle 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 Craft, Listen and Swim. It also gets 1 Feat.
    · Tortles 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: Tortle. Bonus Languages: Any nearby race or Common.
    · Level Adjustment: +0
    · Favored Class: Cleric or Wizard
    Alright, this blows the DraMag Tortle out of the water [he-he] and is legitimately quite good, as well as a TURTLE. I still like turtles. WotC would never let it get away an LA of +0, though. Regular Lizardfolk are 2 RHD, +1 LA and all they have on the Tortle is a +2 to stats (but they have a hit to INT) and a very slightly higher speed. Otherwise, they have natural AC 2 lower, no swim speed, three SQs fewer and even their claw/claw/bite is inferior (1d4 bite instead of the Tortle's 1d6). I'd peg the turtle at LA +2, myself.

    TORTLE ADVENTURES
    · Rumblings have been heard near the Monoliths of Zul, and you are determined to find out what it is.
    Is that the Elder Evils thing?

    Nikt'oo
    Severing Bite (Ex): (…) If the leg is chosen, it cannot be walked on until the damage from the hit has healed.
    Could you quantify that? Is it a mere reduction to speed, or temporarily losing a whole movement form that relies on the limb?

  18. - Top - End - #798
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    Quote Originally Posted by Metastachydium View Post
    Alright, this blows the DraMag Tortle out of the water [he-he] and is legitimately quite good, as well as a TURTLE. I still like turtles. WotC would never let it get away an LA of +0, though. Regular Lizardfolk are 2 RHD, +1 LA and all they have on the Tortle is a +2 to stats (but they have a hit to INT) and a very slightly higher speed. Otherwise, they have natural AC 2 lower, no swim speed, three SQs fewer and even their claw/claw/bite is inferior (1d4 bite instead of the Tortle's 1d6). I'd peg the turtle at LA +2, myself.

    Is that the Elder Evils thing?


    Could you quantify that? Is it a mere reduction to speed, or temporarily losing a whole movement form that relies on the limb?
    I have made revisions. The Monoliths of Zul are supposedly the site of an ancient, advanced Tortle civilization in Mystara.
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  19. - Top - End - #799
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    Quote Originally Posted by Bhu View Post
    I have made revisions. The Monoliths of Zul are supposedly the site of an ancient, advanced Tortle civilization in Mystara.
    Right. For some reason I mixed those up with the Hulks of Zoretha.

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    SNAPPER (Mystara)



    "You gotta pay the toll."

    The Snappers are broader and stronger than the average Tortle, with far more powerful jaws. Their shells are lumpy and brown.

    SNAPPER RACIAL TRAITS
    · +2 Str, +2 Con, +2 Wis, -2 Dex, -2 Int, - 2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 20 ft.
    · Base swim speed 40 ft.
    · +5 Natural AC Bonus
    · Hold Breath (Ex): A Snapper can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.
    · Darkvision 60 ft.
    · A Snapper 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 Intimidate, Listen and Swim. It also gets 1 Feat. Snappers gain a +8 Racial Bonus to Swim Checks, and can always Take 10 on a Swim Check.
    · Snappers have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite doing 2d4 plus 1/2 Str Bonus. They get 2 Claws and a Bite with a Full Attack.
    · Automatic Languages: Tortle. Bonus Languages: Any nearby race or Common.
    · Level Adjustment: +1
    · Favored Class: Barbarian

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

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

    HEIGHT AND WEIGHT
    Base Height: 5'
    Height Modifier: +2d10"
    Base Weight: 400 lbs.
    Weight Modifier: x(2d6) lbs.

    SNAPPER CHARACTERS
    Quick generalization of what this race is good for as far as characters go..
    Adventuring Race: Snappers adventure for money and power, or because they have no other option.
    Character Development: Give suggestions for making a character with this race.
    Character Names: Snappers use names similar to the Tortles.

