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  1. - Top - End - #901
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    CAYMAN SWAMPFIGHTER



    "Welcome to the marsh! You'll have noticed we have quicksand."

    The Cayman tribes specialize in fighting in swampy areas. It's the main reason they cling to their swampland home, it provides a lot of natural defenses. They get hired out as guides a lot too.

    BECOMING A CAYMAN SWAMPFIGHTER
    A plurality of Caymans qualify for this..

    ENTRY REQUIREMENTS
    Species: Cayman (really any agile, swamp dwelling species will do)
    Class Abilities: Ambush +1d6
    Skills: Hide 4 ranks, Move Silently 4 ranks, Survival 4 ranks, and Swim 4 ranks
    Feats: Marsh Guide, Veteran Marsh Guide


    Class Skills
    The Cayman Swampfighter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(dungeoneering) (Int), Knowledge(geography) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
    Skills Points at Each Level : 8 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +0    Ambush (+1d6)
    2. +1    +0     +3     +0    Run Away!
    3. +2    +1     +3     +1    Bonus Feat
    4. +3    +1     +4     +1    Ambush (+20 ft.)
    5. +3    +1     +4     +1    Run Away!
    6. +4    +2     +5     +2    Bonus Feat
    7. +5    +2     +5     +2    Ambush (+2d6)
    8. +6    +2     +6     +2    Run Away!
    9. +6    +3     +6     +3    Bonus Feat
    10.+7    +3     +7     +3   Veteran
    Weapon Proficiencies: A Swampfighter gains no new weapon or armor proficiencies.

    Ambush (Ex): Your Ambush dice increase by +1d6 at Levels 1 and 7, and range increases by +20 ft. at Level 4 (this stacks with Ambush that you get from Scout Levels).

    Run Away! (Ex): At 2nd Level, your movement doesn't provoke Attacks of Opportunity. At 5th Level you only get a -2 Penalty to attack rolls when fighting defensively. At Level 8, you can triple your movement speed once per day for 3 rounds.

    Bonus Feat: At Levels 3, 6 and 9 you get a Bonus Feat you qualify for from the following list: Able Sniper (Races of the Wild), Combat Expertise, Deadly Defense (Complete Scoundrel), Defensive Strike (Complete Warrior), Far Shot, Giantbane (Complete Warrior), Improved Initiative, Improved Precise Shot, Precise Shot, Weapon Finesse

    Veteran (Ex): At 10th Level you can take both a Movement Action and a 5 foot step in the same round, and you take no penalty to attack rolls while fighting defensively. You cannot lose your Dexterity Bonus to AC.

    PLAYING A CAYMAN SWAMPFIGHTER
    The swamp is your home, and you don't like intruders. It's why you hire out as a guide. To keep tabs on outsiders, and prevent them from causing trouble.
    Combat: You prefer to attack from hiding, flee, and then repeat.
    Advancement: You develop the skills necessary to protect your village.
    Resources: When defending your people, you can ask anything. Otherwise, you have what you can find.

    CAYMAN SWAMPFIGHTERS IN THE WORLD
    "What do you mean those berries were poison?"
    You do a variety of roles: hunter, warrior, scout, guide, lookout, etc. There's never a dull moment.
    Daily Life: You're always busy. Either you're guiding, hunting or keeping watch.
    Notables: Shaka (N Male Cayman Scout 6/Swampfighter 3) is a typical Cayman warrior and guide.
    Organizations: You're hired by anyone seeking to enter the swamps..

    NPC Reaction
    NPC's are happy to see you if they need help in the swamps. Unless they're invading.

    CAYMAN SWAMPFIGHTERS IN THE GAME
    This classes members probably don't willingly go far from home unless it's necessary. Unless they've been driven out..
    Adaptation: This is made for Mystara, but it's easily adaptable.
    Encounters: Swampfighters, much like their name, stick to the swamps.

    Sample Encounter
    EL 12: The PC's are stuck in a miserable swamp, when a tiny lizard person velcros himself to the Barbarian's face and demands to know why you're here..


    Shaka
    N Male Cayman Scout 6/Swampfighter 3
    Init +7, Senses: Listen +8, Spot +8, Darkvision 90 ft.
    Languages Lizardfolk, Common
    ------------------------------------------------
    AC 25, touch 22, flat-footed 19 (+2 Size, +6 Dex, +3 Natural, +4 Deflection)
    hp 75 (11 HD)
    Fort +6, Ref +17, Will +3
    ------------------------------------------------
    Speed 30 ft. (6 squares), Swim 30 ft.
    Melee Bite +15 melee (1d3)
    +2 Keen Dagger +17/+12 melee (1d2+2/17-20)
    Ranged +3 Returning Javelin +18/+13 ranged (1d3+3)
    Base Atk +7, Grp -1
    Atk Options Ambush +3d6 (50 feet)
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 10, Dex 22, Con 14, Int 10, Wis 10, Cha 8
    SQ Trapfinding, Uncanny Dodge, Trackless Step, Evasion, Flawless Stride, Battle Fortitude +1, Run Away
    Feats Anklebiter, Marsh Guide, Veteran Marsh Guide, Weapon Finesse, Far Shot (B), Point Blank Shot (B)
    Skills Balance +8, Climb +8, Craft (any 1) +5, Hide +22, Jump +8, Knowledge (Geography, Nature) +8, Listen +8, Move Silently +14, Search +8, Sense Motive +8, Spot +8, Survival +10, Swim +8, Tumble +8, Use Rope +8
    Possessions +4 Ring of Protection, +3 Returning Javelin, 2 Javelins of Lightning, +2 Keen Dagger, 3 Potions of Cure Serious Wounds, 147 GP



    EPIC CAYMAN SWAMPFIGHTER

    Hit Die: d8
    Skills Points at Each Level : 8 + int
    Ambush At Levels 21 and every 4 Levels thereafter your Ambush increases by +1d6. At Level 26 and every 4 levels thereafter the range of your Ambush increases by +20 ft.
    Bonus Feats: The Epic Cayman Swampfighter gains a Bonus Feat every 3 levels higher than 20th



    SWAMPFIGHTER
    You specialize in getting people into and out of swamps alive.

    MARSH GUIDE
    At 3rd Level, you gain Proficiency with Dexterity (Stealth) Checks, and gain Advantage on Wisdom (Survival) Checks in marsh terrain.


    AMBUSH
    At 7th Level, you gain Advantage on attacks on any creature who hasn't gone in the round yet, or that can't see you.

    RUN AWAY!!
    At 10th Level, you permanently gain the benefits of the Freedom of Movement spell.

    IMPROVED AMBUSH
    At 15th Level, you do+2d6 damage if you have Advantage and make a successful attack.

    VETERAN
    At 18th Level you may Dash, Disengage, Dodge or Hide as a Bonus Action. Your AC improves by +2 on any turn you take a Bonus Action.
    Revised avatar by Trixie, New avvie by Crisis21!
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  2. - Top - End - #902
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    LORDS OF SHADE AND HUE



    "Go away!"

    A Lord of Shade and Hue is one of the primary defenders of the Tookoo, and a potential leader of the tribe if the current one steps down.

    BECOMING A LORD OF SHADE AND HUE
    To qualify for training you must be accepted as a potential tribal leader in training first.

    ENTRY REQUIREMENTS
    Species: Chameleon Man or Wallara
    Class Abilities: Flawless Stride or Woodland Stride
    Skills: Diplomacy 4 ranks, Hide 4 ranks
    Feats: Shifting Patterns, Tookoo Defender


    Class Skills
    The Lords of Shade and Hue's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level : 8 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +2     +0    Defensive Bonus, +1 Level of Ranger casting class
    2. +2    +3     +3     +0    Bonus Feat, +1 Level of Ranger casting class
    3. +3    +3     +3     +1    Tookoo Magic
    4. +4    +4     +4     +1    Defensive Bonus, +1 Level of Ranger casting class
    5. +5    +4     +4     +1    Bonus Feat, +1 Level of Ranger casting class
    6. +6    +5     +5     +2    Tookoo Magic
    7. +7    +5     +5     +2    Defensive Bonus, +1 Level of Ranger casting class
    8. +8    +6     +6     +2    Bonus Feat, +1 Level of Ranger casting class
    9. +9    +6     +6     +3    Tookoo Magic
    10.+10   +7     +7     +3   Warlord, +1 Level of Ranger casting class
    Weapon Proficiencies: A Lord of Shade and Hue gains no new weapon or armor proficiencies.

    Defensive Bonus (Ex): At 1st Level, when unarmored and unencumbered, the Lord adds his Wisdom bonus (if any) to his AC. This increases by +1 at Levels 4 and 7.

    Bonus Feat: At Levels 2, 5 and 8 you gain a Bonus Feat you qualify for from the following list: Able Sniper (Races of the Wild), Blind-Fight, Deceptive Spell (Cityscape), Defensive Archery (Races of the Wild), Improved Shifting Pattern, Quicken Spell, Shadow Striker (PHBII), Shifting Pattern, Silent Spell, Spectral Skirmisher (PHBII), Still Spell, Weapon Finesse.

    Tookoo Magic: At Level 3 you add the following spells to your spell list: Color Spray, Invisibility. At 6th Level you add Invisibility Sphere. At 9th Level you add Greater Invisibility and Rainbow Pattern. You must still wait till you have spells of the appropriate level to cast them.

    Warlord (Su): A Lord remains invisible even when he attacks. This ability is constant, but the Lord can suppress or resume it as a free action.

    PLAYING A LORD OF SHADE AND HUE
    You have a bright and shining future, assuming you can live long enough to see it. Your goal is to keep your tribe safe, and out of other people's wars..
    Combat: You prefer to fight from ambush.
    Advancement: Your training is generally relegated to the needs of your people.
    Resources: As long as you're on good relations with the tribe, you have what they have.

    LORDS OF SHADE AND HUE IN THE WORLD
    "I have confidence in you sir."
    Outside of the tribe, you generally aren't seen except in diplomatic circumstances. Being one of your tribes core defenders, you are considered too important to risk.
    Daily Life: Your daily life consists of intense training.
    Notables: Blue (N Male Chameleon Man Ranger 7/Lord of Shade and Hue 2) is the warlord in training for his tribe.
    Organizations: Unless kicked out, you work for the tribe, and the tribe alone.

    NPC Reaction
    NPC reaction to you largely depends on how the NPC feels about your species. Your reclusiveness makes for some wild stories.

    LORDS OF SHADE AND HUE IN THE GAME
    This assumes you have a leadership position in a local guovernment, which begs the question what are you doing out gallivanting with murderhobos?
    Adaptation: This is meant for Mystara, but can be adapted to any race with chameleon like abilities..
    Encounters: Lords are generally encounter when you enter their people's territory.

    Sample Encounter
    EL 12: The PC's are slowly letting 50 chickens on a rope into a cave, when a bunch of weirdos appear from thin air and demand to know what they're up to.


    Blue
    N Male Chameleon Man Ranger 7/Lord of Shade and Hue 2
    Init +2, Senses: Listen +6, Spot +6
    Languages Draconic, Common
    ------------------------------------------------
    AC , touch , flat-footed (+2 Dex, +2 Wis, +4 Deflection, +4 Natural)
    hp 75 (11 HD)
    Fort +10, Ref +13, Will +4
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Dagger +13/+8 melee (1d4+1/19-20)
    Ranged +2 Longbow +14 ranged (1d8+2/x3)
    Base Atk +10, Grp +10
    Atk Options Favored Enemy: Magical Beast +4, Giant +2, Combat Style (Rapid Shot, Manyshot)
    Combat Gear
    Spells Per Day 1st: 2, 2nd: 1
    Supernatural Abilities Dimension Door
    -----------------------------------------------
    Abilities Str 10, Dex 15, Con 14, Int 10, Wis 14, Cha 10
    SQ Wild Empathy, Woodland Stride, Defensive Bonus
    Feats Improved Shifting Patterns, Shifting Patterns, Still Patterns, Tookoo Defender, Endurance (B), Track (B), Weapon Finesse (B)
    Skills Climb +4, Concentration +8, Diplomacy +4, Hide +10 (+14 unarmored), Jump +4, Knowledge (Nature) +4, Listen +6, Move Silently +10 (+14 unarmored), Search +6, Spot +6, Survival +5, Swim +4
    Possessions +4 Ring of Protection, +4 Amulet of Natural Armor, Goggles of Night, +2 Longbow, +1 Dagger, 50 arrows, 1020 GP, 5 SP



    EPIC LORDS OF SHADE AND HUE

    Hit Die: d8
    Skills Points at Each Level : 8 + int
    Defensive Bonus The Lord’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.
    Spellcasting The Lord's Caster Level improves by 1 at Level 22 and every 2 Levels thereafter. The Lord’s number of spells per day does not increase after 20th level.
    Bonus Feats: The Epic Lords of Shade and Hue gains a Bonus Feat every 4 levels higher than 20th


    LORDS OF SHADE AND HUE (Ranger)
    You were born to accept the leadership role of the tribe if the current ruler meets misfortune. You occasionally teach allies you find worthy the techniques, but only if they intend to help the tribe defend it's Tookoo.

    UNARMORED DEFENSE
    At 3rd Level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.


    EXPANDED SPELL LIST
    At 3rd Level you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Ranger spell list for you.

    Spell Level Spells
    3rd: Color Spray
    5th: Invisibility
    9th: Hypnotic Pattern
    13th: Greater Invisibility
    17th: Mislead

    PATTERNS
    Starting at 7th level, while standing still, you are Invisible as per the spell. On any round in which you move 10 feet or more you gain the benefits of the Blur spell.

    DEFENDER
    At 11th level, while fighting in defense of your tribe, it's Tookoo, or any friendly creature, you gain Advantage on Constitution and Wisdom Saves.

    WARLORD
    At 15th level, you can turn invisible until your concentration ends (as if concentrating on a spell). Any equipment you wear or carry is invisible with you. Becoming visible or invisible does not require an action. Opponents using ranged attacks to attack you have Disadvantage on their attack rolls whether you are invisible or not.
    Revised avatar by Trixie, New avvie by Crisis21!
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    Backup threads available here

  3. - Top - End - #903
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    GATOR RAGER



    "ROAR!"

    You're a tribal warrior that prefers to fight with your jaws. There are several Lizardfolk species that train their warriors in this fighting style.

    BECOMING A GATOR RAGER
    Most warriors of the appropriate species qualify..

    ENTRY REQUIREMENTS
    Species: Gator Man, Crocodilian (Brute), Gurrash
    Class Abilities: Rage (This requirement can also be met via Racial Feats)
    Skills: Hide 4 ranks, Survival 4 ranks
    Feats: Grab Hold, Powerful Jaws


    Class Skills
    The Gator Rager's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Rage, Bonus Feat
    2. +2    +3     +0     +0    Ambush
    3. +3    +3     +1     +1    Grappling
    4. +4    +4     +1     +1    Bonus Feat
    5. +5    +4     +1     +1    Veteran
    Weapon Proficiencies: A Gator Rager gains no new weapon or armor proficiencies.

    Rage (Ex): Your Barbarian and Gator Rager Levels stack for determining how many times per day you can Rage.

    Bonus Feat: At 1st and 4th Level you can choose any Bonus Feat from the following list that you qualify for: Extend Rage, Extra Rage, Instantaneous Rage, Mad Foam Rager, or any Racial Feat. Non-racial Feats are found in PHBII or Complete Warrior.

    Ambush (Ex): At 2nd Level, if your target is denied his Dexterity Bonus to AC, your attacks do +1d6 damage. If you are also Raging at the time, that increases to +2d6 damage.

    Grappling (Ex): At 3rd Level you gain use of the following Maneuvers:

    Death Roll: You now do your Bite damage with a successful Grapple Check.

    Improved Ambush: You gain a +2 Bonus on a Grapple Check you make if your opponent is unaware of you.

    Feeding Frenzy: You ca Grapple a creature up to 2 Size Categories larger than yourself.

    Veteran (Ex): At 5th Level, if you are Grappling an opponent in water, you hold them under water each round you make a successful Grapple Check, potentially drowning them.

    PLAYING A GATOR RAGER
    You're hungry. You're always hungry. Despite this, you're surprisingly patient. Waiting hours for the chance to kill something isn't unknown for you.
    Combat: You prefer to hide under water, and leap out when prey comes close enough, before dragging it down..
    Advancement: You tend to advance in whatever skillset keeps you alive and fed.
    Resources: You pretty much have what you can take.

    GATOR RAGERS IN THE WORLD
    "Ain't nuthin' good down in the swamps son."
    You spend your days submerged in water up to your eyeballs, waiting for someone, anyone, to just get close enough.
    Daily Life: You live the life of a typical ambush predator, albeit one who has attained some level of early technology.
    Notables: Yok (CE Gator Man/Barbarian 2/Gator Rager 3) is a typical Gator Man. In other words, he's completely insane due to the experiments performed upon him.
    Organizations: Unless you're one of the odd sorts who hire out as a merc, you generally hang with your tribe.

    NPC Reaction
    NPC's are generally terrified of you.

    GATOR RAGERS IN THE GAME
    This PrC assumes the PC is of a race with a certain reputation for aggressiveness. Be sure the PC doesn't have an issue with that..
    Adaptation: This is meant for a swamp based campaign, but it could probably be adapted to other terrains..
    Encounters: Ragers are usually encountered when you've entered their territory.

    Sample Encounter
    EL15: You're walking through the swamp listening to the Bard whine about how awful this mission is, what with the mud, the skeeters, and the leeches, when all of a sudden an eight foot tall gator man bites him in the face. Where the heck did he come from?


    Yok
    CE Gator Man/Barbarian 2/Gator Rager 3
    Init +6, Senses: Listen +2, Spot +2, 60 ft. Darkvision
    Languages Lizardfolk, Common
    ------------------------------------------------
    AC 26, touch 16, flat-footed 24 (+2 Dex, +10 Natural, +4 Deflection)
    AC during Rage 24, touch 14, flat-footed 22
    hp 139 (12 HD), 161 during Rage
    Fort +14 (+16 during Rage), Ref +8, Will +7 (+9 during Rage)
    ------------------------------------------------
    Speed 40 ft. (8 squares), Swim 50 ft.
    Melee Bite +20 melee (2d4+12)
    Bite +22 melee (2d4+15) during rage
    +2 Greatsword +20/+15/+10 melee (3d6+12/19-20)
    +2 Greatsword +22/+17/+12 melee 3d6+15/19-20) during rage
    Ranged +2 Spear +20/+15/+10 ranged (2d6+9/x3)
    +2 Spear +22/+17/+12 ranged (2d6+11/x3)
    Base Atk +12, Grp +23 (+25 during Rage)
    Atk Options Rage 4/day, Uncanny Dodge, Ambush, Grappling
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 24 (28 during rage), Dex 14, Con 22 (26 during rage), Int 6, Wis 13, Cha 4
    SQ Illiteracy
    Feats Grab Old, Powerful Jaws, Improved Initiative, Extra Rage (Complete Warrior), Instantaneous Rage (Complete Warrior),
    Skills Hide +2, Listen +2, Move Silently +4, Spot +2, Survival +5, Swim +15
    Possessions +2 Amulet of Mighty Fists, +4 Ring of Protection, +2 Returning Spear, +2 Greatsword, 2 Potions of Neutralize Poison, Type I Bag of Holding, 2 Potions of Haste, 1398 GP



    EPIC GATOR RAGER

    Hit Die: d12
    Skills Points at Each Level : 4 + int
    Rage You gain one use of Rage per day every four levels after 20th
    Bonus Feats: The Epic Gator Rager gains a Bonus Feat every 2 levels higher than 20th


    GATOR RAGER
    Originating with the Lizardfolk, this fighting style specializes in Grappling.

