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  1. - Top - End - #271
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Second round of mutations up.
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  2. - Top - End - #272
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    ROund 3 of the mutations up.
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  3. - Top - End - #273
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    Stitchy (Ex): You gain a +4 Racial Bonus to all Intimidate Checks being that your darn ugly what with the stitches and all.
    Shouldn't this also come with a penalty to diplomacy?
    Hi, I'm back, I guess. ^_^
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  4. - Top - End - #274
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    Quote Originally Posted by Bisected8 View Post
    Shouldn't this also come with a penalty to diplomacy?
    I'd considered it, but I'm trying to make them all roughly as powerful, so if none of the others had a disadvantage I didnt want to add one to it either.
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  5. - Top - End - #275
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    Got most of the example NPC up. The weekend will be hectic, but Im hoping to finish him off.
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  6. - Top - End - #276
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    Default Re: Any Orc/Goblinoid Fans??

    So whaddya think for the Trained Attack Organs? Living Construct or Aberration?
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  7. - Top - End - #277
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    Quote Originally Posted by Bhu View Post
    So whaddya think for the Trained Attack Organs? Living Construct or Aberration?
    I vote Aberration, as Living Construct implies inorganic components to me, which I don't see really being used in the experiments. It's all mutations, which are all organic and thus aberrant in my book.
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  8. - Top - End - #278
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    Aberration it is then.
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  9. - Top - End - #279
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    Got a few more final mutations up. I seem to be having difficulty editing, so I'm assuming there's a temporary boo boo and will try again tomorrow.
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  10. - Top - End - #280
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    Okay I got a few more up, but my ISP is having outages nearby and I keep having problems while they try to fix them. So I guess I have to log again. Sighh.....
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  11. - Top - End - #281
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    I may have to redo theLab Experiments Mutations a little. They're getting harder to keep balanced. Let me think on it a bit.
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  12. - Top - End - #282
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    I'm back...again. It is nice to see the boards back up and running again, and I'll be trying to get back into the swing of things as fast as possible.
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  13. - Top - End - #283
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    Nice to see you back Rap. Hows it going ?
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  14. - Top - End - #284
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    Okay before you look at the Lab Experiment and freak out, I have the older version saved still if you dont like the edits Im doing. Im tryint to make it more balanced. Ill have more up tomorrow.
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  15. - Top - End - #285
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    Inspired by 40K, I'll readily admit. Got some basic ideas down at the moment. Let's see what happens.

    Da Mad Dok

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    “Dis is gunna ‘urt. A lot. BUT YOU’LL BE BETTER!” – Painboy Lugwort.

    Orcs are tough, but even they need medical attention from time to time. Enter, stage right, the Mad Dok. Also called Painboyz, Serjons and “Oi! Stop tha- ARGH!”, Mad Doks are medics dedicated to “improvin’” their wards.

    BECOMING A MAD DOK
    Most Mad Doks are experts or artificers before becoming a Mad Dok.

    ENTRY REQUIREMENTS
    To qualify to become a Mad Dok, a character must fulfil all the following criteria:
    Race: Orc
    Skills: Craft (taxidermy) 10 ranks, Craft (mechanical) 10 ranks, Heal 10 ranks.
    Feats: Graft Flesh (mechanical).
    Special: The character must have attached a graft to a patient under their care without the patient’s permission.

    Class Skills
    Da Mad Dok’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft [any], Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge [arcana] (Int), Profession (Wis), Search (Int) and Use Magic Device (Cha).
    Skills Points at Each Level: 6 + Int modifier
    Hit Dice: d8


    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +0    'Urty Syringe
    2. +1    +3     +0     +0    New Bitz
    3. +2    +3     +1     +1    New Bitz
    4. +3    +4     +1     +1    New Bitz
    5. +3    +4     +1     +1    Cyborc Body, New Bitz
    Weapon Proficiencies: A Mad Dok gains proficiency with the 'Urty Syringe.

