Dungeons and Dragons Troll 3.5 PBP RPG

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Troll

Troll

Troll Hunter, 6th-Level Ranger

Large Giant

Large Giant

Hit Dice:

6d8+36 (63 hp)

6d8+6d8+72 (130 hp)

Initiative:

+2

+1

Speed:

30 ft. (6 squares)

30 ft. (6 squares)

Armor Class:

16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14

21 (-1 size, +1 Dex, +6 natural, +5 +1 chain shirt), touch 10, flat-footed 20

Base Attack/Grapple:

+4/+14

+10/+21

Attack:

Claw +9 melee (1d6+6)

Claw +16 melee (1d6+7) or +1 battleaxe +17 melee (2d6+8/x3) or javelin +10 ranged (1d8+7)

Full Attack:

2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)

2 claws +16 melee (1d6+7) and bite +11 melee (1d6+3); or +1 battleaxe +17/+12 melee (2d6+8/x3) and claw +12 melee (1d6+3) and bite +12 (1d6+3); or javelin +10 ranged (1d8+7)

Space/Reach:

10 ft./10 ft.

10 ft./10 ft.

Special Attacks:

Rend 2d6+9

Rend 2d6+10, spells

Special Qualities:

Darkvision 90 ft., low-light vision, regeneration 5, scent

Darkvision 90 ft., favored enemy elves (+4), favored enemy humans (+2), low-light vision, regeneration 5, scent, wild empathy

Saves:

Fort +11, Ref +4, Will +3

Fort +16, Ref +8, Will +8

Abilities:

Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10

Skills:

Listen +5, Spot +6

Knowledge (nature) +6, Knowledge (dungeoneering) +6, Listen +13, Move Silently +9, Search +6, Spot +13, Survival +11 (+13 above- or underground and following tracks)

Feats:

Alertness, Iron Will, Track

Alertness, Cleave, Endurance B, Improved Natural Armor, Improved Two-Weapon Fighting B, Iron Will, Power Attack, Track B, Two-Weapon Fighting B

Environment:

Cold mountains

(Scrag: Cold aquatic)

Cold mountains

Organization:

Solitary or gang (2-4)

Solitary

Challenge Rating:

5

11

Treasure:

Standard

Standard

Alignment:

Usually chaotic evil

Usually chaotic evil

Advancement:

By character class

-

Level Adjustment:

+5

+5

Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll's rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.

Trolls speak Giant.

Combat

Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Scrag

These cousins of the troll have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 20 feet and a swim speed of 40 feet and are found only in aquatic environments. They regenerate only if mostly immersed in water.

Troll Hunter

Some trolls, more cunning than most, are not satisfied with merely eating civilized beings but train to hunt them relentlessly. These troll hunters are fearsome rangers who focus on slaying and devouring humanoid prey.

Combat

A troll hunter makes full use of its scent ability to track its favored enemies and generally prefers to hunt in darkness.

The troll hunter uses its limited repertoire of spells to protect itself from damaging forms of energy and to immobilize enemies.

Typical Ranger Spells Prepared (2; save DC 12 + spell level): 1st-entangle, resist energy.

Trolls as Characters

Troll characters possess the following racial traits.

  • +12 Strength, +4 Dexterity, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.

  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

  • Space/Reach: 10 feet/10 feet.

-A troll's base land speed is 30 feet.

  • Darkvision out to 60 feet and low-light vision.

  • Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.

  • Racial Skills: A troll's giant levels give it skill points equal to 9 x?(2 + Int modifier, minimum 1). Its class skills are Listen and Spot.

  • Racial Feats: A troll's giant levels give it three feats.

  • +5 natural armor bonus.

  • Natural Weapons: Claw (1d6) and bite (1d6).

  • Special Attacks (see above): Rend, damage 2d6 + 1-1/2 times Str modifier.

  • Special Qualities: Regeneration 5, scent.

  • Automatic Languages: Giant. Bonus Languages: Common, Orc.

  • Favored Class: Fighter.

  • Level adjustment +5.


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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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