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Bhu
2011-04-01, 11:13 PM
Here's the list of stuff from thread 1:

Bhu
Anlamli (http://www.giantitp.com/forums/showpost.php?p=6329695&postcount=693)
April Fool's Day PrC's (http://www.giantitp.com/forums/showpost.php?p=4131767&postcount=92)
Ashen Swords (http://www.giantitp.com/forums/showpost.php?p=7498363&postcount=912)
Azure Master (http://www.giantitp.com/forums/showpost.php?p=5644146&postcount=528)
Azure Nightmare (http://www.giantitp.com/forums/showpost.php?p=4462722&postcount=242)
Azure Thinker (http://www.giantitp.com/forums/showpost.php?p=5868426&postcount=595)
Bargrivyek (http://www.giantitp.com/forums/showpost.php?p=6530260&postcount=735)
Batu's Disciples (http://www.giantitp.com/forums/showpost.php?p=7644616&postcount=936)
Batu the Traitor (http://www.giantitp.com/forums/showpost.php?p=7606215&postcount=931)
Black Knife (http://www.giantitp.com/forums/showpost.php?p=4411438&postcount=224)
Bleak Archer (http://www.giantitp.com/forums/showpost.php?p=10585269&postcount=1455)
Blood Priest (http://www.giantitp.com/forums/showpost.php?p=9946012&postcount=1354)
Blue Moon (http://www.giantitp.com/forums/showpost.php?p=5840922&postcount=588)
Blue Sand Shaman (http://www.giantitp.com/forums/showpost.php?p=7416291&postcount=895)
Bugbear Enforcer (http://www.giantitp.com/forums/showpost.php?p=4740455&postcount=308)
Bugbear Sergeant (http://www.giantitp.com/forums/showpost.php?p=10118806&postcount=1383)
Bugbear Terrorist (http://www.giantitp.com/forums/showpost.php?p=8578854&postcount=1113)
Cultist of the Black Claw (http://www.giantitp.com/forums/showpost.php?p=6250487&postcount=677)
Cult of the Pale Hands (http://www.giantitp.com/forums/showpost.php?p=6071018&postcount=639)
Dai-Bakemono (http://www.giantitp.com/forums/showpost.php?p=4825394&postcount=325)
Darkened Eye (http://www.giantitp.com/forums/showpost.php?p=4069946&postcount=17)
Eaters of the Fallen (http://www.giantitp.com/forums/showpost.php?p=6362987&postcount=701)
Eldritch Berserker (http://www.giantitp.com/forums/showpost.php?p=4242665&postcount=150)
Elf Breaker (http://www.giantitp.com/forums/showpost.php?p=9625389&postcount=1292)
Evil Eye (http://www.giantitp.com/forums/showpost.php?p=9765267&postcount=1317)
Feral Psychic (http://www.giantitp.com/forums/showpost.php?p=5567930&postcount=507)
Fists of Baghtru (http://www.giantitp.com/forums/showpost.php?p=9327482&postcount=1234)
Fists of Gruumsh (http://www.giantitp.com/forums/showpost.php?p=4141186&postcount=99)
Forest Haunt (http://www.giantitp.com/forums/showpost.php?p=5900139&postcount=601)
Forestkith Alpha (http://www.giantitp.com/forums/showpost.php?p=6412223&postcount=710)
Gaijin Marshall (http://www.giantitp.com/forums/showpost.php?p=7960583&postcount=989)
Goblin Penitent (http://www.giantitp.com/forums/showpost.php?p=7452589&postcount=903)
Goblin Smuggler (http://www.giantitp.com/forums/showpost.php?p=5778099&postcount=574)
Grandmother (http://www.giantitp.com/forums/showpost.php?p=6853108&postcount=784)
Grankhul (http://www.giantitp.com/forums/showpost.php?p=6315646&postcount=690)
Gray Suns (http://www.giantitp.com/forums/showpost.php?p=5204143&postcount=401)
Hashishin (http://www.giantitp.com/forums/showpost.php?p=9701484&postcount=1305)
Highwayman (http://www.giantitp.com/forums/showpost.php?p=5975619&postcount=614)
Horned Berserker (http://www.giantitp.com/forums/showpost.php?p=10223785&postcount=1395)
Horns of Amon (http://www.giantitp.com/forums/showpost.php?p=7709162&postcount=945)
Hruggek (http://www.giantitp.com/forums/showpost.php?p=6266495&postcount=680)
Ironheart Berserker (http://www.giantitp.com/forums/showpost.php?p=5073655&postcount=381)
Ironheart Crusader (http://www.giantitp.com/forums/showpost.php?p=4998097&postcount=361)
Ironheart Samurai (http://www.giantitp.com/forums/showpost.php?p=4084026&postcount=39)
Janissary (http://www.giantitp.com/forums/showpost.php?p=6001583&postcount=622)
Juicer (http://www.giantitp.com/forums/showpost.php?p=4305910&postcount=184)
Keeper (http://www.giantitp.com/forums/showpost.php?p=4185041&postcount=113)
Khurgorbaeyeg (http://www.giantitp.com/forums/showpost.php?p=6648231&postcount=752)
Kikanuti (http://www.giantitp.com/forums/showpost.php?p=6845850&postcount=783)
Knight of the Crimson Sword (http://www.giantitp.com/forums/showpost.php?p=7350398&postcount=881)
Lab Experiment (http://www.giantitp.com/forums/showpost.php?p=4488395&postcount=251)
Luthicarite (http://www.giantitp.com/forums/showpost.php?p=9583756&postcount=1283)
Maglubiyet (http://www.giantitp.com/forums/showpost.php?p=6785927&postcount=773)
Meriadar (http://www.giantitp.com/forums/showpost.php?p=6470773&postcount=723)
Nilbog (http://www.giantitp.com/forums/showpost.php?p=6420019&postcount=711)
Nomog-Geaya (http://www.giantitp.com/forums/showpost.php?p=6729068&postcount=765)
Orc Pirate (http://www.giantitp.com/forums/showpost.php?p=4158276&postcount=103)
Orc Sergeant (http://www.giantitp.com/forums/showpost.php?p=4172333&postcount=107)
Orc Spear Master (http://www.giantitp.com/forums/showpost.php?p=8313499&postcount=1052)
Orc Thug (http://www.giantitp.com/forums/showpost.php?p=4125463&postcount=87)
Orog Brute (http://www.giantitp.com/forums/showpost.php?p=5724302&postcount=555)
Orog Juggernaut (http://www.giantitp.com/forums/showpost.php?p=7880662&postcount=973)
Orog Knight (http://www.giantitp.com/forums/showpost.php?p=5356086&postcount=439)
Pain Manifester (http://www.giantitp.com/forums/showpost.php?p=4211642&postcount=123)
Pain Totem (http://www.giantitp.com/forums/showpost.php?p=4065014&postcount=6)
Pandemonicus (http://www.giantitp.com/forums/showpost.php?p=7225618&postcount=851)
Peacekeeper (http://www.giantitp.com/forums/showpost.php?p=6544928&postcount=737)
Peacemaker (http://www.giantitp.com/forums/showpost.php?p=6490305&postcount=727)
People's Champion (http://www.giantitp.com/forums/showpost.php?p=8790338&postcount=1145)
Pine Bender (http://www.giantitp.com/forums/showpost.php?p=4118783&postcount=76)
Psychic Experiment (http://www.giantitp.com/forums/showpost.php?p=6030177&postcount=626)
Rust Monster Herder (http://www.giantitp.com/forums/showpost.php?p=8089441&postcount=1012)
Savasmak (http://www.giantitp.com/forums/showpost.php?p=8502495&postcount=1091)
Scarred Veteran (http://www.giantitp.com/forums/showpost.php?p=7754531&postcount=952)
Scarsword (http://www.giantitp.com/forums/showpost.php?p=9072995&postcount=1180)
Shrieker (http://www.giantitp.com/forums/showpost.php?p=7065700&postcount=816)
Skiggaret (http://www.giantitp.com/forums/showpost.php?p=6301167&postcount=688)
Skull Takers (http://www.giantitp.com/forums/showpost.php?p=6216407&postcount=671)
Soldiers of the Last Order (http://www.giantitp.com/forums/showpost.php?p=6740957&postcount=766)
Sons of Baghtru (http://www.giantitp.com/forums/showpost.php?p=6049574&postcount=634)
Sons of Maglubiyet (http://www.giantitp.com/forums/showpost.php?p=6163792&postcount=659)
Soulless (http://www.giantitp.com/forums/showpost.php?p=4221421&postcount=132)
Stalker (http://www.giantitp.com/forums/showpost.php?p=6355445&postcount=700)
Stealth Cavalry (http://www.giantitp.com/forums/showpost.php?p=10515152&postcount=1444)
Stygian Blade (http://www.giantitp.com/forums/showpost.php?p=5479611&postcount=469)
Swords of Ilneval (http://www.giantitp.com/forums/showpost.php?p=8039322&postcount=1003)
Tanarukk Arsonist (http://www.giantitp.com/forums/showpost.php?p=7126144&postcount=828)
Tanarruk Demonsword (http://www.giantitp.com/forums/showpost.php?p=7271793&postcount=862)
Tanarruk Firebreather (http://www.giantitp.com/forums/showpost.php?p=5687351&postcount=538)
Tanarukk Firesword (http://www.giantitp.com/forums/showpost.php?p=5417870&postcount=451)
Tigerskin Berserker (http://www.giantitp.com/forums/showpost.php?p=4280586&postcount=174)
Toprakla (http://www.giantitp.com/forums/showpost.php?p=6341095&postcount=698)
Voice of Gruumsh (http://www.giantitp.com/forums/showpost.php?p=6109224&postcount=650)
Vril Escapee (http://www.giantitp.com/forums/showpost.php?p=7009441&postcount=804)
Whips of Khurgorbaeyeg (http://www.giantitp.com/forums/showpost.php?p=8959124&postcount=1168)
Worg Cavalry (http://www.giantitp.com/forums/showpost.php?p=9505862&postcount=1266)

Rappy
Aquatic Goblin Notes (http://www.giantitp.com/forums/showpost.php?p=4678000&postcount=299)
Fire Orc Notes (http://www.giantitp.com/forums/showpost.php?p=4985519&postcount=359)
Fortune's Fool (http://www.giantitp.com/forums/showpost.php?p=8721284&postcount=1138)
Goblin-Blooded Feat (http://www.giantitp.com/forums/showpost.php?p=5497370&postcount=477)
Goblinoid Kinship Feats (http://www.giantitp.com/forums/showpost.php?p=5515529&postcount=489)
Manhunter (http://www.giantitp.com/forums/showpost.php?p=4351310&postcount=203)
Orc Kinship Feats (http://www.giantitp.com/forums/showpost.php?p=5527760&postcount=499)
Racial Weapons (http://www.giantitp.com/forums/showpost.php?p=4475581&postcount=246)
Shadow of the Sands (http://www.giantitp.com/forums/showpost.php?p=4363043&postcount=207)
Troblin Notes (http://www.giantitp.com/forums/showpost.php?p=6134778&postcount=654)
Venom Lord (http://www.giantitp.com/forums/showpost.php?p=4396881&postcount=219)

DonThelonious
Barghessian (http://www.giantitp.com/forums/showpost.php?p=4076600&postcount=29)
Beast Rider (http://www.giantitp.com/forums/showpost.php?p=4121673&postcount=83)
Garu Hound Scyther (http://www.giantitp.com/forums/showpost.php?p=5515492&postcount=486)
Goblin Cook (http://www.giantitp.com/forums/showpost.php?p=5337118&postcount=430)
Goblin Kidnapper (http://www.giantitp.com/forums/showpost.php?p=5660535&postcount=532) work in progress
Goblin Pigsticker (http://www.giantitp.com/forums/showpost.php?p=5515536&postcount=490)
Goblin Potshot Sniper (http://www.giantitp.com/forums/showpost.php?p=5515481&postcount=485)
Goblin Queen (http://www.giantitp.com/forums/showpost.php?p=5515586&postcount=491)
Goblin Trapper (http://www.giantitp.com/forums/showpost.php?p=5515528&postcount=488)
Heivan-Baradar (http://www.giantitp.com/forums/showpost.php?p=5515516&postcount=487)

