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Forums of the Coast Version 3.0!!!! (or is it 4? or maybe 5?) 2011-11-05T20:59:36 https://forums.druidsofthecoast.com/feed.php?f=109 2011-11-05T20:59:36 2011-11-05T20:59:36 https://forums.druidsofthecoast.com/viewtopic.php?t=1212&p=18277#p18277 <![CDATA[Custom Content • Custom Content Update Thread]]>
1. Expanded Traits System: In addition to having more traits, you will gain more as you adventure, and there will be more powerful traits that require others or certain experiences. Think of it as the current system with Achievement Feats thrown into it.

2. Prestige Feats: Lets face it, prestige classes are mostly irrelevant between awesome capstone abilities and the archetypes, but there are still plenty of prestige abilities that would be nice to have. So, essentially, I'm going to be converting some prestige classes into feat chains. Obviously some of the abilities will have to be toned down to qualify as feats, but I think it'll be work your while. Some classes I'm working on right now:

Archmage
Bloodstorm Blade
Dread Commando
Marshal (Penthiae Version)

Statistics: Posted by Mr_Praetorian — Sat Nov 05, 2011 8:59 pm


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2011-10-29T02:05:38 2011-10-29T02:05:38 https://forums.druidsofthecoast.com/viewtopic.php?t=1197&p=18221#p18221 <![CDATA[Custom Content • Re: GM Rulings]]> Reasoning: Even without specialized education, people tend to acquire a broad base of general knowledge over the span of their lifetimes.

Statistics: Posted by Mr_Praetorian — Sat Oct 29, 2011 2:05 am


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2011-09-11T21:19:57 2011-09-11T21:19:57 https://forums.druidsofthecoast.com/viewtopic.php?t=1199&p=17790#p17790 <![CDATA[Custom Content • Custom Races]]> The Wild Orcs fit every stereotype that one could conjure for a savage beast given human form. When the Hordekin still ruled the central plains, the Wild Orcs made up the majority of their armies and people, just as they done for nearly a thousand years before there even was a distinction between continents. Feral and primitive, the diminished faculties of a Wild Orc are countered by super-human strength and endurance.
Racial Traits:
+4 STR, +2 CON, -2 INT, -2 CHA
Toughness: Wild Orcs live a brutal existence, and over the centuries have become hardier people for it. They receive the Toughness Feat for free at 1st level.
Endurance: Wild Orcs receive the Endurance Feat for free at 1st level.
Ferocity: See Core Rules
Intimidating: Wild Orcs receive a +4 racial bonus to Intimidate checks
Racial Weapon Proficiency: Wild Orcs are proficient with Clubs and Spears of any kind and Greataxes.
Languages: Orcish


Grey Orcs, while just as fierce in a fight, seem to have long eschewed the ravenous need to destroy common in their central plains cousins. Most Grey Orcs dwell in the north, right on the border between the endless forests of Sveburga and the plains. Besides their slightly more reasonable demeanor, Grey Orcs set themselves apart from their wild brethren in the use of the giant wolves as mounts over horses, and deep appreciation of ancestral spirits.
Racial Traits:
+2 STR, +2 WIS, -2 CHA
Low-Light Vision: As a result of spending large periods of time in heavily forested areas, Grey Orcs have developed slightly keener senses.
Tough Skin: In addition to scarification and tatooing rites prevalent in their tribes, Grey Orcs have long been conditioned to a rough existence. As a result, they receive a +1 bonus to natural armor.
Endurance: Grey Orcs receive the Endurance Feat for free at 1st level.
Ferocity: See Core Rules
Scent: See Core Rules
Survivalist: Grey Orcs receive a +2 racial bonus on Survival and Perception Checks.
Racial Weapon Proficiency: Grey Orcs are proficient with Spears of any kind, and Warclaws.
Languages: Orcish


Murrgraat (“Half-Bloods” in Orcish) by comparison, have no established societies of their own, and tend to live in the fringes of greater ones. Often, the reputation of Wild Orcs taints the perception on all with orcish lineage and the so called Half-Bloods, with virtually no support network, feel this the worst. When found away from their Wild and Grey brethren, Half-Bloods tend to live in the harsher parts of the world, where one is judged by their ability to fight and survive more so than ancestry. As a result, the largest populations are typically in Sveburgen and Varangar lands.
Racial Traits:
+2 to a single Ability Score
Endurance: Half-Orcs share their parent’s general durability, and receive the Endurance Feat for free at 1st level.
Ferocity: See Core Rules
Orc Blood
Thick Skin: Half-Bloods have suffered a lot of abuse for simply being what they are, and have developed a natural resistance to intimidation. They receive a +2 racial bonus to saves against fear, and add this number to the DC to intimidate them.
Variable Traits: During character creation a half-orc may select either the Intimidating or Survivalist racial ability.
Languages: Common


Wild Elves gain the same racial traits as High Elves, save for the following.
Wild Elves gain +2 DEX, +2 WIS, and -2 INT: While not as keen as their brethren of the Court, the Suir’Quari are much hardier and wiser.
Racial Profiency: Suir’Quari are proficient with Bows and Spears of any kind, as well as Shortswords.
Languages: Suir’Quari know Quarin and Sylvan as base languages, and may select Druidic as a bonus language without taking levels in the class.

Statistics: Posted by Mr_Praetorian — Sun Sep 11, 2011 9:19 pm


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