    'Urty Syringe (Ex): All Doks carry a syringe around for administering... certain chemicals to "dear" patients. At level 1, the Mad Dok creates an 'urty syringe. The 'urty syringe is a one-handed melee weapon that deals 1d4 points of damage, has a critical threat range of 19-20, and deals double damage on a critical hit. Also, once per day per class level, the Mad Dok can use the syringe to inflict a poison on a target he damages with the syringe. The Dok can use any poison with each use of this ability, as long as the poison's gold value is no higher than 200gp x the Mad Dok's class level. The Dok's class level is added to the poison's save DC.

    New Bitz (Ex): No Dok worth his salt administers a graft to his patients without testing it on himself first. At 2nd, 3rd, 4th and 5th level, the Dok gains a special ability chosen from the following list:

    New Arm: The Dok replaces one of his arms with a mechnical one. The Dok gains a +2 bonus to his Strength score. This bit may be taken twice, once for each arm.

    Go Fasta Leg: The Dok grafts a mechanical leg in place of his own, frequently painted red to "make it go fasta". The Dok's base land speed increases by 5ft. This bit may be taken twice, once for each leg. However, if the Dok only possesses one Go Fasta Leg, he takes a -4 penalty on Balance checks.

    Power Klaw: Requires New Arm. The Dok gains a natural claw attack that deals 1d12 damage and has a critical multiplier of x3. The klaw is treated as adamantine for the purposes of overcoming damage reduction. However, the Dok forever loses the use of the hand he grafts this bit onto.

    Really 'Urty Syringe: The Dok connects his syringe to his own cardiovascular system, allowing him to increase the volume of poison in his syringe. The Dok can inflict a poison effect one extra time per day with his 'urty syringe.

    Mega Boosta: 3/day, the Dok can acted as hasted for one round per class level. Requires Go Fasta Leg.

    Teknikal Doo-dahs: This bit builds tools into the Dok's hand. He gains a competence bonus equal to his class level on all Craft (taxidermy), Craft (mechnical), Disable Device and Heal checks.

    Eeee-hahaha!: The Dok, obviously insane, even by the standards of other Doks, fits a bomb in himself that explodes on his death. This works as a delayed blast fireball spell, except the explosion occurs after a duration of 1 round for every two class levels, and deals 1d6 points of damage per character level. This bit automatically begins counting down once the Dok reaches -10hp or lower. The save DC is equal to 10 + half the Dok's Hit Dice + the Dok's Constitution modifier.

    Whatchamahickey: The Dok fits a bit that even he isn't sure of. It resembles some sort of firearm, but is seemingly made of the least suitable materials ever. Unlike other Bitz, some of the Whatchamahickey's effects are supernatural rather extraordinary. The bit can be used 1/day per class level as a free action. On each use, roll a d6 and consult the following table:

    Code:
    Roll   Effect
    1      BOOM!: A fireball with a caster
           level equal to double the Dok's class level is cast,
           centered on the Dok himself. Save DC is equal to 10 +
           half the Dok's Hit Dice + the Dok's Dexterity modifier.
           The Dok may make no save against this effect. This is a supernatural
           ability.
    2      Wha-AAAGH!: The Dok may use dimension door
           as a spell-like ability this turn as a free action with a caster level
           equal to the Dok's character level.
    3      Rargh!: The Dok gains the effects of a barbarian's rage,
           with all the usual benefits and drawbacks. The rage lasts for 3 rounds
           + the Dok's improved Constitution modifier. This is an extraordinary
           ability.
    4      B-zzap!: The Dok may immediately use disintegration
           on a single target within 60ft as a standard action this turn. The 
           disintegration otherwise works at a caster level equal to the Dok's
           character level. This is a supernatural ability.
    5      'Ere We Go!: Every creature friendly to the Dok that is within
           60ft of him when this ability is rolled may immediately teleport a
           distance equal to their base land speed as a swift action. This is a
           supernatural ability.
    6      Ka-chugga-WAAAGH!: A wail of the banshee spell is
           immediately cast centered on the Dok, though neither the Dok or
           his allies are harmed by the spell. This is a supernatural ability.
    Cyborc Body (Ex): At fifth level, the Dok's self-medication of New Bitz culminates in him becoming more machine than orc... a cyborc. The Dok's type changes to Construct, and he gains the Living Construct subtype, and retains the Orc subtype.