Watsyurname529
Blademage (http://www.giantitp.com/forums/showpost.php?p=4308403&postcount=187)
Bleeding Medic (http://www.giantitp.com/forums/showpost.php?p=5347589&postcount=434)
Fierceweapon Smith (http://www.giantitp.com/forums/showpost.php?p=4090024&postcount=47)
Gloom Razor (http://www.giantitp.com/forums/showpost.php?p=5701106&postcount=545)
Greatweapon Smith (http://www.giantitp.com/forums/showpost.php?p=4089946&postcount=45)
Hobgoblin Bonerobber (http://www.giantitp.com/forums/showpost.php?p=4262121&postcount=166)
Hobgoblin Paragon (http://www.giantitp.com/forums/showpost.php?p=5325877&postcount=425)
Iron Hob (http://www.giantitp.com/forums/showpost.php?p=4235531&postcount=144)
Point Blank Sniper (http://www.giantitp.com/forums/showpost.php?p=5347186&postcount=432)
Psychopath (http://www.giantitp.com/forums/showpost.php?p=4113187&postcount=70)
Sneakyweapon Smith (http://www.giantitp.com/forums/showpost.php?p=4089983&postcount=46)
Viking (http://www.giantitp.com/forums/showpost.php?p=8704055&postcount=1134)
Warhorn Charger (http://www.giantitp.com/forums/showpost.php?p=4213487&postcount=128)

Jayngfet
Gold Orc (http://www.giantitp.com/forums/showpost.php?p=4121082&postcount=81)
Silver Goblin (http://www.giantitp.com/forums/showpost.php?p=4180757&postcount=110)

Edge
Da Mad Dok (http://www.giantitp.com/forums/showpost.php?p=4637975&postcount=286)

Imp Fireball
Chaos Orc (http://www.giantitp.com/forums/showpost.php?p=4646809&postcount=288)
Goblin Innoculator (http://www.giantitp.com/forums/showpost.php?p=8090308&postcount=1013)
Orc Blade Master (http://www.giantitp.com/forums/showpost.php?p=8441078&postcount=1079)
Running Raider (http://www.giantitp.com/forums/showpost.php?p=8808129&postcount=1148)

Chronoplasm
4e Sharakim (http://www.giantitp.com/forums/showpost.php?p=4928444&postcount=347)

Jergmo
Orcs (http://www.giantitp.com/forums/showpost.php?p=7183105&postcount=842)

AllWillFall2Me
Bloodstained Blade of Shargaaas (http://www.giantitp.com/forums/showpost.php?p=8660279&postcount=1129)
Fanatic of Gruumsh (http://www.giantitp.com/forums/showpost.php?p=8660262&postcount=1128)
Scarred Veteran (http://www.giantitp.com/forums/showpost.php?p=8660262&postcount=1128)

Rampant
Maelstrom (http://www.giantitp.com/forums/showpost.php?p=8667763&postcount=1131)

Kel
Elfhunter (http://www.giantitp.com/forums/showpost.php?p=8675627&postcount=1132)

Divisionbyzero
The Savage Blade (http://www.giantitp.com/forums/showpost.php?p=8704139&postcount=1137)

Lunar Wolf Prime
Blood Hawk War Chief (http://www.giantitp.com/forums/showpost.php?p=8704095&postcount=1135)

Icedaemon
Hobgoblin Slavemaster (http://www.giantitp.com/forums/showpost.php?p=8855878&postcount=1156)

Awesomessake
Disciple of Vvaraak's Fury (http://www.giantitp.com/forums/showpost.php?p=9253310&postcount=1215)

Unosarta
Axe of the Feral Gods (http://www.giantitp.com/forums/showpost.php?p=9458175&postcount=38)

TechnoScrabble
Slog (http://www.giantitp.com/forums/showpost.php?p=9891981&postcount=1334)

Bhu
2011-04-01, 11:21 PM
Bhu
Amitok race and Racial Feats/Substitution Levels (http://www.giantitp.com/forums/showsinglepost.php?p=23104720&postcount=569)
Amitok Shaman (http://www.giantitp.com/forums/showsinglepost.php?p=23238908&postcount=571)
Ancestor (http://www.giantitp.com/forums/showsinglepost.php?p=20345169&postcount=525)
Askar and Racial Feats (http://www.giantitp.com/forums/showsinglepost.php?p=23966330&postcount=584)
Batiri and Racial Feats (http://www.giantitp.com/forums/showpost.php?p=14583637&postcount=367)
Beasthead Giant (http://www.giantitp.com/forums/showsinglepost.php?p=19758777&postcount=515)
Beasthead Giant race (http://www.giantitp.com/forums/showsinglepost.php?p=19883807&postcount=516)
Beastman and Racial Feats (http://www.giantitp.com/forums/showpost.php?p=14624696&postcount=377)
Biclops (http://www.giantitp.com/forums/showsinglepost.php?p=21804735&postcount=544)
Biclops race (http://www.giantitp.com/forums/showsinglepost.php?p=21919295&postcount=545)
Black Orc (http://www.giantitp.com/forums/showpost.php?p=14050321&postcount=348)
Boogin (http://www.giantitp.com/forums/showpost.php?p=15125046&postcount=408)
Brawler (http://www.giantitp.com/forums/showpost.php?p=15256876&postcount=413)
B'rohg (http://www.giantitp.com/forums/showsinglepost.php?p=21503568&postcount=537)
B'rohg Gladiator and Racial Feats/Substitution Levels (http://www.giantitp.com/forums/showsinglepost.php?p=22967525&postcount=566)
B'rohg race (http://www.giantitp.com/forums/showsinglepost.php?p=21558751&postcount=538)
Cerilian Goblin and Racial Feats (http://www.giantitp.com/forums/showpost.php?p=14595592&postcount=369)
Cerilian Mercenary and Racial Substitution Levels (http://www.giantitp.com/forums/showpost.php?p=14612321&postcount=374)
Chaos Giant (http://www.giantitp.com/forums/showsinglepost.php?p=18428240&postcount=495)
Chosen of Dukagsh (http://www.giantitp.com/forums/showsinglepost.php?p=19223292&postcount=507)
Colossus (http://www.giantitp.com/forums/showsinglepost.php?p=22540894&postcount=560)
Crag Giant (http://www.giantitp.com/forums/showsinglepost.php?p=18574188&postcount=500)
Crag Giant race (http://www.giantitp.com/forums/showsinglepost.php?p=18639572&postcount=501)
Darkwalker (http://www.giantitp.com/forums/showpost.php?p=14307164&postcount=357)
Daywalker (http://www.giantitp.com/forums/showsinglepost.php?p=19401935&postcount=509)
Desert Cyclops (http://www.giantitp.com/forums/showsinglepost.php?p=22189444&postcount=554)
Desert Cyclops race (http://www.giantitp.com/forums/showsinglepost.php?p=22258792&postcount=555)
Desert Giant, Al-Qadim (http://www.giantitp.com/forums/showsinglepost.php?p=20104712&postcount=518)
Desert Giant race (http://www.giantitp.com/forums/showsinglepost.php?p=20143906&postcount=519)
Desert Giant, Athas (http://www.giantitp.com/forums/showsinglepost.php?p=18823589&postcount=503)
Desert Giant race (http://www.giantitp.com/forums/showsinglepost.php?p=18858052&postcount=504)
Dino Companions (http://www.giantitp.com/forums/showpost.php?p=14595592&postcount=369)
Dinosaur Priest and Racial Substitution Levels (http://www.giantitp.com/forums/showpost.php?p=14583643&postcount=368)
Earth Steed (http://www.giantitp.com/forums/showsinglepost.php?p=20239232&postcount=521)
Elder and Feats (http://www.giantitp.com/forums/showsinglepost.php?p=16654661&postcount=461)
Envoy of the Ice (http://www.giantitp.com/forums/showsinglepost.php?p=17232463&postcount=474)
Epic Runes (keep scrolling) (http://www.giantitp.com/forums/showsinglepost.php?p=18189957&postcount=491)
Executioner (http://www.giantitp.com/forums/showpost.php?p=14331485&postcount=358)
Fachan, Red Steel (http://www.giantitp.com/forums/showsinglepost.php?p=24021973&postcount=585)
Fachan Race, Red Steel and Substitution Levels (http://www.giantitp.com/forums/showsinglepost.php?p=24087491&postcount=586)
Fhoimorien Giant (http://www.giantitp.com/forums/showsinglepost.php?p=21657363&postcount=540)
Fhoimorien Giant race (http://www.giantitp.com/forums/showsinglepost.php?p=21696040&postcount=541)
Forest Giant (http://www.giantitp.com/forums/showsinglepost.php?p=16907193&postcount=469)
Forest Giant Race and Racial substitution levels (http://www.giantitp.com/forums/showsinglepost.php?p=16779254&postcount=468)
Forest Protector and Feats (http://www.giantitp.com/forums/showsinglepost.php?p=16907198&postcount=470)
Gargantua Troll (http://www.giantitp.com/forums/showsinglepost.php?p=23053744&postcount=567)
Giant Heritage Feats (http://www.giantitp.com/forums/showpost.php?p=15998455&postcount=437)
Goblin Bomber and Feats (http://www.giantitp.com/forums/showpost.php?p=12030179&postcount=198)
Goblin Bomber New Weapons (http://www.giantitp.com/forums/showpost.php?p=12294343&postcount=232)
Goblin Child (http://www.giantitp.com/forums/showpost.php?p=12030160&postcount=196)
Goblin Diplomat (http://www.giantitp.com/forums/showsinglepost.php?p=23104719&postcount=568)
Goblin Mom and Feats (http://www.giantitp.com/forums/showpost.php?p=11712937&postcount=157)
Gray Troll (http://www.giantitp.com/forums/showsinglepost.php?p=22696470&postcount=562)
Grodd Adept and Racial Substitution Levels (http://www.giantitp.com/forums/showpost.php?p=14612344&postcount=376)
Grodd Goblin and Racial Feats (http://www.giantitp.com/forums/showpost.php?p=14612333&postcount=375)
Guardian (http://www.giantitp.com/forums/showsinglepost.php?p=21251405&postcount=534)
Half-Goblin race and Racial Feats/Substitution Levels (http://www.giantitp.com/forums/showsinglepost.php?p=23163777&postcount=570)
Hephaeston (http://www.giantitp.com/forums/showsinglepost.php?p=22632705&postcount=561)
Hexer (http://www.giantitp.com/forums/showpost.php?p=10685654&postcount=3)
Hoar Fox (http://www.giantitp.com/forums/showsinglepost.php?p=23413559&postcount=573)
Hosts (http://www.giantitp.com/forums/showpost.php?p=14631312&postcount=378)
Host Vestiges, scroll down (http://www.giantitp.com/forums/showpost.php?p=14636526&postcount=379)
Ice Giant (http://www.giantitp.com/forums/showsinglepost.php?p=17096283&postcount=472)
Ice Giant Race and Racial Substitution Levels (http://www.giantitp.com/forums/showsinglepost.php?p=17220858&postcount=473)
Ice Shaman (http://www.giantitp.com/forums/showpost.php?p=12766651&postcount=288)
Island Giant (http://www.giantitp.com/forums/showsinglepost.php?p=21355260&postcount=535)
Island Giant race (http://www.giantitp.com/forums/showsinglepost.php?p=21436551&postcount=536)
Jagre (http://www.giantitp.com/forums/showsinglepost.php?p=23578329&postcount=577)
Jagre Race and Racial Substitution Levels (http://www.giantitp.com/forums/showsinglepost.php?p=23605199&postcount=578)
Jor (http://www.giantitp.com/forums/showpost.php?p=14684232&postcount=386)
Jor Assassin (http://www.giantitp.com/forums/showpost.php?p=14700207&postcount=387)
Juggernaut Plate (http://www.giantitp.com/forums/showpost.php?p=10919158&postcount=52)
Jungle Giant, Al-Qadim (http://www.giantitp.com/forums/showsinglepost.php?p=20405675&postcount=526)
Jungle Giant race (http://www.giantitp.com/forums/showsinglepost.php?p=20484274&postcount=527)
Kara-Kara (http://www.giantitp.com/forums/showpost.php?p=15327304&postcount=417)
Kleinbar and Feats (http://www.giantitp.com/forums/showpost.php?p=11837246&postcount=166)
Koalinth and Racial Feats (http://www.giantitp.com/forums/showpost.php?p=12692494&postcount=282)
Koalinth Shark Rider and Racial Substitution Levels (http://www.giantitp.com/forums/showpost.php?p=12729665&postcount=285)
Kriegbar and Feats (http://www.giantitp.com/forums/showpost.php?p=12316254&postcount=234)
Kriegbar Tactician and Racial Substitution Levels (http://www.giantitp.com/forums/showpost.php?p=12336892&postcount=241)
Krugel Gaucho (http://www.giantitp.com/forums/showpost.php?p=15048483&postcount=406)
Krugel Orc (http://www.giantitp.com/forums/showpost.php?p=15031574&postcount=405)
Maggots of Yurtrus (http://www.giantitp.com/forums/showpost.php?p=14434835&postcount=361)
Manwu-Papas (http://www.giantitp.com/forums/showpost.php?p=15365388&postcount=418)
Mauler (http://www.giantitp.com/forums/showsinglepost.php?p=20023490&postcount=517)
Medicine Woman (http://www.giantitp.com/forums/showsinglepost.php?p=18574182&postcount=499)
Midnighter (http://www.giantitp.com/forums/showsinglepost.php?p=19296215&postcount=508)
Mindspear (http://www.giantitp.com/forums/showpost.php?p=13761250&postcount=339)
Miner's Array (http://www.giantitp.com/forums/showpost.php?p=10993949&postcount=64) and Gas Mask spell
Nilbog and Racial Substitution Levels (http://www.giantitp.com/forums/showpost.php?p=12443262&postcount=251)
Neo-Orog-Black (http://www.giantitp.com/forums/showpost.php?p=15733004&postcount=434)
Neo-Orog-Red (http://www.giantitp.com/forums/showpost.php?p=15514589&postcount=425)
Nilbog Magekiller and Racial Feats (http://www.giantitp.com/forums/showpost.php?p=12443265&postcount=252)
Norker and Racial Substitution Levels (http://www.giantitp.com/forums/showpost.php?p=12977821&postcount=307)
Norker Warrior and Racial Feats (http://www.giantitp.com/forums/showpost.php?p=13044096&postcount=311)
Nzunta Footsoldier and Racial Feats (http://www.giantitp.com/forums/showsinglepost.php?p=23544638&postcount=576)
Ogre Giant (http://www.giantitp.com/forums/showsinglepost.php?p=21032314&postcount=532)
Ogre Giant race (http://www.giantitp.com/forums/showsinglepost.php?p=21129007&postcount=533)
Ogrillon (http://www.giantitp.com/forums/showpost.php?p=15173369&postcount=412)
Ondonti (http://www.giantitp.com/forums/showpost.php?p=14741985&postcount=389)
Orog (http://www.giantitp.com/forums/showpost.php?p=15397935&postcount=421)
Orog Myrmidon (http://www.giantitp.com/forums/showpost.php?p=14267477&postcount=355)
Orughi (http://www.giantitp.com/forums/showsinglepost.php?p=23471175&postcount=574)
Orughi Race and Substitution Levels (http://www.giantitp.com/forums/showsinglepost.php?p=23516411&postcount=575)
Pale Horse (http://www.giantitp.com/forums/showsinglepost.php?p=20264557&postcount=522)
Plains Giant (http://www.giantitp.com/forums/showsinglepost.php?p=19579237&postcount=513)
Plains Giant race (http://www.giantitp.com/forums/showsinglepost.php?p=19611997&postcount=514)
Predator (http://www.giantitp.com/forums/showsinglepost.php?p=22028583&postcount=546)
Raider (http://www.giantitp.com/forums/showsinglepost.php?p=21743669&postcount=542)
Redeemer (http://www.giantitp.com/forums/showsinglepost.php?p=23325795&postcount=572)
Reef Giant (http://www.giantitp.com/forums/showsinglepost.php?p=20725620&postcount=529)
Reef Giant race (http://www.giantitp.com/forums/showsinglepost.php?p=20812114&postcount=530)
Reef Pirate (http://www.giantitp.com/forums/showsinglepost.php?p=20606156&postcount=528)
Ruhigbar and Racial Feats (http://www.giantitp.com/forums/showpost.php?p=12443321&postcount=253)
Runecaster (http://www.giantitp.com/forums/showsinglepost.php?p=17314659&postcount=476)
Runecaster Feats (http://www.giantitp.com/forums/showsinglepost.php?p=17358154&postcount=477)
Runes (keep scrolling down0 (http://www.giantitp.com/forums/showsinglepost.php?p=17392163&postcount=478)
Rescue Worker and Ruhigbar Substitution Levels (http://www.giantitp.com/forums/showpost.php?p=12544806&postcount=268)
Sand-Shifter (http://www.giantitp.com/forums/showsinglepost.php?p=20212936&postcount=520)
Scro Warrior (http://www.giantitp.com/forums/showpost.php?p=14772244&postcount=391)
Serial Killer and Kleinbar Substitution Levels (http://www.giantitp.com/forums/showpost.php?p=12030202&postcount=199)
Shock Trooper (http://www.giantitp.com/forums/showpost.php?p=15439038&postcount=424)
Silt Hunter (http://www.giantitp.com/forums/showsinglepost.php?p=19122112&postcount=506)
Spacesea Giant (http://www.giantitp.com/forums/showpost.php?p=16496546&postcount=459)
Spacesea Giant Race (http://www.giantitp.com/forums/showpost.php?p=16579025&postcount=460)
]Spectral Troll (http://www.giantitp.com/forums/showsinglepost.php?p=22854873&postcount=564)
Spider Killer (http://www.giantitp.com/forums/showpost.php?p=15140555&postcount=410)
Spirit Troll (http://www.giantitp.com/forums/showsinglepost.php?p=22753428&postcount=563)
Sunscorch Adept (http://www.giantitp.com/forums/showsinglepost.php?p=19520455&postcount=512)
Thayan Infiltrator (http://www.giantitp.com/forums/showpost.php?p=15837758&postcount=435)
Thayan Soldier (http://www.giantitp.com/forums/showpost.php?p=15525207&postcount=426)
Thoul and Racial Feats (http://www.giantitp.com/forums/showpost.php?p=13230420&postcount=318)
Thoul Warrior and Racial Substitution Levels (http://www.giantitp.com/forums/showpost.php?p=13319892&postcount=319)
Thunderer (http://www.giantitp.com/forums/showsinglepost.php?p=18705593&postcount=502)
Tlatoani, Hishna Magic and Racial Feats (http://www.giantitp.com/forums/showsinglepost.php?p=23751833&postcount=580)
Toad Sticker (http://www.giantitp.com/forums/showpost.php?p=13644475&postcount=333)
Trollhound and Pack Leader (http://www.giantitp.com/forums/showsinglepost.php?p=22913831&postcount=565)
Truthseeker (http://www.giantitp.com/forums/showsinglepost.php?p=22299776&postcount=556)
Tunnel Haunt (http://www.giantitp.com/forums/showsinglepost.php?p=18574175&postcount=498)
Undead Giant Templates (http://www.giantitp.com/forums/showsinglepost.php?p=22420010&postcount=558)
Verbeeg (http://www.giantitp.com/forums/showpost.php?p=16169041&postcount=450)
Verbeeg Race (http://www.giantitp.com/forums/showpost.php?p=16205940&postcount=451)
Verbeeg Spearman (http://www.giantitp.com/forums/showpost.php?p=16249669&postcount=452)
Voadkyn (http://www.giantitp.com/forums/showpost.php?p=16293414&postcount=453)
Voadkyn Race (http://www.giantitp.com/forums/showpost.php?p=16325815&postcount=454)
Voadkyn Defender (http://www.giantitp.com/forums/showpost.php?p=16433710&postcount=458)
Winter's Adept (http://www.giantitp.com/forums/showpost.php?p=13230403&postcount=317)
Worg Puppy (http://www.giantitp.com/forums/showpost.php?p=12030172&postcount=197)
Wrecker and Racial Feats (http://www.giantitp.com/forums/showsinglepost.php?p=24099860&postcount=588)
Zakharan Ogre (http://www.giantitp.com/forums/showsinglepost.php?p=23893328&postcount=582)
Zakharan Ogre Race and Substitution Levels (http://www.giantitp.com/forums/showsinglepost.php?p=23934806&postcount=583)
Zhentarim Slave (http://www.giantitp.com/forums/showpost.php?p=14755129&postcount=390)
Zombie Chief (http://www.giantitp.com/forums/showpost.php?p=12056315&postcount=204)