    ROLEPLAYING A SNAPPER
    Quick generalization about playing a member of this race.
    Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
    Behaviors: Typical behaviors for a member of this race..
    Language: Snappers also speak Tortle.

    SNAPPER SOCIETY
    Snappers are still well within the stone age, living in packs of hunter gatherers. Most live in thrall to the Cluu-rin.
    Alignment : Most Snappers are Lawful, and a plurality of them are Evil as well.
    Lands : Snappers always live near the ocean.
    Settlements : Snappers only relocate involuntarily.
    Beliefs : The Snappers Cuu-rin patrons actively discourage religion, unless they practice it themselves.
    Relations: You're forced to be an active brigand to bribe your leaders. Other races do not care for you.

    SNAPPER ADVENTURES
    · The local Cluu-rin has gone mad with power, and you have been tasked with the unthinkable: hunt him down, and end him.
    · Your hunting party has been acting unusual, and you are convinced they are possessed.
    · An aquatic vampire is taking over your coast, and as distasteful as it is, you're having to think about asking the locals for help in getting rid of it.



    Snapper Racial Feats

    Improved Bite
    You can hold on.
    Prerequisites: Snapper, Str 15+
    Benefits: To use this ability, a Snapper must hit an opponent of up to Large size with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If successful, you do bite damage with any further successful Grapple Checks.


    Greater Bite
    You can pierce armor.
    Prerequisites: Improved Bite
    Benefits: Your Bite ignores the first 3 points of Damage Reduction.


    Epic Bite (Epic Feat)
    You can bite through anything
    Prerequisites: Greater Bite, Str 20+
    Benefits: Your Bite attacks are considered touch attacks.



    Snapper Racial Substitution Levels

    Fighter
    Level 1+: When choosing a Fighter Feat you may choose a Racial Feat instead.

    Ranger
    Levels 2, 6 and 11: You gain an additional option with Combat Style: Snapper. At Level 2 you gain Multiattack. At Level 6 you gain Improved Multiattack. At Level 11 you gain Improved Critical (Bite). You may also choose Net and Trident. At Level 2 you get Two Weapon Fighting. At Level 6 you get Exotic Weapon Proficiency (Net). At Level 11 you get Net and Trident (Complete Warrior). You may also choose from Spear Fighter. At Level 2 you get Weapon Focus (Longspear). At Level 6 you gain Greater Weapon Focus (Longspear). At Level 11 you get Improved Critical (Longspear).
    Level 8: At 14th Level you may select a Nikt'oo as an Advanced Animal Companion.

    Rogue
    Level 10+: You gain a new option when choosing a Special Ability: Biter (Ex): When making a Bite attack, and your opponent is unaware of you, flat-footed, or denied their Dexterity Bonus to AC, you automatically threaten a critical if you hit.
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    VARKHA



    "We don't care much for Drow here..."

    The Varkha are short, stout, aquatic lizardfolk. They have webbing between their torso and arms, and a head that is vaguely frog-like. Color is dark gray to green, an their tails are much stubbier than usual.

    VARKHA RACIAL TRAITS
    · +2 Con, -2 Cha
    · Size Class: Medium
    · Type: Humanoid with the Reptilian Subtype
    · Base land speed 30 ft.
    · Base swim speed 20 ft.
    · +4 Natural Armor Bonus to AC
    · Hold Breath (Ex): A Varkha can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
    · Light Sensitivity: Varkha are dazzled in bright sunlight or within the radius of a daylight spell.
    · Skills: A Varkha gains a +8 Racial Bonus on Swim Checks, and can always Take 10 on a Swim Check.
    · Varkha have a Primary Claw attack doing 1d6 plus Strength Bonus. They get 2 Claws with a Full Attack.
    · Automatic Languages: Lizardfolk and Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +0
    · Favored Class: Barbarian

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

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

    HEIGHT AND WEIGHT
    Base Height: 3'9"
    Height Modifier: +2d10"
    Base Weight: 130 lbs.
    Weight Modifier: x(2d6) lbs.