    PLAYING A MAD DOK
    Brief description on how to play the class you are designing.
    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: What resources might a member of this PrC be able to draw on.

    MAD DOKS IN THE WORLD
    "Grotsnik? Yer, I known 'im since 'e was a yoof. I 'member da time Zaggrabba went ta Grotsnik ta 'ave a toof taken owt, and came out wid iron lungs wot could breafe water. Shame dey could only breafe water! Hur, hur, hur!" - Boss Grubdrakka.
    Mad Doks are a necessary part of some orc communities. They provide healing when clerics are unavailable or too expensive - it is rare for a Mad Dok to turn down a chance to "experiment".
    Daily Life: Tinker with spare bitz. See some patients. Cut 'em up. Actually help one or two of them. Go hit things with the lads when there's a good fight. A Mad Dok's life is quite uncomplicated.
    Notables: Mad Dok Grotsnik is the most well-known of the Mad Doks. Even among these deranged surgeons, Grotsnik is widely regarded as two slices short of a loaf. The orc's a raving lunatic, cutting and "improvin'" dozens of orcs in each tribe he visits. It because of his administrations that the great orc warlord, Ironskull Mag Uruk Thraka rose to prominence - its hard to disagree with someone who's body is nigh impregnable.
    Organizations: The only organisation a Mad Dok cares about is his tribe. As far as they're concerned, the tribe needs constant improvement. Whether the tribe is welcoming of this is another matter.

    NPC Reaction
    Orcs see Mad Doks a necessary, if somewhat... interesting part of everyday life. To others that know what they are, they're considered more dangerously insane than the most frenzied orc berserker, and they react accordingly.

    MAD DOKS IN THE GAME
    Mad Doks are a very focused class. Their role in a party is do what they can in combat, but their real strength is making the rest of the group better - permanently. Spells wear off. Magic items can be nullified. Grafts are for life.
    Adaptation: The Mad Dok could easily be adapted to fill some sort of mad scientist role, experimenting with organic grafts rather than mechanical ones.
    Encounters: Mad Doks will typically be encountered in the middle of an orc tribe, often in the middle of an operation. Operations which they will gladly abandon to gleefulyl add "new parts" to their available transplants.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.

    Name
    Alignment/Gender/Race/Levels
    Init: +0, Senses: Listen +, Spot +,
    Languages:
    ------------------------------------------------
    AC: , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee:
    Base Atk: +, Grp: +
    Atk Options:
    Combat Gear:
    Spells Prepared:
    Supernatural Abilities:
    -----------------------------------------------
    Abilities: Str , Dex , Con , Int , Wis , Cha
    SQ:
    Feats
    Skills:
    Possessions:
    Last edited by Edge; 2008-10-27 at 06:46 AM.

  16. - Top - End - #286
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    My interests are peaked. Show me more and I'll give you more detail.
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  17. - Top - End - #287
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    Bruuhahaha... ruhuhuhuhuh! ... blood and murder, haha.

    Chaos Orc

    Medium Humanoid (Augmented)
    Hit Dice: 2d8+2 (13hp)
    Initiative: +0
    Speed: 40ft.
    Armor Class: 17 flatfooted, 10 touch, 17 total (+5 armor, +2 shield)
    Base Attack/Grapple: +1/+5
    Attack: 1d20+5
    Full Attack: Hand Axe +5 (1d6 +4)
    Space/Reach: 5ft/5ft
    Special Attacks: Chaos Rage or Greater Chaos Rage if 10 HD
    Special Qualities: Can Chaos Rage a number of times/HD
    Saves: Fort +4, Ref +0, Will -2
    Abilities: Str 19, Dex 11, Con 14, Int 8, Wis 7, Cha 4
    Skills: Listen +1, Spot +1, Climb +4, Jump +8, Balance +1
    Feats: Alertness
    Environment: Temperate Hills, Deep Forges, Tunnels, Ancient Eldritch Fortresses, The Abyss
    Organization: As Ordinary Orc (however non-combatants are more propelled to fight, and may often be treated as having levels in commoner)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: 2 - 5 (medium), 8 - 11 (large) and/or as class level
    Level Adjustment: +2