CinuzIta
Ogwr (http://www.giantitp.com/forums/showpost.php?p=16022776&postcount=440)
Rieklings (http://www.giantitp.com/forums/showpost.php?p=16378528&postcount=455)

Draconi Redfir
Bugbear Weapons (http://www.giantitp.com/forums/showpost.php?p=11475195&postcount=102)
Goblin Crit-Sickle (http://www.giantitp.com/forums/showpost.php?p=12074161&postcount=209)
Hobgoblin Wristbow (http://www.giantitp.com/forums/showpost.php?p=10795100&postcount=28)

Gamer Girl
Initiate of Bargrivyek and spells (http://www.giantitp.com/forums/showpost.php?p=10861517&postcount=47)
Initiate of Grankhul and spells (http://www.giantitp.com/forums/showpost.php?p=10881167&postcount=49)
Initiate of Hruggek and spells (http://www.giantitp.com/forums/showpost.php?p=10831152&postcount=31)
Initiate of Maglubiyek and spells (http://www.giantitp.com/forums/showpost.php?p=10958846&postcount=60)
Initiate of Toprakla and spells (http://www.giantitp.com/forums/showpost.php?p=11140599&postcount=75)

Icedaemon
Goblin Background Traits (http://www.giantitp.com/forums/showpost.php?p=10716148&postcount=14)
New weapons (http://www.giantitp.com/forums/showpost.php?p=10848941&postcount=43)
Telsarnian Goblin and Walufarian Hobgoblin (http://www.giantitp.com/forums/showpost.php?p=10687209&postcount=7)

Inuyasha
Ghoublen (http://www.giantitp.com/forums/showpost.php?p=15166410&postcount=411)
Goblin Tribal Feats (http://www.giantitp.com/forums/showsinglepost.php?p=16085265&postcount=442)

LOTRFan
Terminator Pig Warmount and Orc Feat (http://www.giantitp.com/forums/showthread.php?t=194562)

Neriractor
War Drummer (http://www.giantitp.com/forums/showsinglepost.php?p=22443441&postcount=559)

Shadowbranch1
Goblin Domain (http://www.giantitp.com/forums/showpost.php?p=12204428&postcount=219)

Stratovarius
Goblin Shaman (http://minmaxforum.com/index.php?topic=18006.0)
Orc Shaman (http://minmaxforum.com/index.php?topic=18047.0)
Orc Warboss (http://minmaxforum.com/index.php?topic=17977.0)

Vlos
Gobber Gopher (http://www.giantitp.com/forums/showpost.php?p=12066576&postcount=207)

Bhu
2011-04-01, 11:41 PM
HEXER

Picture URL

“Latent in every man is a venom of amazing bitterness, a black resentment; something that curses and loathes life, a feeling of being trapped, of having trusted and been fooled, of being the helpless prey of impotent rage, blind surrender, the victim of a savage, ruthless power that gives and takes away, enlists a man, and crowning injury inflicts upon him the humiliation of feeling sorry for himself.”

A Hexer is a tribal caster of some sort, usually but not always Divine. They specialize in cursing others, and often make a tidy personal sum or set themselves up a small personal domain because the populace fears them.

BECOMING A HEXER
Being a Neutral or Evil spellcaster from a tribal culture

ENTRY REQUIREMENTS
Race: Any Goblinoid, Giant, Monstrous Humanoid, or tribal Humanoid without a Good Alignment
Alignment: Can't be good.
Skills: Knowledge (Arcana, Nature) 6 ranks, Spellcraft 8 ranks
Casting: Must be able to cast 3rd Level spells, one of which must be one of the following: Bestow Curse, Blindness/Deafness, Call Lightning, Contagion, Hold Person, Inflict Serious Wounds, Lightning Bolt, Vampiric Touch


Class Skills
The Hexer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcane, Local, Nature)(Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Evil Eye 1/day, +1 Level of current casting class
2. +1 +0 +0 +3 Evil Eye 2/day, +1 Level of current casting class
3. +2 +1 +1 +3 Extra Curse
4. +3 +1 +1 +4 Evil Eye 3/day, +1 Level of current casting class
5. +3 +1 +1 +4 Extra Curse
6. +4 +2 +2 +5 Evil Eye 4/day, +1 Level of current casting class
7. +5 +2 +2 +5 Extra Curse
8. +6 +2 +2 +6 Evil Eye 5/day, +1 Level of current casting class
9. +6 +3 +3 +6 Extra Curse
10.+7 +3 +3 +7 Evil Eye 6/day, +1 Level of current casting class

Weapon Proficiencies: Hexers gain no new weapon or armor proficiencies.

Evil Eye (Su): Beginning at 1st Level the Hexer may use this Gaze Attack for a number of rounds equal to his Hexer Level once per day, with a range of 30'. He gains an extra use of this ability per day at Levels 2,4, 6, 8, and 10. Any living creature in range must make a Willpower Save (Save DC is Wisdom based) or take a -4 Penalty ot Attack rolls, Saving Throws, Ability Checks, and Skill Checks. This penalty lasts until the victim gains the benefit of a Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish spell. The Hexer is vulnerable to his own reflected Gaze, but still gets a Saving Throw against it.

