log in or register to remove this ad

 

Broken Lands NPC's and Prc's and such updated 06/05/06

Graywolf-ELM

Explorer
This thread is for the posting of NPC's, PC's, Monsters, Prc's, and encounters from the Broken Lands game that I am running for our gaming group. I've messed around up and down CR, ECL for encounters, and am trying to clue in on a sweet spot for this Orc warband. Occasionally I end up with a stronger encounter than they can handle, and they've had to back down. Otherwise they tend to stomp what I often this is a moderate encounter. Some of this is due to my learning to DM well enough, all over again. Many years without playing here, but I think I'm getting better. For the most part we seem to be having good fun.

If this thread gets very long, I'll start posting links here to different points in the thread.

GW

Comments are welcome.
 
Last edited:

log in or register to remove this ad

Graywolf-ELM

Explorer
Buimbu Dragonkin, Kobold Male Warrior/Sorcerer/Ancestral

Description:
Buimbu Dragonkin, Kobold Male Sorcerer/Ancestral 6/3 <Ancestral Prc>
Languages: Kobold, Common, Undercommon

NPC, male Kobold War1/Sor6/Anc3: CR 9; Small Humanoid (kobold); HD 1d8+6d4+3d8; hp 36; Init +4; Spd 30 ft; AC 20 Touch 16, FF 16(+2 bracers of armor, +4 Dex, +1 size, +2 Nat AC, +1 misc); BAB +6; Melee Claw/Bite +0/-5 (1d3/1d4); SA spells, Heritage, Claws and bite, Breath weapon, Keen senses; SQ kobold traits, summon familiar; AL LE; SV Fort +5, Ref +7, Will +7; Str 8, Dex 19, Con 10, Int 11, Wis 8, Cha 13.

Skills and Feats: Balance +4, Knowledge (arcana) +8, Move Silently +4, Listen +4, Spot 3, Concentration +5, Escape Artist +4, Hide +8, ; Combat Casting, Silent Spell, Simple Weapon proficiency, Improved Unarmed Strike

Sorcerer Spells Known (cast 6/6/6/6/4): 0th -Slurm's Smoking Spittle, Arcane Mark, Daze, Flare, Message, Ray of Frost, Seeming of the Dragon, Slurm's Follicular Agitation; 1st - Cause Fear, Burning Hands, Charm Person, Mage Armor, Magic Missile/Dragon Bolt; 2nd - Invisibility, Cat's Grace, Scorching Ray, Bull's Strength; 3rd -Summon Monster III, Fly, Hold Person; 4th -Fire Shield, Arcane Eye.

Heritage (Ex): At first level, the player chooses the type of dragon, and his scales alter to reflect the colour of their patron dragon.

Natural Armour Class (Ex): At 1st level, an ancestral gains an increase to the character's existing natural armour +1

Claws and bite (Ex): At 2nd level, an Ancestral gain claw (1d3) and bite(1d4) attacks if he does not already have them. An Ancestral is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.

Breath weapon (Su): At 3rd level, the Ancestral gains a minor breath weapon. Red Dragon Fire Type Cone. DC 10+class+Cha = 20 for 2d6

Keen senses (Ex): An Ancestral sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Equipment:
Spear, bracers, dagger, potion, potion, Ring, Belt Pouch, Sack, ring, potion, 10-Darts, Oil Flasks(used).

Money:
besides his personal items and pouch with coins 18 gp, 8sp, 5cp, there is a small tribal horde, which he is keeping.

Appearance:
Buimbu is a short humanoid about the size of a Halfling. He has a scaly hide with a red tinge; his tail is beginning to form new scales, with little bumps growing along the top, and a doglike head with two reddish horns. The beginning of a horn is forming on his nose. Smoke wafts up from his mouth and nose when he becomes angry. A slight smell of sulfur is present when he is around.

Background:
Buimbu rose to power in his tribe through sheer determination and his abilities as a sorcerer. During an argument with the Tribe leader, Buimbu found his ability to breathe fire, while ending the argument and gaining tribal leadership at the same time. He is using sorcery to create a new breed of Kobold (courtesy of Arwink on his clockwork golem website) for stealth, and a heartier breed for combat.

Tactics:
Against Superior numbers, he will direct his tribe to use missile weapons. He will throw his flask of oil, and breath on the enemies, lighting the oil, and doing breath weapon damage. fire damage subsequent rounds from burning oil per DMG/PHP.

If forced into melee combat, he will attempt to quaff his magic fang potion, and attack with his natural weapons. Prep time will have him casting his Buff spells and Invisibility before melee.

If in a negotiation or parley is happening, he will enhance himself with seeming of the Dragon, if this goes bad, he will use Slurm's Follicular agitation to show his displeasure.
 
Last edited:

snotling

First Post
Here is the goblin Rogue at level 5.

Rhgl Ynhgwthp NE

Rog5 Goblin 3'1" 40 lbs
Levels Race Height Weight

Str 12 +1
Dex 20 +5
Con 14 +2
Int 17 +3
Wis 9 -1
Cha 10 +0

HP 23

SKILLS
Skill Name Total
Appraise 3
Balance 6
Bluff 4
Climb 6
Concentration 2
Craft (Carpentry) 9
Craft (Weaponsmith) 11
Diplomacy 5
Disguise 0
Escape Artist 5
Forgery 3
Gather Information 0
Heal -1
Hide 20
Intimidate 0
Jump 7
Knowledge (Local) 7
Knowledge (Other) 4
Listen 7
Move Silently 15
Open Lock 8
Perform 0
Ride 9
Search 4
Sense Motive -1
Sleight of Hand 8
Spot 5
Survival -1
Swim -3
Tumble 12
Use Rope 5