    IMPROVED GRAPPLE
    When you choose this path at 3rd level, if you successfully attack a creature with an Unarmed Strike or Bite, it is considered Grappled. On the beginning of each of your turns, if the target is still Grappled, it automatically takes your Unarmed Strike or Bite damage.

    AQUATIC FIGHTING
    At 6th Level you gain Advantage on all Checks made to start, end or maintain a Grapple. You also gain Advantage on Dexterity (Stealth) Checks made while in water. You can hold your breath for 5 minutes.

    AMBUSH
    At 10th Level you cannot have Disadvantage on any rolls against creatures who are unaware of you. You do an additional die of damage whenever you attack with Advantage.

    POWERFUL CLUTCH
    At 14th Level, you can Grapple a creature up to 2 Sizes larger than yourself, and if you are Grappling a creature in water, you successfully hold it under water each round you maintain the Grapple. It must hold it's breath each round it is underwater, or begin to drown.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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    Backup threads available here

  4. - Top - End - #904
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    XYTAR RIDER



    "THIS IS AWESOME!"

    You ride a giant, fire spitting lizard into combat. Your life is so metal.

    BECOMING A XYTAR RIDER
    Most Sis'Thik cavalry will qualify

    ENTRY REQUIREMENTS
    Species: Sis'thik
    BAB: +4
    Skills: Handle Animal 4 ranks, Ride 4 ranks
    Feats: Mounted Combat, Ride-By Attack


    Class Skills
    The Xytar Rider's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Handler
    2. +2    +3     +0     +0    Bonus Feat
    3. +3    +3     +1     +1    Xytar Companion
    4. +4    +4     +1     +1    Handler
    5. +5    +4     +1     +1    Bonus Feat
    6. +6    +5     +2     +2    Xytar Companion
    7. +7    +5     +2     +2    Handler
    8. +8    +6     +2     +2    Bonus Feat
    9. +9    +6     +3     +3    Xytar Companion
    10.+10   +7     +3     +3  Veteran Cavalry
    Weapon Proficiencies: A Xytar Rider gains no new weapon or armor proficiencies.

    Handler (Ex): AT 1st Level you can use Handle Animal and Ride with Magical Beasts as well as Animals.

    At 4th Level the Handle Animal Check DC for training an animal for a purpose is 5 lower.

    At 7th Level you gain Coordinated Strike as a Bonus Feat (see Races of the Wild).

    Bonus Feat: At Levels 2, 5 and 8 you may choose any Fighter Feat or any Racial Feat as a Bonus Feat, as long as you qualify.

    Xytar Companion: At 3rd Level you get a Xytar Hatchling. This works like the Druid's Animal Companion, except your effective Character Level is equal to 1/2 your Hit Dice, rounded down.

    At 6th level your Companion becomes an adult Xytar Lizard (your effective Druid Level is -9 for purposes of determining the abilities of your Animal Companion).

    At 9th Level your effective Druid Level is equal to your (Hit Dice -9).

    Veteran Cavalry (Ex): At 10th Level, you can always re-roll a 1 on any attack roll, but must keep the new result. Your Xytar Companion shares this ability. You gain a +4 Competence Bonus to Handle Animal and Ride Checks.

    PLAYING A XYTAR RIDERS
    You are responsible for defending the tribe...by robbing any passers by. Which honestly only provokes wars that are entirely unnecessary.
    Combat: You specialize in mounted combat.
    Advancement: As part of the military, you're responsible for attending whatever training they require..
    Resources: You have whatever resources the military s willing to give you, and what you can plunder privately.

    XYTAR RIDERS IN THE WORLD
    "And then she said 'Your money, and your life. What a jerk."
    No one likes you, probably because you've either robbed them or their loved ones. Or beaten them at the Queen's behest. Or your pet has burned their home down.
    Daily Life: Your days are spent training or raiding. There is no time off.
    Notables: Se'Ress (NE Female Sis'Thik Fighter 4/Xytar Rider 4) is a newly minted cavalry officer.
    Organizations: Unless you've fled, you belong body and soul to the military.

    NPC Reaction
    NPC's generally consider you bad news.

    XYTAR RIDERS IN THE GAME
    This class assumes you are part of a military force with a fairly awful reputation. Be prepared for that.
    Adaptation: This is meant for Mystara, but it could be adapted to other campaigns with some work.
    Encounters: Xytar Riders are generally encountered where ever you would find the Sis'Thik military.

    Sample Encounter
    EL 12: The PC's are guarding a desert caravan, when they're surrounded by Lizardfolk women riding fire spitting reptiles. They demand the PC's dance. Clearly they've never dealt with murderhobos before.


    Se-Ress
    NE Female Sis'Thik Fighter 4/Xytar Rider 4
    Init +2, Senses: Listen +4, Spot +4
    Languages Common
    ------------------------------------------------
    AC 28, touch 11, flat-footed 27(+1 Dex, +5 Natural, +5 Armor, +7 Shield)
    hp 79 (11 HD)
    Fort +10, Ref +7, Will +3
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee +3 Scimitar +19/+14 melee (1d6+10/18-20)
    2 Claws +15 melee (1d6+5) and 1 Bite +10 melee (1d3+2)
    Base Atk +10, Grp +15
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 8
    SQ Desert Adaptation, Partial Fire Immunity, Handler, Xytar Hatchling Companion
    Feats Darkened Nictating Membranes, Heat Endurance, Mounted Combat, Ride-By Attack, Improved Mounted Archery (B, see Complete Warrior), Mounted Archery (B), Spirited Charge (B), Weapon Focus (Scimitar)(B), Weapon Specialization (Scimitar)(B)
    Skills Climb +6, Craft (any one) +4, Handle Animal +6, Intimidate +1, Jump +6, Knowledge (Geography, Nature) +2, Listen +4, Ride +5, Spot +4, Survival +5
    Possessions +3 Scimitar, +5 Heavy Steel Shield, +5 Bracers of Armor, 3 Javelins of Lightning, Bag of Holding Type, Stone Horse (Destrier), 215 GP



    EPIC XYTAR RIDER

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Xytar Companion The epic Xytar Rider’s Xytar companion continues to increase in power. At every three levels higher than 18th (21st, 24th, 27th, and so on), the companion gains +2 bonus Hit Dice, its natural armor increases by 2, its Strength and Dexterity modifiers increase by 1, and it learns one additional bonus trick.
    Bonus Feats: The Epic Xytar Rider gains a Bonus Feat every 3 levels higher than 20th



    Xytar Hatchling
    Small Magical Beast
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 19 (+1 Size, +3 Dex, +5 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +1/-3
    Attack: Bite +5 melee (1d6)
    Full Attack: Bite +5 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath Weapon
    Special Qualities: Darkvision 60 ft., Desert Adaptation
    Saves: Fort +3, Ref +5, Will +1
    Abilities: Str 10, Dex 16, Con 12, Int 2, Wis 13, Cha 6
    Skills: Climb +1, Listen +2, Spot +2, Survival +2
    Feats: Weapon Finesse
    Environment: Warm Desert
    Organization: Solitary, Pair or Pack (6-10)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2-3 HD (Small), 4 HD (Medium)
    Level Adjustment: ---

    Xytars are 8 foot long lizards with huge jaws and 6 legs. They are generally yellow, with red and orange mottling along the back.

    Breath Weapon (Su): The Xytar Lizard can breathe fire in a 15 ft. cone once every 1d4 rounds. It does 2d8 fire damage to all creatures in this area, though they can make a DC 11 Reflex Save to take half damage (Save DC is Con based).

    Desert Adaptation (Ex): The Xytar Lizard can go without water for a number of weeks equal to it's Con modifier before it has to make Saving Throws for thirst.

    Combat: Xytar Lizards tend to open with their breath weapon before moving in for the bite.


    Xytar Lizard
    Large Magical Beast
    Hit Dice: 5d10+15 (42 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +5/+13
    Attack: Bite +8 melee (1d10+6)
    Full Attack: Bite +8 melee (1d10+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Breath Weapon
    Special Qualities: Darkvision 60 ft., Desert Adaptation
    Saves: Fort +9, Ref +5, Will +2
    Abilities: Str 18, Dex 12, Con 16, Int 4, Wis 13, Cha 8
    Skills: Climb +6, Listen +3, Spot +3, Survival +3
    Feats: Great Fortitude, Heat Endurance
    Environment: Warm Desert
    Organization: Solitary, Pair or Pack (6-10)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-7 HD (Large), 8-15 HD (Huge)
    Level Adjustment: ---

    Xytars are 8 foot long lizards with huge jaws and 6 legs. They are generally yellow, with red and orange mottling along the back.

    Breath Weapon (Su): The Xytar Lizard can breathe fire in a 30 ft. cone once every 1d4 rounds. It does 4d10 fire damage to all creatures in this area, though they can make a DC 15 Reflex Save to take half damage (Save DC is Con based).

    Desert Adaptation (Ex): The Xytar Lizard can go without water for a number of weeks equal to it's Con modifier before it has to make Saving Throws for thirst.

    Combat: Xytar Lizards tend to open with their breath weapon before moving in for the bite. Despite the intelligence increase older Lizards aren't any better at tactics.


    XYTAR RIDER (Fighter)
    You aren't like the other Lizardfolk. You want to ride a fire spitting dinosaur into battle. And someone was actually willing to sponsor you!

    BABBY XYTAR
    At 3rd Level you have been assigned a pet Xytar by the Elders. As an action, you can summon your Xytar once per long rest.

    The Xytar appears in an unoccupied space of your choice that you can see within 30 feet of you.

    The Xytar is friendly to you alone and obeys your commands. See this creature's game statistics in the Babby Xytar stat block, which uses your proficiency bonus (PB) in several places.

    In combat, the Xytar shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Xytar can take any action of its choice, not just Dodge.

    The Xytar manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the Xytar again, or until you die.

    Babby Xytar
    Small Xytar
    Armor Class: 13 + PB (natural armor)
    Hit Points: 5 + five times your fighter level
    Speed: 30 ft.
    Str: 14
    Dex: 14
    Con: 14
    Int: 8
    Wis: 14
    Cha: 11
    Saving Throws. The XYtar has Proficiency with Strength and Dexterity Saving Throws.
    Senses: Darkvision 60 ft., passive perception 12
    Languages: understands the languages you speak
    Proficiency Bonus: equals your proficiency bonus
    Skill Proficiencies. The Babby Xytar gains your PB on the following skill checks: Strength (Athletics), and Wisdom (Perception).
    Actions:
    Bite. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) piercing damage.
    Fire Breath. Once per Long Rest, the Babby Xytar can spew Fire in a 15 ft. cone. Each creature in the cone must make a Dexterity saving throw against DC (8 + your PB + Constitution modifier), taking 3d6 damage on a failed save, or half as much damage on a successful one.

    MONSTER HANDLING
    At 3rd Level, you may make Wisdom (Animal Handling) Checks successfully on Monstrosities with an Intelligence of 8 or less if you wish to influence their behavior.

    COORDINATED ATTACK
    Starting at 7th level, you and your Xytar gain Advantage on attack rolls on any round in which you both attack the same target in melee.

    VICIOUS ATTACK
    Starting at 7th level, your Xytar's Bite does magical damage.

    MOUNTED MOBILITY
    At 10th level, your Mount gains the benefits of the Mobile Feat, whether you are riding it or not. You must have the Mount for 24 hours to bond with it to allow it the use of this ability.

    FELL TRAMPLE
    At 15th level, you may order your Mount to run a target over. The Mount must make a melee attack after moving at least 20 feet in a straight line, and the target must be the same size as the Mount, or smaller. If the attack is successful, it does 2d6 additional Bludgeoning damage, and must make a Strength Saving Throw or be knocked Prone.

    MY LITTLE BABY IS ALL GROWN UP
    At 18th level, your Xytar achieves adulthood. Your Xytar now uses the following statblock, and you may ride it as a Mount:

    Adult Xytar
    Large Monstrosity
    Armor Class: 13 + PB (natural armor)
    Hit Points: 15 + five times your fighter level
    Speed: 40 ft.
    Str: 19
    Dex: 14
    Con: 16
    Int: 8
    Wis: 14
    Cha: 11
    Saving Throws. The XYtar has Proficiency with Strength and Dexterity Saving Throws.
    Senses: Darkvision 60 ft., passive perception 12
    Languages: understands the languages you speak
    Proficiency Bonus: equals your proficiency bonus
    Skill Proficiencies. The T-Rex gains your PB on the following skill checks: Wisdom (Insight), and Charisma (Persuasion).
    Actions:
    Bite. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + PB) piercing damage.
    Fire Breath. Three times per Long Rest, the Adult Xytar can spew Fire in a 30 ft. cone. Each creature in the cone must make a Dexterity saving throw against DC (8 + your PB + Constitution modifier), taking 8d6 damage on a failed save, or half as much damage on a successful one.
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  5. - Top - End - #905
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    HIGH PRIEST



    "BEHOLD THE POWER OF EVIL! MWUAHAHAHA!"

    The High Priests of the Master Crocodilians compete for the gift of 'physical perfection' from their creators. Ironically their competing with each other involves assassination, neatly destroying their creators schemes.

    BECOMING A HIGH PRIEST
    Virtually all Master Crocodilians compete for this class.

    ENTRY REQUIREMENTS
    Species: Crocodilian Master
    Patron: Set, or another evil god
    Skills: Knowledge (Arcana, Religion) 4 ranks each
    Feats: Any 2 Racial or Metamagic Feats


    Class Skills
    The High Priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    +2 Str
    2. +1    +3     +0     +3    Tail Lash, +1 Level of Divine Casting Class
    3. +2    +3     +1     +3    +1 Level of Divine Casting Class
    4. +3    +4     +1     +4    +2 Str, +2 Con
    5. +3    +4     +1     +4    Large Size, +1 Level of Divine Casting Class
    6. +4    +5     +2     +5    +1 Level of Divine Casting Class
    7. +5    +5     +2     +5    +2 Str
    8. +6    +6     +2     +6    Powerful Build, +1 Level of Divine Casting Class
    9. +6    +6     +3     +6    +1 Level of Divine Casting Class
    10.+7    +7     +3     +7   +2 Str, +2 Con, Arch  Priest
    Weapon Proficiencies: A High Priest gains no new weapon or armor proficiencies.

    Ability Scores: At Levels 1, 4, 7 and 10 your Strength score permanently improves by +2. At Levels 4 and 10 your Constitution score also improves by +2.

    Tail Lash (Ex): You gain a a Secondary Tail Lash doing 1d12 plus 1/2 Str Bonus. You get a Bite and a Tail Lash with a Full Attack.

    Large Size (Ex): At 5th Level, your Size increases to Large. This increases your Reach, and improves your land speed by +10 ft.

    Powerful Build (Ex): Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you.

    You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Arch Priest (Sp): At 10th Level, you can Shapechange (as per the spell) into a Deinosuchus (see Dungeon 145, page 66) 3/day.

    PLAYING A HIGH PRIEST
    You are the best. You tower over everyone. Your power and guile are boundless. You're pretty sure of this, because you make sure to tell everyone you meet.
    Combat: The more Levels the Crocodilian has in this class, the more willing they are to indulge in combat, rather than setting back and using spells to back up minions.
    Advancement: Most Crocodilians tend to have a single minded determination to walk the same path with this class.
    Resources: You have whatever the Deity who created you is willing to part with, and what you can take by force or guile.

    HIGH PRIESTS IN THE WORLD
    "Man, that guy has issues."
    You have tons of people trying to backstab you and usurp your position. And tons more you intend to backstab for various reasons yourself. In short, you're a drama king who lives for the chaos.
    Daily Life: Your days are spent in endless schemes and religious duties.
    Notables: Sobekhotep (CE Master Crocodilian Cleric 3/High Priest 2) is a typical Master Crocodilian. All ego.
    Organizations: You belong to your creators clergy, on pain of death. He made you, he owns you.

    NPC Reaction
    NPC's generally see you for the monster you are.

    HIGH PRIESTS IN THE GAME
    This assumes you are the scion of an Evil God. Could make things a bit tricky for the group.
    Adaptation: This is meant for all evil Forgotten Realms Campaigns, but it could be adapted to others.
    Encounters: You are generally only found in your lair.

    Sample Encounter
    EL 12: The PC's are visiting a local temple, when it gets raided by talking alligators. They manage to put the invasion down before tracing it to a rival temple. Normally they wouldn't get involved, but one of the gators ate the Wizards favorite wand.


    Sobekhotep
    CE Male Master Crocodilian Cleric 3/High Priest 2
    Init +0, Senses: Listen +5, Spot +5, 60 ft. Darkvision
    Languages Lizardfolk, Common
    ------------------------------------------------
    AC 22, touch 10, flat-footed 22 (+7 Natural, +5 Armor)
    hp 60 (8 HD)
    Fort +10, Ref +4, Will +13
    ------------------------------------------------
    Speed 20 ft. (4 squares), Swim 30 ft.
    Melee Bite +10 melee (2d4+5) and Tail Lash +5 melee (1d12+3)
    +2 Shortspear +10/+5 melee (1d6+4)
    Base Atk +6, Grp +8
    Atk Options Tail Lash
    Combat Gear
    Spells Prepared 0 (6 per day):, 1st (5+1), 2nd (5+1), 3rd (4+1), 4th (3+1), and 5th (1+1). Evil Domain
    Supernatural Abilities Rebuke Undead
    -----------------------------------------------
    Abilities Str 14, Dex 10, Con 16, Int 16, Wis 18, Cha 16
    SQ Hold Breath, Priest, +2 Str
    Feats Empower Spell, Grab Hold, Powerful Jaws
    Skills Bluff +7, Concentration +7, Hide +5, Intimidate +7, Knowledge (Arcana, History, the Planes, Religion) +7, Listen +5, Spellcraft +7, Spot +5, Survival +5, Swim +10
    Possessions +2 Amulet of Mighty Fists, +2 Anarchic Shortspear, +5 Bracers of Armor, Horn of Evil, 198 GP



    EPIC HIGH PRIEST

    Hit Die: d8
    Skills Points at Each Level :2 + int
    Ability Scores At Level for your Str and Con permanently increase by +2.
    Spellcasting Your caster level is equal to his or her class level. Your number of spells per day does not increase after 20th level
    Bonus Feats: The Epic High Priest gains a Bonus Feat every 3 levels higher than 20th
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  6. - Top - End - #906
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    GRENADIER



    "YEEEHAW!"

