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<blockquote data-quote="Arkhandus" data-source="post: 3374040" data-attributes="member: 13966"><p><span style="font-size: 15px">Urgogs, the regenerating scavengers (By Arkhandus)</span></p><p></p><p>[sblock]</p><p></p><p><span style="font-size: 12px">Overview</span></p><p>[sblock]</p><p>I'll put something here soon....</p><p><strong>Personality:</strong> Likewise....</p><p><strong>Physical Description:</strong> An urgog stands between 3-1/2 and 4 feet tall on average, being a stocky humanoid of 50 to 90 pounds in weight. They have thick, ashen gray skin, rough and almost a bit scaly in feel, but urgogs never sweat. Instead, they seem to give off a bit of light steam at times, from numerous pores across their skin. Urgogs have a highly-active metabolism that generates significant body heat. They are most comfortable living in regions with mildly cold weather year-round. An urgog has thick strands of porous hair on their scalp, shoulders, and back, while the rest of their body is hairless. What hair they do have is some shade of blue or violet. Urgogs have slanted eyes of dark blue, red, purple, or green. Urgog faces have a pronounced chin and cheekbones, with a small nose and long ears. Their head is wide but not very long, and a bit wedge-shaped. Small tusks protrude from the edges of the mouth, from both the upper and lower jaw, and urgogs have broad, expressive mouths.</p><p><strong>Relations:</strong> Likewise....</p><p><strong>Alignment:</strong> Likewise....</p><p><strong>Example Lands:</strong> Likewise....</p><p><strong>Religion:</strong> Likewise....</p><p><strong>Language:</strong> Likewise....</p><p><strong>Names:</strong> Likewise....</p><p>[/sblock]</p><p><span style="font-size: 12px">Urgog Racial Traits</span></p><p>[sblock]</p><ul> <li data-xf-list-type="ul">Ability Scores: Urgogs gain +2 Constitution, but also suffer -2 Strength, -2 Dexterity, and -2 Intelligence. They are short and stout, but rather awkward in motion, and not especially muscular for their size. Urgogs also tend towards simple thoughts and obsessing over food, drink, and merriment, with little concern for crafts and lore that is not related to survival or revelry.</li> <li data-xf-list-type="ul">Small: Being Small in size, urgogs enjoy a +1 size bonus to Armor Class and attack rolls, as well as a +4 size bonus on Hide skill checks. However, they suffer a size penalty on certain other rolls, such as a -4 size penalty on grapple checks, and urgogs must use smaller weapons, armor, and other equipment compared to humans. The base damage of an urgog's unarmed strike is 1d2 nonlethal (subdual), not 1d3 like a human's, and the urgog applies his or her Strength modifier to the damage as normal.</li> <li data-xf-list-type="ul">Type: Urgogs are Humanoids of the Urgog subtype.</li> <li data-xf-list-type="ul">Base Speed: 20 feet.</li> <li data-xf-list-type="ul">Darkvision: Urgogs have the benefit of darkvision, allowing them to see even in total darkness out to a distance of 60 feet. Darkvision is black and white only, but otherwise like normal sight. Urgogs are well-adapted to living in deep caves, but often visit the surface to scrounge around. Darkvision is an extraordinary ability.</li> <li data-xf-list-type="ul">Stable Hauler: Urgogs are used to carrying large bundles of supplies from the surface to their underground communities, and they have a broad, stable body. The urgog enjoys a +4 stability bonus on opposed Strength or Dexterity checks to resist a bull rush or trip attempt. He or she also does not suffer a reduction in base speed for carrying a medium or heavy load, nor for wearing medium or heavy armor.</li> <li data-xf-list-type="ul">+2 racial bonus on Profession (Cook) and Survival skill checks: An urgog loves to eat, and cooking well is a matter of great importance to urgogs. After all, they spend hours each day feasting. Urgogs also learn the importance of hunting, foraging, and scavenging to survive, even on extended trips through wilderness.