Alternative idea - Tanarukk Scout 1/Horizon Walker 1. Trade weapon focus out for endurance to qualify for Horizon Walker. You are now immune to the fatigue from Troll-blooded. Becomes CR 4 [GCR3]. This can allow for "age categories" of tanarukk, as they are first fatigued in sunlight, then age and gain a level of scout, then become adults and become immune to the fatigue.
Tanarukk Scout 1/Horizon Walker 1
Medium Outsider (native)
Hit Dice: 7d8 (34 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 14 (+4 natural armor, +1 Dex, -1 Vulnerable), touch 10, flat-footed 13
Base Attack/Grapple: +6/+8
Attack: Battleaxe +8 melee (1d8+3), or Bite +8 melee (1d6+3)
Full Attack: Battleaxe +8/+3 melee (1d8+3) and Bite +3 (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Skirmish +1d6
Special Qualities: Darkvision 60 ft., Regeneration 1, Resist Fire 10, Control Flame 3/day, SR 16, Troll Blood, Trapfinding, Immune to Fatigue
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 15, Dex 12, Con 11, Int 11, Wis 8, Cha 4
Skills: Climb +10, Hide +10, Intimidate +5, Jump +4, Know (Geography) +8, Listen +8, Move Silently +10, Search +8, Spot +8
Feats: Toughness, Troll-Blooded (Flaws Pathetic & Vulnerable), Healing Flames, Endurance
Environment: Any Land and Underground
Organization: Solitary, Hunting party (2-4)
Challenge Rating: 3 [GCR 2]
Treasure: Standard (600 gp)
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3
Tanarukk speak Abyssal and Giant.
Control Flame (Sp): 1/day
Tanarukks can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done once per day. They use this ability as 5th-level sorcerers.
Regeneration: Fire and acid deal normal damage to this tanarukk. If the tanarukk loses a limb or a body part, the lost portion regrows in 3d6 days. It can reattach the severed member as a full-round action by holding it to the stump. The tanarukk is fatigued while exposed to sunlight, except he is immune to fatigue.
Healing Flames: This tanarukk can expend one of his daily uses of Control Flame to gain healing from a source of fire.
Fire Size ----- Example ----------------- Hit Points Healed
Fine ---------- Tindertwig --------------- 1
Diminutive --- Torch -------------------- 1d3
Tiny ---------- Small campfire ---------- 1d6
Small -------- Large campfire ----------- 2d6
Medium ------ Forge --------------------- 3d6
Large -------- Bonfire -------------------- 4d6
Huge --------- Burning shack or tree --- 5d6
Gargantuan -- Burning tavern ----------- 6d6
Colossal ------ Burning inn -------------- 7d6
Tanarukk Trollwife
Scout 1/Horizon Walker 1/Warlock 1
Medium Outsider (native)
Hit Dice: 7d8 + 1d6 + 8 (46 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 15 (+4 natural armor, +2 Dex, -1 Vulnerable), touch 11, flat-footed 13
Base Attack/Grapple: +6/+7
Attack: MW Battleaxe +8 melee (1d8+1), or Bite +7 melee (1d6+1), or Eldritch Blast +7 ranged (1d6)
Full Attack: MW Battleaxe +8/+3 melee (1d8+1) and Bite +2 (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Skirmish +1d6, +1 attack & damage against desert creatures
Special Qualities: Darkvision 60 ft., Regeneration 1, Resist Fire 10, Control Flame 3/day, SR 17, Troll Blood, Trapfinding, Immune to Fatigue
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 13, Dex 14, Con 13, Int 11, Wis 7, Cha 6
Skills: Climb +9, Hide +11, Intimidate +6, Jump +5, Know (Geography) +8, Listen +7, Move Silently +11, Search +8, Spot +7
Feats: Toughness, Troll-Blooded (Flaws Pathetic & Vulnerable), Healing Flames, Endurance
Environment: Any Land and Underground
Organization: Solitary, Hunting party (2-4)
Challenge Rating: 5 [GCR 4]
Treasure: Standard (600 gp)
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3
Tanarukk speak Abyssal and Giant.
Eldritch Blast (Sp): At will, range 60 ft., 1d6 magical damage. (Half damage to objects).
Invocations (Sp): At will - Breath of the Night.
Control Flame (Sp): 1/day
Tanarukks can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done once per day. They use this ability as 5th-level sorcerers.