    You're a tiny lizard person who rides a giant, prehistoric cow into combat, flinging grenades all the way. You live the most metal life possible.

    BECOMING A GRENADIER
    Most Cayma warriors eventually qualify.

    ENTRY REQUIREMENTS
    Species: Cayma
    Animal Companion: Aurochs
    Skills: Handle Animal (4 ranks), Ride (4 ranks)
    Feats: Grenadier (PHBII), Mounted Combat

    Class Skills
    The Grenadier's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +2     +0    Aurochs Rider, Wilderness Magic
    2. +2    +3     +3     +0    Grenadier
    3. +3    +3     +3     +1    Ranged Cavalry
    4. +4    +4     +4     +1    Aurochs Rider
    5. +5    +4     +4     +1    Grenadier
    6. +6    +5     +5     +2    Ranged Cavalry
    7. +7    +5     +5     +2    Aurochs Rider
    8. +8    +6     +6     +2    Grenadier
    9. +9    +6     +6     +3    Ranged Cavalry
    10.+10   +7     +7     +3   Cavalry Sergeant
    Weapon Proficiencies: A Grenadier gains Exotic Weapon Proficiency (Cayma Grenades).

    Aurochs Rider (Ex): At 1st Level, if your Animal Companion is a Bison, your Ranger and Grenadier Levels stack for the purposes of determining it's abilities.

    At 4th Level the Check DC's of your Handle Animal and Ride Checks are lowered by -5 if their target is a Bison.

    At 7th Level your Bison Animal Companion doesn't take an AC Penalty when making Charge attacks.

    Wilderness Magic: Your Ranger and Grenadier Levels stack for purposes of determining your spellcasting ability.

    Grenadier (Ex): At 2nd Level the range increment of Cayma Grenades you throw doubles to 20 feet.

    At 5th Level you may throw 2 Cayma Grenades as a Standard Action.

    At 8th Level you get a +1 Bonus to attack and damage rolls with 'splash' weapons (this stacks with the Bonus from the Grenadier Feat).

    Ranged Cavalry (Ex): At 3rd Level you get Mounted Archery as a Bonus Feat.

    At 6th Level you get Improved Mounted Archery as a Bonus Feat.

    At 9th Level you no longer take penalties to ranged attacks while mounted.

    Cavalry Sergeant (Ex): At 10th Level, your effective Druid Level doubles for purposes of determining your Aurochs Animal Companion's abilities.

    PLAYING A GRENADIER
    You're good at tall tales for such a little fella. But people give leeway to those who can ride an Aurichs despite being only a little bit bigger than the cows foot..
    Combat: You are ranged cavalry, tossing spears and grenades as you ride by..
    Advancement: Most Grenadiers have a fairly similar skillset.
    Resources: As long as you're fighting for the tribe, you have whatever they can provide.

    GRENADIERS IN THE WORLD
    "There goes Wilbur again..."!
    You're generally heroes to your people. You take care of them, their land, and their food..
    Daily Life: Much of your day is spent tending the cattle, or riding on patrol.
    Notables: Crazy Wilbur (CN Male Cayma Ranger 6/Grenadier 4) is crazier than the usual Aurochs Rider.
    Organizations: All Grenadiers are members of the Cayma military.

    NPC Reaction
    NPC's tend to stare at you with open mouthed stupefaction. They don't see you're like very often.

    GRENADIERS IN THE GAME
    Your most common weapon is only produced by your species. That and your mount kind of limits your travel range.
    Adaptation: This is meant for the Savage Coast, but could be adapted with some work.
    Encounters: You are encountered guarding villages or cattle, or during times of war, on patrol.

    Sample Encounter
    EL 12: The PC's are bargaining for a swamp guide, when a lunatic rides by on some sort of giant bull, leaving explosives in his wake. Your charred familiar stares back at you and asks 'whhhhyyyyy?'


    Crazy Wilbur
    CN Male Cayma Ranger 6/Grenadier 4
    Init +6, Senses: Listen +8, Spot +8, Darkvision 90 ft.
    Languages Lizardfolk, Common
    ------------------------------------------------
    AC 26, touch 18, flat-footed 20 (+2 Size, +6 Dex, +3 Natural, +5 Armor)
    hp 78 (12 HD)
    Fort +11, Ref +18, Will +5
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee +3 Spear +13/+8/+3 melee (1d4)
    Ranged +3 Spear +22/+17/+12 melee (1d4+3)
    Base Atk +11, Grp +0
    Atk Options Combat Style (Grenadier), Favored Enemy (Animal +4, Magical Beast +2), Grenadier
    Combat Gear
    Spells Prepared 1st: (2), 2nd: (2)
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 4, Dex 22, Con 14, Int 10, Wis 15, Cha 10
    SQ Animal Companion (Bison), Aurochs Rider
    Feats Far Shot, Mounted Combat, Point Blank Shot, Ride-by Attack, Spirited Charge, Endurance (B), Mounted Archery (B), Track (B)
    Skills Climb +3, Concentration +8, Handle Animal +10, Hide +16, Jump +3, Knowledge (Geography, Nature) +6, Listen +8, Move Silently +6, Ride +13, Search +3, Spot +8, Survival +5, Use Rope +9
    Possessions +5 Bracers of Armor, Handy Haversack, 5 Fog Cloud Grenades, 5 Stinking Cloud Grenades, 5 Deep Slumber Grenades, 5 Cloudkill Grenades, +3 Returning Spear, +5 Plate Mail for Aurochs, Bead of Force, 599 GP



    EPIC GRENADIER

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Spells The Grenadier's caster level is equal to one-half his or her class level, as normal. The Grenadier’s number of spells per day does not increase after 20th level.
    Animal Companion The epic Grenadier’s animal companion continues to increase in power as normal. For Grenadiers above 41st level, consult the epic druid for details on how an animal companion’s power level increases.
    Bonus Feats: The Epic Grenadier gains a Bonus Feat every 3 levels higher than 20th



    GRENADIER (Fighter)
    It takes a special sort of crazy to ride an Aurochs into battle with grenades as your primary weapon.

    AUROCHS
    At 3rd Level you have been assigned a pet Aurochss by the Elders. As an action, you can summon your Aurochs once per long rest.

    The Aurochs appears in an unoccupied space of your choice that you can see within 30 feet of you.

    The AUrochs is friendly to you alone and obeys your commands. See this creature's game statistics in the Aurochs stat block, which uses your proficiency bonus (PB) in several places.

    In combat, the Aurochs shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Aurochs can take any action of its choice, not just Dodge.

    The Aurochs manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the Aurochs again, or until you die.

    Aurochs
    Large Beast
    Armor Class: 11 + PB (natural armor)
    Hit Points: 15 + five times your fighter level
    Speed: 50 ft.
    Str: 20
    Dex: 12
    Con: 194
    Int: 5
    Wis: 12
    Cha: 10
    Senses: Passive perception 12
    Languages: understands the languages you speak
    Proficiency Bonus: equals your proficiency bonus
    Charge. If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
    Actions:
    Gore. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + PB) piercing damage.


    GRENADE PROFICIENCY
    At 3rd Level, you gain proficiency with Cayma Grenades.

    MOUNTED ARCHERY
    Starting at 7th level, ranged attacks gain Advantage while you are mounted.

    CRAFT GRENADES
    At 10th level, you can Craft Cayma Grenades. A Sleep or Fog Grenade costs 50 gp and 1 day to make. A Choke Grenade costs 200 GP and costs 2 days to make. All Cayma Grenades are thrown weapons with a range of 20/60 feet, and weighs half a pound. Each Grenade creates a 20 foot radius cloud of mist with different effects. The Sleep Grenade acts as a Sleep spell, the Fog Grenade acts as a Fog Cloud spell, and the Choke Grenade acts as a Stinking Cloud spell. Each grenade is one use only, and has duration of 1 Minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Save DC, if applicable, is 10 plus PB.

    HORNS OF POWER
    At 15th level, the Gore attack of your Aurochs now does (2d8 + PB) damage, and is considered a magical weapon.

    CAVALRY SERGEANT
    At 18th level, you can now make Boom Grenades. Boom Grenades weigh a 1/2 pound, and can be thrown 20/60 feet as a ranged weapon. It costs 200 GP, and takes 2 days to make. When used it does 4d6 fire and 4d6 piercing damage in a 20 foot radius, unless the targets make a Dexterity Saving Throw for half damage (Save DC is 10+PB).
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  7. - Top - End - #907
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    AERIAL INFANTRY



    "Did anyone just see that?"

    The Krolli are famous for their flying infantry.

    BECOMING AERIAL INFANTRY
    Most Krolli warriors qualify.

    ENTRY REQUIREMENTS
    Species: Krolli (or any flying species)
    BAB: +6
    Feats: Powerful Build, Improved Flight
    Skills: Climb 4 ranks, Jump 4 ranks


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

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Aerial Tactics
    2. +2    +3     +0     +0    Death From Above
    3. +3    +3     +1     +1    Fitness
    4. +4    +4     +1     +1    Aerial Tactics
    5. +5    +4     +1     +1    Death From Above
    6. +6    +5     +2     +2    Fitness
    7. +7    +5     +2     +2   Aerial Tactics
    8. +8    +6     +2     +2    Death From Above
    9. +9    +6     +3     +3    Fitness
    10.+10   +7     +3     +3   Veteran
    Weapon Proficiencies: Aerial Infantry gain no new weapon or armor proficiencies.

    Aerial Tactics: At Levels 1, 4 and 7 you may choose one Bonus Feat that you qualify for from the following list: Flyby Attack, Great Flyby Attack (Savage Species), Hover, Improved Flight (Races of Faerun), Improved Flyby Attack (Savage Species), Winged Warrior (Races of the Wild), Wing Expert (Races of the Dragon), Wingover, Wingstorm (Savage Species)

    Death From Above: At Levels 2, 5 and 8 you may choose one Bonus Feat that you qualify for from the following list: Brutal Throw (Complete Adventurer), Far Shot, Plunging Shot (Races of the Wild), Point Blank Shot, Power Throw (Complete Adventurer), Precise Shot, Throw Anything (Complete Warrior), Woodland Archer (Races of the Wild)

    Fitness: At Levels 3, 6 and 9, you may permanently increase either you Str or Con score by +1.

    Veteran: At 10th Level, when Flying and making an attack, you do +1d6 damage for every 10 feet you travel. Your Fly speed increases to 60 feet.

    PLAYING AERIAL INFANTRY
    You maintain the safety of your species, which you take very seriously. Maybe a little too seriously, given the ferocity with which you greet intruders.
    Combat: You have flight, be sure to capitalize on that.
    Advancement: Being part of a military unit means you tend to advance along similar lines as your fellows.
    Resources: Assuming you're still part of the Krolli military, you might be able to call on them.

    AERIAL INFANTRY IN THE WORLD
    "Uh oh..."
    Given your species infamous standoffishness, you generally keep the world at spear point.
    Daily Life: Training, training, training, and standing watch.
    Notables: Zod (LN Male Krolli/Fighter 4/Aerial Infantry 2) is a blind fanatic who stops anything within 5 miles of his eyrie.
    Organizations: The military frowns upon you being a part of any organization but theirs.

    NPC Reaction
    NPC's view you based on their previous experience with the Krolli. Which usually isn't the greatest.

    AERIAL INFANTRY IN THE GAME
    This assumes the PC is (or was) part of a military unit, which could have consequences.
    Adaptation: This is meant for the Savage Coast, but could be adopted.
    Encounters: Aerial Infantry are usually encountered defending their territory.

    Sample Encounter
    EL 12: The PC's are traveling through the mountains, when a bunch of flying reptile people pelt them with rocks before taking off. Only to come back an hour later and do it again...


    Zod
    LN Male Krolli/Fighter 4/Aerial Infantry 2
    Init +4, Senses: Listen +2, Spot +2, Darkvision 60 ft.
    Languages Lizardfolk
    ------------------------------------------------
    AC 30, touch 16, flat-footed 26 (-1 Size, +4 Dex, +8 Natural, +6 Armor, +3 Protection)
    hp 82 (9 HD)
    Fort +12, Ref +9, Will +5
    ------------------------------------------------
    Speed 25 ft. (5 squares), Fly 50 ft. (Good)
    Melee 2 Claws +18 melee (1d8+9) and 1 Bite +18 melee (1d6+5)
    Base Atk +9, Grp +19
    Atk Options Flying Rake (+18 melee, 1d10+5 damage)
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 22 (24 w/gauntlets), Dex 18, Con 18, Int 8, Wis 12, Cha 6
    SQ Limited Flight
    Feats Powerful Build, Improved Flight,Improved Multiattack, Multiattack, Brutal Throw (B), Dodge (B), Flyby Attack (B), Mobility (B), Point Blank Shot (B),
    Skills Climb +10, Intimidate +1, Jump +10, Listen +2, Spot +2
    Possessions Amulet of Mighty Fists +2, Bracers of Armor +6, Ring of Protection +3, Bag of Holding Type II, Gauntlets of Ogre Power, 1000 GP



    EPIC AERIAL INFANTRY

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


    AERIAL INFANTRY (Fighter)
    Note that this subclass can only be taken by species with a Fly speed.

    FLYBY
    At 3rd Level you don't provoke opportunity attacks when you fly out of an opponents reach.

    IMPROVED FLIGHT
    Starting at 7th level, your Fly speed improves by +20 feet.

    WINGSTORM
    At 10th level, you beat your wings. Each creature adjacent to you must succeed on a Dexterity saving throw (Save DC is 8 + PB + Strength modifier) or take 1d8 plus Strength modifier in bludgeoning damage and be knocked prone.

    DUSTUP
    At 15th level, you can rapidly beat your wings while standing in loose dirt, sand or dust. An area out to 10 feet from your position is heavily obscured.

    DEATH FROM ABOVE
    At 18th level, you can throw any weapon you are proficient with at a range of 20/60 feet. If you attack from above, the weapon does an additional +1d6 damage per 10 feet it travels down.
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  8. - Top - End - #908
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    BAT CAVALRY



    "Don't make me use this!" (gestures towards bat)

    Bat Cavalry helps out in various ways, even to the extent of training your Bat companion to use it's echolocation abilities as a non-lethal weapon.

    BECOMING BAT CAVALRY
    Most Shazak warriors will qualify eventually.

    ENTRY REQUIREMENTS
    Species: Shazak
    Special: Must have a Dire Bat as an Animal Companion.
    Skills: Handle Animal 4 ranks, Ride 4 ranks
    Feats: Beast Handler, Mobat Rider


    Class Skills
    The Bat Cavalry's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). .
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Military Occupation
    2. +2    +3     +0     +0    Cavalry Training
    3. +3    +3     +1     +1    Improved Mobat Training
    4. +4    +4     +1     +1    Military Occupation
    5. +5    +4     +1     +1    Cavalry Training
    6. +6    +5     +2     +2    Improved Mobat Training
    7. +7    +5     +2     +2    Military Occupation
    8. +8    +6     +2     +2    Cavalry Training
    9. +9    +6     +3     +3    Improved Mobat Training
    10.+10   +7     +3     +3   Mobat Officer
    Weapon Proficiencies: Bat Cavalry gains no new weapon or armor proficiencies.

    Military Occupation (Ex): At 1st, 4th and 7th Levels you pick one skill you have at least 4 ranks in. You may now always take 10 with that skill.

    Cavalry Training: At Levels 2, 5 and 8 you gain a Bonus Feat from the following list, as long as you qualify for it: Coordinated Strike (Races of the Wild), Improved Mounted Archery (Complete Warrior), Mounted Archery, Mounted Combat, Ride-by Attack, Spirited Charge

    Improved Mobat Training (Su): At 3rd Level your Dire Bat mounts Int score improves by +2. You may still use Handle Animal against it.

    At 6th Level your Bat Mount can opt to Stun anyone that fails a Save against it's screech for 1 round instead of the usual effect.

    At 9th Level your Bat Mount can always Take 10 on Hide and Move Silently Checks.

    Mobat Officer (Ex): At 10th Level you and your Mobat share a special bond, When either of you have to make an initiative or attack roll, saving throw, or skill or ability check, you use whichever bonus is the highest. For example, if you or the Mobat attacks someone, use your attack roll, or the bats, whichever is higher. You also get Leadership as a Bonus Feat.

    PLAYING A BAT CAVALRY
    Warriors can do plenty of jobs other than kill. You should know, you've held all those positions.
    Combat: You rely on your bat stunning opponents, before moving in to mop up.
    Advancement: You tend to focus on your military occupation.
    Resources: If you work for the military you get what they supply you. Otherwise, you're on your own.

    BAT CAVALRY IN THE WORLD
    :He really needs to house train that thing."
    Despite being peace-loving, the Shazak are survivors.. And survival, in their case, often means fighting. They hire out as mercs often, but usually prefer aerial reconnaissance, rescue, transport and fire watch positions.
    Daily Life: Much of your day is spent bonding with your bat, and training.
    Notables: Fess (NG Male Shazak Fighter 4/Bat Cavalry 5) is a nervous fellow, new to soldiering.
    Organizations: Almost all Bat Cavalry belongs to a military or paramilitary organization..

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    BAT CAVALRY IN THE GAME
    This class assumes you are in the military (or at least a private mercenary). That could have implications for the group..
    Adaptation: This is meant for the Savage Coast Campaign setting, but could be adaptable elsewhere.
    Encounters: Bat Cavalry is usually seen in times of war, or when entering a village that trains them.

    Sample Encounter
    EL 12: The PC's are standing guard at the watch tower at night, when a lizardy looking fellow flies up on the back of a giant bat and asks where the army is. He's late. They really don't know how to respond.


    Fess
    NG Male Shazak Fighter 4/Bat Cavalry 5
    Init +3, Senses: Listen +4, Spot +4
    Languages Lizardfolk, Common
    ------------------------------------------------
    AC 25, touch 15, flat-footed 22 (+3 Dex, +5 Natural, +5 Armor, +2 Deflection)
    hp 87 (12 HD)
    Fort +11, Ref +8, Will +7
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee +3 Longsword +17/+12/+7 melee (1d8+6/19-20)
    Ranged +4 Composite Longbow +18 ranged (1d8+7/x3)
    Base Atk +11, Grp +14
    Atk Options Ferocity
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 16, Dex 16, Con 14, Int 8, Wis 13, Cha 6
    SQ Military Occupational (Handle Animal, Ride), Improved Mobat Training (+2 Int)
    Feats Beast Handler, Iron Will, Mobat Rider, Shazak Endurance, Shazak Hardiness, Coordinated Strike (B), Improved Mounted Archery (B), Mounted Archery (B), Mounted Combat (B) Point Blank Shot (B)
    Skills Climb +4, Handle Animal +4, Knowledge (Geography) +1, Jump +4, Listen +4, Ride +7, Spot +4
    Possessions +4 Composite Longbow (+3 Str Bonus), 20 arrows, +3 Longsword, +5 Bracers of Armor, +2 Ring of Protection, Ring of Feather Fall, 2 Potions of Cure Serious Wounds, 284 GP



    EPIC BAT CAVALRY

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Bat Cavalry gains a Bonus Feat every 2 levels higher than 20th



    BAT CAVALRY (Fighter)
    It takes a special sort of crazy to ride an Aurochs into battle with grenades as your primary weapon.

