Kwitchit 01-08-06 06:49 AM said:Maybe give them a favoured class of Cleric, with Domains of Healing and Community. Ondonti Clerics might be variants: Poor BAB and proficiency only with simple weapons, in return for the Plant domain as an extra domain.
Shade 01-09-06 10:11 AM said:What of the following should we retain?
Orc Traits (Ex) : Orcs possess the following racial traits.
+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
An orc's base land speed is 30 feet.
Darkvision out to 60 feet.
Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin,
Undercommon.
Favored Class: Barbarian.
Light sensitivity doesn't make much sense, since they dwell on the surface. The favored class will obviously change, and the language selection most likely will as well.
GrayLinnorm 01-09-06 02:29 PM said:If the ondonti's favored class is cleric, obviously not -2 Wisdom.
Shade 01-09-06 02:36 PM said:True. In fact, 1 can see a +2 Wisdom for them.
GrayLinnorm 01-09-06 02:38 PM said:Since they're pacifists, the ondonti probably shouldn't get as much Strength as regular orcs (if we drop the Wisdom penalty, it should balance out). We can probably keep -2 Intelligence; they aren't any smarter than standard orcs.
BOZ 01-09-06 06:07 PM said:not so sure about that.
Quote:
Adult ondontis (male and female) have Strength scores ranging from 1 7 to 1 9 and Constitution scores from 16 to 18.
Shade 01-09-06 06:12 PM said:I compared this to what orcs had in the 2E Monstrous Compendium, and ondontis are actually stronger than most orcs!
BOZ 01-09-06 06:19 PM said:so let it be written; so let it be done.![]()
Shade 01-09-06 06:22 PM said:And its OK if their ability scores end up unbalanced...they'll already have at least a +1 level adjustment due to those spell-like abilities.
BOZ 01-09-06 06:24 PM said:yep. backspin and sanctuary are pretty sweet, even if the times per day is limited!
Shade 01-11-06 10:19 PM said:If our standard ondonti is to be a let-level warrior, it should be the Zhent variety, wearing studded leather and wielding a bastard sword. If we go with the peaceful ondonti, the standard ondonti should be a let-level cleric, with no armor and wielding something with non-warlike purposes, like a staff or sickle.
BOZ 01-l3-06 12:33 AM said:if they are using any weapons at all, i could definitely see farm tools as appropriate...
BOZ 01-14-06 11:39 AM said:i definitely agree on the favored class. the domains can be left for debate at the moment.Kwitchit said:Maybe give them a favoured class of Cleric, with Domains of Healing and Community. Ondonti clerics might be variants: Poor BAB and proficiency only with simple weapons, in return for the Plant domain as an extra domain.
are we still debating the ability scores? speed is fine, darkvision is fine as far as i know. agreed on killing light sensitivity and changing languages.Shade said:What of the following should we retain?
Orc Traits (Ex): Orcs possess the following racial traits.
+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
An orc's base land speed is 30 feet.
Darkvision out to 60 feet.
Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages.. Common, Orc. Bonus Languages.. Dwarven, Giant, Gnoll, Goblin,
Undercommon.
Favored Class: Barbarian.
Light sensitivity doesn 't make much sense, since they dwell on the surface. The favored class will obviously change, and the language selection most likely will as well.
i'm thinking that the Zhent variety is the variant, while the pacifist is the standard.Shade said:If our standard ondonti is to be a let-level warrior, it should be the Zhent variety, wearing studded leather and wielding a bastard sword. If we go with the peaceful ondonti the standard ondonti should be a let-level cleric, with no armor and wielding f something with non-warlike purposes, like a staff or sickle.
Shade 01-17-06 11:08 AM said:Agreed.BOZ said:i definitely agree on the favored class. the domains can be left for debate at the moment.
I don't think we're debating the ability scores, but that was a few days ago.BOZ said:are be still debating the ability scores? speed is fine, darkvision is fine as far as i know. agreed on killing light sensitivity and changing languages.
Agreed. Unfortunately, the others don't make very good 1st-level warriors.BOZ said:i m thinking that the Zhent variety is the variant, while the pacifist is the standard.![]()
BOZ 01-17-06 07:23 PM said:perhaps not.but then, this is a pacifistic people so what do you expect?
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Shade 01-19-06 10:23 AM said:So....
Ondonti, 1st-Level Warrior
Medium Humanoid (Orc)
Hit Dice: 1d8+X (X hp)
Initiative: +X
Speed : 30 ft (6 squares)
Armor Class: X (+X Dex), touch X, flat-footed X
Base Attack/Grapple : + 1/+X
Attack: ''farm implement'' +X melee (X+X)
Full Attack: ''farm implement'' +X melee (X+X)
Space/Reach : 5 ft/5 ft
Special Attacks: X
Special Qualities: immune to charm, poison resistance, spell-like abilities
Saves: Fort +X (+X vs. poisons), Ref +X, Will +X
Abilities: Str 17-19, Dex X, Con 16-18, Int 10, Wis X, Cha X
Skills: X
Feats: 1
Environment: Any land
Organization: 10-60 tribe
Challenge Rating: X
Treasure: Standard coins; no goods; no items
Alignment: Usually lawful good
Advancement: By character class
Level Adjustment: +X
An ondonti is 6 feet tall and weighs about X pounds.
Ondonti speak Common, Orc, and X.
Kwitchit 01-19-06 02:32 PM said:Dex should be average, as should Cha. Wis might be 12-14.
As for the ''farm implement'', either a scythe or a pitchfork (as trident). Or maybe just give him a quarterstaff.
Filby 01-19-06 06:11 PM said:I think quarterstaff is most appropriate, or any simple weapon commoners would be likely to use, such as a dagger, club, or sling.
BOZ 01-20-06 01:20 AM said:IIRC, they are pictured with a scythe in MCA3.![]()
Too true, shame the 'maiming' magical enhancement is not in the SRD.Aspect of BOZ said:and, well, scythes are wicked badass with that x4 crit multiplier.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.