    Description/background/characteristics

    The 'direct demon blood pact' is a special template that is considered 'augmented' and applied according to mental/physical manipulation by special casters and/or demons. Chaos orcs are the byproduct of often non-violent demonic/high-level warlock/necromancer/evil-domain cleric influence (if said character had this intention, accidents would turn the victim into a dull husk or painfully kill them). Chaos templates usually acquire chaos rage as well as a buffed hit die, savage tendencies (fluff), and may gain other characteristics relating to combat such as fast movement. For every 2HD that a chaos template creature has, they may rage 1/day. While raging, they can even learn special feats (must be taken, not automatically acquired) that can be used during their rages.

    Terminology to Note

    HD of Chaos Orc

    HD of a chaos orc includes HD earned (through levels) and that granted by a chaos orc's racial HD. HD granted by additional templates does not count towards a chaos orc's 'chaos orc HD'.

    Chaos Rage

    Chaos Rage is similar to ordinary barbarian rage, however a chaos orc is able to perform a rage a number of times equal to 1/3HD of chaos orc. Raging more often than that forces a constitution check (must roll above new CON score granted through rage) - failure means non-lethal damage equal to what is rolled excluding CON modifier (so a roll of 13 with a +4 modifier would = 9 non-lethal damage).

    Chaos Rage grants +4 STR, +4 CON and +10ft. movement speed. Powerful build (Ex) and full BAB per creature HD applies only when attacking lawful aligned creatures, as well as access to one special tactical feat (listed below).

    Greater Chaos Rage


    Received at 10 HD of chaos orc, Greater Chaos Rage offers the same attribute bonuses as a barbarian's 'mighty rage' excluding morale based bonuses to will saves. Those who attempt to read a chaos orc's mind (or affect it with mind affecting spells) during that period must make a will save equal to their own caster DC or be stunned for one round. Finally, damaging a chaos orc who is in the midst of a Greater Chaos Rage will cause its blood to deal damage - attacks that cause it to bleed (usually slashing/piercing and GM discretion) deal 1d6 chaos/fire damage against all creatures adjacent to it or occupying its space. If a creature is somehow exposed to total immersion in this blood, then it suffers 3d6 chaos/fire damage per round of exposure.

    Fiery Footprints (aura; must be 4HD of chaos orc or greater): When chaos raging, your footprints are aflame with left over demonic/chaos energy. You can light things on fire, with a melee touch attack. The fire is treated as 'chaos fire' (1d6 damage as normal non-magical fire; deals double damage to lawful creatures). The footprints also make you easier to track (+4) if the tracker has 'orc' or 'demon' as her favored enemy and are nonetheless very easy to immediately spot and recognize as footprints. For very recent footprints, a tracker has a +8 to this check.

    Combat
    During combat, chaotic evil chaos orcs will often ambush or charge the PCs outright, flying into a chaos rage if they can. They will employ whatever tactics they can to destroy the PCs, including flanking maneuvers. When raging, they are even more unpredictable, applying their abilities in a variety of bullrushes, overruns, sunders, continuous charges, or general fighting. Chaotic neutral chaos orcs may appear hostile with the PCs, however it is immediately easier to convince them to back down. Chaos creatures in general are always bothered or stricken by inner demons that leave them angry and frustrated and their personality often exudes this frustrated, driven rage. Chaos creatures generally reason less, and are more likely to act outright on impulse to combat a danger or be dangerous to themselves (simply by attacking other creatures in cold blood).