    MOBAT
    At 3rd Level you have been assigned a pet Giant Bat by the Elders. As an action, you can summon your Giant Bat once per long rest.

    The Giant Bat appears in an unoccupied space of your choice that you can see within 30 feet of you.

    The Giant Bat is friendly to you alone and obeys your commands. See this creature's game statistics in the Giant Bat stat block, which uses your proficiency bonus (PB) in several places.

    In combat, the Giant Bat shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Giant Bat can take any action of its choice, not just Dodge.

    The Giant Bat manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the Aurochs again, or until you die.

    Giant Bat
    Large Beast
    Armor Class: 11 + PB (natural armor)
    Hit Points: 10 + five times your fighter level
    Speed: 10 ft., Fly 60 ft.
    Str: 16
    Dex: 14
    Con: 12
    Int: 3
    Wis: 12
    Cha: 8
    Senses: Passive perception 11, Blindsight 60 ft.
    Languages: understands the languages you speak
    Proficiency Bonus: equals your proficiency bonus
    Echolocation. The bat can't use its blindsight while deafened.
    Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
    Actions:
    Bite. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) piercing damage.

    MILITARY TRAINING
    Starting at 7th level, your Giant Bats Bite attack is considered magical. You gain Expertise in any one skill.

    MONSTER HANDLER
    At 10th level, you may make Wisdom (Animal Handling) Checks successfully on Monstrosities with an Intelligence of 8 or less if you wish to influence their behavior.

    COORDINATED ATTACK
    At 10th level, if both you and your Giant Bat attack the same target in the same round, your attack rolls have Advantage for that round.

    IMPROVED MOBAT SCREECH
    At 15th level, your Mobat improves, and uses the following statblock:


    Giant Bat
    Large Beast
    Armor Class: 11 + PB (natural armor)
    Hit Points: 15 + five times your fighter level
    Speed: 10 ft., Fly 60 ft.
    Str: 16
    Dex: 14
    Con: 12
    Int: 5
    Wis: 14
    Cha: 8
    Senses: Passive perception 12, Blindsight 60 ft.
    Languages: understands the languages you speak
    Proficiency Bonus: equals your proficiency bonus
    Echolocation. The bat can't use its blindsight while deafened.
    Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
    Actions:
    Bite. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (1d8 + PB) piercing damage.
    Screech. If your Bat screeches, all creatures within 20 feet (except it and you) must make a Constitution Saving Throw or be Stunned for 1 round.

    CAVALRY OFFICER
    At 18th level, when you use Action Surge, your Giant Bat gains it's benefits as well.
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  9. - Top - End - #909
    Titan in the Playground
     
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    AMBUSH PREDATOR



    "..."

    Ambush Predators are psionic beasts or primitive species that rely on ambush attacks to bring down their prey.

    BECOMING AN AMBUSH PREDATOR
    Most Psionically active predators of the appropriate skills will qualify for this PrC.

    ENTRY REQUIREMENTS
    Species: Flailer, Id Fiend, Jozhal, SIlt Runner (basically any psionically active ambush predator)
    Psionics: Must be able to Manifest at least 3rd Level (one of which should be Danger Sense or Escape Detection)
    SKills: Hide 4 ranks, Knowledge (Psionics) 4 ranks
    Feats: Any 2 Psionic or Racial Feats


    Class Skills
    The Ambush Predator's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (Psionics)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Search (Int), Spot (Wis), Survival (Wis), Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +0     +2    Psionic Stealth, +1 Level of Manifesting Class
    2. +2    +0     +0     +3    Sneak Attack +1d6
    3. +3    +1     +1     +3    Psionic Charge, +1 Level of Manifesting Class
    4. +4    +1     +1     +4    Psionic Stealth, +1 Level of Manifesting Class
    5. +5    +1     +1     +4    Sneak Attack +2d6
    6. +6    +2     +2     +5    Psionic Charge, +1 Level of Manifesting Class
    7. +7    +2     +2     +5    Psionic Stealth, +1 Level of Manifesting Class
    8. +8    +2     +2     +6    Sneak Attack +3d6
    9. +9    +3     +3     +6    Psionic Charge, +1 Level of Manifesting Class
    10.+10   +3     +3     +7   Ghost, +1 Level of Manifesting Class
    Weapon Proficiencies: Ambush Predators gain no new weapon or armor proficiencies.

    Psionic Stealth (Su): At 1st Level, you can expend your Psionic Focus to gin a +4 Bonus to your next Hide or Move Silently Check.

    At 4th Level, this Bonus increases to +6. At 7th Level, it increases to +6.

    Sneak Attack (Ex): At Levels 2, 5 and 8, you gain one die of Sneak Attack (this is identical to the Rogue ability, and stacks with Sneak Attack or Psionic Sneak Attack dice you gain from other classes.

    Psionic Charge (Su): Beginning at 3rd Level, you don't take an Armor Class penalty when making a Charge as long as you have your Psionic Focus.

    At 6th Level, your base land speed increases by +20 feet when making a Charge, as long as you have maintained your Psionic Focus.

    At 9th Level, if you succeed on a Charge Attack while you have your Psionic Focus, you automatically threaten a Critical hit.

    Ghost (Su): At 10th Level, if you expend your Psionic Focus, you are Invisible, as per the spell, until you attack.

    PLAYING AN AMBUSH PREDATOR
    Yours is a life obsessed with food. Specifically, where and when is your next meal coming from. You reeeally need those calories. Every other consideration (other than personal safety) comes a distant second.
    Combat: You generally prefer to attack from hiding. Not because you aren't capable, but you're on your own. No sense in taking risks.
    Advancement: You lean towards abilities that enhance your own personal survivability..
    Resources: You have whatever you can find by luck, or take by force.

    AMBUSH PREDATORS IN THE WORLD
    "I heard them things in the night again."
    In theory, the world should only know of your existence by the corpses you leave behind. A found predator is usually a dead predator. Your trust is hard to gain for this reason.
    Daily Life: Your life is the daily struggle for survival.
    Notables: Hss (N Male Flailer/Ambush Predator 1) is a typical Flailer, who spends much of his time stalking others.
    Organizations: It's a rare person who hires a 'monster', but it isn't unknown...

    NPC Reaction
    NPC's regard you as they would any dangerous beast.

    AMBUSH PREDATORS IN THE GAME
    This is a class that assumes you belong to a species that sees most others as food. Make sure the player is prepared for some hostility.
    Adaptation: This is meant for use in AThas, but it could be adapted.
    Encounters: Ambush Predators are generally encountered when you wander into their territory.

    Sample Encounter
    EL 12: The PC's are tracking a group of Defiler henchmen, when they realize they aren't the only ones following him.


    Hss
    N Male Flailer/Ambush Predator 1
    Init +1, Senses: Listen +10, Spot +10, Darkvision 60 ft., Low-Light Vision
    Languages Common
    ------------------------------------------------
    AC 24, touch 15, flat-footed 23 (+1 Size, +1 Dex, +9 Natural, +3 Deflection)
    hp 84 (10 HD)
    Fort +12, Ref +10, Will +9
    ------------------------------------------------
    Speed 25 ft. (5 squares)
    Melee 2 Claws +14 melee (1d4), 1 Bite +9 melee (1d8) and 2 Mid Claws +9 melee (1d6)
    Base Atk +10, Grp +6
    Atk Options Sneak Attack +1d6
    Combat Gear
    Psionics 1st: Detect Psionics, Offensive Precognition, Offensive Prescience, 2nd: Cloud Mind, Evade Attacks, Prowess, 3rd: Danger Sense, Escape Detection, Metal Barrier, 4th: Psionic Freedom of Movement
    Supernatural Abilities Psionic Stealth
    -----------------------------------------------
    Abilities Str 10, Dex 13, Con 16, Int 15, Wis 12, Cha 8
    SQ Camouflage
    Feats Ambush Power, Ambush Predator, Defensive Power, Psionic Fist
    Skills Concentration +12 , Hide +8 (+16 in desert), Knowledge (Psionics) +6, Listen +10, Move Silently +7, Psicraft +6, Spot +10, Survival +10
    Possessions Skin of the Hero (abilities figured into statblock), Eyes of Power Leech, 420 GP



    EPIC AMBUSH PREDATOR

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Sneak Attack The Epic Ambush Predator's Sneak Attack increases by 1d6 at Level 22, and every 3 Levels thereafter.
    Powers The epic Ambush Predator's manifester level is equal to her class level. The Ambush Predator’s power points and powers known do not increase after 20th level (except through the use of epic feats).
    Bonus Feats: The Epic Ambush Predator gains a Bonus Feat every 3 levels higher than 20th
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  10. - Top - End - #910
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    SHALLA



    "I frickin' hate spiders."

    You are the community healer and advisor. You write down the genealogy of the herd, and it's history as well.

    BECOMING A SHALLA
    Only those seriously devoted to the priestly life are accepted.

    ENTRY REQUIREMENTS
    Species: Dracon (or someone adopted by them)
    Class Abilities: Turn Undead
    Feats: Foe of the Dark One, and one other Feat that has Favored Enemy as a prerequisite
    Skills: Diplomacy 4 ranks, Knowledge (Religion) 4 ranks

    Class Skills
    The Shalla's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local)(Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Favored Enemy, +1 Level  of Divine casting class
    2. +1    +3     +0     +3    Communal Ward 1/day, +1 Level  of Divine casting class
    3. +2    +3     +1     +3    Healer, +1 Level  of Divine casting class
    4. +3    +4     +1     +4    Favored Enemy, +1 Level  of Divine casting class
    5. +3    +4     +1     +4    Communal Ward 2/day, +1 Level  of Divine casting class
    6. +4    +5     +2     +5    Healer, +1 Level  of Divine casting class
    7. +5    +5     +2     +5    Favored Enemy, +1 Level  of Divine casting class
    8. +6    +6     +2     +6    Communal Ward 3/day, +1 Level  of Divine casting class
    9. +6    +6     +3     +6    Healer, +1 Level  of Divine casting class
    10.+7    +7     +3     +7    High Priest, +1 Level  of Divine casting class
    Weapon Proficiencies: A Shalla gains no new weapon or armor proficiencies.

    Favored Enemy (Ex): At 1st Level one of your Favored Enemy Bonuses increases by +2 (and again at Levels 4 and 7). This is otherwise identical to the Ranger Ability of the same name and stacks with it

    Communal Ward (Su): At Level 2, you can cast a Ward over yourself an any willing creature within 10 feet. This Ward lasts 1 Minute, rand during that time any member of the ward is subjected to a Condition only when all members are subject to the condition. For example, if one of you fails the Save versus a Medusa's Gaze, you're only Petrified if everyone else is. You gain n additional daily use at Levels 6 and 9.

    Healer: You gain a +2 Competence Bonus to Heal Checks at level 3. This increases to +4 at Level 6, and +6 at Level 9.

    High Priest (Sp): At 10th Level you can call for Divine intervention on your behalf once per week. You can effectively cast Miracle 1/week as a Spell-Like ability.

    PLAYING A SHALLA
    You are your community's shepherd, and you care dearly for them. You have devoted your life to serving the herd.
    Combat: Combat is considered a last resort. You try to settle things diplomatically first.
    Advancement: You generally focus your studies on things that will benefit the community..
    Resources: You have the full resources of your herd when you are aiding them.

    SHALLA IN THE WORLD
    "You need to see Reverend Thunderbolt down at the Church."
    The world generally sees you as a wise critter to go to for healing and advice. Except for Aberrations. They can shove it.
    Daily Life: Your religioust duties and study consume most of your time.
    Notables: Reverend Thunderbolt (LG Male Dracon Cleric 2/Shalla 2) is an enthusiastic preacher.
    Organizations: You only join organizations that are beneficial to the community.

    NPC Reaction
    With the exception of Aberrations, people generally adore you.

    SHALLA IN THE GAME
    This assumes you're a member of a Church well known for it's dislike of Aberrations, which could cause some backlash for the party.
    Adaptation: This is meant for Spelljammer, but could be adapted elsewhere.
    Encounters: Shalla are generally encountered in any public ceremony of the Dracon.

    Sample Encounter
    EL 12: The PC's have been hired to smuggle a spider like alien out of the city. They are pursued by these kooky reptile people and their priest.


    Reverend Thunderbolt
    LG Male Dracon Cleric 2/Shalla 2
    Init +0, Senses: Listen +5, Spot +5, Darkvision 60 ft.
    Languages Dracon, Draconian
    ------------------------------------------------
    AC 37, touch 12, flat-footed 36 (-1 Size, +1 Dex, +5 Natural, +13 Armor, +7 Shield, +2 Deflection)
    hp 75 (10 HD)
    Fort +11, Ref +6, Will +10
    ------------------------------------------------
    Speed 45 ft. (9 squares)
    Melee 2 Claws +15 melee (1d4+6)
    Longsword +17/+13 melee (2d6+8/19-20)
    Base Atk +10, Grp +20
    Atk Options Favored Enemy (Aberrations +4
    Combat Gear
    Spells Prepared 0:5 (DC 13), 1st:4+1 (DC 14), 2nd:3+1 (DC 15)
    Supernatural Abilities Turn Undead, Communal Ward 1/day
    -----------------------------------------------
    Abilities Str 22, Dex 12, Con 17, Int 12, Wis 16, Cha 7
    SQ
    Feats Cleave, Fearless, Foe of the Dark One, Power Attack, Improved Grapple (B)
    Skills Concentration +5, Diplomacy +5, Heal +5, Knowledge (History, Local, Planetology, Religion, Wildspace) +5, Listen +5, Sense Motive +5, Spellcraft +3, Spot +5
    Possessions +5 Plate, +5 Heavy Steel Shield, +2 Aberration Bane Longsword, Silver Holy Symbol, +2 Ring of Protection, 4 Potions of Cure Serious Wounds, 1890 GP



    EPIC SHALLA

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Favored Enemy The epic Shalla gains one additional favored enemy (and his bonuses against all existing favored enemies go up by +1) every five levels after 20th (25th, 30th, and so on).
    Class Ability The cleric’s caster level is equal to his or her class level. The Shalla’s number of spells per day does not increase after 20th level
    Bonus Feats: The Epic Shalla gains a Bonus Feat every 3 levels higher than 20th


    COMMUNITY DOMAIN
    The Community Cleric focuses on the care and preservation of their local community and it's population.

    Community Domain Spells
    Cleric Level Spells
    1st: Alarm, Shield Other*
    3rd: Smite Aberration*, Status*
    5th: Crusader's Mantle, Leomund's Tiny Hut
    7th: Gate Seal, Mordenkainen's Private Sanctum
    9th: Circle of Power, Rary's Telepathic Bond

    Healer
    At 1st Level you gain Expertise with Wisdom (Medicine) Checks and Herbalism Kits. Additionally the Cleric can make a DC 15 Check to diagnose a disease or poison, as well as a treatment.

    CHANNEL DIVINITY: COMMUNAL WARD
    At 2nd Level you can protect your friends and neighbors. As an Action, choose a number of creatures within 30 feet of you equal to your Proficiency Bonus. For 1 Minute those creatures have Advantage on all Saving Throws meant to avoid or remove a Condition.

    CHANNEL DIVINITY: I HATE SPIDERS
    At 6th Level you can protect your flock from Aberrations. As an Action, choose a umber of willing creatures within 30 feet of you equal to your Proficiency Bonus. Those creatures have a +1 Bonus on attack and damage rolls and armor class against Aberrrations.

    IMPROVED CHANNEL DIVINITY
    At 8th Level, your 2nd Level Channel Divinity ability now lasts 1 Hour, and you can choose any creature in range without limit.

    HIGH PRIEST
    At 17th Level, you can cast any one Cleric Spell of 8th Level or less without using a spell slot or components. Once you use this ability, you must wait 7 days to use it again.



    [size=12pt]SHIELD OTHER[/size]
    1st Level Abjuration
    Casting Time: 1 reaction, which you take when a creature in range is hit by an attack or targeted by the magic missile spell
    Range: 30 feet
    Components: V, S
    Duration: 1 round
    This works like the Shield spell, but can only be cast on others.


    [size=12pt]SMITE ABERRATION[/size]
    5th Level Evocation
    Casting Time: 1 Bonus Action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 Minute
    The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with dark light as you strike. That creature has Disadvantage on attacks against any creature other than you for the duration of the spell.


    [size=12pt]STATUS[/size]
    2nd Level Divination
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 1 Hour
    Choose a number of creatures within range equal to your proficiency bonus. For the duration of the spell, a mental alarm (it will wake you if you are unconscious) will alert you if the warded creatures take damage, acquire a condition, fail a saving throw versus a non-damaging spell or dies. This works as long as the warded creatures and you are on the same plane of existence (though it will also alert you if they leave this plane).
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  11. - Top - End - #911
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    GAUND GUARDIAN



    "HIIIIIIIISSSSSSSSSSSSSS!

    Guardians protect the tribes homes and children. They can be very vicious when they need to be.

    BECOMING A GAUND GUARDIAN
    Most Gaund fill in for this role at some point in their lives.

    ENTRY REQUIREMENTS
    Species: Gaund
    Class Abilities: Skirmish (+1 AC)
    Feats: Protective Slime, Weapon Finesse
    Skills: Listen 4 ranks, Spot 4 ranks


    Class Skills
    The Gaund Guardian's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(dungeoneering) (Int), Knowledge(geography) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d10
    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +2     +0    Improved Burning Gaze
    2. +2    +0     +3     +0    Grappling 
    3. +3    +1     +3     +1    Mobility
    4. +4    +1     +4     +1    Greater Burning Gaze
    5. +5    +1     +4     +1    Grappling 
    6. +6    +2     +5     +2    Mobility
    7. +7    +2     +5     +2    Precise Gaze
    8. +8    +2     +6     +2    Grappling 
    9. +9    +3     +6     +3    Mobility
    10.+10   +3     +7     +3   Finisher Hold
    Weapon Proficiencies: A Guardian gains no new weapon or armor proficiencies.

    Improved Burning Gaze: At 1st Level you gain Improved Burning Gaze as a Bonus Feat.

    Greater Burning Gaze: At 4th Level you gain Greater Burning Gaze as a Bonus Feat.

    Precise Gaze: At 7th Level you gain Precise Gaze as a Bonus Feat.

    Grappling (Ex): At Level 2 you gain Improved Grab. If you hit with a claw or bite attack, you can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    At 5th Level you may use your Back Kick to attack an opponent who is grappling you. If you succeed with the attack, the Grapple is broken.

    At 8th Level you do +1d6 damage with successful attacks against Prone opponents.

