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  1. - Top - End - #1
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    Lightbulb Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    i need to make a race of orcs that have become heavily mutated by radiation, almost like the lambent were in Gears of War. I need someone who can help me hedge it out.

    Figured we'd use the base orc for the basis.

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    Last edited by LordErebus12; 2013-03-15 at 02:14 AM.
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    Default Re: Deep Orcs (Poisoned World 3.5)

    • +6 Strength, +2 Constitution, –2 Intelligence, –2 Wisdom, –4 Charisma
    • Medium Aberration
    • A deep orc’s base land speed is 30 feet.
    • Darkvision out to 120 feet.
    • Light Sensitivity: Deep orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    • Immunities: Disease, Poison, Radiation
    • Weapon Proficiencies: A deep orc is automatically proficient with one martial weapon of his choice, and the orc double-axe is always treated as being a martial weapon.
    • Smash: A deep orc's unarmed attacks are always treated as being lethal. Any item an orc attempts to sunder, including weapons, is treated as having a hardness 5 points lower than its actual hardness (cannot be lower than 0). Deep orcs suffer a -6 penalty on attack rolls in which they attempt to deal nonlethal damage, as opposed to the normal -4.
    • Ferocity: A deep orc remains conscious and can continue fighting even if his hit point total is below 0. He is still staggered and loses one hit point each round. A deep orc with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
    • Mutations: Deep orcs have different types of mutations, depending on numerous factors. Each deep orc comes with two different mutations (see below).
    • Tougher Than The Wastes: +4 racial bonus on all Intimidate and Survival checks.
    • Natural Attacks: 2 Claws (1d4)
    • Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Mant, Undercommon.
    • Favored Class: Barbarian.
    • Level Adjustment: +2


    They have grayish pigmentation, sloping foreheads, jutting misshapen jaws, prominent twisted teeth, and coarse body hair.

    Mutations:


    Last edited by LordErebus12; 2013-03-21 at 08:59 AM.
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    Default Re: Deep Orcs (Poisoned World 3.5)

    What kind of mutations are we talking here?

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    Default Re: Deep Orcs (Poisoned World 3.5)

    extra or giant arms, tentacles, acid spraying, venom in claws and bite, auras of radiation, glowing eyes and spores growing off them, exploding deaths, new movement speeds, absolutely rapid growth and birthing rates.

    the works. go nuts. maybe each orc gets more as they level.
    Last edited by LordErebus12; 2013-03-14 at 03:31 AM.
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    Default Re: Deep Orcs (Poisoned World 3.5)

    Sounds like a job for random tables

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    Default Re: Deep Orcs (Poisoned World 3.5)

    Quote Originally Posted by Gnorman View Post
    Sounds like a job for random tables
    im inclined to agree
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    Default Re: Deep Orcs (Poisoned World 3.5)

    okay, using Empedocles's orc rebuild for the base. i need help coming up with the mutations.
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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    still need assistance with the different mutations.
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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    You could always toss in some more debilitating mutations. Birth defects really. Malformed appendages and curved spines could be pretty simple to stat, and could make for some monstrous creatures. Say you roll for one big arm and on your second roll you get something like clubbed hands. Now he can't really wield a weapon but he gets a bonus to his unarmed damage. Also for this list of mutations, I'm assuming that you're using these as monsters more than PCs.

    Mutations
    No fine manipulators (hands don't work , bigger claws though)
    Club foot (lower base speed)
    Hunchback (raise con, lower dex)
    Redundant Organs (as light Fortification)
    Bony plate (natural armor)
    Horns (gain a gore attack, maybe a bonus on intimidate)
    Gigantism (can count as one size larger when useful)
    Dwarfism (is a small creature, less strong, probably a little smarter than average to survive)
    Last edited by zabbarot; 2013-03-21 at 07:28 AM.

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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    Quote Originally Posted by zabbarot View Post
    You could always toss in some more debilitating mutations. Birth defects really. Malformed appendages and curved spines could be pretty simple to stat, and could make for some monstrous creatures. Say you roll for one big arm and on your second roll you get something like clubbed hands. Now he can't really wield a weapon but he gets a bonus to his unarmed damage. Also for this list of mutations, I'm assuming that you're using these as monsters more than PCs.