    -=-=-=-=-=-=-
    Lore
    DC 10 = Chaos Orcs are savage creatures, perhaps slightly out of their own minds. To say that they are unpredictable is a severe understatement.
    DC 15 = Chaos Orcs may have had some sort of demonic/high-level influence by a powerful caster, such as a warlock or wizard/sorceror specializing in the manipulation of dark energy and forgotten lore.
    DC 20 = Discern specific organization of group.
    DC 30 = Discern possible leader
    DC 40 = Discern how corruption to chaos came about for group of orcs.

    Plot Hook/Story if any

    Chaos orcs are usually the result of a tribal blood pact among a group of demons/minions of chaos or any single higher-demon/devil entity, often brought about by the swearing of fealty to the higher demon, sacrifice to the demon's god/lord of that specific plane. The blood pact creates demonic corruption in the group of orcs, and must be transmitted to the entire tribe by contagion, similar to how one may spread a biological virus. Often the influence of the blood pact must effect the large majority of the tribe, or it will eventually wear off. Once the influence has proved successful, full transformation will occur in a couple of weeks, and the template of that specific group of orcs will shift over to 'chaos' and be treated as 'augmented'.

    Chaos orcs are more muscle bound, with vaguely warped features. Their blood is steaming hot (but never enough to damage), whereas those able to cast spells (adepts/those with PC levels) have greenish blood. Their skin is a deep red or charcoal color and the cornea of their eyes is reddish while the ball is of a red hue. Additionally, those with 8HD or more (size large) have even more noticeably demonic features, such as horns protruding from their skull/forehead and scaly skin in some areas; or very rough leathery skin all around and claws (they are not compelled to attack with claws however; though they CAN attack for 1d4). PC chaos orcs of seventh level or higher do not have these qualities (though they are still size large) unless they took 7 levels of any of the Chaos Orc npc classes.


    Chaos Orcs as PCs


    Chaos Orc Traits:
    - +6 strength, -2 intelligence, -4 wisdom, -4 charisma, +2 constitution
    - One racial HD of humanoid
    - Base Land Speed is 40ft.
    - Darkvision 60ft.
    - Orc Blood
    - Able to Chaos Rage (and Greater Chaos Rage at 8 HD of Chaos Orc)
    - Light Sensitivity (unless chaos raging)
    - Automatic Languages: Orc. Bonus Languages: Common, Dwarven, Giant, Undercommon, Infernal, Abyssal, Goblin
    - Size Large upon reaching seven hit die as a chaos orc (ECL 9); large gives +4 strength and +10ft. of movement speed in addition to usual large qualities such as improved natural reach. If size is already large or greater, then no changes are made to size.
    - Acquire 'demon blood pact' template
    - LA +1
    - Favored Class: Warblade

    The Chaos Orc warrior here had all the following attributes before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

    The Direct Demon Blood Pact template offers the following qualities:
    - Treat as augmented
    - Shift alignment to chaotic (usually Neutral or Evil)
    - Special combat qualities (varies, depending on race and can be anything from combat casting, to fast movement and BAB)
    - Lawful damage dealt directly (only by spells or spell-like abilities) deals double damage
    - Able to Chaos Rage (Greater Chaos Rage at 8 hitdice of chaos orc or Effective Character Level 10)

    Added new template and I'm done. :D
    Last edited by imp_fireball; 2010-06-30 at 09:04 PM.

  18. - Top - End - #288
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    How can you use Concentration to increase fiery damage when you can't use the Concentration skill while in a rage?
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  19. - Top - End - #289
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    I like Da Mad Dok, Edge. Sometimes ripping a few tips from the Ork guidebook isn't a bad thing.
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  20. - Top - End - #290
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    Default Re: Any Orc/Goblinoid Fans??

    I like the Chaos Orcs flavor, but gime a bit to do some actual PEACHing, I'm kinda swamped.
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    Default Re: Any Orc/Goblinoid Fans??

    Well after peeking a little closer I'd say split the Chaos Orcs abilities between the race and a PrC of some sort for them. As it is they're off balance. I still like the idea though.