    Mobility (Ex): At 3rd Level you don't take an AC penalty when making a charge attack.

    At 6th Level, if you make a successful charge attack, you can then attempt to start a grapple as a free action without provoking an attack of opportunity. If you are successful, your opponent is Pinned, and you are both Prone.

    At 9th Level you no longer take penalties to AC or attack rolls while Prone.

    Finisher Hold (Ex): At 10th Level you can use your Burning Gaze attack while Grappling opponents, in addition to your normal damage.

    PLAYING A GAUND GUARDIAN
    Your people are hunted for a variety of reasons, and it is your duty to keep them safe. Particularly the young ones.
    Combat: You prefer fast, mobile assaults.
    Advancement: You tend to develop skills that help you fufill your chosen role.
    Resources: You have what you can take off unsuccessful invaders.

    GAUND GUARDIANS IN THE WORLD
    "Wait. you're saying they aren't just lizards?"
    You don't see much of the world beyond your home. Which is only natural, seeing as it's your job to keep that world at bay..
    Daily Life: You spend your days on guard duty.
    Notables: Ser (Neutral Male Gaund Scout 4/Gaunf Guardian 2) guards his tribes eggs faithfully.
    Organizations: Most people don't know you're species is intelligent, and so have no reason to hire you..

    NPC Reaction
    Most other species think of you as simple beasts, probably because you don't intend to enlighten them.

    GAUND GUARDIANS IN THE GAME
    This assumes you are a member f a species hunted as a resource. This may cause the player difficulties.
    Adaptation: This is meant for the Forgotten Realms, but it can be used for Gaund in any setting.
    Encounters: NPC's strictly encounter you within your home.

    Sample Encounter
    EL 12: The PC's are hiding from monsters in a cave. Which, funny enough, is also inhabited by 'monsters'. At least they seem reasonable though.


    Ser
    Neutral Male Gaund Scout 4/Gaund Guardian 2
    Init +9, Senses: Listen +4, Spot +4, Low-light Vision, Tremorsense 30 ft., and 90 ft. Darkvision
    Languages Gaund
    ------------------------------------------------
    AC 26, touch 17, flat-footed 22 (+4 Dex, +4 Natural, +5 Armor, +3 Deflection)
    hp 81 (10 HD)
    Fort +9, Ref +15, Will +4
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee 2 Claws +15 melee (1d4+4) and 1 Bite +10 melee (1d6+3) and 1 Tail +10 melee (1f8+3)
    Base Atk +9, Grp +11
    Atk Options Back Kick, Skirmish (+1d6, +1 AC), Battle Fortitude +1, Grappling
    Combat Gear
    Spells Prepared
    Supernatural Abilities Burning Gaze
    -----------------------------------------------
    Abilities Str 14, Dex 18, Con 16, Int 8, Wis 14, Cha 8
    SQ Vulnerabilities, Trapfinding, Fast Movement +10 ft., Trackless Step
    Feats Dodge, Mobility, Protective Slime, Weapon Finesse, Improved Burning Gaze (B), Improved Initiative (B)
    Skills Climb +3, Hide +8, Jump +8, Knowledge (Dungeoneering, Nature) +3, Listen +4, Move Silently +8, Search +7, Sense Motive +6, Spot +4, Survival +4, Tumble +8
    Possessions +5 Bracers of Armor, +3 Ring of Protection, +2 Amulet of Mighty Fists, Bag of Holding Type I, 3 Potions of Greater Magic Gang +5, 4 Potions of Heroism, 500 GP



    EPIC GAUND GUARDIAN

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Gaund Guardian gains a Bonus Feat every 2 levels higher than 20th
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  12. - Top - End - #912
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    SPACEFARER



    "No hot dogs, only klavkalash."

    Spacefarers are dedicated spelljammer crews, doing whatever is needed to use and maintain the ships.

    BECOMING A SPACEFARER
    Just get accepted on a ships crew.

    ENTRY REQUIREMENTS
    Species: Hurwaeti (or any similar species that commmonly crew ships)
    Class Abilities: Uncanny Dodge
    Skills: Knowledge (Planetology, Wildspace, see spelljammer.org) 4 ranks
    Feats: Heavy Weapon Proficiency (see Spelljammer.org), Hurwaeti Flexibility


    Class Skills
    The Spacefarer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(dungeoneering) (Int), Knowledge(nature) (Int), Knowledge(planetology)* (Int), Knowledge (wildspace)* (Int), Listen (Wis), Move Silently (Dex), Profession (Spacehand, WIldspace Navigator)(Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex) and Wildspace Survival (Wis)*. *see Spelljammer.org)
    Skills Points at Each Level : 8 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +0    Spelljammer Training
    2. +1    +0     +3     +0    Evasion
    3. +2    +1     +3     +1    Keep Your Distance
    4. +3    +1     +4     +1    Spelljammer Training
    5. +3    +1     +4     +1    Improved Uncanny Dodge
    6. +4    +2     +5     +2    Keep Your Distance
    7. +5    +2     +5     +2    Spelljammer Training
    8. +6    +2     +6     +2    Improved Evasion
    9. +6    +3     +6     +3    Keep Your Distance
    10.+7    +3     +7     +3   Ship Defender
    Weapon Proficiencies: A Spacefarer gains no new weapon or armor proficiencies.

    Spelljammer Training: At Levels 1, 4 and 7 you get a free Bonus Feat you qualify for from the following list (see Spelljammer.org for Feats with a *): Acrobatic, Agile, Alertness, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Far Shot, Freefall*, Improved Critical (Heavy Weapon)*, Improved Initiative, Mobility, Phlogiston Sense*, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Reload (Heavy Weapon)*, Shot on the Run, Slow Respiration*, Weapon Finesse, Weapon Focus (Heavy Weapon)*, Weapon Specialization (Heavy Weapon)*,

    Evasion (Ex): A Spacefarer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

    Keep Your Distance (Ex): At 3rd Level, if you hit an opponent with a ranged attack, they are Checked for 1 round if they fail a Fortitude Save (Save DC is 10 + damage dealt).

    At 6th Level, if you successfully Check an opponent, you do +1d6 damage with that attack. This rises to +2d6 at 9th Level.

    Improved Uncanny Dodge (Ex): The Spacefarer can no longer be flanked.

    This defense denies other creatures the ability to sneak attack the character by flanking her, unless the attacker has at least four more hit dice/character levels than the target does.

    Improved Evasion (Ex): This ability works like evasion, except that while the Spacefarer still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Spacefarer does not gain the benefit of improved evasion.

    Ship Defender (Ex): AT 10th Level you gain a +2 Bonus on attack rolls, skill checks and saving throws when on any ship on which you have served at least a week.

    PLAYING A SPACEFARER
    If you've seen the show Lower Decks, you know what you're in for here.
    Combat: With the exception of the occasional wandering space monster, or pirate attack, you don't see much action being as you're stuck on the ship..
    Advancement: You develop whatever skills are most needed, trusting that it will further your career.
    Resources: You have whatever you can steal, or gain access to with the captains permission).

    SPACEFARERS IN THE WORLD
    "My crew can out drink yours any day!"
    You get to see more (and also less) of the universe than most people. You sail to far off, exotic destinations, only to find yourself with no shore leave half the time. And considering how dangerous the universe is, maybe that's not such a bad thing...
    Daily Life: As a ship's crew, there is always work to be done.
    Notables: Weetabix ( NG Female Hurwaeti/Scout 2/Spacefarer 6) tries to keep shenanigans on her ship to a minimum.
    Organizations: Just about every organization in Spelljammer has use for Spacefarers..

    NPC Reaction
    Like most 'menial' laborers, you tend to be invisible.

    SPACEFARERS IN THE GAME
    This is a good class to have if you'll be serving on a spelljammer at any point.
    Adaptation: This is meant for Spelljammer, but could probably be adopted.
    Encounters: Spacefarers are usually encountered on Spelljammers, or port cities.

    Sample Encounter
    EL 12: The PC's are hired to guard a spelljammer from pirate shenanigans. No one warned them about the shenanigans of the crew...


    Weetabix
    NG Female Hurwaeti/Scout 2/Spacefarer 6
    Init +7, Senses: Listen +, Spot +
    Languages Hurwaeti, Lizardman and Common
    ------------------------------------------------
    AC 25, touch 15, flat-footed 23 (+2 Dex, +5 Natural, +5 Armor, +3 Deflection)
    hp 71 (11 HD)
    Fort +6, Ref +13, Will +5
    ------------------------------------------------
    Speed 20 ft. (4 squares), Swim 30 ft.
    Melee +3 Handaxe +10 melee (1d6+3/x3)
    Ranged +3 Light Crossbow +12 ranged (1d8+3/19-20)
    Base Atk +7, Grp +7
    Atk Options Fog Cloud, Skirmish +1d6, Uncanny Dodge, Evasion, Improved Uncanny Dodge, Keep Your Distance
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 10, Dex 15, Con 14, Int 15, Wis 14, Cha 10
    SQ Leaper, Trapfinding, Battle Fortitude +1
    Feats Heavy Weapon Proficiency, Hurwaeti Flexibility, Improved Initiative, Weapon Finesse, Far Shot (B), Point Blank Shot (B)
    Skills Balance +8, Climb +8, Disable Device +8, Hide +6, Jump +16, Knowledge (Planetology, Wildspace) +6, Listen +8, Move Silently +6, Profession (Spacehand) +8, Search +8, Sense Motive +8, Spot +8, Survival +8, Swim +16, Tumble +8, Use Rope +8, Wildspace Survival +8
    Possessions Bag of Holding Type II, 3 Extended Breath Potions*, +5 Bracers of Armor, +3 Ring of Protection, +3 Light Crossbow, 20 bolts, +3 Handaxe, 1107 GP


    EPIC SPACEFARER

    Hit Die: d8
    Skills Points at Each Level : 8 + int
    Bonus Feats: The Epic Spacefarer gains a Bonus Feat every 2 levels higher than 20th


    Spacefarer (Rogue)
    You crew for one of the various spelljammer ships, trying o stay alive while getting you're way into and out of trouble.

    WEAPONS TRAINING
    At 3rd Level you gain Proficiency with Firearms and Heavy Weapons.

    CREW TRAINING
    At 3rd Level choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Optionally you may instead gain Proficiency with any two tools or skills.

    STOP!
    Starting at 9th level, when you Ready a ranged Attack Action if an opponent moves, and you successfully hit with the attack, the opponent must make a Strength Saving Throw or be unable to move for the rest of the round. Save DC is 8 + Proficiency Bonus + your Dexterity modifier).

    KEEP YOUR DISTANCE!
    At 13th level, if you successfully use your Stop! attack, add your Sneak Attack dice to the damage.

    SHIPS DEFENDER
    At 17th level, you have Advantage on Attack Rolls and Dexterity Saving Throws when on board a ship that you have served at least one week on.
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  13. - Top - End - #913
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    FOG BANDIT



    *silent gesture*

    You are the hunters, defenders and warriors of your tribe. You use your fogs to attack in concealment, and leave no witnesses.

    BECOMING A FOG BANDIT
    Most Swamp Wiggle warriors qualify easily.

    ENTRY REQUIREMENTS
    Species: Swamp or Salt Wiggle (or any species able to produce some sort of mist)
    Class Abilities: Rage 2/day
    Skills: Move Silently 4 ranks, Survival 4 ranks
    Feats: Extra Rage, Mist Vision


    Class Skills
    The Fog Bandit's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +2     +0    Enhanced Rage, Sign
    2. +2    +0     +3     +0    Enhanced Fog
    3. +3    +1     +3     +1    Battle Fortitude
    4. +4    +1     +4     +1    Enhanced Rage
    5. +5    +1     +4     +1    Enhanced Fog
    6. +6    +2     +5     +2    Battle Fortitude
    7. +7    +2     +5     +2   Enhanced Rage
    8. +8    +2     +6     +2    Enhanced Fog
    9. +9    +3     +6     +3    Battle Fortitude
    10.+10   +3     +7     +3   Warrior of the Fog
    Weapon Proficiencies: A Fog Bandit gains no new weapon or armor peoficiencies.

    Enhanced Rage (Ex): At 1st Level, you gain Instantaneous Rage as a Bonus Feat. At 4th Level you may enter Rage and cast Fog Cloud simultaneously as either a Swift or Immediate Action. At 7th Level you are Invisible, as per the spell, when Raging and in your Fog Cloud.

    Sign: Fog Bandits use their own form of sign language, which you learn at 1st Level.

    Enhanced Fog (Sp): At 2nd Level, your species Fog Cloud ability gets an upgrade. Now when someone is within the fog, creatures more than 5 feet away are effectively Invisible unless you have Mist Vision, and those who are at 5 feet have a 50% chance that attacks against them fail. At 5th Level you can choose to center on you, and it's area of effect moves with you. At 8th Level you may use Fog Cloud and enter Rage simultaneously as a Swift Action.

    Battle Fortitude (Ex): At 3rd Level, a Fog Bandit gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 6th level and +3 at 9th level. A Fog Bandit loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

    Warrior of the Fog: At 10th Level, your Fog Cloud ability is upgraded to Solid Fog (as per the sell), which you are unaffected by.

    PLAYING A FOG BANDIT
    You are that rarest of creatures, a Barbarian whose tactics do not solely rely on Rage.
    Combat: You tend to fog up, move in, and go to town.
    Advancement: The needs of your current situation tend to dictate what you learn.
    Resources: Unless you're defending the tribe, you have what you can take by force.

    FOG BANDITS IN THE WORLD
    "Don't go into the fog!"
    You live deep in the swamp, and go unseen when raiding. Pretty much no one knows what you are unless you leave a witness.
    Daily Life: You are a typical tribal warrior, either out hunting, or defending your territory.
    Notables: Jin (CN Female Swamp Wiggle Barbarian 4/Fog Bandit 3) leads her tribe in raids on merchants who pass through her territory.
    Organizations: Given your abilities, you are popular as mercs.

    NPC Reaction
    NPC's see you as the bad guy, much like any other bandit.

    FOG BANDITS IN THE GAME
    This assumes you have been an outlaw to some, so try not to get the party hunted down for your past 'indiscretions'.
    Adaptation: This is meant for Spelljammer, though any setting with Wiggles will do.
    Encounters: Fog Bandits are generally encountered when you enter their territory.

    Sample Encounter
    EL 12: The PC's are hired as guards on a swamp expedition. They're surrounded by a fog from nowhere as they enter the swamps edge. Typical ambush.


    Jin
    CN Female Salt Wiggle Barbarian 4/Fog Bandit 3
    Init +3, Senses: Listen +10, Spot +6, Mist Vision
    Languages Hurwaeti, Lizardman and Common
    ------------------------------------------------
    AC 30, touch 13, flat-footed 28 (+2 Dex, +5 Natural, +5 Armor, +7 Shield, +1 Deflection)
    hp 83 (11 HD)
    Fort +10, Ref +10, Will +5
    ------------------------------------------------
    Speed 30 ft. (6 squares), Swim 40 ft.
    Melee 2 Kicks +13 melee (1d6+3)
    Club +17/+12 melee (1d6+7)
    Base Atk +10, Grp +13
    Atk Options Fog Cloud, Rage 4/day, Enhanced Rage, Enhanced Fog, Battle Fortitude +1
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 8
    SQ Leaper, Illiteracy, Fast Movement, Uncanny Dodge, Trap Sense +1
    Feats Cleave, Extra Rage, Mist Vision, Power Attack, Instantaneous Rage (B)
    Skills Climb +7, Hide +6, Jump +15, Listen +10, Move Silently +6, Search +4, Spot +6, Swim +13, Survival +6
    Possessions +5 Heavy Wooden Shield, +4 Club, +5 Bracers of Armor, +1 Ring of Protection, 4 Potions of Cure Serious Wounds, 543 GP


    EPIC FOG BANDIT

    Hit Die: d8
    Skills Points at Each Level : 8 + int
    Bonus Feats: The Epic Fog Bandit gains a Bonus Feat every 2 levels higher than 20th
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  14. - Top - End - #914
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    TORTLE GUARDIAN



    "Lo, I have returned."

    Tortle Guardians are Kla'a-tah who have been chosen by the Immortals to keep watch over the Tortle species, and to a lesser extent the oceans.

    BECOMING A TORTLE GUARDIAN
    You must be appointed by an Immortal..

    ENTRY REQUIREMENTS
    Species: Kla'a-tah
    Spellcasting: Must be able to cast 1st Level Cleric spells
    Feats: Tortle Guardian, Tortle Seer
    Skills: Knowledge (Nature, Religion) 4 ranks



    Class Skills
    The Tortle Guardian's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature)(Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Magic Teeth, +1 Level of Divine Casting Class
    2. +1    +3     +0     +3    Telepathy, +1 Level of Divine Casting Class
    3. +2    +3     +1     +3    Magic Teeth, +1 Level of Divine Casting Class
    4. +3    +4     +1     +4    Telepathy, +1 Level of Divine Casting Class
    5. +3    +4     +1     +4    Seer, +1 Level of Divine Casting Class
    Weapon Proficiencies: A Tortle Guardian gains no new weapon or armor proficiencies.

    Magic Teeth (Su): At 1st Level, your natural attacks are considered +1 weapons. At 3rd Level, this increases to +2.

    Telepathy (Su): At 2nd Level, you gain Telepathy with a range of 100 feet. At 4th Level you can cast Rary's Telepathic Bond 3/day.

    Seer: At 5th Level, you may cast Divination 3/day.

    PLAYING A TORTLE GUARDIAN
    The Immortals have put their faith into you, and you do not intend to disappoint them. Now if only the Tortles would just stay out of harms way...
    Combat: Despite being seers, you have no issue wading into melee.
    Advancement: You are all pretty much moderately powerful divine casters.
    Resources: You have whatever gifts the Immortals bestow upon you, and whatever you can find..

    TORTLE GUARDIANS IN THE WORLD
    "Holy crap, there's one now!"
    You are rarely seen, to the point it's considered an omen by some if you are. Yours can be a lonely life, with only other divine servants among your small circle of friends.
    Daily Life: You maintain vigilance upon your territory and your charges. You don't have time for much else..
    Notables: Moonshell (NG Female Kla'a-tah Cleric 2/ Tortle Guardian 1) is currently attempting to gain help to drive out a pack of Sea Gluttons.
    Organizations: You work for the Immortals, and no one else.

    NPC Reaction
    NPC's tend to love you (Tortles), hate you (monsters and bad guys), or not have the foggiest idea who you are (just abut everything else).

    TORTLE GUARDIANS IN THE GAME
    This assumes you have duties to perform for a God. You may find these clash with typical adventurer shenanigans.
    Adaptation: This is meant for Mystara, but could be adopted to any ocean oriented campaign.
    Encounters: If PC's are encountering you, something has gone horribly awry, and you're looking for thir help.

    Sample Encounter
    EL 13: The PC's boat is attacked and sunk by some sort of sea dragons. You are now treading water between them, and some sort of giant, turtle-like creatures. You don't like the way they're staring each other down.