FEATS/SPECIAL ABILITIES
Alertness
Armor Proficiency (Light)
Improved Initiative
Simple Weapon Proficiency
Darkvision *
Sneak Attack (Rog)
Evasion (Rog)
Uncanny Dodge (Rog)
Trapfinding (Rog)
Trap Sense (Rog)


EQUIPMENT
Shortspear +1
Pouch, belt
Sack
Shield, light wooden
Studded leather
Waterskin
Cloak of Elvenkind
16 Daggers
 
Last edited:


frankthedm

First Post
snotling said:
Here is the goblin Rogue at level 5.
It needs feets and equipment, how bout these
potion of invisibility. Masterwork dagger, 6 daggers, masterwork studded leather, backpack, climber's kit, 3 flasks of alchemist fire, 2 flasks acid.
feats: Two weapon fighting, quick draw.
 


frankthedm

First Post
Rock Lobber tribe Hill Giant- Steel skinned-lobber[war4]
Size/Type:Large Giant
Hit Dice: 16d8+ 64=144
Initiative: +0
Speed: 30 ft. in full plate armor (6 squares); base speed 40 ft.
Armor Class: 28 (-1 size, +0 Dex, +9 natural, +2 large wooden shield [door]+8 full plate armor), touch 9, flat-footed 27
Base Attack/Grapple:+13/+24
Attack :Greatsword +19 melee (3d6+10) or slam +19 melee (1d4+7) or rock +14 ranged (2d6+7 19-20 crit) or masterwork throwing rock +15 ranged (2d6+7 19-20 crit)
Full Attack: Greatsword +19/+14/+7 melee (3d6+10) or 2 slams +17 melee (1d4+7) or rock +14 /+9/+4 ranged (2d6+7 19-20 crit) or masterwork throwing rock +15/+10/+5 ranged (2d6+7 19-20 crit)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +14, Ref +5, Will +8
Abilities: Str 25, Dex 10, Con 18, Int 6, Wis 13, Cha 4
Skills: Climb +7, Jump +7, Listen +4, Spot +11
Feats: point blank shot [ 1hd} {far shot [240’ rock increment]{3hd} Weapon Focus (thrown rock){6hd}, quickdraw{9hd} improved critical [thrown rock]{12hd} Iron will{15HD}
Challenge Rating: 9
Treasure: Standard, plus reinforced bags, 6 masterwork throwing rocks 50lb each & 6 or more normal rocks 50 lb each 2 potions of See invisibility in dagger hilt vials.
Alignment: Often chaotic evil
Note on loads: Up to 400lb Light, 800lb medium 1200max.
 
Last edited:

Graywolf-ELM

Explorer
This looks like a good challenge at some point down the road. There are plent of places I could work this in. Hmmm.

GW
 

frankthedm

First Post
Rock Lobber tribe Hill Giant- Boss hurl [war10]
Size/Type:Large Giant
Hit Dice: 12d8+36 +10d8+30 =(171hp)
Initiative: +1
Speed: 30 ft. in full plate (6 squares); base speed 40 ft.
Armor Class: 32(-1 size, +1 Dex, +9 natural, +3 large wooden shield [door]+9 full plate armor), touch 9, flat-footed 31
Base Attack/Grapple:+19/+28 [str +8 dex+1
Attack: Masterwork Greatsword +29 melee (3d6+12) or slam +28 melee (1d4+7) or rock +21 ranged (2d6+8 19-20 crit) or masterwork throwing rock +22 ranged (2d6+7 19-20 crit)
Masterwork Greatsword +29 /+24/+19/+14 melee (3d6+12) or 2 slams +28 melee (1d4+7) or rock +21 /+16/ +11 /+6 ranged (2d6+8 19-20 crit) or masterwork throwing rock +22/+17/+12/+7 ranged (2d6+7 19-20 crit)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +18, Ref +7, Will +10
Abilities: Str 26, Dex 13, Con 16, Int 6, Wis 12, Cha 4
Skills: Climb +8, Jump +8, Listen +4, Spot +17
Feats: point blank shot {1hd}, far shot [240’ rock increment]{3hd} Weapon Focus (thrown rock){6hd}, quickdraw{9hd} improved critical [thrown rock]{12hd} Iron will {15} precise shot [18] rapid shot{21}
Challenge Rating: 13
Treasure: Standard, +1 giant sized full plate, +1 giant sized large wooden shield, +1 returning dwarf bane boulder plus reinforced bags, 6 masterwork throwing rocks 50lb each & 6 or more normal rocks 50 lb each
Alignment: Often chaotic evil
 

Graywolf-ELM

Explorer
Nothing terribly special about these two, but they were used in an attempt to gauge the abilities of the party. The pair were hunting in a region that the party travelled through. Spot checks by the party kept a surprise round from happening. They lasted about 2 rounds, maybe 3.

Wyvern Female ElfBlood; Wyvern: CR 6; Size L; HD 7d12+14; hp 63; Init +1; Spd 20 ft, fly 60 ft. (poor); AC 18, touch 10, FF 17; BAB +7/+2; Grapple +15; Atk: +10 melee (1d6 + 4 plus poison, Sting), +8 melee (2d8 + 4, bite), +8/+8 melee (1d8 + 2, wings), +8/+8 melee (2d6 + 4, talons); SA Poison, improved grab; SQ Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +6; Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9.
Languages spoken: Draconic, but usually don't bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator
Skills and Feats: Appraise -2, Balance +1, Bluff -1, Climb +4, Concentration +2, Craft (Armorsmith) -2, Craft (Bowmaking) -2, Craft (Gemcutting) -2, Craft (Locksmithing) -2, Craft (Trapmaking) -2, Craft (Weaponsmith) -2, Craft (Other) -2, Diplomacy -1, Disguise -1, Escape Artist +1, Forgery -2, Gather Information -1, Heal +1, Hide +7, Intimidate -1, Survival +1, Jump +4, Listen +13, Move Silently +11, Perform -1, Control Shape +1, Perform (Act) -1, Ride +1, Perform (Comedy) -1, Search -2, Sense Motive +1, Spot +16, Swim +4, Use Rope +1, Perform (Dance) -1, SkillName -2, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) +1; Ability Focus, Alertness, Flyby Attack, Multiattack.
Possessions: Talons (0 gp, 0 lb).