</li> <li data-xf-list-type="ul">-2 racial penalty on all Bluff, Diplomacy, Gather Information, and Sense Motive skill checks: Urgogs have poor manners and some difficulty in understanding the way other creatures think. They have a natural tendency towards living alone or in small groups, ignoring other creatures except as potential rivals for food and water.</li> <li data-xf-list-type="ul">Morphic Immunity: The urgogs have a peculiar nature that renders them immune to polymorphing, shapechanging, petrification, and size-alteration of all kinds. This does not prevent growing or shrinking naturally with age, of course, nor does it prevent illusions. Morphic immunity is an extraordinary ability.</li> <li data-xf-list-type="ul">Regeneration: A urgog possesses the quality of regeneration 1. He or she heals 1 point of nonlethal (subdual in 3.0 rules) damage per round as a result. Most attacks deal only nonlethal (subdual) damage to an urgog. Acid, cold, electricity, fire, and sonic effects deal normal damage to urgogs. An urgog rendered unconscious may only be killed with a coup de grace if the attack deals normal damage to the urgog, not if the attack would be converted to subdual damage. Attacks that do not deal hit point damage (such as <em>disintegrate,</em> or most poisons and diseases) ignore regeneration. Regeneration does not heal lost hit points or nonlethal (subdual) damage when caused by starvartion, thirst, or suffocation. An urgog's regeneration allows him or her to regrow lost body parts, regrowing one lost limb or body part every 3d4x10 days. He or she cannot reattach limbs through this ability, however. Regeneration is an extraordinary ability.</li> <li data-xf-list-type="ul">High Metabolism: Urgogs burn through nutrients quickly, fueling their rapid metabolism and regenerative tissues. As a result, urgogs require eight times the normal amount of food and water for creatures of their size. Being Small, this means an urgog must consume twice the amount of food and water that a human would, to avoid dehydration and starvation. Furthermore, an urgog suffers the secondary effects of poison twice as quickly as normal (so for instance, a poison that deals secondary damage 1 minute after poisoning would instead cause that damage half a minute after poisoning). Likewise, after a disease's incubation period in an urgog, the urgog suffers each increments of its effects twice as quickly as normal (for example, diseases that cause another increment of ability damage each day would instead cause that damage every half-day). Lastly, an urgog's natural regeneration does not function while he or she is starving or dehydrated.</li> <li data-xf-list-type="ul">Automatic Languages: Common and Undercommon. Bonus Languages: Dwarven, Giant, Gnome, Goblin, or Terran. Urgogs come into conflict at times with other subterrannean and cave-dwelling creatures, but manage to trade and ally with dwarves or gnomes on occasion.</li> <li data-xf-list-type="ul">Favored Class: The favored class of urgogs is ranger.</li> </ul><p>[/sblock]</p><p><span style="font-size: 12px">Racial Paragon Class</span></p><p>[sblock]</p><p><strong><span style="font-size: 10px">Urgog Paragon</span></strong></p><p>Alignment: Any.</p><p>Hit Dice: D8.</p><p></p><p>Class Skills: The urgog paragon's class skills, and the key ability for each, are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).</p><p></p><p>Skill Points at Each Level: 4 + Int modifier. Multiply this amount by 4 at 1st-level in the class if it is also the urgog's 1st character level.</p><p></p><p>Weapon and Armor Proficiency: Urgog paragons are proficient in simple weapons, light armor, and shields, but not tower shields.</p><p></p><p>Bonus Feat: An urgog paragon receives a bonus feat of his or her choice at 1st-level in this class. It must be a feat which character meets the prerequisites for, if any.</p><p></p><p>Boldness: Urgog paragons develop more boldness than other urgogs, receiving a +1 racial bonus on all Will saving throws.</p><p></p><p>Scrounge: The urgog paragon learns to explore, investigate, scrounge, forage, dig, and scavenge much better by 2nd-level in this class. He or she improves their racial bonus on Survival checks to +4, and henceforth receives a +2 racial bonus on all Appraise, Profession (Miner), and Search checks.