    VARKHA CHARACTERS
    Except for Charisma based casters, your options are pretty open.
    Adventuring Race: Varkha adventure because they are ordered to, or due to exile or revenge.
    Character Development: Try to find a way to mitigate your Sunlight Sensitivity. Also, it might be a good idea to find a way past reflexively murdering anyone you don't know out of fear.
    Character Names: Varkha use Lizardfolk names.

    ROLEPLAYING A VARKHA
    You aren't sure why, but no one likes you. Everything from Troglodytes, to Drow, to Gibberlings try to murder your people.
    Personality: Your species has a great many enemies, and as such you are primarily fueled by hate and fear.
    Behaviors: Varkha enjoy games that let them hone their hunting skills.
    Language: The Varkha speak a gurgling dialect of Lizardfolk.

    VARKHA SOCIETY
    The Varkha are a tribal society, led by a patriarch (usually the best hunter).
    Alignment : Varkha are primarily Lawful, with a plurality of them being Evil as well.
    Lands : They prefer moist caverns in the underdark.
    Settlements : Varkha who are outcast will want somewhere with plenty of water, and little sunlight..
    Beliefs : Uncertain, but presumably similar to other Lizardfolk.
    Relations: While close knit among themselves, the Varkha do NOT like strangers. Mostly because strangers try to eat or kidnap them.

    VARKHA ADVENTURES
    · You're hard at work fighting with the Gibberlings, when some sort of giant thing barges in and tears through both armies. You have been asked to find a way to be rid of it.
    · You stumble upon a Drow outpost, and find everyone there dead. Your Tserl has told you to find out whats happened.
    · Something has killed the Tserl, and you have to find out what did it amid the fight to be the new Tserl.


    Varkha Racial Feats

    Egg Guard
    You guard whatever the leader considers important.
    Prerequisites: Varkha
    Benefits: When you are assigned to guard a person, location or object, you receive a +1 to attack and damage rolls while defending your charge.


    Vigilance
    You are used to fighting fatigue.
    Prerequisites: Varkha, Egg Guard
    Benefits: You gain a +1 Bonus on Initiative Checks and Saving Throws against Fatigue or Exhaustion.


    Lizard Cohort
    As a leader among your people you get an honorary pet lizard.
    Prerequisites: Varkha, Handle Animal 4+ ranks, 7+ HD
    Benefits: This is identical to the Wild Cohort Feat, except your Advanced Animal Companion is a Subterranean Lizard (see The Forge of Fury). Your Level for determining it's abilities iis -6.


    Aquatic Hunter
    Varkha excel at hunting and combat in water.
    Prerequisites: Varkha, Swim-By Attack
    Benefits: You gain a +1 to Attack and Damage rolls when in or under water.


    Varkha Racial Substitution Levels

    Spirit Shaman
    Level 17: Replace Spirit Journey with Spirit of the Ancestors.
    Spirit of the Ancestors (Sp): Once per day you can cast Summon Nature's Ally VI as a Spell-Like Ability. Additionally you can use the spell to summon any Dinosaur within the CR 6 to CR 8 range.

    Cleric
    Level 1: When choosing Domains, a Varkha may always elect to choose the Scalykind Domain (see Players Guide to Faerun) regardless of what God they worship.

    Ranger
    Level 7+: At Level 7 or higher you may opt to choose a Subterranean Lizard as an Advanced Animal Companion.
    Last edited by Bhu; 2023-05-10 at 09:54 PM.
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  22. - Top - End - #802
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    I think you posted the Snapper twice. At any rate, the EVIL turtle looks fine.

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    My bad, that was supposed to be the Varkha, I edited them in above.
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    Quote Originally Posted by Bhu View Post
    VARKHA
    · Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    That's too bad for the Orcs!