Regeneration: Fire and acid deal normal damage to this tanarukk. If the tanarukk loses a limb or a body part, the lost portion regrows in 3d6 days. It can reattach the severed member as a full-round action by holding it to the stump. The tanarukk is fatigued while exposed to sunlight, except he is immune to fatigue.
Healing Flames: This tanarukk can expend one of his daily uses of Control Flame to gain healing from a source of fire.
Fire Size ----- Example ----------------- Hit Points Healed
Fine ---------- Tindertwig --------------- 1
Diminutive --- Torch -------------------- 1d3
Tiny ---------- Small campfire ---------- 1d6
Small -------- Large campfire ----------- 2d6
Medium ------ Forge --------------------- 3d6
Large -------- Bonfire -------------------- 4d6
Huge --------- Burning shack or tree --- 5d6
Gargantuan -- Burning tavern ----------- 6d6
Colossal ------ Burning inn -------------- 7d6
Tanarukk Trollwife
Scout 1/Horizon Walker 1/Warlock 1
Medium Outsider (native)
Hit Dice: 7d8 + 1d6 (38 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 14 (+4 natural armor, +1 Dex, -1 Vulnerable), touch 10, flat-footed 13
Base Attack/Grapple: +6/+8
Attack: Battleaxe +8 melee (1d8+3), or Bite +8 melee (1d6+3), or Eldritch Blast +7 ranged (1d6)
Full Attack: Battleaxe +8/+3 melee (1d8+3) and Bite +3 (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Skirmish +1d6
Special Qualities: Darkvision 60 ft., Regeneration 1, Resist Fire 10, Control Flame 3/day, SR 17, Troll Blood, Trapfinding, Immune to Fatigue
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 15, Dex 12, Con 11, Int 11, Wis 8, Cha 4
Skills: Climb +10, Hide +10, Intimidate +5, Jump +4, Know (Geography) +8, Listen +8, Move Silently +10, Search +8, Spot +8
Feats: Toughness, Troll-Blooded (Flaws Pathetic & Vulnerable), Healing Flames, Endurance
Environment: Any Land and Underground
Organization: Solitary, Hunting party (2-4)
Challenge Rating: 3 [GCR 2]
Treasure: Standard (600 gp)
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3
Tanarukk speak Abyssal and Giant.
Eldritch Blast (Sp): At will, range 60 ft., 1d6 magical damage. (Half damage to objects).
Invocations (Sp): At will - Breath of the Night.
Control Flame (Sp): 1/day
Tanarukks can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done once per day. They use this ability as 5th-level sorcerers.
Regeneration: Fire and acid deal normal damage to this tanarukk. If the tanarukk loses a limb or a body part, the lost portion regrows in 3d6 days. It can reattach the severed member as a full-round action by holding it to the stump. The tanarukk is fatigued while exposed to sunlight, except he is immune to fatigue.
Healing Flames: This tanarukk can expend one of his daily uses of Control Flame to gain healing from a source of fire.
Fire Size ----- Example ----------------- Hit Points Healed
Fine ---------- Tindertwig --------------- 1
Diminutive --- Torch -------------------- 1d3
Tiny ---------- Small campfire ---------- 1d6
Small -------- Large campfire ----------- 2d6
Medium ------ Forge --------------------- 3d6
Large -------- Bonfire -------------------- 4d6
Huge --------- Burning shack or tree --- 5d6
Gargantuan -- Burning tavern ----------- 6d6
Colossal ------ Burning inn -------------- 7d6
Tanarukk Barbarian 1
Medium Outsider (native)
Hit Dice: 5d8 + 1d12 (32 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 15 (+4 natural armor, +1 Dex), touch 11, flat-footed 14
Base Attack/Grapple: +6/+8
Attack: Battleaxe +9 melee (1d8+3), or Bite +8 melee (1d6+3)
Full Attack: Battleaxe +9/+4 melee (1d8+3) and Bite +3 (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Regeneration 1, Resist Fire 10, Control Flame 1/day, SR 15, Troll Blood
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 15, Dex 12, Con 11, Int 11, Wis 8, Cha 4
Skills: Climb +10, Hide +9, Intimidate +6, Jump +5, Listen +9, Move Silently +9, Search +8, Spot +7
Feats: Toughness, Troll-Blooded (Flaws Pathetic & Slow), Healing Flames, Weapon Focus (Battleaxe)
Environment: Any Land and Underground
Organization: Solitary, Hunting party (2-4)
Challenge Rating: 3 [GCR 2]
Treasure: Standard (600 gp)
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3
Tanarukk speak Abyssal and Giant.