    Moonshell
    NG Female Kla'a-tah Cleric 2/ Tortle Guardian 1
    Init +0, Senses: Listen +4, Spot +4, Low-light Vision, Darkvision 90 ft.
    Languages Kla'a=tah, Tortle, Common
    ------------------------------------------------
    AC 21, touch 10, flat-footed 21 (-1 Size, +11 Natural, +1 Insight)
    hp 102 (10 HD)
    Fort +17, Ref +7, Will +13
    ------------------------------------------------
    Speed 15 ft. (3 squares), Swim 40 ft.
    Melee 2 Claws +15 melee (2d4+7) and 1 Bite +10 melee (2d8+3)
    Base Atk +8, Grp +19
    Atk Options Magic Teeth +1, Turn Undead
    Combat Gear
    Spells Prepared 0 (DC 14): 4, 1st (DC 15): 3+1, 2nd (DC 16): 2+1
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 24, Dex 10, Con 20, Int 12, Wis 18, Cha 16
    SQ Hold Breath, Shell, Float
    Feats Glutton Killer, Hard Shelled, Tortle Guardian, Tortle Seer
    Skills Concentration +8, Diplomacy +6, Knowledge (Arcana, History, Nature, Religion) +7, Spellcraft +4, Swim +15, Survival +10
    Possessions Amulet of Proof Against Detection and Location, Ioun Stones (Dusty rose prism, Pearly white spindle, Clear spindle), Ring of Chameleon Power, 1300 GP



    EPIC TORTLE GUARDIAN

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Spellcasting The Tortle Guardian's caster level is equal to his or her class level. The Tortle Guardian’s number of spells per day does not increase after 20th level
    Magic Teeth At Level 23, your natural weapons are considered +3 weapons. This increases to +4 at Level 26, and +5 at Level 29.
    Bonus Feats: The Epic Tortle Guardian gains a Bonus Feat every x levels higher than 20th
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  15. - Top - End - #915
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    SNAPPER GUARDIAN



    "Surely you weren't thinking of leaving without paying the toll?"

    You oversee the Snappers. And by oversee, we mean ruthlessly exploit as a pirate band in your petty schemes.

    BECOMING A SNAPPER GUARDIAN
    You must be appointed by an Immortal.

    ENTRY REQUIREMENTS
    Species: Cluu-rin
    Class Abilities: Trap Sense
    Skills: Intimidate 4 ranks, Survival 4 ranks
    Feats: Extra Rage, Extend Rage


    Class Skills
    The Snapper Guardian's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d12
    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Magic Teeth, Rage
    2. +2    +3     +0     +0    Enhanced Bite
    3. +3    +3     +1     +1    Magic Teeth
    4. +4    +4     +1     +1    Enhanced Bite
    5. +5    +4     +1     +1    Communion
    Weapon Proficiencies: A Snapper Guardian gains no new weapon or armor proficiencies.

    Magic Teeth (Su): At 1st Level, your natural attacks are considered +1 weapons. At 3rd Level, this increases to +2.

    Rage: Your Barbarian and Snapper Guardian levels stack for determining how many times per day you can Rage.

    Enhanced Bite (Ex): At 2nd Level you gain your full Str modifier on damage rolls with your secondary Bite attack. At 4th Level, you gain one and a half times Str modifier.

    Communion (Sp): At 5th Level, you may cast Commune 3/day as a spell-like ability.

    PLAYING A SNAPPER GUARDIAN
    You are almost at te top of the heap in your world. ow you just have to find a way to usurp an Immortal...
    Combat: You are a feral savage. You live for combat.
    Advancement: You develop whatever skills your Immortal patron demands of you.
    Resources: You have what you can seize by force or intimidation (with the occasional divine boon).

    SNAPPER GUARDIANS IN THE WORLD
    "Careful, he has a temper..."
    You are generally only seen when raiding, or demanding tribute after a successful raid.
    Daily Life: Mostly you patrol your territory and enforce your protection rackets.
    Notables: Sharptooth (NE Male Cluu-rin Barbarian 3/Snapper Guardian 1) is a local pirate lord.
    Organizations: Your benefactor demands you work for no one else.

    NPC Reaction
    NPC's regard you in the same light as an other outlaw.

    SNAPPER GUARDIANS IN THE GAME
    This assumes you're a regional bad guy. A killer who watches over other killers. Miiight be problematic.
    Adaptation: This is meant for a Savage Coast campaign, but if you have Cluu-rin in your campaign it's adaptable.
    Encounters: You will be encountered when robbing or killing generally. You tend to be in hiding, before and after.

    Sample Encounter
    EL 15: The PC's were hired to kill boarding parties by a local merchant. He forgot to mention those parties would include giant turtles.


    Sharptooth
    NE Male Cluu-rin Barbarian 3/Snapper Guardian 1
    Init +1, Senses: Listen +8, Spot +2, Darkvision 90 ft..
    Languages Cluu-rin, Tortle, Common
    ------------------------------------------------
    AC 20, touch 10, flat-footed 19 (-1 Size, +1 Dex, +10 Natural)
    hp 142 (12 HD)
    Fort +17, Ref +4, Will +5
    ------------------------------------------------
    Speed 10 ft. (2 squares), Swim 60 ft.
    Melee 2 Claws +20 melee (2d4+9) and 1 Bite +15 melee (2d8+2)
    Base Atk +12, Grp +24
    Atk Options Rage 4/day
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 27, Dex 13, Con 22, Int 14, Wis 14, Cha 6
    SQ Hold Breath, Shell, Float, Fast Movement, Illiteracy, Uncanny Dodge, Trap Sense +1
    Feats Cleave, Extend Rage, Extra Rage, Locking Jaws, Power Attack
    Skills Hide +0, Intimidate +4, Knowledge (Local, Nature, Religion) +13, Knowledge (Geography) +5, Listen +8, Move Silently +4, Swim +16, Survival +13
    Possessions Ioun Stones (Lavender and green ellipsoid, pale green prism, Iridescent spindle)



    EPIC SNAPPER GUARDIAN

    Hit Die: d12
    Skills Points at Each Level : 4 + int
    Magic Teeth At Level 23, your natural weapons are considered +3 weapons. This increases to +4 at Level 26, and +5 at Level 29.
    Bonus Feats: The Epic Snapper Guardian gains a Bonus Feat every 3 levels higher than 20th
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  16. - Top - End - #916
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    IMPERSONATOR



    "Me? I'm just an innocent bystander."

    Impersonators are hired to imitate people. Very specific people, seeing as they have no hands.

    BECOMING AN IMPERSONATOR
    Any sufficiently advanced Ingundi will do.

    ENTRY REQUIREMENTS
    Species: Ingundi
    Sneak Attack: +2d6
    Feats: Charming Mask, Face Thief
    Skills: Bluff 4 ranks, Diplomacy 4 ranks

    Class Skills
    The Impersonator's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Advanced Disguise
    2. +1    +0     +0     +3    Experienced Reader
    3. +1    +1     +1     +3    Sneak Attack +1d6
    4. +2    +1     +1     +4    Advanced Disguise
    5. +2    +1     +1     +4    Experienced Reader
    6. +3    +2     +2     +5    Sneak Attack +22d6
    7. +3    +2     +2     +5    Advanced Disguise
    8. +4    +2     +2     +6    Experienced Reader
    9. +4    +3     +3     +6    Sneak Attack +3d6
    10.+5    +3     +3     +7    Assassin
    Weapon Proficiencies: An Impersonator gains no new weapon or armor proficiencies.

    Advanced Disguise (Sp): At 1st Level, when you use Disguise Self or Reflective Disguise as a Spell-Like Ability, the duration raises to 1 hour per caster level.

    At 4th Level the spells modify scent and sound, changing it to fit your appearance.

    At 7th Level you can cast both spells can be cast 1 additional time per day.

    Experienced Reader (Sp): At 2nd Level, when you cast Detect Thoughts as a Spell-Like Ability it is no longer a Concentration spell.

    At 5th Level it requires 2 feet of stone, 2 inches of common metal, 1 inch of lead,or 5 feet of wood/dirt to block the spell.

    At 8th Level you can cast Probe Thoughts as a Spell-Like Ability 1/day.

    Sneak Attack (Ex): At Levels 3, 6 and 9 your Sneak Attack Dice increase by 1. This stacks with any Sneak Attack dice you may gain from other class levels or sources.

    Assassin: At 10th Level whenever you successfully use your Sneak Attack Dice, the opponent must make a Reflex Save (Save DC is Dex based) or be Dazed 1 round.

    PLAYING AN IMPERSONATOR
    Someone figured out you could appear as other people, and despite your limitations they helped market your skillset. So for doing weird play acting, you get fed regularly. Fair trade as far as you're concerned.
    Combat: You avoid combat. Fighting isn't part of the job..
    Advancement: You tend to max out the skills that keep you alive.
    Resources: Your available resources depend largely on your employer.

    IMPERSONATORS IN THE WORLD
    "Does Cheryl seem different to you?"
    You have the niche job of impersonating people who don't need to speak or use their hands so often. But it's a living. Occasionally they let you kill one for fun.
    Daily Life: You're either bored waiting for an assignment, or pretending to be somebody on assignment.
    Notables: Cheryl (CE Female Ingundi/Rogue 3/Impersonator 5) is a local street waif. Or so everyone believes.
    Organizations: Lots of would be evil overlords want your services.

    NPC Reaction
    NPC's regard you with horror once they learn your secret..

    IMPERSONATORS IN THE GAME
    This class assumes you're a giant, psychic lizard who eats people. Miiight wanna keep that from the other party members.
    Adaptation: This is meant for Greyhawk, but can be adapted to any campaign with psychic lizards.
    Encounters: Impersonators can be found just about anywhere.

    Sample Encounter
    EL 12: The PC's are fighting a Wizard who drops an Antimagic Field. When he does so, a young street urchin turns into a giant lizard, bites his head off, and runs away. The loccal constable does not find your story likely.


    Cheryl
    CE Female Ingundi/Rogue 3/Impersonator 5
    Init +6, Senses: Listen +4, Spot +4
    Languages Common, Telepathy 60 ft.
    ------------------------------------------------
    AC 22, touch 12, flat-footed 20 (+2 Dex, +4 Natural, +6 Armor)
    hp 57 (11 HD)
    Fort +7, Ref +12, Will +10
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee 2 Claws +9 melee (1d6+3) and 1 Bite +4 melee (1d8+2)
    Base Atk +6, Grp +5
    Atk Options Sneak Attack +3d6
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 8 (12 w/belt), Dex 14, Con 12, Int 10, Wis 13, Cha 17
    SQ Spell-Like Abilities, Trapfinding, Evasion, Trap Sense +1, Advanced Disguise, Experienced Reader
    Feats Charming Mask, Face Thief, Improved Charming Mask, Improved Initiative
    Skills Bluff +11, Climb +3 (+4 w/belt), Diplomacy +11, Gather Information +7, Hide +8, Knowledge (Local) +3, Listen +4, Move Silently +8 (+13 w/boots), Search +4, Sense Motive +4, Spot +4, Survival +7
    Possessions +2 Amulet of Mighty Fists, +6 Bracers of Armor, +4 Belt of Giant Strength, +3 Cloak of Protection,Boots of Elvenkind, 500 GP



    EPIC IMPERSONATOR

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Impersonator gains a Bonus Feat every 2 levels higher than 20th
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  17. - Top - End - #917
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    ALPINE WARRIOR



    "Get off our mountain!"

    Alpine Warriors patrol their tribes mountain home.

    BECOMING AN ALPINE WARRIOR
    Most Alcor warriors qualify.

    ENTRY REQUIREMENTS
    Species: Alcor
    Class Abilities: Snowglider
    Feats:: Cold Endurance, Polar Vision
    Skills:: Hide 4 ranks, Survival 4 ranks


    Class Skills
    The Alpine Warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(dungeoneering) (Int), Knowledge(geography) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
    Skills Points at Each Level : 8 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +2     +0    Skirmish (+1d6)
    2. +2    +0     +3     +0    Mountaineering
    3. +3    +1     +3     +1    Skiing
    4. +4    +1     +4     +1    Skirmish (+1d6, +1 AC)
    5. +5    +1     +4     +1    Mountaineering
    6. +6    +2     +5     +2    Skiing
    7. +7    +2     +5     +2    Skirmish (+2d6, +1 AC)
    8. +8    +2     +6     +2    Mountaineering
    9. +9    +3     +6     +3    Skiing
    10.+10   +3     +7     +3   Veteran
    Weapon Proficiencies: An Alpine Warrior gains no new weapon or armor proficiencies.

    Skirmish (Ex): Skirmish dice improve by one die at Levels1 and 7, and AC improves by +1 at Level 4. This stacks with Skirmish you gain from other sources.

    Mountaineering: At 2nd Level you gain Agile Athlete (see Races of the Wild) as a Bonus Feat. At 5th Level you gain Steady Mountaineer (see Races of Stone) as a Bonus Feat. At 8th Level you gain Mountain Warrior (see Races of Stone) as a Bonus Feat.

    Skiing (Ex): At 3rd Level you gain Mobility as a Bonus Feat. At 6th Level you take no movement penalties from ice and snow. At 9th Level you gain Improved SKirmisher (see Complete Scoundrel) as a Bonus Feat.

    Veteran (Ex): AT 10th Level, you gain a +4 to all attack and damage rolls and on Reflex Saving Throws on rounds in which you move.

    PLAYING AN ALPINE WARRIOR
    You'll be relying on movement for damage and AC, so be sure to boost your Dex and get some Dex based weapons..
    Combat: You specialize in being highly mobile.
    Advancement: You tend to specialize in your particular niche. Survival kind of demands it.
    Resources: You have whatever is the tribes to give as long as you can defend them.

    ALPINE WARRIORS IN THE WORLD
    "Lookit 'im go."
    The world generally perceives you in a manner that depends on whether or not they intend to raid you, or make a deal with you. So you're generally either automatically an ally or an enemy..
    Daily Life: Much of your day is either spent guarding the territory or hunting for food.
    Notables: Kraa (N Male Alcor Scout 6/Alpine Warrior 3) is a typical mountain guard. He'd rather be out skiing for fun.
    Organizations: Anyone having a base in the cold mountains is going to want to hire you out as guards.

    NPC Reaction
    As mentioned above, NPC's have generally made up their mind about you, long before they've met you.

    ALPINE WARRIORS IN THE GAME
    This is intended for campaigns on snowy mountains, and won't be of much use elsewhere.
    Adaptation: This could be used for different settings by switching out the Bonus Feats.
    Encounters: You are generally only encountered on your mountain homes.

    Sample Encounter
    EL 12: The PC's are trudging through the hip deep snow, grumbling all the way, when a Lizardfolk does a ski jump over them, whooping it up all the way. Don't see that every day!


    Kraa
    N Male Alcor Scout 6/Alpine Warrior 3
    Init +4, Senses: Listen +8, Spot +8
    Languages Draconic
    ------------------------------------------------
    AC 27, touch 16, flat-footed 24 (+3 Dex, +5 Natural, +6 Armor, +3 Protection)
    hp 90 (12 HD)
    Fort +8, Ref +14, Will +6
    Cold Resistance 10
    ------------------------------------------------
    Speed 35 ft. (7 squares)
    Melee +4 Spear +15/+10/+5 melee (1d8+4/x3) or +15 ranged (1d8+4/x3)
    2 Claws +11 melee (1d3) and 1 Bite +6 melee (1d4)
    Tail Slap +11 melee (2d4 plus trip)
    Base Atk +11, Grp +11
    Atk Options Tail Slap, Skirmish (+3d6, +1 AC)
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 10, Dex 17, Con 16, Int 10, Wis 15, Cha 4
    SQ Snow-Walking, Snowglider, Trapfinding, Uncanny Dodge, Evasion, Trackless Step, Battle Fortitude +1, Fast Movement +10 ft.
    Feats Cold Endurance, Dodge, Point Blank Shot, Polar Vision, Winterized, Agile Athlete (B), Mobility (B), Track (B)
    Skills Balance +10, Climb +10, Hide +10, Jump +10, Knowledge (Dungeoneering, Geography, Nature) +4, Listen +8, Move Silently +10, Search +6, Spot +8, Survival +10, Swim +10, Use Rope +10
    Possessions +6 Bracers of Armor, +4 Spear, +3 Ring of Protection, 2 Potions of Cure Serious Wounds, 199 GGP



    EPIC ALPINE WARRIOR

    Hit Die: d8
    Skills Points at Each Level : 8 + int
    Skirmish Your Skirmish Dice increases by +1d6 at Level 21, and every 6 Levels thereafter. Your Bonus to AC from Skirmish increases by +1 at Level 25, and every 6 Levels thereafter.
    Bonus Feats: The Epic Alpine Warrior gains a Bonus Feat every 3 levels higher than 20th
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  18. - Top - End - #918
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    VARANID MERCENARY



    "You dare to challenge ME?"

    Varanid Lizardfolk often obsess over developing their martial skills. Many hire out as mercenaries to aid in their education.

    BECOMING A VARANID MERCENARY
    Most Varanid warriors will qualify..

    ENTRY REQUIREMENTS
    Species: Varanid or similar species
    BAB: +6
    Skills: Intimidate 4 ranks, Survival 4 ranks
    Feats: Improved Two Weapon Fighting, Two Weapon Defense


    Class Skills
    The Varanid Mercenary's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Two Weapon Fighting
    2. +2    +3     +0     +0    Exotic Weapons
    3. +3    +3     +1     +1    Battle Rage +1
    4. +4    +4     +1     +1    Two Weapon Fighting
    5. +5    +4     +1     +1    Exotic Weapons
    6. +6    +5     +2     +2    Battle Rage +2
    7. +7    +5     +2     +2    Two Weapon Fighting
    8. +8    +6     +2     +2    Exotic Weapons
    9. +9    +6     +3     +3    Battle Rage +3
    10.+10   +7     +3     +3   Two Weapon Master
    Weapon Proficiencies: A Varanid Mercenary gains no new armor or weapon proficiencies.

    Two Weapon Fighting: At Levels 1, 4 and 7 you may choose a Bonus Feat that you qualify for from the following list: Greater Two Weapon Defense (see Complete Warrior), Greater Two Weapon Fighting, Improved Two Weapon Defense (Complete Warrior), Two Weapon Pounce (see PHBII), or Two Weapon Rend (see PHBII).

    Exotic Weapons: At Levels 2, 5 and 8 you gain Exotic Weapon Proficiency with one of the following weapons: Two-Bladed Sword, Varanid Barbed Net, Varanid Curved Axe, Varanid Punch Dagger, or Two-Headed Spear (basically a spear but it's a double weapon).

    Battle Rage (Ex): At Level 3, you gain +1 to initiative and damage rolls as long as you aren't wearing Heavy Armor, or carrying more than a Medium load. This increases to +2 at Level 6, and +3 at Level 9.