Extra Curse (Su): At Levels 3,5,7, and 9 the Hexer gains an additional effect he can use with his Evil Eye from the following list:

Curse of Broken Will: Instead of the normal Hex effect, targets who fail their Will Save are affected as if a Charm Monster spell had been cast on them (if the gaze is reflected the Hexer is affected by a Hold Monster spell).

Curse of Death (minimum level 13th): Instead of the normal Hex effect targets who fail their Will Save are affected as if a Finger of Death spell had been cast on them.

Curse of Fear: Instead of the normal Hex effect targets who fail their Will Save are affected as if a Fear spell had been cast on them.

Curse of Sickness: Instead of the normal Hex effect targets who fail their Will Save are affected as if a Contagion spell had been cast on them.

Curse of Sleeping: Instead of the normal Hex effect targets who fail their Will Save are affected as if a Sleep spell had been cast on them (except there is no HD limit).

PLAYING A HEXER
Fear motivates all things. Even the most alien of beings understands fear in some form, and you wield fear like a weapon. It makes your life a lonely one, but if you didn't keep people at bay, they'd end up running your life instead of you. Hexers who gain their powers through the Divine are often religious zealots of some sort trying to eradicate all opposing religions. Hexers of an Arcane bent are often lonely old witches the local population remain terrified of.
Combat: Others pursue combat. Fighting in the mud with your lessers serves you no purpose. Better to curse them from afar and simply let your powers destroy them slowly.
Advancement: Generally most of your sort wish to use your powers to acquire social or political power through spreading fear. Nothing else is truly acceptable. Even if you aren't truly Evil, you realize others will wish to exploit your abilities, and Fear is the only way to truly keep them at bay and keep a semblance of your own freedom.
Resources: Hexers range from dirt poor hermits to secretive rulers who allow puppets to rule as far as outsiders know. But being from tribal societies it is a rare Hexer who is truly rich, despite ruling with an iron fist.

HEXERS IN THE WORLD
"All magic, all witchcraft, depends on the Devil, and is fundamentally evil."
Hexers interact with others only when they deem it necessary, or it is forced upon them. And may the Gods have mercy on anyone foolish enough to try forcing their will upon a Hexer.
Daily Life: Hexers vary depending on whether or not they're accepted by the community they may or may not live in. They are very individualistic, and have few things in common besides their somewhat nihilistic view of life.
Notables:
Organizations: Most Hexers are loners and hermits. Some few start up their own would be kingdom, and thus are the heads of their own little organizations.

NPC Reaction
NPC's crap their pants at the mention of your name. Seriously even if you relinquish Evil, your rep is bad enough now no one will believe you. Most people probably think you eat babies even if you've never seen one.

HEXERS IN THE GAME
Hexers tendency to push others away could cause friction. So make sure they have opportunities to bond with the group to reduce this.
Adaptation: This is generally meant for darker campaigns, but can be spoofed easily enough in a silly one.
Encounters: Hexers are encountered when on mysterious errands or when someone is foolish enough to invade their territory, or a village they consider their property.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Augra
CE Female Goblin Cleric 6/Hexer 6
Init +1, Senses: Listen +4, Spot +4, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed (+1 Size, +1 Dex, )
hp 60 (12 HD)
Fort +8, Ref +5, Will +14
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +6
Atk Options Turn Undead 4/day, Evil Eye 4/day (Curse of Sickness, Curse of Fear)
Combat Gear
Spells Per Day 0: 6 (DC: 14)
1st: 5 (DC: 15)
2nd: 5 (DC: 16)
3rd: 4 (DC: 17)
4th: 3 (DC: 18)
5th: 2 (DC: 19)


Caster Level 10th
-----------------------------------------------
Abilities Str 6, Dex 12, Con 12, Int 13, Wis 18, Cha 12
SQ Domains (Evil, Trickery)
Feats Ability Focus (Evil Eye), Greater Spell Focus, Spell Focus, Spell Focus (Evil)
Skills Concentration +8, Knowledge (Arcana, Local, Nature) +7, Spellcraft +9, Survival +10
Possessions



EPIC HEXER

Hit Die: d6
Skills Points at Each Level : 4 + int
Evil Eye At Level 22 and every 3 Levels thereafter you get an additional daily use of your Evil Eye.
Spellcasting Your caster Level improves with Epic Levels but you gain no additional spells per day.
Bonus Feats: The Epic Class Name gains a Bonus Feat every 4 levels higher than 20th

Gamer Girl
2011-04-01, 11:56 PM
It's so sad to see that list of goblinoid homebrew. Why, oh, why, must it all be Prestige Classes?!?!? Can on one think of anything else? A couple PsC are fine, but dozens and dozens is too many.

Why on other goblinoid homebrew? Any thing else..feats, new tricks for old skills, racial substitution levels, spells, equipment, animals.....anything.

Why even call the thread Orc/Goblinoid Resources when it's just a Prestige Class thread? Why not call it Yet, More Prestige Classes for Goblinoids?

Or did I miss the other stuff, somewhere?

unosarta
2011-04-02, 12:04 AM
It's so sad to see that list of goblinoid homebrew. Why, oh, why, must it all be Prestige Classes?!?!? Can on one think of anything else? A couple PsC are fine, but dozens and dozens is too many.

Why on other goblinoid homebrew? Any thing else..feats, new tricks for old skills, racial substitution levels, spells, equipment, animals.....anything.

Why even call the thread Orc/Goblinoid Resources when it's just a Prestige Class thread? Why not call it Yet, More Prestige Classes for Goblinoids?

Or did I miss the other stuff, somewhere?

There are at least 11 Gods with extra fluff and stats, one race, and that was just with some light looking through the links, and with just Bhu's work.

Also, prestige classes are easy to make, easy to critique, provide a much more even power level than feats (which vary extremely widely). I am fairly sure that he has done some critters that are goblinoid specific.

And finally, if you really have a problem with it, why don't you do some homebrew? Just saying that you are frustrated that there is too much X doesn't really matter if you are just complaining for the sake of complaining. If you provide some work, then maybe others will as well. However, as it stands, there A) doesn't seem to be anyone saying that there should be only prestige classes, and B) no one attempting to do anything else. So get the ball rolling, rather than complain.

Bhu
2011-04-02, 01:41 AM
I intend to do more than just PrC's in the thread. I need to round it out a lil. I stuck with PrC's in the old thread, but plenty of other guys did different things.

Icedaemon
2011-04-02, 10:19 AM
Given how Goblin will be the only small-sized race on Walufar, I felt like adding a slightly buffed goblin race to the list. As I prefer outdoorsy goblins to stuck-in-a-dungeon-guarding-a-box types, scent seems preferable to darkvision.

Is this balanced?

Telsarnian Goblin:

Goblin characters possess the following racial traits.

* -2 Strength, +2 Dexterity, -2 Charisma.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A goblin’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Low-light vision
* Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent)
* +4 racial bonus on Move Silently and Ride Hide checks.
* Weapon familiarity: Goblins treat whips, flails and rice flails (Nunchaku) as martial weapons in terms of proficiency (On Walufar flails are not martial weapons, as a rule of thumb)
* Automatic Languages: 1 goblinoid language; 1 regional language
* Bonus Languages: Any human, dwarven or goblinoid language.
* Favored Class: Rogue Ranger.
* Level adjustment: +0

Due to the spread and fast development of nongoblinoid civilization in the northwestern regions of the continent, goblin tribes have been forced into the denser woodlands of the region. They are stealthy folk, who rarely dare to openly raid full-sized towns. For the most part, goblins tend towards a hunter-gatherer society but they have also the skills to herd and utilize beasts stolen from other factions' farms. Goblin tribes are very skilled at hiding their settlements - people seeking to do them harm have often walked straight past a set of goblin burrows.

The free goblins tend to prefer to fight from afar using shortbows, with the best warriors of the tribes generally switching to a handaxe-whip pairing or something similar for melee.

Goblins are rarely kind and merciful, while all-consuming self interest and occasional cruelty are common and seen as a necessary part of everyday life. Goblins do not resent organized society, but they are reasonably happy as roving vagabonds.

Walufarian Hobgoblin:

Hobgoblin characters possess the following racial traits.

* +2 Dexterity, +2 Constitution.
* Medium size
* A hobgoblin’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Low-light vision
* Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent)
* +4 racial bonus on Move Silently and Ride checks.
* Weapon familiarity: Hobgoblins treat whips, scourges (complete warrior), flails and bolas (including barbed bolas) as martial weapons in terms of proficiency (On Walufar flails are not martial weapons, as a rule of thumb)
* Automatic Languages: 1-2 goblinoid languages
* Favored Class: Fighter
* Level adjustment: +1

Cieyrin
2011-04-02, 11:43 AM
There are many feats with the PrCs as well, many of which work without the PrCs. That said, I wouldn't mind to see some variety, as, while PrCs are nice, it all starts to taste the same without a bit of spice to liven it up a little, y'know?

Gamer Girl
2011-04-03, 01:06 AM
There are many feats with the PrCs as well, many of which work without the PrCs. That said, I wouldn't mind to see some variety, as, while PrCs are nice, it all starts to taste the same without a bit of spice to liven it up a little, y'know?


Sure some feats are hidden in the Prcs, but a lot of them are only for the Prcs too.

That does bring the bigger problem of no index or easily searchable way to find things.

Draconi Redfir
2011-04-03, 01:37 AM
So is anyone allowed to make Goblin homebrew stuff in here? or just Bhu and some other guys? If the former then i got some exotic weapon ideas i could throw in. (and who doesn’t like exotic weapons? :smallwink:)

Bhu
2011-04-03, 02:51 AM
Anyone can post stuff, and I'll put it in the front page listing when it's done

Bhu
2011-04-04, 01:22 AM
Sure some feats are hidden in the Prcs, but a lot of them are only for the Prcs too.

That does bring the bigger problem of no index or easily searchable way to find things.

I can redo the list. I preferred to list stuff by who did it since I wanted to make sure they got credit. Shall I do a separate list by race/PrC/feat/etc.?

Bhu
2011-04-06, 01:21 AM
My apologies for the current delays, I'm trying to solve some plaguing financial problems. WIll update soon I swear.

Icedaemon
2011-04-06, 09:14 AM
Bonus Goblin Background Traits:

Tribeless goblin: Tribeless goblins hail from families which belonged to tribes that were so utterly devastated via conflict with humans or other tribes. The survivors were generally enslaved or at least imprisoned. Now part of the lowest social layers of other goblin tribes and some human cities, they try to eke out a living on the sidelines or in the gutter. They rarely get chances to teach their young how to use a weapon, but are hardy and used to toil.

Prequisites:
Race: Goblin or Bhuka
Special: does not live in a goblin-friendly nation, does not belong to a local tribe

Standard Telsarnian goblins lose racial weapon familiarities (except with the rice flail), gain +2 to fortitude saves when dealing with fatigue and exhaustion (such as Ray of Exhaustion); and their favoured class switches back to rogue.

Bhukas lose their innate +2 bonus on Knowledge (Nature) checks and Water Sense, but likewise gain +2 to fortitude saves when dealing with fatigue and exhaustion. Their favoured class also switches back to rogue.

Tribeless gobins are if anything even more likely to be mean-spirited and hateful than free-roaming goblins. They are bitter about their roles and tend to delight in the rare occasions when someone even more disposable and unprivileged than themselves is in their power. While tribeless goblins dislike the societies they are a part of, they rarely openly rebel. Tribeless desert goblins are also likely to lose their cultural faith in the kindness of fellow sapients and become bitter and morose. In short, tribeless goblins are often evil and consider everyone else to be just as bad, or worse.

Civilized goblin:
Civilized goblins hail from ordered nations and regions where goblins rule, or at least are accepted and respected.

Prequisites:
Race: Goblin
Special: Belongs to an ordered society where goblins are at least accepted as ordinary people.

Civilized goblins lack their innate bonuses to Move Silently and Hide, but lose the charisma penalty - they know how to be polite.

Civilized goblins tend to be law-abiding and are not quite as cruel as their wilder kin - they are rarely chaotic and tend to be neutral more often than evil.

bloodtide
2011-04-06, 03:24 PM
Bonus Goblin Background Traits:

Tribeless goblin:

Bhukas lose their innate +2 bonus on Knowledge (Nature) checks and Water Sense, but likewise gain +2 to fortitude saves when dealing with fatigue and exhaustion.

Bit odd that a tribless bhuka would loose Knowledge (Nature) and water sense, even more so now that they are on their own.



Civilized goblin:
Civilized goblins hail from ordered nations and regions where goblins rule, or at least are accepted and respected.

Civilized goblins lack their innate bonuses to Move Silently and Hide, but lose the charisma penalty - they know how to be polite.
[/QUOTE]

So a civilized goblin is not good at being sneaky as they are well liked? Odd, you'd think a civilized goblin to be more of a rouge/thief type.