Wyvern-Male Ringscale; Wyvern: CR 6; Size L; HD 7d12+14; hp 60; Init +1; Spd 20 ft, fly 60 ft. (poor); AC 18, touch 10, FF 17; BAB +7/+2; Grapple +15; Atk: +10 melee (1d6 + 4 plus poison, Sting), +8 melee (2d8 + 4, bite), +8/+8 melee (1d8 + 2, wings), +8/+8 melee (2d6 + 4, talons); SA Poison, improved grab; SQ Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +6; Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9.
Languages spoken: Draconic, but usually don't bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator
Skills and Feats: Appraise -2, Balance +1, Bluff -1, Climb +4, Concentration +2, Craft (Armorsmith) -2, Craft (Bowmaking) -2, Craft (Gemcutting) -2, Craft (Locksmithing) -2, Craft (Trapmaking) -2, Craft (Weaponsmith) -2, Craft (Other) -2, Diplomacy -1, Disguise -1, Escape Artist +1, Forgery -2, Gather Information -1, Heal +1, Hide +7, Intimidate -1, Survival +1, Jump +4, Listen +13, Move Silently +11, Perform -1, Control Shape +1, Perform (Act) -1, Ride +1, Perform (Comedy) -1, Search -2, Sense Motive +1, Spot +16, Swim +4, Use Rope +1, Perform (Dance) -1, SkillName -2, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) +1; Ability Focus, Alertness, Flyby Attack, Multiattack.
Possessions: Talons (0 gp, 0 lb).


A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail.
A wyvern's body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton.
Wyverns speak Draconic, but usually don't bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator.
 

Graywolf-ELM

Explorer
Wolf Warband

This encounter was designed to see how the party would fare when confronted with unconventional combat means. Hand to hand combat challenge would have been more fun, if the DM could have rolled worth a spit for the encounter. Otherwise, it turned out to be fun, and the story was furthered with the party gaining prestige within the tribe.


Droom Stomp-Foot; Orc (pc) Bbn2/Rog3/Ftr1: CR 6; ECL 6; Size M; HD 2d12+6 + 3d6+9 + 1d10+3; hp 58; Init +0; Spd 40 ft (base 30 ft); AC 14, touch 10, FF 14; BAB +5; Grapple +6; Atk: +8 melee (1d3 + 3, Unarmed), +9 melee (1d8 + 3/crit x3, Axe, orc double), +5 (1d4 + 3/crit 19-20, Dagger); SA -; SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +9, Ref +3, Will +2; Str 17, Dex 10, Con 17, Int 9, Wis 12, Cha 10.
Languages spoken: Common, Orc
Skills and Feats: Appraise -1, Balance +5, Bluff +0, Climb +1, Concentration +3, Craft (Armorsmith) -1, Craft (Bowmaking) -1, Craft (Gemcutting) -1, Craft (Locksmithing) -1, Craft (Trapmaking) -1, Craft (Weaponsmith) -1, Craft (Other) -1, Diplomacy +0, Disguise +0, Escape Artist -2, Forgery -1, Gather Information +0, Handle Animal +5, Heal +1, Hide +4, Intimidate +6, Survival +6, Jump +8, Listen +1, Move Silently -2, Perform +0, Control Shape +1, Perform (Act) +0, Ride +2, Perform (Comedy) +0, Search -1, Sense Motive +1, Spot +1, Swim -1, Tumble +5, Use Rope +0, Perform (Dance) +0, SkillName -1, Perform (Keyboard) +0, Perform (Oratory) +0, Perform (Percussion) +0, Perform (String) +0, Perform (Wind) +0, Perform (Sing) +0, Perform (Rituals) +0, Profession (Apothecary) +1; Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Improved Unarmed Strike, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus.
Possessions: Chain shirt (100 gp, 25 lb), Orc double axe (60 gp, 25 lb), Dagger (2 gp, 1 lb).

Akrum; Ogre Ftr2: CR 5; ECL 8; Size L; HD 4d8+8 + 2d10+4; hp 50; Init -1; Spd 20 ft (base 30 ft), ; base speed 40 ft.; AC 16, touch 8, FF 16; BAB +5; Grapple +14; Atk: +10 melee (2d8 + 7, Greatclub), +3 ranged (1d8 + 5, or javelin), +9 melee (1d4 + 5, Strike, unarmed (lg size)); SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +9, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Languages spoken: Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common
Skills and Feats: Appraise -2, Balance -4, Bluff -2, Climb +2, Concentration +2, Craft (Armorsmith) -2, Craft (Bowmaking) -2, Craft (Gemcutting) -2, Craft (Locksmithing) -2, Craft (Trapmaking) -2, Craft (Weaponsmith) -2, Craft (Other) -2, Diplomacy -2, Disguise -2, Escape Artist -4, Forgery -2, Gather Information -2, Heal +0, Hide -4, Intimidate +0, Survival +0, Jump +2, Listen +2, Move Silently -4, Perform -2, Control Shape +0, Perform (Act) -2, Ride -1, Perform (Comedy) -2, Search -2, Sense Motive +0, Spot +2, Swim -1, Use Rope -1, Perform (Dance) -2, SkillName -2, Perform (Keyboard) -2, Perform (Oratory) -2, Perform (Percussion) -2, Perform (String) -2, Perform (Wind) -2, Perform (Sing) -2, Perform (Rituals) -2, Profession (Apothecary) +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Improved Bull Rush, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Toughness, Weapon Focus.
Possessions: Hide (15 gp, 25 lb), Greatclub (5 gp, 8 lb), Javelin (1 gp, 2 lb), Unarmed strike (lg size) (0 gp, 0 lb).