    · Level Adjustment: +0
    Nothing much there overall, but a nice mix of that. Would certainly play it. By WotC standards, it looks more like a( borderli)n(e) LA +1, though.

    Character Development: Try to find a way to mitigate your Sunlight Sensitivity.
    Trading 10 gp for a pair of cool shades (sundark goggles for the win!) is a nifty deal, but not much in the way of Character Development.

    Lizard Cohort
    As a leader among your people you get an honorary pet lizard.
    Prerequisites: Varkha, Handle Animal 4+ ranks, 7+ HD
    Benefits: This is identical to the Wild Cohort Feat, except your Advanced Animal Companion is a Subterranean Lizard (see The Forge of Fury). Your Level for determining it's abilities iis -6.
    Will have to look up a statblock for the lizard. Is it that good?

  25. - Top - End - #805
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    Quote Originally Posted by Metastachydium View Post
    That's too bad for the Orcs!
    I has fixed!




    Will have to look up a statblock for the lizard. Is it that good?
    CR 3, 6 HD, ranged grab attack, land and climb speed 40 ft., decent stats and damage.
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  26. - Top - End - #806
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    CR 3, 6 HD, ranged grab attack, land and climb speed 40 ft., decent stats and damage.
    Sounds about right, yeah. Carry on, then.

  27. - Top - End - #807
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    Default Re: Orc/Goblinoid Resources

    ZIN (Al-Qadim)



    "Why no sir, I haven't seen your mule."

    Zin are prankster, spirits that look like snakes with a blue and green mosaic pattern in their scales. They live at the bottoms of rivers and lakes. Passers by get mischief or a performance depending on how bored the Zin is.

    ZIN RACIAL TRAITS
    · +2 Dex, +6 Int, +4 Cha, -2 Str
    · Size Class: Medium
    · Type: Magical Beast, giving it Low Light Vision and Darkvision 60 ft.. They have the Spirit Subtype.
    · Base land speed 30 ft.
    · Base swim speed 30 ft.
    · +5 Natural AC Bonus
    · Hold Breath (Ex): A Zin can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
    · Spellcasting: Zin may cast spells as a 5th Level Bard. If they take actual Levels in Bard, these Levels stack.
    · Poison (Ex): Injury, Fortitude Save (Save DC is Constitution based), Initial damage is Sleep as per the spell (but it effects creatures regardless of Hit Dice, caster level is equal to Zin's Hit Dice) and Secondary damage extends duration to 1 hour per Level instead of 1 Minute.
    · Change Shape (Su): The Zin can change form into any Small or Medium Humanoid (this works like the Alternate Form ability).
    · Spell Resistance equal to 11+CR.
    · A Zin 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 Balance, Bluff, Climb, Diplomacy, Hide, Knowledge (Arcane), Perform, Spellcraft and Swim. It also gets 2 Feats, and Cooperative Spell as a Bonus Feat.
    · Zin have a Primary Bite attack doing 1d6 plus Strength Bonus.
    . Non Humanoid Form: The Zin 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 that they have no legs, they get a +4 Racial Bonus to resist Bull Rush and Trip attempts.
    · Automatic Languages: Common. Bonus Languages: Any nearby race.
    · Level Adjustment: +5
    · Favored Class: Bard

    STARTING AGE
    Zin are born fully adult.

    AGING EFFECTS
    Zin are effectively immortal, and don't have age related penalties or bonuses.

    HEIGHT AND WEIGHT
    Base Length: 6'
    Length Modifier: +1d6 ft.
    Base Weight: 10 lbs.
    Weight Modifier: x1 lb.

    ZIN CHARACTERS
    Zin are almost exclusively Bards. Their LA and Racial Hit ice pretty much demand it.
    Adventuring Race: Whimsy or revenge are the typical Zin reasons for adventuring. Other reasons are singing/music contests, art festivals, etc.
    Character Development: Give suggestions for making a character with this race.
    Character Names: Zin have no naming conventions, and take whatever name they please.