Rage: This tanarukk can rage 1/day, gaining 12 hp's, -2 to AC, +2 to Will saves, and its attacks become Battleaxe +11/+6 melee (1d8+6) and Bite +5 melee (1d6+2). If used as a primary attack, the bite is Bite +10 melee (1d6+6). The rage lasts for 5 rounds.
Regeneration: Fire and acid deal normal damage to this tanarukk. If the tanarukk loses a limb or a body part, the lost portion regrows in 3d6 days. It can reattach the severed member as a full-round action by holding it to the stump. The tanarukk is fatigued while exposed to sunlight.
Control Flame (Sp): 1/day
Tanarukks can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done once per day. They use this ability as 5th-level sorcerers.
Healing Flames: This tanarukk can expend its daily use of Control Flame to gain healing from a source of fire.
Fire Size ----- Example ----------------- Hit Points Healed
Fine ---------- Tindertwig --------------- 1
Diminutive --- Torch -------------------- 1d3
Tiny ---------- Small campfire ---------- 1d6
Small -------- Large campfire ----------- 2d6
Medium ------ Forge --------------------- 3d6
Large -------- Bonfire -------------------- 4d6
Huge --------- Burning shack or tree --- 5d6
Gargantuan -- Burning tavern ----------- 6d6
Colossal ------ Burning inn -------------- 7d6
Tanarukk Barbarian 1/Scout 3/Horizon Walker 1
Medium Outsider (native)
Hit Dice: 5d8 + 1d12 + 4d8 (50 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 15 (+4 natural armor, +1 Dex), touch 11, flat-footed 14
Base Attack/Grapple: +9/+11
Attack: Battleaxe +12 melee (1d8+3), or Bite +11 melee (1d6+3)
Full Attack: Battleaxe +12/+7 melee (1d8+3) and Bite +6 (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Skirmish (+1d6/+1 AC)
Special Qualities: Darkvision 60 ft., Regeneration 1, Resist Fire 10, Control Flame 1/day, SR 19, Troll Blood, Trapfinding, Battle Fortitude, Uncanny Dodge, Fast Movement +10 ft, Trackless Step, Immune to Fatigue
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 15, Dex 12, Con 11, Int 11, Wis 8, Cha 4
Skills: Climb +10, Hide +14, Intimidate +6, Jump +11, Kn (Geography) +8, Listen +9, Move Silently +14, Search +8, Spot +9, Tumble +11
Feats: Toughness, Troll-Blooded (Flaws Pathetic & Slow), Healing Flames, Weapon Focus (Battleaxe), Endurance
Environment: Any Land and Underground
Organization: Solitary, Hunting party (2-4)
Challenge Rating: 5 [GCR 4]
Treasure: Standard (600 gp)
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3
Tanarukk speak Abyssal and Giant.
Rage: This tanarukk can rage 1/day, gaining 20 hp's, -2 to AC, +2 to Will saves, and its attacks become Battleaxe +14/+9 melee (1d8+6) and Bite +8 melee (1d6+2). If used as a primary attack, the bite is Bite +13 melee (1d6+6). The rage lasts for 5 rounds.
Regeneration: Fire and acid deal normal damage to this tanarukk. If the tanarukk loses a limb or a body part, the lost portion regrows in 3d6 days. It can reattach the severed member as a full-round action by holding it to the stump. The tanarukk is fatigued while exposed to sunlight.
Control Flame (Sp): 1/day
Tanarukks can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done once per day. They use this ability as 5th-level sorcerers.
Healing Flames: This tanarukk can expend its daily use of Control Flame to gain healing from a source of fire.
Fire Size ----- Example ----------------- Hit Points Healed
Fine ---------- Tindertwig --------------- 1
Diminutive --- Torch -------------------- 1d3
Tiny ---------- Small campfire ---------- 1d6
Small -------- Large campfire ----------- 2d6
Medium ------ Forge --------------------- 3d6
Large -------- Bonfire -------------------- 4d6
Huge --------- Burning shack or tree --- 5d6
Gargantuan -- Burning tavern ----------- 6d6
Colossal ------ Burning inn -------------- 7d6