Billet Wierd-O; Goblin Mnk5: CR 5; ECL 5; Size S; HD 5d8-5; hp 22; Init +2; Spd 40 ft (base 30 ft); AC 15, touch 15, FF 13; BAB +3; Grapple +8; Atk: +3 melee (1d6, Unarmed), +2 melee (1d6, Unarmed Flurry), +6 (1d2, Shuriken); SA -; SQ Darkvision 60 ft.; AL LE; SV Fort +3, Ref +6, Will +5; Str 10, Dex 14, Con 9, Int 13, Wis 12, Cha 8.
Languages spoken: Goblin, Common; Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Skills and Feats: Appraise +1, Balance +12, Bluff -1, Climb +0, Concentration -1, Craft (Armorsmith) +1, Craft (Bowmaking) +1, Craft (Gemcutting) +1, Craft (Locksmithing) +1, Craft (Trapmaking) +1, Craft (Weaponsmith) +1, Craft (Other) +1, Diplomacy -1, Disguise -1, Escape Artist +2, Forgery +1, Gather Information -1, Heal +1, Hide +14, Intimidate -1, Survival +1, Jump +10, Listen +1, Move Silently +6, Perform -1, Control Shape +1, Perform (Act) -1, Ride +6, Perform (Comedy) -1, Search +1, Sense Motive +1, Spot +1, Swim +0, Tumble +12, Use Rope +2, Perform (Dance) -1, SkillName +1, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) +1; Combat Expertise, Combat Reflexes, Improved Grapple, Improved Trip, Improved Unarmed Strike.
Possessions: 11 gp, Quarterstaff (0 gp, 4 lb), 12 Shuriken (1 gp, .5 lb).


Fibern Bug-stomp; Goblin Rog5: CR 5; ECL 5; Size S; HD 5d6; hp 26; Init +1; Spd 20 ft (base 30 ft); AC 14, touch 12, FF 13; BAB +3; Grapple +3; Atk: +2 melee (1d2 - 1, Unarmed), +5 (1d4 - 1/crit 19-20, Dagger), +3 melee (1d6 - 1/crit 19-20, Sword, short), +3 melee (1d6 - 1, Sap); SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +1, Ref +5, Will +1; Str 8, Dex 13, Con 10, Int 10, Wis 10, Cha 8.
Languages spoken: Goblin, Common; Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Skills and Feats: Appraise +0, Balance +8, Bluff -1, Climb -4, Concentration +0, Craft (Armorsmith) +0, Craft (Bowmaking) +0, Craft (Gemcutting) +0, Craft (Locksmithing) +0, Craft (Trapmaking) +0, Craft (Weaponsmith) +0, Craft (Other) +0, Diplomacy +7, Disguise -1, Escape Artist -2, Forgery +0, Gather Information +7, Heal +0, Hide +2, Sleight of Hand +6, Intimidate -1, Survival +0, Jump +8, Listen +8, Move Silently +10, Perform -1, Control Shape +0, Perform (Act) -1, Ride +5, Perform (Comedy) -1, Search +0, Sense Motive +0, Spot +0, Swim -7, Tumble +10, Use Rope +1, Perform (Dance) -1, SkillName +0, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) +0; Acrobatic, Armor Proficiency (Light), Blind-Fight, Simple Weapon Proficiency.
Possessions: 130 gp, Dagger (2 gp, 1 lb), Short sword (10 gp, 2 lb), Sap (1 gp, 2 lb), Leather (10 gp, 15 lb).


Gunduk Hammer-Head; Orc (pc) Ftr5: CR 5; ECL 5; Size M; HD 5d10+10; hp 51; Init +2; Spd 20 ft (base 30 ft); AC 18, touch 12, FF 16; BAB +5; Grapple +10; Atk: +8 melee (1d3 + 3, Unarmed), +8 melee (1d4 + 3/crit x3, Dagger, punching), +8 melee (1d8 + 3/crit 19-20, Longsword); SA -; SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +6, Ref +3, Will +3; Str 17, Dex 14, Con 15, Int 8, Wis 14, Cha 7.
Languages spoken: Common, Orc
Skills and Feats: Appraise -1, Balance -4, Bluff -2, Climb -1, Concentration +2, Craft (Armorsmith) -1, Craft (Bowmaking) -1, Craft (Gemcutting) -1, Craft (Locksmithing) -1, Craft (Trapmaking) -1, Craft (Weaponsmith) -1, Craft (Other) -1, Diplomacy -2, Disguise -2, Escape Artist -4, Forgery -1, Gather Information -2, Heal +2, Hide -4, Intimidate -2, Survival +2, Jump +3, Listen +2, Move Silently -4, Perform -2, Control Shape +2, Perform (Act) -2, Ride +2, Perform (Comedy) -2, Search -1, Sense Motive +2, Spot +2, Swim -9, Use Rope +2, Perform (Dance) -2, SkillName -1, Perform (Keyboard) -2, Perform (Oratory) -2, Perform (Percussion) -2, Perform (String) -2, Perform (Wind) -2, Perform (Sing) -2, Perform (Rituals) -2, Profession (Apothecary) +2; Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Dodge, Improved Grapple, Improved Unarmed Strike, Martial Weapon Proficiency, Mobility, Shield Proficiency, Simple Weapon Proficiency.
Possessions: 140 gp, Chainmail (150 gp, 40 lb), Light wooden shield (3 gp, 5 lb), Punching dagger (2 gp, 1 lb), Longsword (15 gp, 4 lb).