</p><p></p><p>Ability Boost: At 3rd-level, an urgog paragon's Constitution score increases by 2 points.</p><p></p><p>Class...Base......Fort....Ref.....Will.....Special</p><p>Level...Attack...Save...Save...Save...Class Features</p><p>1.........+0........+2......+0......+0......Bonus Feat, Boldness</p><p>2.........+1........+3......+0......+0......Scrounge</p><p>3.........+2........+3......+1......+1......Ability Boost (+2 Constitution)</p><p>[/sblock]</p><p><span style="font-size: 12px">Racial Feats</span></p><p>[sblock]</p><p><span style="font-size: 10px">Urgog Axe-Master</span></p><p>Trained by other urgog axe-masters who have preserved the art, you are now a fellow master of the urgog axe-wielding warrior tradition.</p><p><strong>Prerequisites:</strong> Urgog race, Str 13+, BAB +9 or higher, Improved Critical (any axe, except the orc double axe), Weapon Focus (any axe, except the orc double axe), Weapon Specialization (any axe, except the orc double axe).</p><p><strong>Benefit:</strong> You never require a threat confirmation roll for any critical hits with axes. All critical threats you make with axes are automatically confirmed as critical hits. Furthermore, your attack penalty for fighting with two weapons, but not a double weapon, is reduced by 1 point if the two weapons you wield are axes.</p><p></p><p><span style="font-size: 10px">Urgog Hatchetman</span></p><p>An urgog axe-master has trained you, in the tradition of urgog hatchet-wielders.</p><p><strong>Prerequisites:</strong> Urgog race, Str 13+, Weapon Focus (handaxe).</p><p><strong>Benefit:</strong> You gain a +1 bonus on attack rolls and damage with hand axes, but only when you wield a pair of hand axes in melee for two-weapon fighting. Multiply the bonus damage normally if you score a critical hit. Furthermore, you suffer only a -1 penalty on attack rolls when you use the fighting defensively option, if wielding two hand axes. You also gain a +1 bonus on Profession (lumberjack) skill checks.</p><p></p><p><span style="font-size: 10px">Urgog Raider</span></p><p>Training in the tactics of an urgog raider, you have improved in fighting opponents that are in a disadvantageous position. You have also practiced in sprinting, to better close in on foes and escape with loot.</p><p><strong>Prerequisites:</strong> Urgog race, base Reflex save +2 or higher, Str 13+, Dex 13+, Weapon Focus.</p><p><strong>Benefit:</strong> Whenever you flank an opponent, or the opponent is denied a Dexterity bonus to AC against your attack, you gain an extra +1 bonus on weapon attack rolls against that foe. This bonus only applies for weapons you have Weapon Focus in, however. Furthermore, you add +5 feet to your effective base speed, but only for purposes of running and charging.</p><p></p><p><span style="font-size: 10px">Urgog Skulk</span></p><p>You are especially sneaky for an urgog, and a bit cowardly too. But you know how to strike down a target who doesn't know you're there.</p><p><strong>Prerequisites:</strong> Urgog race, Dex 13+, Wis 13+.</p><p><strong>Benefit:</strong> You gain a +1 bonus on all Bluff, Hide, and Move Silently checks. In addition, you deal +2 damage whenever you successfully hit a flat-footed opponent with a weapon. This bonus damage only applies if the opponent is susceptible to critical hits, and it is multiplied normally if you score a critical hit.</p><p></p><p><span style="font-size: 10px">Urgog Tinker</span></p><p>Idle time spent in scavenging and tinkering with other races' debris, ruins, and junk has taught you valuable skills as an inventor and fixer.</p><p><strong>Prerequisites:</strong> Urgog race, Int 11+, Craft (any) 2+ ranks, Skill Focus (any Craft skill).</p><p><strong>Benefit:</strong> You receive 2 bonus skill points at this level, to spend as you choose. These are not modified by Intelligence, nor are they multiplied if this is your 1st character level. Choose one skill from amongst Craft, Disable Device, Open Lock, or Use Rope, and that becomes a permanent class skill for you. Instead of gaining a permanent class skill in this manner, you may gain a +1 bonus on checks with your choice of one skill from that group. However, regardless, you suffer a -1 penalty on Fortitude saving throws, due to health hazards you encountered while building your familiarity.