    Oh and guys I have the basic mutations up for the Lab Experiment as per the new idea I had. Lemme know what you think.
    Last edited by Bhu; 2008-08-06 at 05:21 AM.
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    Default Re: Any Orc/Goblinoid Fans??

    was shades of eternity on the wizard's forum and loved the races project . A bit of a hobgoblin fan.

    got two things to add.

    http://www.wizards.com/default.asp?x=dnd/4dnd/20080801b

    this is a link to the latest goblinoid language article

    and here's my extrapolations for hobgoblins.

    Hobgoblin Slang "Cheat Sheet"

    Amongst other talents, Hobgoblin's are undisputed masters of the outraged rants. Below are some of the more noteworthy insults and slang.

    Note: the following is based on the goblin language article, but I had to fudge a few things.

    Ban Raat (yeah story) - lies
    chibkhesh (Big blade) - somebody who thinks he's high and mighty, narcisist.
    gaa'rhu (skilled baby) - a rookie.
    gaa'taat - Idiot
    gaa'volaar (baby words) - "Shut up!"
    gath'atcha - Uncultured beast
    golin'taat - sneaky midget.
    Maabet!: An extremely ancient Goblin curse word still in use today. There is no known translation.
    shaat'ma (sweet wax) - a term for excrement.

    Tactical Words
    these words are able to help in the battlefield to quickly identify what they are up against and give tactical maneuvers quickly.

    Duur'dar (dirge people) - undead.
    Gan'Vus (eater of flames) - Devils
    golin'gaa (quick baby) - enemy moves quickly. setup spears to receive a charge
    guul'ma (strong wax) - incoming! get under cover
    Khaar'Gan (Blood eater) - the creature feeds on life energy or blood.
    marhu'dar (emperor people) - Dragons
    Mur'aram (Horned anger) - Demons
    Paal'gaa (spell baby) - the creature can only be hurt by magic
    Shaarat'Dar (Sword people) - constructs
    shaat'ma (excrement)- The creature is insubstantial or can go through walls.
    shaat'ma'atchot (Excrement gaze) - gaze attack, don't make eye contact

    Banroo: (yeah stranger) - "the place we are in is filled with enemies. Say nothing. Grab your weapons. Meet me at the front door."
    tohii****aa! (beware, attack) - "As above, but "The game is up; fight your way out."

    *******************************************

    you know if I had the words for: Anvil, arrow, big, crusher, catch, evil, good, rock, make merry, insect, iron, leech, silver, spear, stone , and worm. I could add a few more to this.

    enjoy :)

  23. - Top - End - #293
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    Default Re: Any Orc/Goblinoid Fans??

    A warning: I'll be absent for the next two and half weeks, as I'm in France on a torturous chateaux viewing spam holiday. In the unlikely event the place I'm staying has an internet connection, I'll try and update the Mad Dok.

    If not, see you all in two and a half weeks.

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    Quote Originally Posted by Cieyrin View Post
    How can you use Concentration to increase fiery damage when you can't use the Concentration skill while in a rage?
    I should've probably tried to include exceptions. The concentration checks would work for chaos raging, however chaos raging casters would have to take on some sort of rage caster build, and also they'd need higher concentration ranks (con bonuses for the orcs make it easier :P).

    Perhaps, in the future, I'll expand on this template. Chaos psions (chaotic mind adepts?)? Chaos PC possibilities? Feats to benefit everyone?

    I might think of something in the future.

    To kitten: And what do you mean by PEACHing?
    Last edited by imp_fireball; 2008-08-07 at 06:00 AM.

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    Please Examine And Critique Honestly. In other words review and give an honest opinion. I'm gonna try to edit in a list somewhere on teh front page so we can get more reviews. Thungs have been a bit slow here lately.


    EDIT: List is up, let me know if i missed anything.
    Last edited by Bhu; 2008-08-08 at 04:49 AM.
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    Default Re: Any Orc/Goblinoid Fans??

    Erm... I'm feeling lazy, could anyone else PEACH out the subtype for me?

    Also, be a little creative and include classes and feats that might fit with the chaos template?

    Let's hope you stay original to my idea of the template... :P
    Last edited by imp_fireball; 2008-08-08 at 03:02 PM.