Igniss Arrow-Kill; Orc (pc) Rog3/Ftr2: CR 5; ECL 5; Size M; HD 3d6 + 2d10; hp 29; Init +3; Spd 30 ft; AC 16, touch 13, FF 13; BAB +4; Grapple +5; Atk: +7 melee (1d3 + 3, Unarmed), +8 ranged (1d8 + 3/crit x3, Longbow, mighty (+2 Str) composite), +7 melee (1d6 + 3/crit 19-20, Sword, short), +7 melee (1d4 + 3/crit 19-20, Dagger); SA -; SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +4, Ref +6, Will +2; Str 16, Dex 16, Con 10, Int 10, Wis 13, Cha 8.
Languages spoken: Common, Orc
Skills and Feats: Appraise +0, Balance +9, Bluff -1, Climb +6, Concentration +0, Craft (Armorsmith) +0, Craft (Bowmaking) +0, Craft (Gemcutting) +0, Craft (Locksmithing) +0, Craft (Trapmaking) +5, Craft (Weaponsmith) +0, Craft (Other) +0, Diplomacy +1, Disguise -1, Escape Artist +5, Forgery +0, Gather Information +1, Heal +1, Hide +2, Intimidate -1, Survival +1, Jump +9, Knowledge (Local) +5, Listen +1, Move Silently +7, Perform -1, Control Shape +1, Perform (Act) -1, Ride +3, Perform (Comedy) -1, Search +0, Sense Motive +6, Spot +5, Swim +1, Tumble +9, Use Rope +3, Perform (Dance) -1, SkillName +0, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) +1; Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Dodge, Martial Weapon Proficiency, Point Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency.
Possessions: 130 gp, Studded leather (25 gp, 20 lb), Dagger (2 gp, 1 lb), Short sword (10 gp, 2 lb), Arrows (50) (2.5 gp, 7.5 lb), Mighty longbow (+2 str) composite (300 gp, 3 lb).

Kleenk Squint-eye; Orc (pc) Ftr4: CR 4; ECL 4; Size M; HD 4d10+8; hp 36; Init +1; Spd 30 ft; AC 16, touch 11, FF 15; BAB +4; Grapple +8; Atk: +6 melee (1d3 + 2, Unarmed), +6 melee (1d6 + 2/crit x3, Handaxe), +5 (1d4 + 2/crit 19-20, Dagger); SA -; SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +6, Ref +2, Will +0; Str 14, Dex 13, Con 14, Int 8, Wis 8, Cha 8.
Languages spoken: Common, Orc
Skills and Feats: Appraise -1, Balance -2, Bluff -1, Climb -1, Concentration +2, Craft (Armorsmith) -1, Craft (Bowmaking) -1, Craft (Gemcutting) -1, Craft (Locksmithing) -1, Craft (Trapmaking) -1, Craft (Weaponsmith) -1, Craft (Other) -1, Diplomacy -1, Disguise -1, Escape Artist -2, Forgery -1, Gather Information -1, Heal -1, Hide -2, Intimidate +6, Survival -1, Jump -1, Listen -1, Move Silently -2, Perform -1, Control Shape -1, Perform (Act) -1, Ride +1, Perform (Comedy) -1, Search -1, Sense Motive -1, Spot -1, Swim -4, Use Rope +1, Perform (Dance) -1, SkillName -1, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) -1; Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Combat Reflexes, Improved Grapple, Improved Unarmed Strike, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency.
Possessions: 140 gp, Light steel shield (9 gp, 6 lb), Chain shirt (100 gp, 25 lb), Handaxe (6 gp, 3 lb), Dagger (2 gp, 1 lb).


Krinzt Orc-Blood; Half-orc Rgr5: CR 5; ECL 5; Size M; HD 5d8+10; hp 42; Init +2; Spd 30 ft; AC 17, touch 12, FF 15; BAB +5; Grapple +7; Atk: +8 melee (1d3 + 3, Unarmed), +9 melee (1d12 + 3/crit x3, Greataxe); SA Elf, Favored Enemy (1st favored enemy)Kobold, Favored Enemy (2nd favored enemy); SQ Darkvision 60 ft, Orc Blood; AL CN; SV Fort +6, Ref +6, Will +1; Str 17, Dex 15, Con 15, Int 9, Wis 10, Cha 8.
Languages spoken: Common and Orc
Skills and Feats: Appraise -1, Balance +1, Bluff -1, Climb +2, Concentration +2, Craft (Armorsmith) -1, Craft (Bowmaking) -1, Craft (Gemcutting) -1, Craft (Locksmithing) -1, Craft (Trapmaking) -1, Craft (Weaponsmith) -1, Craft (Other) -1, Diplomacy -1, Disguise -1, Escape Artist +1, Forgery -1, Gather Information -1, Heal +0, Hide +1, Intimidate -1, Survival +8, Jump +2, Knowledge (Nature) +9, Listen +5, Move Silently +9, Perform -1, Control Shape +0, Perform (Act) -1, Ride +2, Perform (Comedy) -1, Search +5, Sense Motive +0, Spot +0, Swim +3, Use Rope +5, Perform (Dance) -1, SkillName -1, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) +0; Armor Proficiency (Light), Endurance, Improved Unarmed Strike, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Focus.
Possessions: 111 gp, 9 sp, Studded leather +1 (1175 gp, 20 lb), Light wooden shield (3 gp, 5 lb), Greataxe (20 gp, 6 lb), Waterskin (1 gp, 4 lb), Sack (.1 gp, .5 lb), Traveler's outfit (1 gp, 5 lb), Punching dagger (2 gp, 1 lb), Belt pouch (1 gp, .5 lb).