Icedaemon
2011-04-06, 04:14 PM
The idea is that the tribeless goblin or bhuka is not a lone barbarian (in which case the non-trait-using variety is sufficient), but part of an opressed minority in a society ruled by other goblinoids or humans. They would lack skills that their tribes would teach them, in exchange for being hardy due to being universally used as bottom-rung manual labourers. I see stealth as vitally important to the wild goblin tribes - all goblins from largely hunter-gatherer societies need to be stealthy because they need to sneak past strong carnivores, human foes and up to whatever they hunt. While 'rogue' is still a useful role for a civilized goblin, not all goblins who live in a civilized society are taught to be stealthy as a matter of necessity from an early age.

Bhu
2011-04-07, 01:32 AM
Apparently the other thread is not locked. How long do I wait before I ask again?

Bhu
2011-04-08, 11:31 PM
Hexer finally updated, and aded Icedaemons stuff to the list.

Cieyrin
2011-04-09, 11:01 AM
Hexer finally updated, and aded Icedaemons stuff to the list.

So I suppose this Hexer has not much relation to the 3.0 Hexer from Defenders of the Faith or Masters of the Wild (don't recall which...)

Bhu
2011-04-09, 01:08 PM
It's a remake of it actually.

Mayhem
2011-04-09, 11:58 PM
I would definately love to see spoiler tags around this, with a section of everything grouped by race/class/feats instead of just by creator. This has been the only reason why I haven't commented on anything since I saw the original thread start at wizards.com :smallbiggrin:.

LOTRfan
2011-04-10, 01:09 AM
I just finished an Ecology article over in the Worldbuilding section. It includes an Orc-only feat and a Terminator Pig warmount for Orcs. Would that qualify for this?

Bhu
2011-04-10, 03:23 AM
I just finished an Ecology article over in the Worldbuilding section. It includes an Orc-only feat and a Terminator Pig warmount for Orcs. Would that qualify for this?

Most definitely!


I would definately love to see spoiler tags around this, with a section of everything grouped by race/class/feats instead of just by creator. This has been the only reason why I haven't commented on anything since I saw the original thread start at wizards.com :smallbiggrin:.


The only reason? :smalleek:

It'll take a bit but I'll see what I can do.

Mayhem
2011-04-10, 06:18 AM
That was a bit of an overstatement sorry. Mostly I just find PrCs boring. What I've seen has been decent though, and a lot of it is pretty interesting, good stuff.

LOTRfan
2011-04-10, 09:52 AM
Alright, the ecology article is here (http://www.giantitp.com/forums/showthread.php?t=194562). The Boar Trainer feat is in the lower part of the second post, and the Terminator Pig Warmount is in the third post, "Advanced Dire Boar."

Bhu
2011-04-13, 12:51 AM
Cool. I'll get them listed shortly. I'm having to inform the IRS I can't pay them this week so I'm a little distracted...

Bhu
2011-04-14, 02:40 AM
LOTR added to list, Hexer updated

Draconi Redfir
2011-04-16, 08:45 PM
Hobgoblin wristbow:

One-handed Exotic weapon (Hobgoblin)
Range: 30ft
Damage: 1d4
Type: Piercing
Critical: x2
Ammo: Small specialized arrows, may be replaced with large crossbow bolts in emergencies at a -2 to attack bonus.
Other: You may weild a weapon in the same hand as the wristbow. doing so however gives you a -1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons.

Fluff:
The Hobgoblin Wristbow is eventually a tiny bow (usually no larger then the average hobgoblin head,) attached on its side to the users wrist via an attached cuff. Because the bow is firmly attached to the wrist, the user need only use one hand to fire it, leaving the hand the bow is attached to free to grasp other things such as a dagger, bag, or small sword.

The wristbow is commonly used as an emergency ranged weapon due to it's low range, poor damage, and ultimate clumsiness. Some however have mastered the ability of duel wielding the bow, holding a bow on each wrist and having a special V-shaped quiver strapped to their back for quick and easy ammo grabbing. Those who have mastered this technique unique to the wristbow are capable of rapid-firing arrows in a smooth grab-fire-grab-fire manner. Grabbing an arrow with one arm, firing, then extending the same arm while the other reaches for another arrow. (Duel-wielding wristbows in this manner grants four attacks as a full round action and two as a standard action?)

Rookie users of the wristbow commonly forget to dip their fist as low as possible, and often wind up scratching, or even outright piercing the back of their hand with their own arrows. Scars in this area are a common sight among wristbow users because of this.

Sucky drawing of a Wristbow.

http://img815.imageshack.us/img815/7294/hobgoblinwristbow.png

Thoughts? Fluff seems kinda chunky to me.

Bhu
2011-04-18, 05:27 PM
Hey guys, I'm negotiating for two online jobs. If I get the contracts my short term money problems will be fixed. Be patient and I'll update soon.

Eikonos
2011-04-19, 11:39 PM
Hell, man, this is Real Life your talking about, take as much time as required :smallfurious:

Keeping my thumbs up for your success !! :smallsmile:

Gamer Girl
2011-04-21, 02:42 PM
Initiate of Hruggek
Prerequisites:Bugbear, Ability to cast 3rd level divine spells, patron deity Hruggek
Benefit: Once a day as a swift action, you may gain a +4 profane bonus on Hide and Move Silently checks for a number of minutes equal to his Charisma bonus(minimun 1)
In addition, you may add the following spells to your spell list.
1: Obscure Mist
2: Wild Stealth
3: Hairball
4: Greater Invisibility
5: Mighty Strength
6: Shadow Walk
7: Shadow Trap
8: Mind Blank
9: Shadowmaster



Wild Stealth
Transmutation
Level: Initiate of Hruggek 2
Components: S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
You gain +10 competence bonus to Hide and Move Silently checks when made out doors, or underground, in a non-urban environment.


Hair Ball
Conjuration/Evocation
Level: Initiate of Hruggek 3
Components: S, M
Casting Time: 1 standard action
Range: Medium
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes partial

A furball spell is an explosion of hair that detonates with a low pur and deals 1d4 points of inpact damage per caster level (maximum 10d4) to every creature within the area. Targets making a reflex say take no damage and making a spell resistance check only takes half damage . All targets in the area of effect are also nauseated for 1d4 rounds. There is no save for this effect, but thoes that make thier spell resistance are not nauseated.

You point your finger and determine the range (distance and height) at which the furball is to burst. A grey, cotton-ball-sized lump streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the furball at that point. (An early impact results in an early detonation.) If you attempt to send the lump through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the lump strikes the barrier and detonates prematurely.

The damp furball puts out all nonmagical fires and any objects in the area are covered with yechy fur. Handling such an object before taking a full round to clean it induces nausea for 1 round. If the damage caused to an interposing barrier shatters or breaks through it, the furball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component: A bit of Fur

Mighty Strength
Transmutation
Level: Initiate of Hruggek 5
Components: S, DF
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

As bull’s strength, except as above and it grants a +10 enhancement bonus to Strength.


Shadowmaster
Transmutation
Level: Initiate of Hruggek 9
Components: V, DF, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You gain great powers of shadow, as long as you are within a shadowy area. While energized with the awesome power of this spell, you may choose a spell from the list below once per round and use it like a spell-like ability. Using such a spell in this way is a standard action.

The spells granted to the Shadowmaster are: Blacklight, Darkbolt, Net of Shadows, Dark way, Shadow mask, Wall of Gloom, Shadow Binding, Shadow Well, Shadow Hand, Shadowfade, Shadowy Grappler, and Utterdark.

Material Component:A black opal worth at least 1,000 gp

Bhu
2011-04-22, 01:05 AM
I got everyone's stuff up on the front page list. As soon as I finish teh Hexer I'm gonna try for spells or feats or something.

Icedaemon
2011-04-22, 06:39 AM
Hobgoblin wristbow:

One-handed Exotic weapon (Hobgoblin)
Range: 30ft
Damage: 1d4
Type: Piercing
Critical: x2
Ammo: Small specialized arrows, may be replaced with large crossbow bolts in emergencies at a -2 to attack bonus.

The Hobgoblin Wristbow is eventually a tiny bow (usually no larger then the average hobgoblin head,) attached on its side to the users wrist via an attached cuff. Because the bow is firmly attached to the wrist, the user need only use one hand to fire it, leaving the hand the bow is attached to free to grasp other things such as a dagger, bag, or small sword.

How does one actually fire it one-handed, when it is on one's wrist? For that matter, how does one keep the cord taut, if it is a bow attached to a bracer not a crossbow? Assuming that it is a wrist-mounted crossbow, that still leads to questioning how the trigger mechanism works.


The wristbow is commonly used as an emergency ranged weapon due to it's low range, poor damage, and ultimate clumsiness. Some however have mastered the ability of duel wielding the bow, holding a bow on each wrist and having a special X-shaped quiver strapped to their back for quick and easy ammo grabbing.

Given how the bolts are no longer than a forearm, why X-shaped when two short quivers behind one's shoulders would be sufficient?


Rookie users of the wristbow commonly forget to dip their fist as low as possible, and often wind up scratching, or even outright piercing the back of their hand with their own arrows. Scars in this area are a common sight among wristbow users because of this.

Cieyrin
2011-04-22, 10:01 AM
Initiate of Hruggek
...

Mighty Strength
Transmutation
Level: Initiate of Hruggek 5
Components: S, DF
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

As bull’s strength, except as above and it grants a +8 enhancement bonus to Strength.


Shadowmaster
Transmutation
Level: Initiate of Hruggek 9
Components: V, DF, XP
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You gain great powers of shadow, as long as you are within a shadowy area. While energized with the awesome power of this spell, you may choose a spell from the list below once per round and use it like a spell-like ability. Using such a spell in this way is a standard action.

The spells granted to the Shadowmaster are: Blacklight, Darkbolt, Net of Shadows, Dark way, Shadow mask, Wall of Gloom, Shadow Binding, Shadow Well, Shadow Hand, Shadowfade, Shadowy Grappler, and Utterdark.

XP Cost: 1,000XP

Interesting. I do have some thoughts on the last 2 custom spells.

Mighty Strength feels a bit weak, as compared to Divine Power, which does it better at one level lower. Yeah, Mighty Strength gets you +2 more Strength but Divine Power gets you full BAB. It's also not on the same level as Owl's Wisdom or Divine Agility, so I think it needs to be pumped up to +10 to be a useful alternative to, say, Righteous Might, which is also 5th level.

Shadowmaster having an XP cost rubs me the wrong way in comparison to Undermaster, which seems to be the inspiration for it. It lasts longer than Undermaster will, certainly, but I don't think it deserves an XP cost just for that. Changing it to a flavorful costly material component (500 gp onyx?) would make it more accessible without overly curbing back your ability to progress.

LOTRfan
2011-04-22, 10:07 AM
Unosarta made Pantheon Domains (http://www.giantitp.com/forums/showpost.php?p=10616480&postcount=1) a while back, and included the Goblin, Bugbear, and Orc pantheons.

Draconi Redfir
2011-04-22, 10:10 AM
How does one actually fire it one-handed, when it is on one's wrist? For that matter, how does one keep the cord taut, if it is a bow attached to a bracer not a crossbow? Assuming that it is a wrist-mounted crossbow, that still leads to questioning how the trigger mechanism works.

The bow is mounted on the wrist for stability, so say it is on your right wrist, you can hold a dagger in your right hand, and still be able to fire the bow. To fire the bow you just grab an arrow from your quiver, and fire it like you would any normal bow. You simply don't need to be holding onto the bow with your right hand since it is already securely fashioned to your wrist.




Given how the bolts are no longer than a forearm, why X-shaped when two short quivers behind one's shoulders would be sufficient?

A quiver overtop of another quiver would be awkward I think. I made the X-shaped quiver just so they are both flat against the users back, rather then one being worn like a regular quiver, and the other being worn behind that, flopping around like a see-saw because it's being pressed against the first one.

Gamer Girl
2011-04-22, 12:53 PM
Unosarta made Pantheon Domains (http://www.giantitp.com/forums/showpost.php?p=10616480&postcount=1) a while back, and included the Goblin, Bugbear, and Orc pantheons.

Oh...they are a bit generic though. I like flavor. I just don't like domains or such that give you the same old spells. I like flavor spells tailored to each deity.

Bhu
2011-04-23, 02:36 AM
Minor update to Hexer. Does anyone want curse variants not available to the original PrC?

Icedaemon
2011-04-23, 06:35 AM
The bow is mounted on the wrist for stability, so say it is on your right wrist, you can hold a dagger in your right hand, and still be able to fire the bow. To fire the bow you just grab an arrow from your quiver, and fire it like you would any normal bow. You simply don't need to be holding onto the bow with your right hand since it is already securely fashioned to your wrist.