    Two Weapon Master (Ex): If you have none of the following Feats, you gain one you qualify for: Greater Two Weapon Defense (see Complete Warrior), Greater Two Weapon Fighting, or Two Weapon Rend (see PHBII). If you do have one of those Feats, choose one to be enhanced:

    Greater Two Weapon Defense: When wielding two weapons (but not when using Unarmed Strikes or Natural Weapons), you gain a +4 Shield bonus to AC.
    If Fighting Defensively or using Total Defense, you gain a +8 Shield bonus to AC.

    Greater Two Weapon Fighting: The penalty for each of your attacks made with two weapon fighting is reduced by 2.

    Two Weapon Rend: The extra damage you do is double the weapons damage plus twice your strength modifier.

    PLAYING A VARANID MERCENARY
    You are the ultimate badass. At least you tell yourself that. Heck, it may even be true one day.
    Combat:Your people's primary fighting styles are exotic weaponry, and two weapon fighting. Unless you discover a technique you like better, you tend to stick with those.
    Advancement: You pursue whatever skillset you feel will make you a better fighter..
    Resources: This rather depends on who's paying you.

    VARANID MERCENARIES IN THE WORLD
    "Don't ask her why reptile people have..."
    The world is an ongoing challenge that stands in your way, and you need to learn how to beat it..
    Daily Life: IF you aren't on duty, you are training obsessively.
    Notables: Ess (N Female Varanid Fighter 6/Varanid Mercenary 4) is tired of traveling among the humanoids. Why must they all be so dirty?
    Organizations: There are a wide variety of employers for someone with your skills.

    NPC Reaction
    NPC's tend to see you as heroes or villains, depending on what side hired you.

    VARANID MERCENARIES IN THE GAME
    For once, this isn't a class that should be disruptive or cause trouble.
    Adaptation: This is easily adaptable for other species with similar fighting styles.
    Encounters: You can be found wherever there is conflict.

    Sample Encounter
    EL 12: Ths PC's are quietly drinking themselves sober when a lizard woman slaps a bar patron. Cue the flying chairs and whisky bottles!


    Ess
    N Female Varanid Fighter 6/Varanid Mercenary 4
    Init +9, Senses: Listen +4, Spot +4
    Languages Lizardfolk and Common.
    ------------------------------------------------
    AC 23, touch 14, flat-footed 19 (+4 Dex, +3 Natural, +6 Armor)
    hp 88 (12 HD)
    Fort +11, Ref +10, Will +4
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee 2 Claws +15 melee (1d4+4) and 1 Bite +15 melee (1d4+2) and 1 Tail Lash (1d4+2)
    +3 Varanid Punch Dagger +18/+13/+8 melee (1d6+7/18-20) or +14/+9/+4/+4/+3/-2 melee (1d6+7/18-20)
    Base Atk +11, Grp +14
    Atk Options Two Weapon Fighting, Two Weapon Defense, Battle Rage +1
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 16, Dex 19, Con 14, Int 10, Wis 12, Cha 6
    SQ
    Feats Improved Initiative, Improved Multiattack, Multiattack, Weapon Finesse, Exotic Weapon Proficiency (Varanid Punch Dagger), Greater Two Weapon Fighting (B), Improved Two Weapon Fighting (B), Improved Two Weapon Defense (B), Two Weapon Defense (B), Two Weapon Fighting (B), Two Weapon Pounce (B)
    Skills Climb +5, Hide +6, Intimidate +5, Jump +5, Listen +4, Move Silently +6, Search +2, Spot +4, Survival +5
    Possessions +6 Bracers of Armor, Two +3 Varanid Punch Daggers, Boots of Speed, Type I Bag of Holding, 884 GP



    EPIC VARANID MERCENARY

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Varanid Mercenary gains a Bonus Feat every 2 levels higher than 20th
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  19. - Top - End - #919
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    SHENANIGANIST



    "I went straight from shenanigans to crimes against humanity."

    A Shenaniganist is a professional troublemaker. Sabotage, political agitation, public humiliation and vicious pranks are all hallmarks of your work.

    BECOMING A SHENANIGANIST
    It requires a special temperament for this job.

    ENTRY REQUIREMENTS
    Species: Geckonid
    Reflex Save: +5
    Feats: Fade Into Violence (see PHBII), Cunning Evasion (see PHB!!)
    Skills: Bluff 4 ranks, Hide 4 ranks


    Class Skills
    The Shenaniganist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
    Skills Points at Each Level : 8 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +0    Enhanced Stealth, Sneak Attack +1d6
    2. +1    +0     +3     +0    Sabotage
    3. +2    +1     +3     +1   Deception
    4. +3    +1     +4     +1    Enhanced Stealth, Sneak Attack +1d6
    5. +3    +1     +4     +1    Sabotage
    6. +4    +2     +5     +2    Deception
    7. +5    +2     +5     +2    Enhanced Stealth, Sneak Attack +1d6
    8. +6    +2     +6     +2    Sabotage
    9. +6    +3     +6     +3    Deception
    10.+7    +3     +7     +3   Hide in Plain Sight
    Weapon Proficiencies: A Shenaniganist gains no new weapon or armor proficiencies.

    Enhanced Stealth (Ex): At 1st Level, you can always Take 10 on Hide and Move Silently Checks. At 4th Level you don't take penalties to Hide or Move Silently Checks, regardless of how fast you move (you still take a -10 Penalty if running). At 7th Level you no longer take a penalty while running either.

    Sneak Attack (Ex): At Levels 1, 4 and 7 your Sneak Attack dice increase by +1d6 (this stacks with Sneak Attack dice you gain from other Class Levels, and is identical to the Rogue ability of the same name).

    Sabotage (Ex): At 2nd Level, if you attempt to leave no evidence of tampering, your Disable Device Check DC doesn't increase by +5. At 5th Level you may always Take 10 on Disable Device Checks. At 8th Level if you fail a Check by 5 or more, you break the trap or device instead of triggering it.

    Deception (Ex): At 3rd Level you can always Take 10 on Bluff or Sleight of Hand Checks. At 6th Level you can Take 10 on Disguise or Forgery Checks. At 9th Level, the penalty to your Sleight of Hand Check as a Free Action is only -5.

    Hide in Plain Sight (Ex): At 10th Level, you can use the Hide skill even while being observed.

    PLAYING A SHENANIGANIST
    The world is your chew toy, and people exist purely to amuse you. Normally you'd be unemployable, but you have a certain set of skills.
    Combat: You're a hater, not a fighter. You try to avoid combat.
    Advancement: You specialize in developing abilities that keep you a few steps ahead of your victims.
    Resources: IF you're between employers, you have what you can beg, borrow or steal.

    SHENANIGANISTS IN THE WORLD
    "Kill him. And his family and friends. Burn their homes to the ground as well."
    The world has no sense of humor, or at least, not one like yours. You vary from minor pranks to severe cruelty depending on the job and your personal ethics.
    Daily Life: If you aren't setting up for a scheme, you're trying to pull one off.
    Notables: Bork (CN Male Tokay Geckonid Rogue 6/Shenaniganist 4) spends most of his days on the run from various people.
    Organizations: Everyone has a use for a monster like you at some point.

    NPC Reaction
    Whether ob not NPC's like you kind of depends on whether or not they've been on the receiving end of you.s.

    SHENANIGANISTS IN THE GAME
    This assumes one of your players is an agent of chaos. Be careful is all we're saying...
    Adaptation: This is meant for not entirely serious campaigns.
    Encounters: You can be encountered virtually anywhere.

    Sample Encounter
    EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Bork
    CN Male Tokay Geckonid Rogue 6/Shenaniganist 4
    Init +9, Senses: Listen +10, Spot +10
    Languages Lizardfolk, Common
    ------------------------------------------------
    AC 28, touch 19, flat-footed 23 (+5 Dex, +3 Natural, +6 Armor, +4 Deflection)
    hp 55 (10 HD)
    Fort +5, Ref +14, Will +3
    ------------------------------------------------
    Speed 30 ft. (6 squares), Climb 30 ft.
    Melee +2 Dagger +14/+9 melee (1d4+1/19-20) or Bite +12 melee (1d4-1)
    Ranged +2 Dagger +14/+9 ranged (1d4+1/19-20)
    Base Atk +7, Grp +6
    Atk Options Snaeak Attack +5d6
    Combat Gear
    Spells Prepared
    Supernatural Abilities See Invisible
    -----------------------------------------------
    Abilities Str 8, Dex 20, Con 14, Int 14, Wis 10, Cha 8
    SQ Wall Walker, Trap Sense +2, Trapfinding, Evasion, Uncanny Dodge, Enhanced Stealth, Sabotage, Deception
    Feats Cunning Evasion, Fade Into Violence, Improved Initiative, Weapon Finesse
    Skills Balance +9, Bluff +12, Climb +8, Diplomacy +5, Disable Device +9, Escape Artist +9, Gather Information +5, Hide +21, Jump +8, Knowledge (Local) +8, Listen +10, Move Silently +15, Open Lock +9, Search +10, Sense Motive +10, Sleight of Hand +6, Spot +10, Swim +9, Tumble +8, Use Magic Device +5
    Possessions +6 Bracers of Armor, +4 Ring of Protection, +2 Returning Dagger, 1698 GP



    EPIC SHENANIGANIST

    Hit Die: d6
    Skills Points at Each Level : 8 + int
    Sneak Attack The epic Shenaniganist’s sneak attack damage increases by +1d6 at Level 21, and every 3rd Level there after.
    Bonus Feats: The Epic Shenaniganist gains a Bonus Feat every 3 levels higher than 20th
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  20. - Top - End - #920
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    NATURE PRIEST



    "NO LITTERING!"

    Nature Priests are Divine Casters who blur the line between Clerics and Druids. They are primarily concerned with nature (like Druids), but seek Divine wisdom as well (like Clerics).

    BECOMING A NATURE PRIEST
    You usually begin as an environmentally concerned Divine caster.

    ENTRY REQUIREMENTS
    Species: Iguanid or any other nature worshiping species
    Spellcasting: Must be able to cast 3rd Level Divine Spells as either a CLeric of a Nature deity or a Druid.
    Feats: Augment Healing (see Complete Divine), any 1 Metamagic Feat
    Skills: Knowledge (Nature, Religion) 4 ranks


    Class Skills
    The Nature Priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion)(Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +0    Expanded Knowledge, +1 Level of existing Divine Casting Class
    2. +1    +0     +0     +0    +1 Level of existing Divine Casting Class
    3. +2    +1     +1     +3    +1 Level of existing Divine Casting Class
    4. +3    +1     +1     +4    +1 Level of existing Divine Casting Class
    5. +3    +1     +1     +4    +1 Level of existing Divine Casting Class
    6. +4    +2     +2     +5    +1 Level of existing Divine Casting Class
    7. +5    +2     +2     +5    +1 Level of existing Divine Casting Class
    8. +6    +2     +2     +6    +1 Level of existing Divine Casting Class
    9. +6    +3     +3     +6    +1 Level of existing Divine Casting Class
    10.+7    +3     +3     +7   High Priest, +1 Level of existing Divine Casting Class
    Weapon Proficiencies: A Nature Priest gains no new weapon or armor proficiencies.

    Expanded Knowledge: Beginning at 1st Level, and each Level thereafter you may add one spell to your spell list. It must be a spell of a level you can cast. If your existing Divine casting class is Cleric, it must be a spell from the Druid spell list. If you are a Druid, it must be a spell from the Cleric spell list.

    High Priest: Beginning at 10th Level, if your existing Divine casting class is Cleric, you may expend a daily use of Turn/Rebuke Undead to Wild Shape as a Druid whose Level equals your Cleric + Nature Priest Level. If you are a Druid, you may expend a daily use of Wild Shape to Turn/Rebuke Undead as a Cleric whose level is equal to your Druid + Nature Priest Level.

    PLAYING A NATURE PRIEST
    Your priorities are the environment, and then people. As long as those people aren't polluters.
    Combat: You prefer diplomacy to combat, but you can sling spells if you need to.
    Advancement: You study the magics that you think will best help you achieve your goals.
    Resources: Due to being a fairly decent sort, people will generally volunteer to help you.

    NATURE PRIESTS IN THE WORLD
    "Don't litter in front of the priests! It'll go bad for you!"
    You're a bit of a conundrum. Technically people like you, and support your cause. But they also think you're a nagging busybody and wish you would go away. Rules for thee, and not for me, in other words. Fortunately you have spells to convince them otherwise.
    Daily Life: You spend much of your time cleaning up the trash and harm done by city folk. Otherwise, you're rescuing animals, seeing to your religious duties. or trying to find ways to convince the local murderhobos to leave for another area.
    Notables: Ssoka (N Female Iguanid Druid 6/Nature Priest 4) is your typical mom. With magical powers.
    Organizations: You aren't really a joiner, with the exception of fellow activists.

    NPC Reaction
    With the exception of undead and despoilers of the natural world, most people get along with you (even if you are sort of nagging).

    NATURE PRIESTS IN THE GAME
    This assumes you're PC is a tad politically active in ways that will draw attention to the party.
    Adaptation: This is generally meant for primarily rural campaigns.
    Encounters: You are usually found in rural settings.

    Sample Encounter
    EL 12: The PC's are camping, when a lizard woman appears in a puff of smoke, and castigates them for despoiling the area. They are shocked beyond the need for facial expression.


    Ssoka
    N Female Iguanid Druid 6/Nature Priest 4
    Init +5, Senses: Listen +6, Spot +6
    Languages Lizardfolk, Common
    ------------------------------------------------
    AC 20, touch 13, flat-footed 17 (+1 Dex, +3 Natural, +6 Armor)
    hp 55 (10 HD)
    Fort +7, Ref +4, Will +12
    ------------------------------------------------
    Speed 30 ft. (6 squares), 30 ft. Climb, 30 ft. Swim
    Melee 2 Claws +7 melee (1d4) and 1 Tail Slap +2 melee (1d4)
    +3 Scimitar +10/+5 melee (1d6+3/18-20)
    Ranged +3 Sling +10 ranged (1d4+3)
    Base Atk +7, Grp +7
    Atk Options
    Combat Gear
    Spells Per Day 0: (6), 1st: (5), 2nd: (5), 3rd: (4), 4th: (3), 5th: (2).
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 10, Dex 12, Con 12, Int 11, Wis 17, Cha 14
    SQ Hold Breath, +2 on Saves against Poisons, SR 21, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 2/Day
    Feats Augment Healing, Combat Casting, Earthbound Spell, Improved Initiative, Expanded Knowledge (Divine Power, Restoration)
    Skills Climb +8, Concentration +6, Diplomacy +6, Heal +7, Hide +1 (+6 w/cloak), Knowledge (Nature, Religion) +6, Listen +6, Spellcraft +6, Spot +6, Survival +6, Swim +8
    Possessions +6 Bracers of Armor, +3 Scimitar, +3 Sling, Type II Bag of Holding, 20 Sling Bullets, 5 Potions of Cure Serious Wounds, 5 Potions of Heroism, Cloak of Elvenkind, 383 GP



    EPIC NATURE PRIEST

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Class Ability The Nature Priest’s caster level is equal to his or her class level. The Nature Priest's number of spells per day does not increase after 20th level
    Bonus Feats: The Epic Nature Priest gains a Bonus Feat every 3 levels higher than 20th
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  21. - Top - End - #921
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    HURDU RAGER



    "Hand over the food."

    Hurdu tend to be skilled ambushers with a little direction, which is odd given that their base tactics involve running at you with the biggest weapon they can hold while screaming.

    BECOMING A HURDU RAGER
    The majority of Hurdu warriors probably qualify.

    ENTRY REQUIREMENTS
    Species: Hurdu, or any species fod of ambushes with two handed weapons
    Rage: 2/day
    Skills: Listen 4 ranks, Survival 4 ranks
    Feats: Intimidating Rage (see Complete Warrior), Two Handed Rage


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

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Rage, Silent Rage
    2. +2    +3     +0     +0    Weapons Training
    3. +3    +3     +1     +1    Sneak Attack +1d6
    4. +4    +4     +1     +1    Silent Rage
    5. +5    +4     +1     +1    Weapons Training
    6. +6    +5     +2     +2    Sneak Attack +2d6
    7. +7    +5     +2     +2    Silent Rage
    8. +8    +6     +2     +2    Weapons Training
    9. +9    +6     +3     +3    Sneak Attack +3d6
    10.+10   +7     +3     +3   Mercenary Captain
    Weapon Proficiencies: A Rager gains no new weapon or armor proficiencies.

    Rage: Your Barbariian and Hurdu Rager Levels stack for purposes of determining how many times per day you can Rage.

    Silent Rage (Ex): At 1st Level, you become quiet and focused when Raging. you can use the Hide and Move Silently Skills when Raging. At 4th Level you can use Move Silently without Penalty as long as you aren't Running or Charging. At 7th Level

    Weapons Training: At Levels 2, 5 and 8 you get a Bonus Feat you qualify for from the following list: Brutal Strike (PHBII), Cleave, Great Cleave, Overwhelming Assault (PHBII), Power Attack.

    Sneak Attack (Ex): At Levels 3, 6 and 9 you gain +1d6 Sneak Attack. This stacks with Sneak Attack dice you may gain elsewhere.

    Mercenary Captain (Ex): At 10th Level, if you successfully Sneak Attack an opponent, it must make a Fortitude Save (Save DC is Str based) or be Stunned for 1 round.

    PLAYING A HURDU RAGER
    You have anger issues. Specifically, you are never 'not angry'. It makes dealing with you interesting.
    Combat: You tend to hide, but once the ambush is revealed, you go nuts and begin swinging on anything in reach.
    Advancement: You tend to study whatever methods make you a better killer.
    Resources: You have whatever you can forcibly take.

    HURDU RAGERS IN THE WORLD
    "You ever notice Ssss stares into the nothing most of the time?"
    Even your own people give you a wide berth. Killing is effortless for you, and you have no qualms about doing it.
    Daily Life: Your day is mostly killing things, or looking for more things to kill. Mostly cause there's little to no food.
    Notables: Ssss (NE Male Hurdu Barbarian 4/Hurdu Rager 5) is a little out there. No one is ever sure when he's mentally present.
    Organizations: Lots of would be Evil Lords have a fondness for your type of mercenary.

    NPC Reaction
    NPC's treat you like any other rabid murderer, which is to say not well. That you sometimes have been a killer doesn't help.

    HURDU RAGERS IN THE GAME
    This assumes the PC comes from a species widely regarded as 'the bad guys.' This could be troublesome at some point.
    Adaptation: This is meant for Dragonlance, but can be adapted.
    Encounters: Other than your homeland, you can be found in wars everywhere.

    Sample Encounter
    EL 12: The PC's are hiking when they are suddenly beset from all sides by Lizardfolk who are clubbing them down.