Mustuk Red-eye; Orc (pc) Bbn4: CR 4; ECL 4; Size M; HD 4d12; hp 40; Init +0; Spd 30 ft; AC 15, touch 10, FF 15; BAB +4; Grapple +4; Atk: +6 melee (1d3 + 2, Unarmed), +6 melee (1d8 + 2/crit x3, Warhammer), +4 (1d4 + 2/crit 19-20, Dagger); SA -; SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +4, Ref +1, Will +0; Str 14, Dex 10, Con 11, Int 8, Wis 8, Cha 8.
Languages spoken: Common, Orc
Skills and Feats: Appraise -1, Balance -5, Bluff -1, Climb +2, Concentration +0, Craft (Armorsmith) -1, Craft (Bowmaking) -1, Craft (Gemcutting) -1, Craft (Locksmithing) -1, Craft (Trapmaking) -1, Craft (Weaponsmith) -1, Craft (Other) -1, Diplomacy -1, Disguise -1, Escape Artist -5, Forgery -1, Gather Information -1, Heal -1, Hide -5, Intimidate -1, Survival +5, Jump +2, Listen +4, Move Silently -5, Perform -1, Control Shape -1, Perform (Act) -1, Ride +0, Perform (Comedy) -1, Search -1, Sense Motive -1, Spot -1, Swim -8, Use Rope +0, Perform (Dance) -1, SkillName -1, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) -1; Alertness, Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency.
Possessions: 35 gp, 18 sp, 22 cp, Hide (15 gp, 25 lb), Belt pouch (1 gp, .5 lb), Sack (.1 gp, .5 lb), Dagger (2 gp, 1 lb), Heavy wooden shield (7 gp, 10 lb), Warhammer (12 gp, 5 lb).


Skeebs Trip-Trap; Goblin Ftr5: CR 5; ECL 5; Size S; HD 5d10; hp 31; Init +2; Spd 20 ft (base 30 ft); AC 16, touch 13, FF 14; BAB +5; Grapple +5; Atk: +7 melee (1d2 - 1, Unarmed), +8 melee (1d4 - 1/crit 19-20, Dagger), +8 melee (2d4 - 1, Chain, spiked); SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +4, Ref +3, Will +1; Str 8, Dex 15, Con 10, Int 13, Wis 10, Cha 8.
Languages spoken: Goblin, Common; Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Skills and Feats: Appraise +1, Balance -1, Bluff -1, Climb +4, Concentration +0, Craft (Armorsmith) +1, Craft (Bowmaking) +1, Craft (Gemcutting) +1, Craft (Locksmithing) +1, Craft (Trapmaking) +9, Craft (Weaponsmith) +1, Craft (Other) +1, Diplomacy -1, Disguise -1, Escape Artist -1, Forgery +1, Gather Information -1, Handle Animal +7, Heal +0, Hide +3, Intimidate -1, Survival +0, Jump -4, Listen +0, Move Silently +3, Perform -1, Control Shape +0, Perform (Act) -1, Ride +8, Perform (Comedy) -1, Search +1, Sense Motive +0, Spot +0, Swim -7, Use Rope +2, Perform (Dance) -1, SkillName +1, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Expertise, Dodge, Improved Disarm, Improved Trip, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse.
Possessions: Studded leather (25 gp, 20 lb), Dagger (2 gp, 1 lb), Spiked chain (25 gp, 10 lb).
 

snotling

First Post
Graywolf-ELM said:
Nothing terribly special about these two, but they were used in an attempt to gauge the abilities of the party. The pair were hunting in a region that the party travelled through. Spot checks by the party kept a surprise round from happening. They lasted about 2 rounds, maybe 3.

*sniff sniff* Did I smell... Random Encounter?

Sorry, reading that reminded me of The Order of the Stick:
http://www.giantitp.com/cgi-bin/GiantITP/ootscript?SK=210
 

Graywolf-ELM

Explorer
snotling said:
*sniff sniff* Did I smell... Random Encounter?

Sorry, reading that reminded me of The Order of the Stick:
http://www.giantitp.com/cgi-bin/GiantITP/ootscript?SK=210
No, they were planned in the fact of, "Man I need to try and challenge these guys. What can I use that might be a challenge?" Then a search through the Monster manual, and the setting to see what might fit. I actually have no random encounter tables for the lands the Wyverns are travelling in.

GW
 

Graywolf-ELM

Explorer
Spirit-Tainted Bulette

Bulette-Spirit Tainted, half-fiend; Bulette: CR 9; Size H; HD 9d10+54; hp 103; Init +4; Spd 40 ft, burrow 10 ft., fly 40 ft (avg); AC 25, touch 12, FF 21; BAB +9/+4; Grapple +27; Atk: +18 melee (2d8 + 10, Bite), +12/+12 melee (2d6 + 6, claws); SA Leap, Smite Good; SQ Darkvision 60 ft., lowlight vision, scent, tremorsense 60 ft., darkvision 60 ft; resistance to acid, cold, electricity, fire 10; immunity to poison, , DR 5/magic; SR 19; AL NE; SV Fort +12, Ref +10, Will +6; Str 31, Dex 19, Con 22, Int 6, Wis 13, Cha 8.

Skills and Feats: Jump +20, Listen +9, Spot +3; Alertness, Iron Will, Track, Weapon Focus.

Special Abilities: Darkvision, Resistance To Energy, Scent, Smite Good, Spell Resistance, Tremorsense.
Racial Spells Known: 0--Contagion, Darkness, Desecrate, Poison, Unholy blight.
Racial Spells Prepared: 0--Contagion, Darkness (3), Desecrate, Poison (3), Unholy blight.
 

Graywolf-ELM

Explorer
Goblin Paragon (Broken Lands)

Paragon classes for our Broken Lands campaign. Orcs are slightly modified. If there are other parpagons, that exist, we did not know of them.