So, a wristbow requires the other hand to be free? Now I understand. I still question how comfortable firing it would be in the best case scenario, but eh.


A quiver overtop of another quiver would be awkward I think. I made the X-shaped quiver just so they are both flat against the users back, rather then one being worn like a regular quiver, and the other being worn behind that, flopping around like a see-saw because it's being pressed against the first one.

That's the opposite of what I said. If the quiver were X-shaped and contain bolts long enough that they cross one another, then this quiver would have to be one-on-top of the other, probably in an awkward position. Otherwise, arrows will get snagged on one another.

What I stated was that since this wristbow would likely not have long arrows, why not have someone who dual wields one have two quivers side-by-side behind opposite shoulders? Presumably, the arrows would be short enough.

Given how wielding a weapon in the same hand as a buckler provides a penalty to hit, so should the wristbow.

Draconi Redfir
2011-04-23, 06:30 PM
So, a wristbow requires the other hand to be free? Now I understand. I still question how comfortable firing it would be in the best case scenario, but eh.

Probably not very comfortable no. but neither are some other weapons in the D&D universe. spiked chain for example.


That's the opposite of what I said. If the quiver were X-shaped and contain bolts long enough that they cross one another, then this quiver would have to be one-on-top of the other, probably in an awkward position. Otherwise, arrows will get snagged on one another.

What I stated was that since this wristbow would likely not have long arrows, why not have someone who dual wields one have two quivers side-by-side behind opposite shoulders? Presumably, the arrows would be short enough.

Given how wielding a weapon in the same hand as a buckler provides a penalty to hit, so should the wristbow.

ohh ok i'm sorry, i must have misread. Personally i imagine that having a quiver on a diagonal slope would be easier to draw from. And the way i pictured it at least, the arrows from the right shoulder do not actually meet the arrows from the left shoulder, but are separated by a thin layer of fabric. i guess i should have written that down somewhere.

The penalty makes since, I’ll look it up and add it in.

Icedaemon
2011-04-24, 07:39 AM
Hmm... Does anyone know where I can find stats for the Kusarigama and meteor hammer? Those weapons would fit the Walufarian hobgoblins well, methinks. There are some on the D&D wiki, but those seem a bit wonky.


Probably not very comfortable no. but neither are some other weapons in the D&D universe. spiked chain for example.

The spiked chain is a pretty stupid weapon anyway, more based on cartoons than real weaponry (my theory being that it was some deeply misunderstood version of the meteor hammer). Thus, for example the walufarian hobgoblins I had posted could be proficient with nearly any other type of flailing weapon due to slight instinctive understanding and cultural focus, but not the spiked chain.


The way i pictured it at least, the arrows from the right shoulder do not actually meet the arrows from the left shoulder, but are separated by a thin layer of fabric. i guess i should have written that down somewhere.

In that case, would it not be a V-shaped quiver?

Mayhem
2011-04-24, 08:00 AM
Hmm... Does anyone know where I can find stats for the Kusarigama and meteor hammer? Those weapons would fit the Walufarian hobgoblins well, methinks. There are some on the D&D wiki, but those seem a bit wonky.
Page 145 in the Dungeon masters guide. Medium kusari-gama does 1d6 damage, is lighter & cheaper by 2/3rds, but otherwise the same as a spiked chain.
Is the meteor hammer a ball on a chain? If so, I'd just add the spiked chain reach thing and price to the warhammer stats.

Icedaemon
2011-04-24, 09:18 AM
Thanks.

Hmm... The stats in the DMG do not actually reflect the fact that the kama-part is always held in hand for the close combat and the ball-on-chain is the reach-portion.
How about these:

I buffed the weapons very slightly, to balance the 'damage self' portion.

{table=head]Kusari-gama|small|medium|critical|damage type|special
Blade|
1d4|
1d6|×2|slashing| Light weapon
Ball|
1d4|
1d8|×2|bludgeoning| reach, trip[/table]
15 gp

When using a Kusari-gama, one gets a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

A proficient user can use the Weapon Finesse feat to apply one's Dexterity modifier instead of one's Strength modifier to attack rolls with a the ball-and-chain portion, even though it isn’t a light weapon.

Rolling a natural 1 when attacking with the ball-and-chain portion leads to the user damaging oneself.

Goblinoids treat a kusari-gama as a monk weapon. Hobgoblin monks are proficient with it.

-----

{table=head]Meteor hammer|small|medium|critical|damage type|special
Ball|
1d8|
1d10|×2|bludgeoning| reach, see text[/table]
25 gp

A Meteor hammer has reach, so one can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

One can make trip attacks with the chain. If One is tripped during one's own trip attempt, one can drop the meteor hammer to avoid being tripped.

When using a meteor hammer, one gets a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

A proficient user can use the Weapon Finesse feat to apply one's Dexterity modifier instead of one's Strength modifier to attack rolls with a meteor hammer sized for one, even though it isn’t a light weapon.

Goblinoids treat meteor hammers as monk weapons. Goblinoid monks are proficient with them.

A natural 1 on the attack roll leads to the user damaging oneself.

Note: Maybe I should lower the damage when used in close range, and make it act as essentially a dire flail?

-----

Snagger's meteor hammer (Interested in seeing a better name)

{table=head]Meteor hammer|small|medium|critical|damage type|special
Hard Ball|
1d8|
1d10|×2|bludgeoning| reach, see text
Soft Ball|
1d8|
1d10|×2|Subdual| reach, see text[/table]
A special version of the meteor hammer, the snagger's hammer has both a hardened head similar to those of normal meteor hammers and a padded head. While equal in weight, the padded head is special in that it deals nonlethal damage, allowing the wielder to choose if the target is to be subdued or slain. It is otherwise identical to the meteor hammer described above. The snagger's meteor hammer shares proficiency with the standard meteor hammer - knowing how to use the latter is enough to be proficient with the former.

-----

Rope dart:
Slashing or piercing weapon with low damage but reach 15, otherwise similar to the spiked chain, perhaps?

I will probably remove shuriken, siangham crossbow and maybe the javelin from the monk weapons' list for goblinoid-designed martial arts to keep things more even though.

Alternatively: Goblinoid monks who learn a variant fighting style (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#monkVariantFightingSty les) tend to choose Cobra Strike or Sleeping Tiger combat styles. However, only Bhukas have ever learned Passive Way or Hand and Foot - no goblin or hobgoblin has ever mastered either to a sufficient level to teach others and thus, non-bhuka goblinoids cannot learn either unless presented with extraordinary circumstances.

Draconi Redfir
2011-04-24, 10:03 AM
In that case, would it not be a V-shaped quiver?

Very good point. i will make that edit now.

Bhu
2011-04-25, 02:12 AM
One last shot at asking if there are any curse variants you'd like to see hte new Hexer have before I finish it.

Eikonos
2011-04-25, 05:11 AM
Oh...they are a bit generic though. I like flavor. I just don't like domains or such that give you the same old spells. I like flavor spells tailored to each deity.

Cool :smallsmile:

Maybe you could try making Initiate feats for the rest of the goblin pantheon - Maglubiyet, Bargrivyek, Nomog-Geaya, Khurgorbaeyag, and specific bugbear deities as well - Grankhul and Skiggaret ??

Gamer Girl
2011-04-26, 12:09 AM
Initiate of Bargrivyek
Prerequisites:Goblin, Ability to cast 3rd level divine spells, patron deity Bargrivyek
Benefit: Once a day as a swift action, pacify hostile or angry creatures by touch with an effect similar to a calm emotions spell. There is no save vs this effect and spell resistance does not apply. Against a magical effect this is treated as a special dispel magic effect.This ability can be used a number of times a day equal to his Charisma bonus(minimum 1 )
In addition, you may add the following spells to your spell list.
1: Territory Runes
2: Status
3: Create Lesser Territory
4: Territory Marker
5: Guardian Status
6: Create Greater Territory
7: Control Weather
8: Sympathy
9: End of Hostility



Territory Runes
Illusion(Figment)
Level: Initiate of Bargrivyek 1
Components: V, S, DF, M
Casting Time: 10 minutes
Range: Touch
Effect: Invisible rune, up to 10 sq. foot
Duration: Permanent (D)
Saving Throw: Will disbelief (harmless)
Spell Resistance: No

This spell enables the caster to form up to seven invisible marks, runes or characters on any object, to mark a territory . The mark(s) remain invisible until conditions you specify at the time of casting are met, it that time they can be seen as faint, blue-white radiance. For example you could specify that the runes are solely visible under the light of a moon, when viewed by an elf, at sunrise, when you are present, and so on, using visual cues. In addition, a detect magic, see invisibility, illuminate, true sight or similar magic will reveal a territory runes, and they are subject to an erase spell.

Territory runes cannot transcribe magical runes and is completely suppressed by any type of magical darkness. It is not bright enough to read spells or normal writing, but large inscriptions and clear, simple, or familiar markings can be discerned.

Material components: a special mixture of pigments including mithril filings or powder worth 100 gp.


Create Lesser Territory
Conjuration(Creation)
Level: Initiate of Bargrivyek 3
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Effect:150 ft radius
Duration: Permanent
Saving Throw: None
Spell Resistance: No

With this spell, the caster generates a squadron of tiny invisible servants who create a territory for the caster. The caster indicates the desired area for the campsite of up to 150ft radius and the number of persons the territory is to accommodate up to three persons per level of the caster.

The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal, all as directed by the caster.. The territory is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp would be noticed by +10 to Hide checks. The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area within 150ft of the designated campsite. The servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches.

In addition the whole area of the Lesser Territory is under the effects of a calm emotion spell




Territory Marker
Transmutation
Level: Initiate of Bargrivyek 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Close
Effect: one territory marker
Duration:
Saving Throw: None
Spell Resistance: No
This spell allows the caster to telekiniticly grab unattended objects of medium size or smaller and move them into pile to form a territory marker. The caster can change the shapes of the objects to a limited effect and can fuse the objects together, with effects similar to the spells wood shape and mending. When created, the marker can also have a message of up to 25 words inscribed onto it.
The territory Marker also bears a glyph of warding(blast glyph only). This glyph has a special additional trigger that goes off if the marker takes magical damage. When the glyph is activated the territory marker is completely destroyed.


Guardian Status
Divination
Level: Initiate of Bargrivyek 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes(harmless)
This spell monitors the location and condition of a creature the caster wishes to guard. The caster is aware of the creatures precise location and status:unharmed, wounded, disabled, staggered, unconscious, dying, dead and so on. This spell effect works at any distance, even across planes. The creatures location is always ''well known'' to the caster for such things a teleport spells, and scrying by the caster automatically succeeds, unless other magic blocks the scrying.


Create Greater Territory
Conjuration(Creation)/Transmutation
Level: Initiate of Bargrivyek 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Effect:300 ft radius
Duration: Permanent
Saving Throw: None
Spell Resistance: No

With this spell, the caster generates a squadron of tiny invisible servants who create a territory for the caster, as per the spell Create Lesser Territory.

In addition, the caster can polymorph(as per polymorph any object) up to one medium sized object per caster level, but only to create and chance the form of an object. For example a caster can shape a boulder into a column, but you could not turn a boulder into a bull.

The Greater Territory protects the area of effect and all creatures and objects within it from the following natural disasters:

*Earthquakes: vibrations do not affect the warded area and fissures will not open beneath the warded area.

*Floods: the warded area remains dry, even if submerged.

*Windstorms: the warded area suffers no damage from strong winds and objects cannot be blow into the warded area.

*Lava and ash eruptions: lava and ash flow around the warded area.

*Avalanches: stones and snow will not fall on the warded area.

Greater Territory cannot be used to protect an area for natural disasters already in progress, nor does it have any effect on magical effects.



End of Hostility
Conjuration/Evocation
Level: Initiate of Bargrivyek 9
Components: V, S, DF
Casting Time: 1 standard action
Range: 100 feet
Area: 100 ft radius emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell creates an area of divine power within an area around the caster. All intelligent creatures in the area are made aware that any hostile action will have dire consequences. All weapons in the area of effect are charged with energy and animated. Attended weapons will stay where they are, but unattended ones will randomly move about the area. Any creature that makes an attack in the area is targeted by at least one weapon that will unerringly move towards the creature and touch it. The weapon does not do it's normal damage, nor any of it's special attacks, but the touched creature does take 20d6 damage. The caster can set this to be lethal or non-lethal damage during the spellcasting.

Bhu
2011-04-27, 01:23 AM
Anyone elses thoughts on caster levels for the Hexer?