</p><p>[/sblock]</p><p><span style="font-size: 12px">Design Notes</span></p><p>[sblock]</p><p>I'll provide some design notes on this soon. For now though, here's some tweaks for if you want the race to be a little more powerful:</p><p></p><p>Variant Urgog: +1 Level Adjustment</p><p>Remove the Strength and Intelligence penalties of the Urgog. Add a +2 racial adjustment to Wisdom. Expand the racial bonus on Profession (Cook) and Survival checks to also include Profession (Herbalist).</p><p>[/sblock]</p><p><span style="font-size: 12px">Plot hooks</span></p><p>[sblock]</p><ul> <li data-xf-list-type="ul">none as of yet</li> </ul><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3374040, member: 13966"] [SIZE=4]Urgogs, the regenerating scavengers (By Arkhandus)[/SIZE] [sblock] [SIZE=3]Overview[/SIZE] [sblock] I'll put something here soon.... [B]Personality:[/B] Likewise.... [B]Physical Description:[/B] An urgog stands between 3-1/2 and 4 feet tall on average, being a stocky humanoid of 50 to 90 pounds in weight. They have thick, ashen gray skin, rough and almost a bit scaly in feel, but urgogs never sweat. Instead, they seem to give off a bit of light steam at times, from numerous pores across their skin. Urgogs have a highly-active metabolism that generates significant body heat. They are most comfortable living in regions with mildly cold weather year-round. An urgog has thick strands of porous hair on their scalp, shoulders, and back, while the rest of their body is hairless. What hair they do have is some shade of blue or violet. Urgogs have slanted eyes of dark blue, red, purple, or green. Urgog faces have a pronounced chin and cheekbones, with a small nose and long ears. Their head is wide but not very long, and a bit wedge-shaped. Small tusks protrude from the edges of the mouth, from both the upper and lower jaw, and urgogs have broad, expressive mouths. [B]Relations:[/B] Likewise.... [B]Alignment:[/B] Likewise.... [B]Example Lands:[/B] Likewise.... [B]Religion:[/B] Likewise.... [B]Language:[/B] Likewise.... [B]Names:[/B] Likewise.... [/sblock] [SIZE=3]Urgog Racial Traits[/SIZE] [sblock] [list] [*]Ability Scores: Urgogs gain +2 Constitution, but also suffer -2 Strength, -2 Dexterity, and -2 Intelligence. They are short and stout, but rather awkward in motion, and not especially muscular for their size. Urgogs also tend towards simple thoughts and obsessing over food, drink, and merriment, with little concern for crafts and lore that is not related to survival or revelry. [*]Small: Being Small in size, urgogs enjoy a +1 size bonus to Armor Class and attack rolls, as well as a +4 size bonus on Hide skill checks. However, they suffer a size penalty on certain other rolls, such as a -4 size penalty on grapple checks, and urgogs must use smaller weapons, armor, and other equipment compared to humans. The base damage of an urgog's unarmed strike is 1d2 nonlethal (subdual), not 1d3 like a human's, and the urgog applies his or her Strength modifier to the damage as normal. [*]Type: Urgogs are Humanoids of the Urgog subtype. [*]Base Speed: 20 feet. [*]Darkvision: Urgogs have the benefit of darkvision, allowing them to see even in total darkness out to a distance of 60 feet. Darkvision is black and white only, but otherwise like normal sight. Urgogs are well-adapted to living in deep caves, but often visit the surface to scrounge around. Darkvision is an extraordinary ability. [*]Stable Hauler: Urgogs are used to carrying large bundles of supplies from the surface to their underground communities, and they have a broad, stable body. The urgog enjoys a +4 stability bonus on opposed Strength or Dexterity checks to resist a bull rush or trip attempt. He or she also does not suffer a reduction in base speed for carrying a medium or heavy load, nor for wearing medium or heavy armor. [*]+2 racial bonus on Profession (Cook) and Survival skill checks: An urgog loves to eat, and cooking well is a matter of great importance to urgogs. After all, they spend hours each day feasting. Urgogs also learn the importance of hunting, foraging, and scavenging to survive, even on extended trips