GW

At the completion of all 3 levels of the Paragon class, I want there to be a +4 circumstance bonus to charisma, for dealings with those of the same race as the paragon. This may be more important to some than others, but I feel it makes sense for the character to be the epitomy of what it is to be of that race.

Game Rule Information
Table: The Goblin Paragon


Code:
Level  BAB  Fort   Ref   Will  Special
1st    +0    +0    +2    +0    Improved darkvision (+30 ft.), Improved Hide
2nd    +1    +0    +3    +0    Sniveler
3rd    +2    +1    +3    +1    Ability boost (Dex +2)

Goblin paragons have the following game statistics.

Abilities
Dexterity is important to goblin paragons because of its role in stealth, and several goblin paragon skills are based on Dexterity. Wisdom is also important to a goblin paragon's capability for surviving combat.

Alignment: Any
Hit Die: d8

Class Skills:
The goblin paragon's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Ride (Dex), and Spot (Wis).

Skill Points at Each Level 4 + Int modifier.

Class Features
All of the following are class features of the goblin paragon class.

Weapon and Armor Proficiency
Goblin paragons are proficient with all simple and martial weapons and with light armor.

Improved Darkvision (Ex)
At 1st level, a goblin paragon's darkvision range increases by 30 feet.

Improved Hide (Ex)
At 1st level, a goblin paragon has greatly increased his survivability by being better able to hide. +2 to his hide skill

Sniveler (Ex)
By 2nd-level goblins have learned the value of self-preservation. By dropping his weapon and going to his knees and begging for mercy, he can convince his opponent he is not a threat. The opponent must make a Will Save DC(6 + Goblin HD) or leave him alone for the rest of the encounter (or he is the last one left). For the remainder of this encounter, if the goblin attack this opponent, the opponent gets a +2 attack, +2 damage bonus when attacking him.

Ability Boost (Ex)
At 3rd level, a goblin paragon's Dexterity score increases by 2 points.
 

Graywolf-ELM

Explorer
Gnoll Paragon (Broken Lands)

At the completion of all 3 levels of the Paragon class, I want there to be a +4 circumstance bonus to charisma, for dealings with those of the same race as the paragon. This may be more important to some than others, but I feel it makes sense for the character to be the epitomy of what it is to be of that race.

Game Rule Information
Table: The Gnoll Paragon


Code:
Level   BAB     Fort    Ref    Will      Special
1st      +1      +2      +0      +0      Improved darkvision (+30 ft.), Improved Natural Armor
2nd      +2      +3      +0      +0      Yeenoghu's Baying*
3rd      +3      +3      +1      +1      Ability boost (Str +2)
Gnoll paragons have the following game statistics.

Abilities
Strength is important to Gnoll paragons because of its role in combat, and several Gnoll paragon skills are based on Strength. Dexterity and Constitution are also important to a Gnoll paragon's capability for combat.

Alignment: Any
Hit Die: d10

Class Skills:
The Gnoll paragon's class skills (and the key ability for each skill) are Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis).

Skill Points at Each Level 2 + Int modifier.

Class Features
All of the following are class features of the Gnoll paragon class.

Weapon and Armor Proficiency
Gnoll paragons are proficient with all simple and martial weapons and with light and medium armor.

Improved Darkvision (Ex)
At 1st level, a Gnoll paragon's darkvision range increases by 30 feet.

Improved Natural Armor (Ex)
At 1st level, a Gnoll's hide has toughened to the point of improving natural armor +1

Yeenoghu's Baying (Ex)
A 2nd-level Gnoll Paragon can bay at one target (the Gnoll's opponent is shaken (-2 to attack) for one round. Each additional Gnoll that starts baying, even if they are not Paragons, increases the number of victims by one. Beginning with the closest enemies, and working out from the Gnolls. Will Save vs DC 6 + (Gnoll Paragon's HD)

Ability Boost (Ex)
At 3rd level, a Gnoll paragon's Strength score increases by 2 points.
 

Graywolf-ELM

Explorer
Bugbear Paragon (Broken Lands)

At the completion of all 3 levels of the Paragon class, I want there to be a +4 circumstance bonus to charisma, for dealings with those of the same race as the paragon. This may be more important to some than others, but I feel it makes sense for the character to be the epitome of what it is to be of that race.

Game Rule Information
Table: The Bugbear Paragon
Code:
Level   BAB    Fort   Ref   Will     Special
1st     +1      +2     +0     +0     Improved darkvision (+30 ft.), Improved Natural Armor
2nd     +2      +3     +0     +0     Weapon Specialization for the Weapon Focus taken as part of the bugbear creature, normally (morningstar)
3rd     +3      +3     +1     +1     Ability boost (Dex +2)

Bugbear paragons have the following game statistics.

Abilities
Dexterity is important to Bugbear paragons because of its role in stealth related actions, Rogue is also the Bugbear's preferred class, and some Bugbear paragon skills are based on Dexterity. Wisdom is also important to a Bugbear paragon's capability for stealth.

Alignment: Any
Hit Die: d8

Class Skills:
The Bugbear paragon's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis).

Skill Points at Each Level 2 + Int modifier.

Class Features
All of the following are class features of the Bugbear paragon class.

Weapon and Armor Proficiency
Bugbear paragons are proficient with all simple and martial weapons and with light armor.

Improved Darkvision (Ex)
At 1st level, an Bugbear paragon's darkvision range increases by 30 feet.

Improved Natural Armor (Ex)
At 1st level, a Bugbear's hide has toughened to the point of improving natural armor +1

Weapon Specialization (Ex)
A 2nd-level Bugbear paragon learns to improve the use of the weapon they have focused ability in.

Ability Boost (Ex)
At 3rd level, a Bugbear paragon's Dexterity score increases by 2 points.
 