    Mutations
    No fine manipulators (hands don't work , bigger claws though)
    Club foot (lower base speed)
    Hunchback (raise con, lower dex)
    Redundant Organs (as light Fortification)
    Bony plate (natural armor)
    Horns (gain a gore attack, maybe a bonus on intimidate)
    Gigantism (can count as one size larger when useful)
    Dwarfism (is a small creature, less strong, probably a little smarter than average to survive)
    all excellent ideas, i just need help fleshing them out.
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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    possible rules?

    Mutations
    extra arm - Gains an additional claw attack and qualifies for the Multiweapon Fighting feat.
    giant arm - Attacks made with this arm do an additional 1/2 Str damage. ie. one handed weapons do damage as if they were two handed.
    two tentacles - there are rules for this in Lords of Madness, I'll look them up when I get home if you still need them
    acid spray - 3d6 30ft cone of acid continues to burn for 1 round dealing an additional 1d6 of damage to anything in the area. Reflex half DC 14(?)
    poisonous claws - What kind of poison do you want on these?
    radiation aura - I'm not sure how you want to do radiation
    exploding deaths - Maybe 5 damage per HD. Half Radiation, half acid
    fast healing - Fast Healing 1?
    No fine manipulators - can't hold weapons, claw damage increased to d6
    Club foot - Base Speed 20
    Hunchback - +2 Con, -2 Dex
    Redundant Organs - Light Fortification
    Bony plates - +2 natural armor
    Horns - d6 Gore attack
    Gigantism - Functions as large when beneficial.

    Some additional ideas, I'm not sure what you plan to do if you roll the same thing twice but a for a few of these I can think of possible buffs. Like if you rolled horns twice they get the powerful charge attack, or if you roll giant arm twice you could gain a rend attack. Double fast healing could give Regeneration. Things like that >.>

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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    Quote Originally Posted by zabbarot View Post
    possible rules?

    Mutations
    extra arm - Gains an additional claw attack and qualifies for the Multiweapon Fighting feat.
    giant arm - Attacks made with this arm do an additional 1/2 Str damage. ie. one handed weapons do damage as if they were two handed.
    two tentacles - there are rules for this in Lords of Madness, I'll look them up when I get home if you still need them
    acid spray - 3d6 30ft cone of acid continues to burn for 1 round dealing an additional 1d6 of damage to anything in the area. Reflex half DC 14(?)
    poisonous claws - What kind of poison do you want on these?
    radiation aura - I'm not sure how you want to do radiation
    exploding deaths - Maybe 5 damage per HD. Half Radiation, half acid
    fast healing - Fast Healing 1?
    No fine manipulators - can't hold weapons, claw damage increased to d6
    Club foot - Base Speed 20
    Hunchback - +2 Con, -2 Dex
    Redundant Organs - Light Fortification
    Bony plates - +2 natural armor
    Horns - d6 Gore attack
    Gigantism - Functions as large when beneficial.

    Some additional ideas, I'm not sure what you plan to do if you roll the same thing twice but a for a few of these I can think of possible buffs. Like if you rolled horns twice they get the powerful charge attack, or if you roll giant arm twice you could gain a rend attack. Double fast healing could give Regeneration. Things like that >.>
    I would like to personally thank you, this is excellent.
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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    No problem. I'm torn on club foot though, now that I look at it. The list either needs more defective mutations or it should go, since I can't think of a bonus to attach to it.

    If you have a chance you should definitely flip through Lords of Madness though. I'm sure the Fleshwarper class could have some good inspiration. Also the Better Man thread on this forum I think? I'm pretty sure that was the class with all the evolutions. Actually that class in general might be a really good addition to your world.

    Edit: the better man thread was Draken's Evolutionist and other related classes
    Last edited by zabbarot; 2013-03-21 at 08:17 AM.

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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    how about now?
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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    Lookin' pretty fancy there with that table. Everything looks more professional in a table.

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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    Quote Originally Posted by zabbarot View Post
    Lookin' pretty fancy there with that table. Everything looks more professional in a table.
    it was cluttered before and its cluttered now. :P
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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    Dat table. She's a beaut, Erebus.
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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    Yes, a wonderful creation. Although, I have to wonder, would these have any unique interactions with taint (UA and HoH).
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    Default Re: Deep Orcs, Mutants from the Wastes (Poisoned World 3.5)

    Quote Originally Posted by Xuldarinar View Post
    Yes, a wonderful creation. Although, I have to wonder, would these have any unique interactions with taint (UA and HoH).
    Im not familiar with Taint... im assuming it wouldnt, unless the DM was familiar with it enough to use it.
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