through wilderness. [*]-2 racial penalty on all Bluff, Diplomacy, Gather Information, and Sense Motive skill checks: Urgogs have poor manners and some difficulty in understanding the way other creatures think. They have a natural tendency towards living alone or in small groups, ignoring other creatures except as potential rivals for food and water. [*]Morphic Immunity: The urgogs have a peculiar nature that renders them immune to polymorphing, shapechanging, petrification, and size-alteration of all kinds. This does not prevent growing or shrinking naturally with age, of course, nor does it prevent illusions. Morphic immunity is an extraordinary ability. [*]Regeneration: A urgog possesses the quality of regeneration 1. He or she heals 1 point of nonlethal (subdual in 3.0 rules) damage per round as a result. Most attacks deal only nonlethal (subdual) damage to an urgog. Acid, cold, electricity, fire, and sonic effects deal normal damage to urgogs. An urgog rendered unconscious may only be killed with a coup de grace if the attack deals normal damage to the urgog, not if the attack would be converted to subdual damage. Attacks that do not deal hit point damage (such as [I]disintegrate,[/I] or most poisons and diseases) ignore regeneration. Regeneration does not heal lost hit points or nonlethal (subdual) damage when caused by starvartion, thirst, or suffocation. An urgog's regeneration allows him or her to regrow lost body parts, regrowing one lost limb or body part every 3d4x10 days. He or she cannot reattach limbs through this ability, however. Regeneration is an extraordinary ability. [*]High Metabolism: Urgogs burn through nutrients quickly, fueling their rapid metabolism and regenerative tissues. As a result, urgogs require eight times the normal amount of food and water for creatures of their size. Being Small, this means an urgog must consume twice the amount of food and water that a human would, to avoid dehydration and starvation. Furthermore, an urgog suffers the secondary effects of poison twice as quickly as normal (so for instance, a poison that deals secondary damage 1 minute after poisoning would instead cause that damage half a minute after poisoning). Likewise, after a disease's incubation period in an urgog, the urgog suffers each increments of its effects twice as quickly as normal (for example, diseases that cause another increment of ability damage each day would instead cause that damage every half-day). Lastly, an urgog's natural regeneration does not function while he or she is starving or dehydrated. [*]Automatic Languages: Common and Undercommon. Bonus Languages: Dwarven, Giant, Gnome, Goblin, or Terran. Urgogs come into conflict at times with other subterrannean and cave-dwelling creatures, but manage to trade and ally with dwarves or gnomes on occasion. [*]Favored Class: The favored class of urgogs is ranger. [/list] [/sblock] [SIZE=3]Racial Paragon Class[/SIZE] [sblock] [B][SIZE=2]Urgog Paragon[/SIZE][/B] Alignment: Any. Hit Dice: D8. Class Skills: The urgog paragon's class skills, and the key ability for each, are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 4 + Int modifier. Multiply this amount by 4 at 1st-level in the class if it is also the urgog's 1st character level. Weapon and Armor Proficiency: Urgog paragons are proficient in simple weapons, light armor, and shields, but not tower shields. Bonus Feat: An urgog paragon receives a bonus feat of his or her choice at 1st-level in this class. It must be a feat which character meets the prerequisites for, if any. Boldness: Urgog paragons develop more boldness than other urgogs, receiving a +1 racial bonus on all Will saving throws. Scrounge: The urgog paragon learns to explore, investigate, scrounge, forage, dig, and scavenge much better by 2nd-level in this class. He or she improves their racial bonus on Survival checks to +4, and henceforth receives a +2 racial bonus on all Appraise, Profession (Miner), and Search checks. Ability Boost: At 3rd-level, an urgog paragon's Constitution score increases by 2 points. Class...Base......Fort....Ref.....Will.....Special Level...Attack...Save...Save...Save...Class Features 1.........+0........+2......+0......