    ROLEPLAYING A ZIN
    ZZin are performers by nature, and are generally interested in any form of art (especially song and dance).
    Personality: You're all about having a good time, and do your best to see to it everyone else does to (as long as they behave).
    Behaviors: Zin are fond or pranks and bawdy jokes. Like leaving you naked and asleep on the edge of a cliff.
    Language: Zin speak common.

    ZIN SOCIETY
    Zin live in bands of merry-makers. They generally play nice with travelers, unless offended. Don't violate the oath of hospitality or befoul the waters of their home..
    Alignment : All Zin are Chaotic, most are Neutral.
    Lands : Zin live in bodies of fresh water.
    Settlements : Zin rarely live elsewhere.
    Beliefs : Unknown at this time.
    Relations: Zin will party with anyone who shows them respect. For those who don't...

    ZIN ADVENTURES
    · There's an adventuring party up top. Their Barbarian is peeing in your river. Oh, you are going to make his life hell.
    · There's a music competition at a faraway city. Time to get the band back together.
    · A priest has been yammering at you about how your sinful ways offend his God, which so offends you that you decide to impersonate his God. This actually does offend his God, who gives you the option of being smote or going on a mission.


    Zin Racial Feats

    Improved Cooperative Spell
    Zin Bards are very cooperative.
    Prerequisites: Zin, Caster Level 6+
    Benefits: You can now use Cooperative Spell as long as your within 30 feet of your partner, you no longer need to be adjacent.


    Prankster
    You gain some minor spell-like abilities.
    Prerequisites: Zin, Caster Level 6+
    Benefits: Choose any three 1st Level spells from either the Enchantment or Illusion schools to add to your spell list (these can be from any spell list).


    The Evil Eye
    Once per day the Zin may curse someone (or remove a curse from them).
    Prerequisites: Zin, 12+ HD
    Benefits: You may cast Bestow Curse or Remove Curse 1/day as a Spell-Like ability.


    Band Member
    Cooperating Zin gain new options with their Bardic music.
    Prerequisites: Zin, Bard Level 6+
    Benefits: IF you and 1 or more Zin cooperate you may cast spells with your Bardic Music. To use this, all cooperating Zin must be within 10 feet, and simultaneously expending one of theiir daily uses of Bardic music. You must also be of a Level that you could normally cast the spell. The spells that can be cast depend on how many Zin there are:

    Two: Hold Person, Suggestion
    Three: Charm Person, Confusion
    Four: Chaos Hammer, Feeblemind
    Five: Charm Monster, Mass Suggestion
    Six: Demand, Otto's Irresistible Dance


    Zin Racial Substitution Levels

    Bard
    Level 1+: Instead of Bardic Knowledge, you learn versions of spells you can cast without hands. You also begin 1st Level with Eschew Materials as a Bonus Feat.


    Beguiler
    Level 1+: Instead of Armored Mage, you learn versions of spells you can cast without hands. You also begin 1st Level with Eschew Materials as a Bonus Feat.
    Last edited by Bhu; 2023-05-20 at 06:32 PM.
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  28. - Top - End - #808
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    ZIN (Al-Qadim)
    ZIN RACIAL TRAITS
    Nice package, in good order!

    STARTING AGE
    Zin are born fully adult.

    AGING EFFECTS
    Zin are effectively immortal, and don't have age related penalties or bonuses.
    That's a rare one! I like it.

    Zin are almost exclusively Bards. Their LA and Racial Hit ice pretty much demand it.
    I continue to maintain that LA hurts casters more rather than less. Bards might just make it work, though.

    ZIN SOCIETY
    Zin live in bands of merry-makers. They generally play niece with travelers, unless
    they happen to be males. In that case, they play nephew.

    Zin Racial Substitution Levels

    Bard
    Level 1+: Instead of Bardic Knowledge, you learn versions of spells you can cast without hands. You also begin 1st Level with Eschew Materials as a Bonus Feat.