Gamer Girl
2011-04-28, 12:55 PM
Initiate of Grankhul
Prerequisites:Bugbear, Ability to cast 3rd level divine spells, patron deity Grankhul
Benefit:As a immediate action, after you are missed by a melee attack, you can teleport up to 20 feet to a space that is within some sort of shadow that you can see. This ability can be used a number of times a day equal to his Charisma bonus(minimum 1 )
In addition, you may add the following spells to your spell list.
1: Embrace the Wild
2: Wild Rage
3: Aspect of the Bear
4: Dark Hunter
5: Dark Blessing of Grankhul
6: Insight of Grankhul
7: Shadow Eruption
8: Shadow Form
9: Shadowy Ancestors



Wild Rage
Transmutation
Level: Initiate of Grankhul 2
Components: S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
You gain +10 competence bonus to Bluff and Intimidate checks when made out doors, or underground, in a non-urban environment.


Aspect of the Bear
Transmutation
Level: Initiate of Grankhul 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level(D)
Saving Throw: None
Spell Resistance: Yes


When you cast this spell, you take on an aspect of a bear, including some of its physical characteristics. You become more rugged, your ears become elongated, and you sprout sharp fangs and fur.

You gain a +6 enhancement bonus to Strength and Dexterity, the scent ability, a +4 enhancement bonus on Swim checks, a +2 enhancement bonus on grapple attacks, and gains the Improved Grapple extraordinary ability.

Dark Hunter
Transmutation
Level: Initiate of Grankhul 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes(harmless)

This spell creates a mark of two dark eyes mark on the target subject’s forehead, granting the ability to track a specific creature with the keen senses of a bear. You select the creature the subject is hunting at the time the spell is cast and you must have an object bearing the scent of the creature you wish to track.

The subject can track and detect the presence of the chosen creature as though they possessed the scent ability, and gains a +10 feet enhancement bonus to their base land speed while following the scent trail. Further, they gain a +2 enhancement bonus to their Wisdom and a +4 competence bonus to their Listen, Spot, Swim and Survival checks for the duration of the spell.

The subject can only detect the scent of the creature chosen by the spell, they do not gain the ability to track or detect other creatures by smell. If the subject finds and defeats the creature they are hunting, whether that defeat is the result of slaying the creature or rendering it harmless, the spell ends immediately. The subject cannot knowingly take any action other than pursuing their prey without breaking the spell, but may otherwise act as they please.


Dark Blessing of Grankhul
Transmutation
Level: Initiate of Grankhul 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium
Target: One humanoid creature
Duration: 10 minutes/level(D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You invoke the divine power of Grankhul to drive the target into a mad, bestial frenzy. If the target fails its save, it is dazed for 1 round, dropping held items as its nails and teeth elongate and sharpen. The target polymophs into a beastal bugbear-like form(with two black eyes burned in to the chest fur) and gains a bite attack and two claw attacks that deal damage appropriate for the creature's size, and for the remainder of the spell's duration the target behaves as if under simultaneous rage and confusion spells, attacking with its natural weapons in preference to other actions. During the final round of the spell's duration, the target is again dazed as it returns to its normal state.

Insight of Grankhul
Enchantment/charm[Mind-effecting]
Level: Initiate of Grankhul 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes


You grant yourself a glimpse of the divine insight of Grankhul himself and begin making unexpected revelations and connections when contemplating a problem. You gain a +8 inherent bonus to Intelligence, but suffer a –4 penalty to Wisdom and Charisma due to your tendency towards distraction and introspection.

You are easily confused and prone to irrational behavior as long as the divine insight is upon you. The initial burst of insight that occurs when this spell is cast is overwhelming, leaving you stunned for 1d8 rounds and unable to do anything beyond contemplating the sudden sublimity of your understanding.

You remain easily distracted even after you have recovered from the initial burst of understanding, and if you are forced into a stressful situation (such as combat) you are treated as if under the effects of a confusion spell.





Shadow Eruption
Evocation
Level: Initiate of Grankhul 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Long
Area: 30-ft. emanation
Duration:Instantanious
Saving Throw: Fortitude half/Fortitude partial(object)
Spell Resistance: Yes

This spell opens a small gate to the Abyss, expelling pure disruptive shadowy divine energy from the realm of Palpitatia in a fountain of dark light, damaging anyone in its area of effect. The eruption’s energy deals 2d6 points of energy damage per caster level (maximum 40d6) to everything a 30-foot radius, after which it collapses and the gate vanishes. This spell also effects unattended objects.

All who worship Grankhul are unaffected by this spell.


Shadow Form
Evocation
Level: Initiate of Grankhul 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration:1 round/level
Saving Throw: None
Spell Resistance: No


You fuse your body and soul with shadow energy, transforming yourself into a creature of dark energy. Your physical form becomes pale and shadowy, as though you were composed of slowly shifting shadows. You gain a +6 enhancement bonus to Dexterity and the ability to fly with a base speed of 100 feet and perfect maneuverability. You gain 60 ft. darkvision, immunity to poison, sleep effects, paralysis and stunning attacks, as well as immunity to critical hits and flanking. Your shadow form is resistant to damage from normal weapons, giving you a damage reduction of 5/- and a +4 natural armor bonus to armor class. As long as you are fused with shadow energy you no longer need to eat, sleep or breathe and you are treated as an outsider for the purposes of spell effects and supernatural abilities.

You gain additional abilities based upon the type of element you fuse with.


Shadowy Ancestors
Necromancy/Conjuration(Calling)
Level: Initiate of Grankhul 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level(D)
Saving Throw: None
Spell Resistance: Yes

This spell summons several of your honored ancestors from Grankhuls realm to aid you.
This spell functions much like mirror image in effect, as it makes several forms around the caster. However, unlike the lesser spell, the forms are the ancestors of the casting cleric. Any ancestor of the caster may come, though worshipers of Grankhul are the most likely to show up.

Upon completion of the spell, the caster calls 1d4+1/5 levels of the caster ancestors images of their ancestors. These images look much like tha caster and each image, plus the caster, randomly shifts in appearance from the appearance of the caster to the appearance of another image several times a round at random. Otherwise the images duplicate the casters every move.

Each image has half the HP of the caster and the same BAB and saving throws, but otherwise has the statistics of an Abyssal Ravager(MMII 57). Each ancestor has duplicates of all the casters equipment, including any magic items up to 20,000 gold pieces of value. The ancestors can't cast spells themselves, but may be used to project spell effects. The ancestor has all the knowledge it possessed in life and can speak any language it knew in life.

Bhu
2011-04-29, 02:45 AM
OK I filled out the rest of the Hexers abilities. If no one has thoughts on the caster levels or variant hexes, I'll just finish up and move on.

Bhu
2011-05-01, 02:11 AM
Okay I'm going with 6 caster levels. Any objections?

Bhu
2011-05-03, 11:28 PM
well neither forum seems much interested in the Hexer so lets try some items.

Juggernaut Plate Pieces and Abilities


Piece Body Slot Price
Juggernaut Helm Head
Juggernaut Mask Face
Juggernaut Armor Body
Juggernaut Fists Hands
Juggernaut Boots Feet



Juggernaut Plate Collection Benefits


Pieces Worn Collection Benefits
2 pieces worn You may ignore Armor Check Penalties from wearing Heavy Armor.
5 pieces worn Cast Stoneskin 2/day

Juggernaut Helm
Price (Item Level): 26,000 GP
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC: 19) Abjuration
Activation: -
Weight: 1/2 lb.

The Juggernaut helm is a steel helm lined in spikes. The wearer gets a +2 Resistance Bonus on Willpower Saves unless he is an Orog, in which case he gets a +6 Bonus.

Prerequisites: Craft Wondrous Item, Greater Resistance (see Spell Compendium)
Cost to Create: 13,000 GP GP, 13 days, 1040 XP


Juggernaut Mask
Price (Item Level): 26,000 GP
Body Slot: Face
Caster Level: 7th
Aura: Moderate; (DC: 19) Necromacy
Activation: Swift (Mental)
Weight: 1/2 lb.

The Juggernaut Mask is a steel mask that locks onto the Juggernaut Helm. It is carved in a distorted representation of an Orog's face. Three times per day the wearer can activate it as a Free Action when making a Charge Attack to cast a Fear Spell. If the wearer also has Light Sensitivity or Light Blindness they can act normally in daylight (including the Daylight spell).

Prerequisites: Craft Magic Wondrous Item, Fear
Cost to Create: 13,000 GP GP, 13 days, 1040 XP


Juggernaut Armor
Price (Item Level): 20,000 GP
Body Slot: Body
Caster Level: 3rd
Aura: Faint; (DC: 17) Abjuration
Activation: Swift (Mental)
Weight: 50 lbs.

Juggernaut Armor is +2 Full Plate Armor, complete with +2 Armor Spikes. In addition to granting proficiency with the spikes, 3 times per day as a Swift Action the user can activate the armor to cast Protection from Arrows on himself.

Prerequisites: Craft Magic Arms and Armor,
Cost to Create: 10,000 GP, 10 days, 800 XP


Juggernaut Fists
Price (Item Level): 9,500
Body Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC: 17) Evocation
Activation: Swift (Mental)
Weight: 2 lbs.

Juggernaut Fists are large +2 spiked steel gauntlets. 3 times per day you may activate them as a Swift Action when making a Sunder Attack you may ignore Hardness and take no penalty for using a Light Weapon.

Prerequisites: Craft Magic Arms and Armor, Shatter
Cost to Create: 4750 GP, 10 days, 380 XP


Juggernaut Boots
Price (Item Level): 10,000 GP
Body Slot: Feat
Caster Level: 1st
Aura: Faint; (DC: 16) Transmutation
Activation: -
Weight: 2 lbs.

Juggernaut Boots are Leather boots reinforced with spiked steel plates. When worn the wearer gets a +4 Bonus against Trip Checks, and a +4 Bonus to make Bull Rush or Overrun Checks. If the wearer is an Orog his movement does not provoke Attacks of Opportunity.

Prerequisites: Craft Magic Wondrous Item, Lightfoot, Rhino's Rush (See Spell Compendium)
Cost to Create: 5,000 GP, 5 days, 400 XP




Lore
Characters who have Knowledge (History) or the Bardic Knowledge ability can research Juggernaut Plate. When a character succeeds on a CHeck the following Lore is revealed, including that from lower DC's:

DC 15 King Hrothgar (affectionately known to the other Orogs as 'Old Man Buttkicker') commissioned the first suit of Juggernaut Plate by telling his favorite mystic blacksmith "Give me something I can beat people with. And rip up their skin. And run them over with." Something like that anyway, as Hrothgar was drunk off his butt at the time. The result was this suit of Plate Mail.
DC 20 Hrothgar used the armor to great effect in battle and led his people to many wars. He found that the longer he wore it, the easier it got to move around in, and soon he didn't notice he was wearing it at all.
DC 25 Hrothgar's armor was in fact so well made, that at the height of his empire he asked for it to be reproduced as rewards for his most loyal and successful followers many of whom claimed it made them temporarily invulnerable.
DC 30 A check of 30 or higher reveals the location of another piece of the set.

Cieyrin
2011-05-04, 10:53 AM
well neither forum seems much interested in the Hexer so lets try some items.

Juggernaut Plate Pieces and Abilities


Ooo, Magic item set! I like the concept of them and would love to see more of 'em about.

Bhu
2011-05-05, 01:39 AM
Ooo, Magic item set! I like the concept of them and would love to see more of 'em about.

I wnated to do at least one set for each race/subrace. This ones for the Orogs

Bhu
2011-05-07, 12:41 AM
I edited in ideas for the basic abilities. If you guys like I'll get the crunch up.

Cieyrin
2011-05-07, 10:57 AM
I edited in ideas for the basic abilities. If you guys like I'll get the crunch up.

Seems like an alright mix of abilities to me.

Bhu
2011-05-08, 12:09 AM
Added the collection benefit powers

Eikonos
2011-05-08, 12:29 AM
Gaaaahhhh.....item sets.....aaaahhhhhh !!