  27. - Top - End - #297
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    Default Re: Any Orc/Goblinoid Fans??

    PEACH time for the Chaos Orc:

    Chaos Orc Traits:
    - +6 strength, -2 intelligence, -2 wisdom, -4 charisma, +2 constitution
    - Base Land Speed is 40ft.
    - Fast Movement
    - Darkvision 60ft.
    - Able to Chaos Rage (and Greater Chaos Rage at ECL 8/8 HD)
    - Light Sensitivity (unless chaos raging)
    - Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Undercommon, Infernal, Goblin
    - Size Large at seventh level (ECL 8)
    - LA +1
    - Favored Class: Barbarian (may inspire variants to compensate for non-beneficial barbarian rage such as feats that assist chaos-rage; fast movement granted by barbarian levels may stack or be removed entirely for variant benefits depending on what DM allows), Fighter (the demonic nature of the Chaos Orc may inspire them to favor the use of more elaborate weapons)


    Here it is as you wrote it up. To keep the +1 LA, you'll need to do several things:

    Remove Large Size and Chaos Rage. Either make them part of a PrC for the Orc, or a Racial Substitution level for Barbarian. Power wise they'll need to be toend down a little.

    Skip Fast Movement as a Racial Ability. you'll be getting it with Barbarian anyway.


    Optionally dont write them up as a race and just do them as a template whose abilities (and CR/LA)depend on the base creatures Hit Dice.


    The Fiery Orifices Feat is far too powerful. The extra attacks should be Feats themselves with Fiery Orifices as a prerequisite.
    Last edited by Bhu; 2008-08-09 at 04:29 AM.
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    Default Re: Any Orc/Goblinoid Fans??

    Rogues of the Seas: Aquatic Goblin Adventurers
    "The waves are our territory, and you best not forget it, you orc pigs!"
    -Blood-Tide Greck, aquatic goblin pirate

    Aquatic Goblin Adventurers: Melee Combatants
    The vicious aquatic goblins (Unearthed Arcana) are the scourge of the waves, natural-born thieves with a natural knack for disarming locks and traps. This makes them prone to swarming aboard ships in raids en masse, pillaging as much as they can before their water supply runs out, and then dropping back into the sea once more. Many become fearsome pirates or vikings that raid without remorse or regret, often taming and riding blue sharks as mounts on their bloody task. Anything considered a weak enough targets is within bounds in the one-track mind of an aquatic goblin. Due to their penalty to Strength and bonus to Constitution, aquatic goblins are best suited for dealing with punishment, but not so much dishing it out on a purely physical scale. The most-used weaponry of aquatic goblin fighters are stingray whips and aquatic longbows (Stormwrack)

    Aquatic Goblin Adventurers: Supernatural Powers
    Those aquatic goblins that become spellcasters will usually choose specific forms of casting dependent upon their chosen path. Arcane spellcasters often become sea witches (Stormwrack), using their curse powers to brutalize ships upon the surface of the sea as retribution for their intrusion, and almost always use briny deep summoning to call forth dire sharks. Those goblins that use divine spellcasting tend to gravitate towards staying true to the original path of a cleric, usually being called upon as a servant of Panzuriel the Writhing One (Ecology of the Kraken) due to usually sharing his alignment and being one of the tentacled god's "children of the sea". Those rare aquatic goblins that utilize psionics tend to become slayers.
    LGBTitP

  29. - Top - End - #299
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    Default Re: Any Orc/Goblinoid Fans??

    hmm...Peachin' been a lil slow lately....Mebbe we need to link to some nekkid ork wimmens....(Note to Mods: IM KIDDING!!!!)
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    Default Re: Any Orc/Goblinoid Fans??

    Fine, make the chaos orc LA+2 if you have to.

    Fiery Orifices feat does not grant additional attacks (I should've worded it as attacks INSTEAD OF/must be a full attack to perform flaming breath, ie.).

    The intention is to have a new racial template, not something that fits nicely into cute little suran wrap with the barb, please and thank you.
    Last edited by imp_fireball; 2008-08-11 at 04:33 AM.

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