+0......Bonus Feat, Boldness 2.........+1........+3......+0......+0......Scrounge 3.........+2........+3......+1......+1......Ability Boost (+2 Constitution) [/sblock] [SIZE=3]Racial Feats[/SIZE] [sblock] [SIZE=2]Urgog Axe-Master[/SIZE] Trained by other urgog axe-masters who have preserved the art, you are now a fellow master of the urgog axe-wielding warrior tradition. [B]Prerequisites:[/B] Urgog race, Str 13+, BAB +9 or higher, Improved Critical (any axe, except the orc double axe), Weapon Focus (any axe, except the orc double axe), Weapon Specialization (any axe, except the orc double axe). [B]Benefit:[/B] You never require a threat confirmation roll for any critical hits with axes. All critical threats you make with axes are automatically confirmed as critical hits. Furthermore, your attack penalty for fighting with two weapons, but not a double weapon, is reduced by 1 point if the two weapons you wield are axes. [SIZE=2]Urgog Hatchetman[/SIZE] An urgog axe-master has trained you, in the tradition of urgog hatchet-wielders. [B]Prerequisites:[/B] Urgog race, Str 13+, Weapon Focus (handaxe). [B]Benefit:[/B] You gain a +1 bonus on attack rolls and damage with hand axes, but only when you wield a pair of hand axes in melee for two-weapon fighting. Multiply the bonus damage normally if you score a critical hit. Furthermore, you suffer only a -1 penalty on attack rolls when you use the fighting defensively option, if wielding two hand axes. You also gain a +1 bonus on Profession (lumberjack) skill checks. [SIZE=2]Urgog Raider[/SIZE] Training in the tactics of an urgog raider, you have improved in fighting opponents that are in a disadvantageous position. You have also practiced in sprinting, to better close in on foes and escape with loot. [B]Prerequisites:[/B] Urgog race, base Reflex save +2 or higher, Str 13+, Dex 13+, Weapon Focus. [B]Benefit:[/B] Whenever you flank an opponent, or the opponent is denied a Dexterity bonus to AC against your attack, you gain an extra +1 bonus on weapon attack rolls against that foe. This bonus only applies for weapons you have Weapon Focus in, however. Furthermore, you add +5 feet to your effective base speed, but only for purposes of running and charging. [SIZE=2]Urgog Skulk[/SIZE] You are especially sneaky for an urgog, and a bit cowardly too. But you know how to strike down a target who doesn't know you're there. [B]Prerequisites:[/B] Urgog race, Dex 13+, Wis 13+. [B]Benefit:[/B] You gain a +1 bonus on all Bluff, Hide, and Move Silently checks. In addition, you deal +2 damage whenever you successfully hit a flat-footed opponent with a weapon. This bonus damage only applies if the opponent is susceptible to critical hits, and it is multiplied normally if you score a critical hit. [SIZE=2]Urgog Tinker[/SIZE] Idle time spent in scavenging and tinkering with other races' debris, ruins, and junk has taught you valuable skills as an inventor and fixer. [B]Prerequisites:[/B] Urgog race, Int 11+, Craft (any) 2+ ranks, Skill Focus (any Craft skill). [B]Benefit:[/B] You receive 2 bonus skill points at this level, to spend as you choose. These are not modified by Intelligence, nor are they multiplied if this is your 1st character level. Choose one skill from amongst Craft, Disable Device, Open Lock, or Use Rope, and that becomes a permanent class skill for you. Instead of gaining a permanent class skill in this manner, you may gain a +1 bonus on checks with your choice of one skill from that group. However, regardless, you suffer a -1 penalty on Fortitude saving throws, due to health hazards you encountered while building your familiarity. [/sblock] [SIZE=3]Design Notes[/SIZE] [sblock] I'll provide some design notes on this soon. For now though, here's some tweaks for if you want the race to be a little more powerful: Variant Urgog: +1 Level Adjustment Remove the Strength and Intelligence penalties of the Urgog. Add a +2 racial adjustment to Wisdom. Expand the racial bonus on Profession (Cook) and Survival checks to also include Profession (Herbalist). [/sblock] [SIZE=3]Plot hooks[/SIZE] [sblock] [list] [*]none as of yet [/list] [/sblock] [/sblock] [/QUOTE]
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