credit: B.Brus
I didn't have anywhere else to share this. Thought it might get some use here.
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TROHL
“... And when the god of knowledge came forward to speak against Trohl’s campaign of misinformation, his sibling’s expression did not change. ‘Who? Me?’ Trohl asked innocently. ‘You must have misunderstood.’
“’Besides, what’s wrong with a slightly different perspective?’ he added as his brother’s face flushed hot red with anger. ‘It keeps the mind nimble.’”
Or so the legend goes. It’s but one of the many tales Trohls tell to explain their origins and motivations. The minor deity known as Trohl, from whom they take their name, believes true knowledge should not be so easily attained, that the heat of argument and the friction of conflicting ideas increases the value of the ultimate reward. ... Or maybe he merely wants to sow dissent for his own amusement. Who knows? It's very hard to determine the truth about the followers of Trohl – if there even is a truth to be known.
Requirements:
• Alignment: any chaotic – as many harmless Trohls wander the land as those with malicious intentions.
• Feats: Skill Focus (Bluff)
• Skills: Bluff, 8 ranks; Diplomacy, 8 ranks; and any three Knowledge skills, 7 ranks each.
• Special: The character must have survived a fire-based attack of at least 5d6 intensity without injury (i.e. any successful save for no damage), with or without magical aid, sometime in his adventuring life.
Hit die: d6
Class skills: The Trohl’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge – all (Int), Listen (Wis), Perform (Cha), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis). A Trohl gains 8 skill points (plus Intelligence modifier) per level.
Weapon and Armor Proficiency: A Trohl’s weapon and armor proficiencies do not change from the character’s previous classes.
Table: Trohl
Base
Class Att’k ... Fort Ref Will
Level Bonus ... Save Save Save ....Special
----- ----- ---- ---- ---- -------
1st +0 ... +0 +2 +2 ....Trohl Lore
2nd +1 ... +1 +2 +2 ....Novel Attack
3rd +2 ...+1 +3 +3 ....All Het Up (2)
4th +3 ...+2 +3 +3 ....Fool a Fool
5th +3 ...+2 +4 +4 ....Quick on His Feet
6th +4 ...+3 +4 +4 ....All Het Up (3)
7th +5 ...+3 +5 +5 ....Quick-Thinking
8th +6 ...+4 +5 +5 ....Taunt
9th +6 ...+4 +6 +6 ....All Het Up (4)
Trohl Lore – at 1st level, a Trohl gains the ability to know legends or information about various topics, just like a Bard can with Bardic Knowledge. The Trohl adds his level and his Intelligence modifier to the Knowledge check (as outlined for the Bard class). If he already has a similar Lore ability from a previous class, the levels stack for the purpose of determining the Knowledge check.
Novel Attack – at 2nd level, a Trohl’s natural inquisitiveness and unique perspective allows him to gain the Exotic Weapon Proficiency feat for a weapon of his choice.
All Het Up – at 3rd level, a Trohl gains the supernatural ability to temporarily gain health from any fire-based attack from which he emerges unscathed – thus the warning, “Flaming a Trohl only makes him stronger.” Every time a Trohl successfully saves against fire for no damage, he gains 2 temporary hit points (to a maximum temporary total equal to his character level). This bonus increases to 3 hit points at 6th level and 4 hit points at 9th level.
Fool a Fool – at 4th level, a Trohl can detect lies as an extraordinary ability at will. This ability can be used a number of times per day equal to his class level.
Quick on His Feet – at 5th level, a Trohl gains one of the following feats of his choice: Improved Initiative, Combat Reflexes, Run, Quick Draw, or Dodge (even if he otherwise lacks the necessary prerequisites).
Quick-Thinking – at 7th level, a Trohl further hones his natural aptitude to mislead and distract, even when he’s fighting for his life. He can use the Bluff skill technique of feinting in combat as a move-equivalent action.
Taunt – at 8th level, a Trohl gains the extraordinary ability to upset an opponent so badly with taunts and jibes that the target loses control of his normal reasoning faculties. Whenever he successfully uses his Bluff, Diplomacy or Perform skill (player’s choice; a gesture can be as effective as a word), the Trohl can temporarily negate his opponent’s Intelligence and Wisdom modifiers. This effect is realized on the next single action the target makes that would use either his Intelligence or Wisdom. This may also affect spellcasters who have bonus spells derived from their ability modifiers: If the spellcaster has been successfully Taunted and immediately tries to cast one of his last spells of a particular level in which he had a bonus spell slot, the spell fizzles and is harmlessly wasted from memory.