    Beguiler
    Level 1+: Instead of Armored Mage, you learn versions of spells you can cast without hands. You also begin 1st Level with Eschew Materials as a Bonus Feat.
    Pretty useful, on both counts!

  29. - Top - End - #809
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    Default Re: Orc/Goblinoid Resources

    ALGUDUIR (Forgotten Realms)



    "RAAWK!"

    The Alguduir is a plump, scaly humanoid with an avian head and wings. Their gills and oily scales assist with their semi-aquatic lifestyle. It is gray or green-gray, with yellow or green eyes and wings that are mottled white, brown and gray.

    ALGUDUIR RACIAL TRAITS
    · +2 Str, +2 Con, +2 Dex, +2 Wis, -2 Int, -2 Cha
    · Size Class: Medium
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision, with the Aquatic and Amphibious Subtypes.
    · Base land speed 20 ft.
    · Base flight speed 50 ft. (Average)
    · Base swim speed 35 ft.
    · Rake (Ex): When Grappling a foe, the Alguduir gets 2 additional Claw attacks at the same BAB and damage.
    · Spell Reflection (Su): When a spell targets the Alguduir, if it successfully stops it with it's Spell Resistance, the spell is instead reflected back upon the attacker. This does nto work on spells with an area effect.
    · Spell Resistance equal to 11+CR
    · +4 Natural AC Bonus
    · An Alguduir has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Craft, Hide, Listen, Move Silently, Spot, Survival, and Swim.. It also gets 2 Feats. An Alguduir has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    . Non Humanoid Form: Armor for the Alguduir costs twice as much (but they have hands so weapons aren't a problem).
    · Alguduir have a Primary Bite attack doing 1d6 plus Strength Bonus, and a Secondary Claw attack doing 1d6 plus 1/2 Str Bonus. They get 1 Bite and 2 Claws with a Full Attack.
    · Automatic Languages: Alguduir speak their own Language. Bonus Languages: Usually Common, if any.
    · Level Adjustment: +3
    · Favored Class:Ranger or Scout

    STARTING AGE
    Adulthood: 20
    Barbarian, Rogue, Sorcerer: +1d6
    Bard, Fighter, Paladin, Ranger: +2d6
    Cleric, Druid, Monk, Wizard: +3d6

    AGING EFFECTS
    Middle Age: 62
    Old: 93
    Venerable: 125
    Maximum Age: +3d20 years

    HEIGHT AND WEIGHT
    Base Height: 6'10"
    Height Modifier: +2d6"
    Base Weight: 210 lbs.
    Weight Modifier: x(2d6) lbs.

    ALGUDUIR CHARACTERS
    Casters are right out, so go with building around your flight.
    Adventuring Race: The Alguduir adventure primarily in revenge, or because they are compelled to.
    Character Development: You're basically an intelligent raptor. Have fun with that as much as you can. There's much roleplay to be had being the violent, wildly inappropriate mascot.
    Character Names: The Alguduir use calls, whistles, shrieks etc. as names.

    ROLEPLAYING AN ALGUDUIR
    Protecting the family is your number one priority. Everything else comes in a distant second at best.
    Personality: Alguduir are primarily predators, and this overhwelmingly shapes their personality. They can be quite without mercy.
    Behaviors: Alguduir spend much time practicing hunting and the skills necessary to survive.
    Language: Alguduir have their own language composed of grunting and shrieking.

    ALGUDUIR SOCIETY
    The Alguduir live in the open in marshes, with little technological development. The unaware sometimes mistake them for simple animals.
    Alignment : Alguduir are strictly Neutral, they try not to get involved in anything else's problems.
    Lands : The Alguduir prefer warm or temperate marshes.
    Settlements : The Alguduir do not settle.
    Beliefs : No one has managed to contact the Alguduir long enough to ascertain their religious beliefs.
    Relations: Alguduir consider other races potential food, and definite threats to their homes.

