Jon Potter
First Post
Bsed on the Half-dragon racial class presented in Races of the Dragon and the Half-troll template presented in the Fiend Folio, I worked up this little progression. Now to find a DM to let me play such a thing...
Class Features
All the following are class features of the Half-troll racial class.
Ability Score Modifications (Ex): At 1st level, a character pursuing the half-troll racial class suffers a -2 penalty to both Intelligence and Charisma. At 2nd level they enjoy the first of several increases to ability scores: Dexterity +2. At levels 3, 4 and 5 of the half-troll racial class, the character receives a +2 to both Strength and Constitution. All ability increases are cumulative.
Darkvision (Ex): At 1st level, the Half-troll racial class grants the ability to see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-trolls can function just fine with no light at all.
Claws (Ex): The 2nd level of the half-troll racial class grants two claw attacks as primary natural weapons. These attacks deal damage according to the following table.
Size Claw Damage
Small 1d3
Medium 1d4
Large 1d6
This damage is piercing and slashing damage. Claws threaten a critical hit on a natural attack roll of 20.
An attack with a primary natural weapon uses the half-troll's full attack bonus. A character making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, she threatens any space she can reach. Characters do not receive additional attacks from a high base attack bonus when using natural weapons
Natural Armor (Ex): At 2nd level, the half-troll racial class grants a +1 natural armor bonus to AC (existing natural armor improves by 1). The bonus increases again at 3rd, 4th, and 5th level for a total improvement of +4 over 4 levels.
Fast Healing (Ex): Beginning at 2nd level, the half-troll racial class provides Fast Healing. A half-troll with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing.
At the beginning of each of the half-troll's turns, she heals a certain number of hit points. At 2nd level this number is 1 and it increases to 2 at 3rd level and 3 at 4th level. At 5th level, the half-troll gains Fast Healing 5.
Unlike regeneration, fast healing does not allow a half-troll to regrow or reattach lost body parts. A character that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation.
Bite (Ex): At 3rd level, the Half-troll racial class grants a secondary natural weapon, a bite attack that deals damage according to the following table.
Size Bite Damage
Small 1d4
Medium 1d6
Large 1d8
This damage is piercing, slashing, and bludgeoning damage. A bite threatens a critical hit on a natural attack roll of 20.
Attacks with secondary natural weapons are less effective and are made with a -5 penalty on the attack roll. (Half-trolls with the Multiattack feat take only a -2 penalty on secondary attacks.) This penalty applies even when the character makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.
Rend (Ex): Beginning at the 4th level of the racial class, a half-troll who hits with two or more claw attacks against the same opponent, he latches onto the opponent's body and tears the flesh. This attack automatically deals an additional amount of slashing and piercing damage based on the half-troll's size as shown on the table below. A half-troll adds 1.5 times its Strength modifier to this base rend damage.
Size Rend Damage
Small 2d3
Medium 2d4
Large 2d6
Giant Type: At 5th level, the half-troll gains the Giant type. Among other things this grants the half-troll immunity to spells that target Humanoids.
Scent (Ex): At 5th level, the half-troll gains the ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A half-troll can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The half-troll detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If he moves within 5 feet of the scent’s source, the half-troll can pinpoint that source.
A half-troll with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Characters tracking by scent ignore the effects of surface conditions and poor visibility.
Half-trolls with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Code:
Effective Ability Score
Class Level Modifications Effects
1st Int -2, Cha -2 Darkvision 60 ft.
2nd Dex +2 Claws, Natural Armor (+1), Fast Healing 1
3rd Str +2, Con +2 Bite, Natural Armor (+2), Fast Healing 2
4th Str +2, Con +2 Rend, Natural Armor (+3), Fast Healing 3
5th Str +2, Con +2 Giant Type, Natural Armor (+4), Scent, Fast Healing 5
Class Features
All the following are class features of the Half-troll racial class.
Ability Score Modifications (Ex): At 1st level, a character pursuing the half-troll racial class suffers a -2 penalty to both Intelligence and Charisma. At 2nd level they enjoy the first of several increases to ability scores: Dexterity +2. At levels 3, 4 and 5 of the half-troll racial class, the character receives a +2 to both Strength and Constitution. All ability increases are cumulative.
Darkvision (Ex): At 1st level, the Half-troll racial class grants the ability to see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-trolls can function just fine with no light at all.
Claws (Ex): The 2nd level of the half-troll racial class grants two claw attacks as primary natural weapons. These attacks deal damage according to the following table.
Size Claw Damage
Small 1d3
Medium 1d4
Large 1d6
This damage is piercing and slashing damage. Claws threaten a critical hit on a natural attack roll of 20.
An attack with a primary natural weapon uses the half-troll's full attack bonus. A character making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, she threatens any space she can reach. Characters do not receive additional attacks from a high base attack bonus when using natural weapons
Natural Armor (Ex): At 2nd level, the half-troll racial class grants a +1 natural armor bonus to AC (existing natural armor improves by 1). The bonus increases again at 3rd, 4th, and 5th level for a total improvement of +4 over 4 levels.
Fast Healing (Ex): Beginning at 2nd level, the half-troll racial class provides Fast Healing. A half-troll with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing.
At the beginning of each of the half-troll's turns, she heals a certain number of hit points. At 2nd level this number is 1 and it increases to 2 at 3rd level and 3 at 4th level. At 5th level, the half-troll gains Fast Healing 5.
Unlike regeneration, fast healing does not allow a half-troll to regrow or reattach lost body parts. A character that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation.
Bite (Ex): At 3rd level, the Half-troll racial class grants a secondary natural weapon, a bite attack that deals damage according to the following table.
Size Bite Damage
Small 1d4
Medium 1d6
Large 1d8
This damage is piercing, slashing, and bludgeoning damage. A bite threatens a critical hit on a natural attack roll of 20.
Attacks with secondary natural weapons are less effective and are made with a -5 penalty on the attack roll. (Half-trolls with the Multiattack feat take only a -2 penalty on secondary attacks.) This penalty applies even when the character makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.
Rend (Ex): Beginning at the 4th level of the racial class, a half-troll who hits with two or more claw attacks against the same opponent, he latches onto the opponent's body and tears the flesh. This attack automatically deals an additional amount of slashing and piercing damage based on the half-troll's size as shown on the table below. A half-troll adds 1.5 times its Strength modifier to this base rend damage.
Size Rend Damage
Small 2d3
Medium 2d4
Large 2d6
Giant Type: At 5th level, the half-troll gains the Giant type. Among other things this grants the half-troll immunity to spells that target Humanoids.
Scent (Ex): At 5th level, the half-troll gains the ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A half-troll can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The half-troll detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If he moves within 5 feet of the scent’s source, the half-troll can pinpoint that source.
A half-troll with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Characters tracking by scent ignore the effects of surface conditions and poor visibility.
Half-trolls with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.