I didn't have anywhere else to share this. Thought it might get some use here.
---
TROHL
“... And when the god of knowledge came forward to speak against Trohl’s campaign of misinformation, his sibling’s expression did not change. ‘Who? Me?’ Trohl asked innocently. ‘You must have misunderstood.’
“’Besides, what’s wrong with a slightly different perspective?’ he added as his brother’s face flushed hot red with anger. ‘It keeps the mind nimble.’”
Or so the legend goes. It’s but one of the many tales Trohls tell to explain their origins and motivations. The minor deity known as Trohl, from whom they take their name, believes true knowledge should not be so easily attained, that the heat of argument and the friction of conflicting ideas increases the value of the ultimate reward. ... Or maybe he merely wants to sow dissent for his own amusement. Who knows? It's very hard to determine the truth about the followers of Trohl – if there even is a truth to be known.
Requirements:
• Alignment: any chaotic – as many harmless Trohls wander the land as those with malicious intentions.
• Feats: Skill Focus (Bluff)
• Skills: Bluff, 8 ranks; Diplomacy, 8 ranks; and any three Knowledge skills, 7 ranks each.
• Special: The character must have survived a fire-based attack of at least 5d6 intensity without injury (i.e. any successful save for no damage), with or without magical aid, sometime in his adventuring life.
Hit die: d6
Class skills: The Trohl’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge – all (Int), Listen (Wis), Perform (Cha), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis). A Trohl gains 8 skill points (plus Intelligence modifier) per level.
Weapon and Armor Proficiency: A Trohl’s weapon and armor proficiencies do not change from the character’s previous classes.
Table: Trohl
Base
Class Att’k ... Fort Ref Will
Level Bonus ... Save Save Save ....Special
----- ----- ---- ---- ---- -------
1st +0 ... +0 +2 +2 ....Trohl Lore
2nd +1 ... +1 +2 +2 ....Novel Attack
3rd +2 ...+1 +3 +3 ....All Het Up (2)
4th +3 ...+2 +3 +3 ....Fool a Fool
5th +3 ...+2 +4 +4 ....Quick on His Feet
6th +4 ...+3 +4 +4 ....All Het Up (3)
7th +5 ...+3 +5 +5 ....Quick-Thinking
8th +6 ...+4 +5 +5 ....Taunt
9th +6 ...+4 +6 +6 ....All Het Up (4)
Trohl Lore – at 1st level, a Trohl gains the ability to know legends or information about various topics, just like a Bard can with Bardic Knowledge. The Trohl adds his level and his Intelligence modifier to the Knowledge check (as outlined for the Bard class). If he already has a similar Lore ability from a previous class, the levels stack for the purpose of determining the Knowledge check.
Novel Attack – at 2nd level, a Trohl’s natural inquisitiveness and unique perspective allows him to gain the Exotic Weapon Proficiency feat for a weapon of his choice.
All Het Up – at 3rd level, a Trohl gains the supernatural ability to temporarily gain health from any fire-based attack from which he emerges unscathed – thus the warning, “Flaming a Trohl only makes him stronger.” Every time a Trohl successfully saves against fire for no damage, he gains 2 temporary hit points (to a maximum temporary total equal to his character level). This bonus increases to 3 hit points at 6th level and 4 hit points at 9th level.
Fool a Fool – at 4th level, a Trohl can detect lies as an extraordinary ability at will. This ability can be used a number of times per day equal to his class level.
Quick on His Feet – at 5th level, a Trohl gains one of the following feats of his choice: Improved Initiative, Combat Reflexes, Run, Quick Draw, or Dodge (even if he otherwise lacks the necessary prerequisites).
Quick-Thinking – at 7th level, a Trohl further hones his natural aptitude to mislead and distract, even when he’s fighting for his life. He can use the Bluff skill technique of feinting in combat as a move-equivalent action.
Taunt – at 8th level, a Trohl gains the extraordinary ability to upset an opponent so badly with taunts and jibes that the target loses control of his normal reasoning faculties. Whenever he successfully uses his Bluff, Diplomacy or Perform skill (player’s choice; a gesture can be as effective as a word), the Trohl can temporarily negate his opponent’s Intelligence and Wisdom modifiers. This effect is realized on the next single action the target makes that would use either his Intelligence or Wisdom. This may also affect spellcasters who have bonus spells derived from their ability modifiers: If the spellcaster has been successfully Taunted and immediately tries to cast one of his last spells of a particular level in which he had a bonus spell slot, the spell fizzles and is harmlessly wasted from memory.
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