    ALGUDUIR ADVENTURES
    · Your youngling brings home an egg that hatches into a Tadhemoth. Now you have to get it back to it's mother before she kills everything in the swamp.
    · Some Lizardfolk have come by yammering on about their 'Gawds'. When you tell them you aren't interested, they vow to return. You know how they'll be returning, and need to get your family to safety.
    · Some fool mages pet has been unleashed into the swamp by accident, and he's made you an offer you can't refuse to get it back for him.


    Alguduir Racial Feats

    Flying Pounce
    You are especially deadly when flying.
    Prerequisites: Alguduir
    Benefits: When Flying, you can move and make a Full Attack (including rakes).


    Improved Spell Reflection
    You have more versatility with your spell reflection..
    Prerequisites: Alguduir, Con 15+
    Benefits: When you successfully reflect a spell, instead of the caster you can have it target any creature within 10 feet of them.


    Underwater Combat
    You are proficient at fighting in the water.
    Prerequisites: Alguduir
    Benefits: You do not take the -2 penalty to attack rolls or do half damage with your natural attacks.


    Choker
    You are well versed in denying your opponents oxygen.
    Prerequisites: Alguduir, Str 17+
    Benefits: You are well practiced at choking victims, and targets you Grapple must hold their breath or begin to suffocate (see DMG).


    Alguduir Racial Substitution Levels

    Ranger
    Levels 2, 6 and 11: You have the following three options for Combat Style: Claws, Grappling, and Underwater.
    At 2nd Level Claws gains you Multiattack, at 6th Level you gain Improved Multiattack, and at 11th Level you gain Improved Critical (Claw).
    At 2nd Level Grappling gains you Improved Initiative, at 6th Level you gain Choker, and at 11th Level you gain Prone Attack (see Complete Warrior).
    At 2nd Level Underwater gains you Underwater Combat, at 6th Level you gain Swim-By Attack (see Stormwrack), and at 11th Level you gain Sahuagin Flip (see Stormwrack)
    Level 4: Replace Animal Companion with a +2 Bonus to attack and damage rolls while fighting in water.

    Scout
    Levels 3+: When you gain Fast Movement, you can choose which movement speed to enhance.
    Levels 4+: When you can choose a Bonus Feat, you may opt to choose a Racial or Monster Feat instead.
    Last edited by Bhu; 2023-05-21 at 08:00 PM.
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  30. - Top - End - #810
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    ALGUDUIR (Forgotten Realms)



    "RAAWK!"

    The Alguduir is a plump, scaly humanoid with an avian head and wings. Their gills and oily scales assist with their semi-aquatic lifestyle. It is gray or green-gray, with yellow or green eyes and wings that are mottled white, brown and gray.
    That's a BIRDY!

    ALGUDUIR RACIAL TRAITS
    Nice stuff, fair numbers. I don't see that non-humanoid shape clause, but nor is there anything about weapon or tools use. How do the birdies do on the manual dexterity front?

    Character Development: You're basically an intelligent raptor. Have fun with that as much as you can. There's much roleplay to be had being the violent, wildly inappropriate mascot.
    YES!

    Drown
    You are well versed in denying your opponents oxygen.
    Prerequisites: Alguduir, Str 17+
    Benefits: You are well practiced at choking victims, and targets you Grapple must hold their breath or begin to suffocate (see DMG).
    Does this work outside the water? If so, Drown is an odd name.


    Ranger
    Levels 2, 6 and 11: You have the following three options for Combat Style: Claws, Grappling, and Underwater.
    Level 4: Replace Animal Companion with
    There's a disturbance in the force here. By which I mean, a couple things would seem to be missing.

    Scout
    Levels 3+: When you gain Fast Movement, you can choose which movement speed to enhance.
    Very, very nice! There should be more options in the game for this kind of thing, you know.

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