Graywolf-ELM

Explorer
Worg Paragon (Broken Lands)

At the completion of all 3 levels of the Paragon class, I want there to be a +4 circumstance bonus to charisma, for dealings with those of the same race as the paragon. This may be more important to some than others, but I feel it makes sense for the character to be the epitome of what it is to be of that race.

Game Rule Information
Table: The Worg Paragon
Code:
Level   BAB    Fort   Ref   Will    Special
1st      +1     +2     +0     +0     Improved darkvision (+30 ft.), Improved Tracking
2nd      +2     +3     +0     +0     Weapon Focus (Bite), (If already Focused)Weapon Specialization (Bite)
3rd      +3     +3     +1     +1     Ability boost (Wis +2)

Worg paragons have the following game statistics.

Abilities
Wisdom is important to Worg paragons because of its role in hunting, and several Worg paragon skills are based on Wisdom. Dexterity is also important to a Worg paragon's capability for combat.

Alignment: Any
Hit Die: d10

Class Skills:
The Worg paragon's class skills (and the key ability for each skill) are Listen (Wis), Spot (Wis), Survival (Wis), Hide (Dex), and Move Silently (Dex).

Skill Points at Each Level 2 + Int modifier.

Class Features
All of the following are class features of the Worg paragon class.

Weapon and Armor Proficiency
Worg paragons are not proficient with any weapons or armor

Improved Darkvision (Ex)
At 1st level, a Worg paragon's darkvision range increases by 30 feet.

Improved Tracking (Ex)
At 1st level, a Worgs constant use of scent and work at tracking prey or enemies has improved their ability to track. +2 circumstance to survival checks for tracking purposes

Bite Improvement (Ex)
A 2nd-level Worg paragon has learned how and where to bite its' opponents to cause the most damage. Weapon Focus (Bite) is how this manifests, or Weapon Specialization (Bite) if the Worg already has Weapon Focus (Bite).

Ability Boost (Ex)
At 3rd level, a Worg paragon's Wisdom score increases by 2 points.
 

Graywolf-ELM

Explorer
Ogre Paragon (Broken Lands)

At the completion of all 3 levels of the Paragon class, I want there to be a +4 circumstance bonus to charisma, for dealings with those of the same race as the paragon. This may be\ more important to some than others, but I feel it makes sense for the character to be the epitome of what it is to be of that race.

Game Rule Information
Table: The Ogre Paragon
Code:
Level    BAB   Fort    Ref   Will    Special
1st      +1     +2      +0    +0    Improved darkvision (+30 ft.), Improved Ambush
2nd      +2     +3      +0    +0    Brutal Throw
3rd      +3     +3      +1    +1    Ability boost (Str +2)
Ogre paragons have the following game statistics.

Abilities
Strength is important to Ogre paragons because of its role in combat, and several Ogre paragon skills are based on Strength. Dexterity and Constitution are also important to an Ogre paragon's capability for combat.

Alignment: Any
Hit Die: d12

Class Skills:
The Ogre paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level 2 + Int modifier.

Class Features
All of the following are class features of the Ogre paragon class.

Weapon and Armor Proficiency
Ogre paragons are proficient with all simple and martial weapons and with light and medium armor.

Improved Darkvision (Ex)
At 1st level, an Ogre paragon's darkvision range increases by 30 feet.

Improved Ambush (Ex)
At 1st level, an Ogres propensity to lay in ambush has allowed them to focus their hearing. +2 circumstance to listen checks

Brutal Throw (Ex)
A 2nd-level Ogre paragon learns to improve the power of their hurled weapons, gaining bonuses to hit equal to their strength bonus when using them.

Ability Boost (Ex)
At 3rd level, an Ogre paragon's Strength score increases by 2 points.
 

Graywolf-ELM

Explorer
Comment if you wish, this is the first of several that we have re-worked, or created outright for our Broken Lands campaign. Elf-Killer-Hater didn't mean as much in our campaign as it may in core, so there was a slight modification from standard here.

Thanks,
GW

At the completion of all 3 levels of the Paragon class, I want there to be a +4 circumstance bonus to charisma, for dealings with those of the same race as the paragon. This may be more important to some than others, but I feel it makes sense for the character to be the epitome of what it is to be of that race.

Game Rule Information
Table: The Orc Paragon
Code:
Level    BAB     Fort     Ref      Will      Special
1st      +1       +2       +0       +0      Improved darkvision (+30 ft.), no light sensitivity
2nd      +2       +3       +0       +0      Improved Unarmed Strike
3rd      +3       +3       +1       +1      Ability boost (Str +2)
Orc paragons have the following game statistics.

Abilities
Strength is important to orc paragons because of its role in combat, and several orc paragon skills are based on Strength. Dexterity and Constitution are also important to an orc paragon's capability for combat.

Alignment: Any
Hit Die: d10

Class Skills:
The orc paragon's class skills (and the key ability for each skill) are
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level 2 + Int modifier.

Class Features
All of the following are class features of the orc paragon class.

Weapon and Armor Proficiency
Orc paragons are proficient with all simple and martial weapons and with light and medium armor.

Improved Darkvision (Ex)
At 1st level, an orc paragon's darkvision range increases by 30 feet.

No Light Sensitivity
An orc paragon loses his race's light sensitivity at 1st level.

Improved Unarmed Strike (Ex)
By 2nd-level an orc paragon has been in so many fist-fights that they are accustomed to fighting armed opponents while fighting unarmed, Orcs cheat too.

Ability Boost (Ex)
At 3rd level, an orc paragon's Strength score increases by 2 points.

Modified from the SRD version, OGL,SRD,d20,whatever attributions needed, you can have them.
 

Mythological Figures & Maleficent Monsters

Advertisement2

Advertisement4

Top