    Ssss
    NE Male Hurdu Barbarian 4/Hurdu Rager 5
    Init +2, Senses: Listen +5, Spot +5
    Languages Lizardfolk, Common
    ------------------------------------------------
    AC 24, touch 14, flat-footed 22 (-1 Size, +2 Dex, +4 Natural, +6 Armor, +3 Deflection)
    hp (11 HD)
    Fort +13, Ref +8, Will +4
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee Bite +16 melee (1d6+6) and 1 Tail Slap +11 melee (1d8+3)
    +4 Greatclub +20/+15/+10 (2d8+13)
    Base Atk +11, Grp +21
    Atk Options Rage 3/day, Silent Rage, Sneak Attack +1d6
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 22, Dex 14, Con 18, Int 8, Wis 12, Cha 6
    SQ Trap Sense +1, Uncanny Dodge, Fast Movement, Illiteracy
    Feats Instantaneous Rage, Intimidating Rage, Power Attack, Two Handed Rage, Cleave (B), Great Cleave (B)
    Skills Climb +7, Hide +5 (+9 in native terrain), Intimidate +5, Jump +7, Listen +5, Move Silently +5, Spot +5, Survival +6, Swim +7
    Possessions +6 Bracers of Armor, +4 Greatclub, +3 Ring of Protection, 1695 GP



    EPIC HURDU RAGER

    Hit Die: d12
    Skills Points at Each Level : 4 + int
    Sneak Attack Your Sneak Attack improves by +1d6 at Level 23, and every 3 Levels thereafter.
    Bonus Feats: The Epic Hurdu Rager gains a Bonus Feat every 3 levels higher than 20th
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  22. - Top - End - #922
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    NOMADIC WARRIOR



    "Never sleep in the same bed twice."

    Nomads are Psychic Warriors who specialize in traveling. You would have to travel with the nomadic Nikaal to train as one.

    BECOMING A NOMADIC WARRIOR
    The majority of the Nikaal can qualify for this class if they want to.

    ENTRY REQUIREMENTS
    Species: Nikaal, or other species that is psionic and lives a nomadic lifestyle
    Manifester Level: Must be able to Manifest 2nd Level Powers from the Psychic Warrior list.
    Skills: Autohypnosis 4 ranks, Knowledge (Psionics) 4 ranks
    Feats: Any 2 Metapsionic Feats


    Class Skills
    The Nomadic Warrior's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (psionics) (Int), Profession (Wis), Ride (Dex), Search (Int), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +0    Adaptable Flanking, +1 Level of existing Manifesting Class
    2. +1    +3     +0     +0    Psionic Step, +1 Level of existing Manifesting Class
    3. +2    +3     +1     +1    Mobility, +1 Level of existing Manifesting Class
    4. +3    +4     +1     +1    Adaptable Flanking, +1 Level of existing Manifesting Class
    5. +3    +4     +1     +1    Psionic Step, +1 Level of existing Manifesting Class
    6. +4    +5     +2     +2    Mobility, +1 Level of existing Manifesting Class
    7. +5    +5     +2     +2    Adaptable Flanking, +1 Level of existing Manifesting Class
    8. +6    +6     +2     +2    Psionic Step, +1 Level of existing Manifesting Class
    9. +6    +6     +3     +3    Mobility, +1 Level of existing Manifesting Class
    10.+7    +7     +3     +3    Teleport, +1 Level of existing Manifesting Class
    Weapon Proficiencies: A Nomad gains proficiency with the blowgun and Tkaesali.

    Adaptable Flanking (Ex): At 1st Level you do +1d6 damage against opponents you are flanking. At 4th level or higher, she can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied. At 7th Level, you now do +2d6 damage when flanking an opponent.

    Psionic Step (Su): At 2nd Level you may teleport to any unoccupied space you see within 60 feet as a Move Action by expending 9 Power Points. This is a Move Action. At 5th Level, you may do this as a Swift Action. At 8th Level you may increase the range by +30 feet per additional power point spent.

    Mobility (Su): At 3rd Level, when psionically focused, you may opt to give up your psionic focus as a Free Action when your opponent attempts a Charge attack, Overrun, Bull Rush, or any ranged attack with a Line area of effect. You may take a free 5 foot step, moving you out of the way of the attack. At 6th Level, as long as you are psionically focused, the following Actions don't provoke an Attack of Opportunity: Movement, Picking up an item, Sheathing a weapon, or Standing up from a Prone position. At 9th Level you may spend 2 Power Points as a Swift or Immediate Action, and immediately move up to your Full speed. You may do this once per round.

    Teleport (Su): At 10th Level you can Manifest Psionic Teleportation Circle as a Psilike Ability (Manifester Level equals HD).

    PLAYING A NOMADIC WARRIOR
    You are the first, and last, line of defense for your people. If you fail, everything falls. No pressure...
    Combat: You concentrate on tactical movement to confuse and hamper your opponents.
    Advancement: You prefer to learn powers that make your life, and job, easier.
    Resources: So long as you're working for the tribe, you have their backing.

    NOMADIC WARRIORS IN THE WORLD
    "How do they move so fast?"
    Most other species find you mysterious because you rarely stay in one place for long. This makes many of them curious, but it can also backfire and make them fearful. Be aware of your surroundings at all times, because you never know when things will touch off.
    Daily Life: Much of your time is taken up by your duties, it's rare you have a moment to yourself.
    Notables: Wind (CN Female Nikaal Psychic Warrior 4/Nomad 4) is typical of her people's protector class.
    Organizations: Many people would like to hire you away, but you are devoted to your tribe.

    NPC Reaction
    The Nikaal are wandering merchants, so people are used to seeing you. As long as you don't cause too much of a fuss you should be good.

    NOMADIC WARRIORS IN THE GAME
    This assumes you are Nikaal, or at least had to gain their trust enough to train with them. Which means their enemies are your enemies...
    Adaptation: This is meant for Dark Sun, but can be adapted to other Campaigns with nomadic psychics.
    Encounters: The Nikaal are the origin of this PrC, and practitioners of it are mostly seen with them. Because they only train those they trust.

    Sample Encounter
    EL 12: The PC's are quenching their thirst at an oasis, when they suddenly find themselves surrounded by a caravan of reptile people. So much for a quiet time.


    Wind
    CN Female Nikaal Psychic Warrior 4/Nomad 4
    Init +2, Senses: Listen +4, Spot +4
    Languages Common
    ------------------------------------------------
    AC 23, touch 15, flat-footed 21 (+2 Dex, +2 Natural, +6 Armor, +3 Deflection)
    hp 60 (11 HD)
    Fort +10, Ref +7, Will +7
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee 2 Claws +10 Melee (1d4+2)
    +2 Halberd +12/+7 melee (1d10+10/x3)
    Ranged Spit Acid +10 (2d4)
    Base Atk +8, Grp +9
    Atk Options Psi-Like Abilities, Spit Acid, Adaptable Flanking (+1d6)
    Combat Gear
    Powers Known 35 Power Points, 1st: Force Screen, Inertial Armor, Skate. 2nd: Hustle, Psionic Lion's Charge, Wall Walker. 3rd: Dimension Slide, Mental Barrier
    Supernatural Abilities Psionic Step, Mobility
    -----------------------------------------------
    Abilities Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 10
    SQ Desert Survival
    Feats Combat Manifestation, Psionic Weapon, Quicken Power, Unconditional Power, Greater Psionic Weapon (B), Psionic Shot (B)
    Skills Autohypnosis +4, Bluff +6, Climb +4, Concentration +4, Diplomacy +6, Hide +4, Knowledge (Psionics) +4, Move Silently +4, Ride +4, Survival +6
    Possessions +2 Collision Halberd, +6 Braccers of Armor, +3 Ring of Protection, 1690 GP



    EPIC NOMADIC WARRIOR

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Powers The Nomadic Warrior’s manifester level is equal to her class level. The Nomadic Warrior’s base power points do not increase after 20th level. The epic Nomadic Warrior gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on).
    Bonus Feats: The Epic Nomadic Warrior gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2024-06-09 at 12:07 PM.
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  23. - Top - End - #923
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    NOMAD



    "Never sleep in the same bed twice."

    Nomads are Psychic Warriors who specialize in traveling.
    That's a rather poor (as in, confusing) choice as a name for these. Nomad's already used in a similar, but 1st party, context to denote Psions specializing in Psychoportation. It's a bit like calling a Duskblade PrC Conjurer and leaving it at that.

  24. - Top - End - #924
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    That's a rather poor (as in, confusing) choice as a name for these. Nomad's already used in a similar, but 1st party, context to denote Psions specializing in Psychoportation. It's a bit like calling a Duskblade PrC Conjurer and leaving it at that.
    Nomadic Warrior sound good as a replacement?


    SSURAN RAIDER



    "Your money, and your life."

    Some Ssuran tribes take up the raider lifestyle. It is a harsh, brutal existence, and they can't be too picky about what, or who, they eat.

    BECOMING A SSURAN RAIDER
    Most Ssurans with Barbarian levels will qualify.

    ENTRY REQUIREMENTS
    Species: Ssuran, or any species living a nomadic raider lifestyle
    Rage: 2/day
    Feats: Instantaneous Rage (see Complete Warrior), Improved Fire Resistance
    Skills: Hide 4 ranks, Survival 4 ranks


    Class Skills
    The Ssuran Raider's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature), Listen (Wis), Move SIlently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Tough Rage
    2. +2    +3     +0     +0    Tough Hide
    3. +3    +3     +1     +1    Sneak Attack +1d6
    4. +4    +4     +1     +1    Tough Rage
    5. +5    +4     +1     +1    Tough Hide
    6. +6    +5     +2     +2    Sneak Attack +2d6
    7. +7    +5     +2     +2    Tough Rage
    8. +8    +6     +2     +2    Mettle
    9. +9    +6     +3     +3    Sneak Attack +3d6
    10.+10   +7     +3     +3    Bodyguard
    Weapon Proficiencies: A Ssuran Raider gains no new weapon or armor proficiencies.

    Tough Rage (Ex): Beginning at 1st Level, your Natural Armor Bonus to AC increases by +1 when Raging. This increases to +2 at Level 4 and +3 at Level 7.

    Tough Hide (Ex): Your current and maximum hit points increase by +10 at Level 2, and another +10 at Level 5.

    Sneak Attack (Ex): At 3rd, 6th and 9th Levels you gain an extra die of Sneak Attack that stacks with Sneak Attack dice you gain elsewhere (this is identical to the Rogue's ability listed in the PHB).

    Mettle (Ex): At 3rd level and higher, a Raider can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Raider does not gain the benefit of mettle.

    Bodyguard (Ex): At 10th Level you have become a bodyguard to the tribal leaders. You gain a +3 Bonus on Fortitude and Willpower Saves.

    PLAYING A SSURAN RAIDER
    You need to be able to shrug of anythig. Without you, everyone in the tribe starves.
    Combat: You prefer to attack from ambush if you don't greatly outnumber targets. You're also known for being pretty darn tough.
    Advancement: You prefer to train for survivability.
    Resources: You have what you can take by force.

    SSURAN RAIDERS IN THE WORLD
    "Aw crap, he looks hungry..."
    You do the brunt of the wetwork for your tribe. They rely on you for food and supplies. While some Ssurans are hunter tribes, you belong to the raider factions. You regularly wipe out, and maybe eat, small caravans or villages.
    Daily Life: Your days are spent acquiring targets, making plans for the assault, and enjoying the aftermath.
    Notables: Brik (NE Male Ssuran Barbarian 4/Ssuran Raider 3) is a fairly tough young warrior.
    Organizations: Exiles from the tribe often hire out as mercenaries..

    NPC Reaction
    You're welcomed about as much as any other hostile raider.

    SSURAN RAIDERS IN THE GAME
    This assumes you are a Ssuran, or taught by them. This can be tricky for you, given the Ssuran's reputation for murder.
    Adaptation: This is meant for Dark Sun, but can be adapted to a species in a different campaign.
    Encounters: The Ssurans are far roaming, and can be found just about anywhere..

    Sample Encounter
    EL 12: The PC's are trying to sneak up on a caravan when a bunch of Lizardfolk beat them to it, and begin what appears to be a massacre.


    Brik
    NE Male Ssuran Barbarian 4/Ssuran Raider 3
    Init +2, Senses: Listen +2, Spot +2
    Languages Ssuran
    ------------------------------------------------
    AC 25, touch 12, flat-footed 23 (+2 Dex, +7 Natural, +6 Armor)
    hp 109 (10 HD)
    Fort +12, Ref +7, Will +3 (+7 w/mask)
    Fire Resistance 15
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee 2 Claws +16 melee (1d8+7) and 1 Bite +11 melee (1d4+3)
    +4 Greatclub +20/+15 melee (1d10+14)
    Base Atk +9, Grp +16
    Atk Options Rage 4/day, Sneak Attack +1d6
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 24, Dex 14, Con 18, Int 10, Wis 10, Cha 6
    SQ Fast Movement, Illiteracy, Trap Sense +1, Uncanny Dodge, Tough Rage (+1), Tough Hide (+10)
    Feats Extend Rage, Extra Rage, Improved Fire Resistance, Instantaneous Rage
    Skills Climb +9, Handle Animal +0, Hide +4, Intimidate +2, Jump +9, Listen +2, Move Silently +4, Ride +4, Spot +2, Survival +4
    Possessions +6 Bracers of Armor, +4 Greatclub, Crystal Mask of Mindarmor, Type III Bag of Holding, 1628 GP



    EPIC SSURAN RAIDER

    Hit Die: d12
    Skills Points at Each Level : 4 + int
    Tough Rage Your Natural Armor Bonus to AC improves by +1 at Level 21 and every 3 levels thereafter.
    Sneak Attack You get an additional Sneak Attack die at Level 23 and every 3 levels thereafter.
    Bonus Feats: The Epic Ssuran Raider gains a Bonus Feat every 3 levels higher than 20th
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  25. - Top - End - #925
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Nomadic Warrior sound good as a replacement?
    Psion and Psychic Warrior, Nomad and Nomadic Warrior… That makes sense. Go for it.

  26. - Top - End - #926
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    Default Re: Orc/Goblinoid Resources

    WATER LORD (Epic PrC)



    "I'm hungry. Set loose one of those pigs and you can go."

    Water Lords are localized crime lords that rely on their water elementals to police their territory or to help on raids.

    BECOMING A WATER LORD
    Ahuizotl who dedicate themselves to perfecting their breath weapon often have levels in this PrC.

    ENTRY REQUIREMENTS
    Species: Ahuizotl
    Rage: 2/day
    Skills: Knowledge (The Planes) 4 ranks
    Feats: Extra Breath Weapon, Improved Breath Weapon

    Class Skills
    The Water Lord's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Nature, The Planes)(Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d12

    Code:
      Abilities
    1.     Extra Breath Weapon
    2.     Greater Breath Weapon
    3.     Aquatic Combat
    4.     Extra Breath Weapon
    5.     Greater Breath Weapon
    6.     Aquatic Combat
    7.     Extra Breath Weapon
    8.     Greater Breath Weapon
    9.     Aquatic Combat
    10.   Tyrant
    Weapon Proficiencies: A Water Lord gains no new weapon or armor proficiencies.

    Extra Breath Weapon: At Levels 1, 4 and 7, you gain Extra Breath Weapon as a Bonus Feat.

    Greater Breath Weapon (Su): At 2nd Level you can use your Breath Weapon every 1d4 rounds, and can have more than one summoned elemental. You can control a number of hit dice worth of elementals equal to your Effective Character Level. For example, if you are ECL 25, you can control up to 25 HD worth of elementals created via your breath weapon. At 5th Level, elementals you create with your breath weapon have a +2 Enhancement Bonus to attack rolls. This increases to +4 at Level 8.

    Aquatic Combat (Ex): AT 3rd Level, you no longer take penalties to attack rolls for being underwater. At 6th Level you gain a +2 Circumstance Bonus to attack rolls made underwater. This increases to +4 at Level 9.

    Tyrant (Su): At 10th Level you can cast Dominate Monster as a Spell-Like Ability 1/day.

    PLAYING A WATER LORD
    Your demands of sacrifices/tribute tend to wear out your welcome quickly, necessitating you moving on before the hobos arrive.
    Combat: You prefer to spam water elementals before you move to wade in.
    Advancement: Most Water Lords follow the same single minded path of petty tyranny, and so they develop the skills necessary for that.
    Resources: You have what you can take by force.

    WATER LORDS IN THE WORLD
    "Avoid the cetays. Nothing good comes of them."
    You only care about your territory, and the tribute you can levy from it. You will fight tooth and nail to preserve that territory, but not much else.
    Daily Life: Most of your days are spent hoping the villagers will send travelers by your home so you can rob them.
    Notables: Yochtl (CE Male Ahuizotl Barbarian 4/Water Lord 4) is a typical would be petty warlord.
    Organizations: Various forces of Evil like the Ahuizotl's power, but not so much their petty mindset.

    NPC Reaction
    NPC's regard you the way they would any giant carnivore.

    WATER LORDS IN THE GAME
    This assumes you are playing a local bully running a protection racket. Might be best for all bad guy campaigns...
    Adaptation: This is meant for Maztica, but it can be converted with some work.
    Encounters: You are generally only encountered on your territory.

    Sample Encounter
    EL 24: The PC's are resting at a lake, when a giant reptile explodes from the water and demands money. The Wizard laughs.


    Yochtl
    CE Male Ahuizotl Barbarian 4/Water Lord 4
    Init +3, Senses: Listen +8, Spot +8, Low-light Vision, Darkvision 60 ft.
    Languages Aquan, Common
    ------------------------------------------------
    AC 39, touch 17, flat-footed 36 (-2 Size, +3 Dex, +8 Natural, +8 Armor, +6 Deflection, +6 Shield)
    hp 278 (20 HD)
    Fort +16, Ref +11, Will +6
    ------------------------------------------------
    Speed 40 ft. (8 squares), Swim 30 ft.
    Melee 1 Bite +36 melee (3d6+20) and 2 Claws +31 melee (1d8+12) and 1 Tail Slap +31 melee (2d10+12)
    +2 Greataxes +33/+33/+33 (4d6+24)
    Base Atk +18, Grp +41
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities Animated Breath Weapon, Rage 4/day
    -----------------------------------------------
    Abilities Str 40, Dex 16, Con 26, Int 10, Wis 13, Cha 6
    SQ Fast Movement, Illiteracy, Uncanny Dodge, Trap Sense +1
    Feats Extend Rage, Extra Breath Weapon, Extra Rage, Improved Breath Weapon, Instantaneous Rage, Power Attack, Tower Shield Proficiency Epic Prowess x2
    Skills Climb +16, Diplomacy +3, Intimidate +6, Knowledge (Nature) +4, Knowledge (The Planes) +4, Listen +8, Sense Motive +7, Spot +8, Survival +8, Swim +23, Use Magic Device +3
    Possessions +6 Ring of Protection, +5 Amulet of Mighty Fists, three +2 Everdancing Greataxes, Bag of Holding Type VI, +8 Bracers of Armor, +2 Everdancing Tower Shield, Chaos Diamond, 2860 GP
    Last edited by Bhu; Yesterday at 03:40 PM.
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