D.16 Troll
Trolls are large, ugly giants with tusks. They are famous for their supernatural regeneration abilities. A troll can survive even dismemberment, regrowing severed limbs over time. Most trolls have green skin, though other earthy skin tones are also possible.
Trolls naturally grows lichen or other fungus on their bodies in addition to hair. The patterns and type of fungus depends on the troll. Some trolls prefer to style or entirely remove their surface fungus, just like humans may style or remove their hair.
The body of a troll is suffused with fungus that is unique to troll biology. This fungus grants trolls their incredible healing abilities. However, it can be destroyed by fire and acid once exposed, leading to the troll’s true death. Trolls can also be killed by pulverizing the body to an extreme extent, leaving nothing sufficiently intact to regenerate from.
Creature Type: Unlike most other playable species, trolls are monstrous humanoids instead of humanoids.
Size: Medium.
Attributes: +1 Strength, +1 Constitution, -1 Intelligence, -1 Perception.
Special Abilities:
- Bite: Trolls have a bite natural weapon (see Table 9.6: Natural Weapons).
- Fungal Resilience: Trolls are impervious (+4 defenses) to Poison attacks.
- Fungal Vulnerabilities: Trolls are vulnerable (-4 defenses) to Acid and Fire attacks.
- Hard to Kill: Trolls cannot be killed unless their body is almost entirely destroyed. If they would die from a vital wound effect of -5 or higher, they instead simply stay unconscious until the vital wound is healed. While they are unconscious in this way, if they take any damage from a Acid or Fire ability, they immediately die.
- Subspecies: Every troll has a particular subspecies with specific effects, listed below.
Cave: Cave trolls are accustomed to life in deep caves. They have darkvision with a 60 foot range, allowing them to see in complete darkness (see Darkvision). In addition, they gain a +2 bonus to the Stealth skill.
Forest: Forest trolls are smaller and crafter than other trolls. They gain a +1 bonus to their Intelligence, but take a -1 penalty to their Strength. In addition, they gain a +2 bonus to any one Craft skill.
Mountain: Mountain trolls are larger and stronger than even other trolls. They gain a +1 bonus to their Strength for the purpose of determining their weight limits (see Weight Limits).
Scrag: Scrag trolls prefer to live in water, though they can breathe air and move on land. They gain a +3 bonus to the Endurance and Swim skills, and they can hold their breath for ten times the normal limit (see Common Endurance Tasks).
- Troll Archetype: Trolls only gain two class archetypes instead of three. Instead, they treat the Troll archetype as one of their archetypes, and they gain ranks in it just like they gain ranks in class archetypes.
Automatic Languages: Common, Giant.
D.16.1 Troll Archetype
Rank 1 – Regeneration
At the end of each round, if you did not take damage from a Acid or Fire ability that round, you regain hit points equal to twice your rank in this archetype.
Rank 2 – Tough Hide
You gain a bonus equal to three times your rank in this archetype to your hit points. In addition, you gain a +1 bonus to your vital rolls (see Vital Wounds).
Rank 3 – Subspecies Specialization
You gain a bonus based on your troll subspecies.
- Cave: The range of your darkvision increases by 60 feet. In addition, the Stealth bonus increases to +4.
- Forest: You gain an additional insight point.
- Mountain: You gain a +1 bonus to your mundane power.
- Scrag: You gain a swim speed 10 feet slower than your base speed.
Rank 3 – Tusks
Your bite natural weapon deals 1d10 damage instead of the normal 1d8.
Rank 4 – Regeneration+
The recovery increases to three times your rank in this archetype. In addition, you also automatically remove one vital wound. You can choose to suppress this healing, and it does not function if you took damage from a Acid or Fire ability that round. While you are unconscious, this automatically removes your most severe vital wound. Whenever you remove a vital wound in this way, you increase your fatigue level by three.
Rank 5 – Hulking Size
Your size category increases to Large. This increases your base speed to 40 feet.
Rank 6 – Subspecies Specialization+
Your bonus based on your troll subspecies improves.
- Cave: You gain a +1 bonus to your Dexterity.
- Forest: You gain a +1 bonus to your Intelligence.
- Mountain: You gain a +1 bonus to your Strength.
- Scrag: You gain a +1 bonus to your Constitution.
Rank 6 – Tusks+
Your bite natural weapon deals 2d6 damage instead of the normal 1d8.
Rank 7 – Regeneration++
The recovery increases to four times your rank in this archetype. In addition, removing a vital wound with this ability only increases your fatigue level by two.
D.16.2 Base Class Effects
If you choose troll as your base class, you gain the following benefits.
Attributes
You gain a +1 bonus to your Strength and Constitution.
Hit Points
You have 10 hit points + twice your Constitution, plus 2 hit points per level beyond 1. This increases as your level increases, as indicated below.
- Level 7: 24 hit points + four times your Constitution, plus 4 hit points per level beyond 7.
- Level 13: 50 hit points + eight times your Constitution, plus 8 hit points per level beyond 13.
- Level 19: 100 hit points + fifteen times your Constitution, plus 15 hit points per level beyond 19.
Resources
You learn three trained skills from among your class skills (see Skills). You also gain an additional attunement point.
Weapon Proficiencies
You are proficient with simple weapons and club-like weapons.
Armor Proficiencies
You are proficient with light armor, leather lamellar, layered hide, and standard shields.
Class Skills
You have the following class skills:
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Strength: Climb, Jump, Swim.
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Dexterity: Stealth.
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Constitution: Endurance.
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Perception: Awareness, Survival.
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Other: Intimidate.