[Divides his lobes, so that he can focus both on reading Bhu's works and playing Titan Quest]

:smallbiggrin:

Gamer Girl - a big hug from me for those wonderful feats, they'll definitely see use very soon in my Underdark campaign (players just got their 10-11th levels, and are brimming with fresh energy !!) :smallsmile:

Cieyrin
2011-05-09, 10:30 AM
With the collection bonus, I'd make the Juggernaut Armor Adamantine Heavy Plate (RoS), to truly make it 'juggernaut'-esque. :smallwink:

Gamer Girl
2011-05-10, 12:24 AM
Initiate of Maglubiyet
Prerequisites:Goblin or Hobgoblin, Ability to cast 3rd level divine spells, patron deity Maglubiyet
Benefit:As a swift action, you can issue a divine command to your tribe. The divine command affects any number of subjects, all within 40 feet of you. Affected subjects gain a +2 profane bonus on attack rolls, AC, and skill checks for 3 rounds. This is a language-dependent mind-affecting effect. This ability can be used a number of times a day equal to his Charisma bonus(minimum 1 )
In addition, you may add the following spells to your spell list.
1: Mark of the Outcast
2: Battle Insight of Maglubiyet
3: Blood Axe of Maglubiyet
4: Speak with Ancestors
5: Battlefield Miasma of Maglubiyet
6: War Rally of Maglubiyet
7: Wall of Weapons
8: Sympathy
9: War Axe of Maglubiyet

Mark of the Outcast(SC)
Sympathy(PH)

Battle Insight of Maglubiyet
Enchantment/Charm
Level: Initiate of Maglubiyet 2
Components: V,S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance:Yes (harmless)

This spell grants a single goblin or hobgoblin insight into an advanced combat technique. You grant your target a single feat included on the fighter class’s list of bonus feats. The target must meet all prerequisites for this feat, including minimum ability scores, base attack bonus or other feats. The caster of this spell chooses the feat he wishes to grant when he casts this spell. If the recipient selects a feat for which he does not meet the necessary requirements, he does not gain a feat and the spell is lost.

Blood Axe of Maglubiyet
Evocation
Level: Initiate of Maglubiyet 3
Components: V,S, DF
Casting Time: 1 standard action
Range: Personal
Effect: Magic axe of blood
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell forms a axe of blood full of unholy evil power. The Blood Axe of Maglubiyet is a +3 returning throwing axe that can only be wielded by the casting cleric. Damage from the unholy axe bypasses the damage reduction of all good-aligned outsiders. For all others the axe is considered magic and evil. A successful hit from the axe deals 3d6 points of physical damage and 1d8 points of unholy damage and 1d8 points of acid damage. While wielding the axe you gain resistance to fire and acid 15 and are surrounded with a magic circle against good.



Speak with Ancestors
Necromancy (Language-Dependent)
Level: Initiate of Maglubiyet 4
Components: V,S, DF
Casting Time: 10 minutes
Range: Special
Target: Special
Duration: 1 minute/level
Saving Throw: Will negates(see text)
Spell Resistance: No

Speak with Ancestors is a variation of speak with dead and operates under the same restrictions as that spell, with the following exceptions.

First, tales of lost sailors does not require that the caster possess the corpse of the person to whom he directs his questions. All that is necessary is that the caster be located within 15 miles of the death site and that he know the name of an goblin or hobgoblin that has died. The exact details of the death do not matter, so long as the corpse was lost somewhere within the area.

Second,Speak with Ancestors always provides complete answers rather than partial ones, despite the current condition of the corpse with whom the caster is communicating. In fact, the spell functions even if the target’s corpse has long since disintegrated or been otherwise destroyed by the effects of water.

Battlefield Miasma of Maglubiyet
Enchantment/Charm((Fear, Mind-Affecting)
Level: Initiate of Maglubiyet 5
Components: V,S, DF
Casting Time: 1 standard action
Range: 60ft
Area: Cone
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates a cone of terror causes living creatures to become panicked and actually reduces their battle prowess. They suffer a –2 morale penalty on saving throws and a –4 penalty to attack and damage rolls, and they flee from the caster. A panicked creature has a 50% chance to drop what it is holding, chooses its path randomly (as long as it is getting away from immediate danger) and flees any other dangers that confront it. If cornered, a panicked creature cowers.


War Rally of Maglubiyet
Evocation
Level: Initiate of Maglubiyet 6
Components: V,S, DF
Casting Time: 1 swift action
Range: 60ft
Target: Caster and all allies within a 60 ft. radius burst centred on him
Duration: See text
Saving Throw: Will negates(harmless)
Spell Resistance: Yes(harmless)

You and all goblin or hobgoblin allies within 60 feet are affected by the following spells, as if cast by you: bless, cure moderate wounds, divine favor, remove fear, remove blindness/deafness, and remove paralysis. The bless and divine favor last for one minute, the other spells are instantaneous.

Wall of Weapons
Transmutation
Level: Initiate of Maglubiyet 7
Components: V,S, DF
Casting Time: 1 standard action
Range: Medium
Effect: Vertical wall of blades 20 ft. long/level, or a ringed wall of blades with a radius of up to 5 ft./2 levels; this form 20 ft. high
Duration: 1 minute/level(D)
Saving Throw: None
Spell Resistance: No


This spell animates a large group of weapons in to a flying wall. This spell must be cast on at least 25 weapons and will always animate axes first, then other edged weapons, first. Magic items can be effected though this spell effect suppresses any magic on that weapon for the duration of this spell. The animated weapons which have a reach of 15 feet attack any creatures except the caster, creatures you touch or clerics of Maglubiyet. Each five-foot section of the wall attacks independently, so that a vertical wall 300 feet long attacks as 60 separate sections. The wall has an attack bonus equal to your caster level plus your Wisdom bonus, a Strength score of 27 (+8 bonus on attack and damage rolls), and a size modifier of –2 (Huge). If you evoke the wall so that it appears with creatures in range, each wall section makes one attack at a creature it can reach.

A hit from the wall deals 1d10+8 points of damage. When the wall is in place, each section attacks the closest creature, striking once per round during your turn. If two or more creatures are equally close, randomly determine which the wall attacks. The wall of weapons does not make attacks of opportunity, but a wall section gets additional attacks on anyone trying to push through it. Pushing through the wall requires a successful bull rush, and though the wall cannot be pushed back, an attacker who wins the opposed Strength check can move five feet through the wall (assuming he has that much movement remaining in his turn).

Each five-foot section of the wall is AC 20 (–2 size, +12 natural) and has hit points equal to 60 + your Wisdom score. It takes damage as a normal creature, but most magical effects that do not cause damage do not affect it. Destroying a section of the wall produces a gap, but does not affect adjacent sections (which may become able to attack creatures passing through the gap if those creatures are within reach).

It is possible to make attacks through a wall of swords without attacking the wall itself, but the wall provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against such attacks. A wall of weapons does not block line of effect for spells.

War Axe of Maglubiyet
Evocation
Level: Initiate of Maglubiyet 9
Components: V,S, DF
Casting Time: 1 standard action
Range: Personal
Effect: Magic axe of blood
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell forms a magic out of blood. The War Axe of Maglubiyet is considered to be a magic greataxe of a +5 enchantment and is totally weightless. The axe deals 2d12 points of damage on a successful strike against an opponent plus two points of damage per level of the caster (maximum +40). If the opponent is an undead or an outsider, all of the damage is tripled.

The War Axe of Maglubiyet cannot be given to another creature, and fades from existence if the wielder is ever disarmed or knocked unconscious.

Bhu
2011-05-11, 01:50 AM
Okay I got most of the crunch except cost and creation up. Let me peek an see if there's anything I can find on costs/creation for sets since I haven't done them before and I'll finish this up and get the next one.

Bhu
2011-05-13, 02:30 AM
Whilst I work up the costs and floof for the Juggernaut armor, which of the races would you guys like to see an item set for next?

Cieyrin
2011-05-13, 11:15 AM
Whilst I work up the costs and floof for the Juggernaut armor, which of the races would you guys like to see an item set for next?

Dekanter! Alternatively, Hobgoblins.

Bhu
2011-05-15, 01:15 AM
Miner's Array Pieces and Abilities


Piece Body Slot Price
Miner's Helm Head
Miner's Mask Face
Miner's Pick - (Carried)
Miner's Toolbelt Waist




Miners Array Collection Benefits


Pieces Worn Collection Benefits
2 pieces worn You no longer need air as long as you are wearing at least 2 pieces of the set (one piece must be mask).
4 pieces worn You can cast Stoneskin upon yourself 3/day as an Immediate Action.

Miners Helm
Price (Item Level): 60,360 GP
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC: 18) Divination
Activation: Swift (Mental)
Weight: 1/2 lb.

The Miner's Helm is a steel helmet with a golden disk prominently on the front. It's wearer can cast Continual Flame at will. Three times per day he may cast Scrying, which is usually used to find missing miners in the event of cave-in's.

Prerequisites: Craft Magic Arms and Armor, Continual Flame, Scrying
Cost to Create: 15,180 GP, 60 days, 2,414 XP



Miners Mask
Price (Item Level): 30,000 GP
Body Slot: Face
Caster Level: 5th
Aura: Faint; (DC: 18) Abjuration
Activation: - (Continuous)
Weight: 1/2 lb.

This form fitting steel face mask provides it's wearer with air as long as it is worn, allowing him to breathe in any circumstances whether underwater or underground and making him immune to attacks based on gas or smoke.

Prerequisites: Craft Magic Arms and Armor, Gas Mask
Cost to Create: 15,000 GP, 15 days, 1,200 XP


Gas Mask
Abjuration
Level: Sor/ Wiz 3
Components: V, S, F
Casting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Minute/Level

An invisible field of force covers your head providing you with oxygen and making you immune to tasks based on stench (Ghasts, Stinking Cloud), smoke, or gasses (including some breath weapon). Focus is a miniature representation of a gas mask.



Miners Pick
Price (Item Level): 73,446 GP
Body Slot: - (Carried)
Caster Level: 11th
Aura: Moderate; (DC: 20) Transmutation
Activation: Swift (Mental)
Weight: 6 lbs.

The wielder of this +1 Heavy Pick can cast Move Earth 3/day.

Prerequisites: Craft Magic Arms and Armor, Move Earth
Cost to Create: 36,723 GP, 74 days, 2.938 XP



Miners Toolbelt
Price (Item Level): 3,200
Body Slot: Waist
Caster Level: 1st
Aura: Faint; (DC: 15) Universal
Activation: Swift (Mental)
Weight: 6 lbs.

This Toolbelt contains enchanted mining tools. They provide a +4 Enchantment Bonus to Profession (Miner) Checks and Knowledge (Architecture and Engineering) Checks when used.

Prerequisites: Craft Magic Arms and Armor, 4 ranks in Profession (Miner) and Knowledge (Architecture and Engineering)
Cost to Create: 1,600 GP, 2 days, 128 XP


Lore
Characters who have Knowledge (Architecture or Engineering, Dungeoneering, History) or the Bardic Knowledge ability can research Miner's Arrays. When a character succeeds on a Check the following Lore is revealed, including that from lower DC's:

DC 15 Long in the past a large mining consortium had a problem. They wanted the mine too be profitable, so they skipped safety measures. Cave-in's became inevitable, costing them large swathes of their Dekanter slaves when they died trapped underground. So they had magic items designed that would allow for the survival of their slaves taskmasters (who would presumably use them to save their charges).
DC 20 It worked fairly well for the mining companies for some time. At least until escaped slaves brought word of the magic items back to the Goblin military. Their use in underground warfare was obvious, and the slave rebellion was on.
DC 25 The military eventually codified the first true sets of Miner Arrays, making small elite groups all but immune to cave-in's.
DC 30 A check of 30 or higher reveals the location of another piece of the set.

Bhu
2011-05-19, 02:50 AM
Juggernaut Plate has base prices. Usually the DMG is a lil off so lemme know if you think they're too spensive.

Bhu
2011-05-20, 02:20 AM
I reduced the mask based on feedback elsewhere. The armor is also quite expensive so unless I've over priced it bad, i may need to reduce it's power.

Bhu
2011-05-21, 02:44 AM
Juggernaut Plate is revised and repriced. Any thoughts?

Bhu
2011-05-26, 01:30 AM
SHould I go back to the PrC's?

Icedaemon
2011-05-26, 08:02 AM
I do not dislike the juggernaut plate.

As for Cieyrin's suggestion for hobgoblin armour sets:

Hobgoblin Heavy Cavalry set
This armour is heavier even than dwarven mountain plate, designed as it is to be solely used by the hardiest of the hobgoblin knights, mounted on massive creatures which make horses and similar creatures look puny. The smallest creature which hobgoblins have been seen using this equipment on would be the bloodstriker dinosaur (http://monsterfinder.dndrunde.de/details.php?id=788&backlink=%2Fresults.php%3Fid%3D3648439200%26skip%3 D0) - most other less-than-huge animals are not strong enough to bear one wearing this equipment. Note that this set it too heavy for flying creatures which are smaller than gargantuan.

If at least three items are used, of which one is the saddle, the concealment acts as per standard, with enemies receiving a 20% miss chance.
If at least three items are used, of which one is the shield, anyone who can recognize the crest via a knowledge (noblity) check will instantly know if the person wearing the suit of armour is (one of) its rightful owner(s) or not, even if the wearer is helmeted or disguised.
If at least four items are used, of which one is the barding, the fortification on the barding is treated as medium.
If at least three components are used, of which one is the set of legwear, knights who do have the 'ride by attack' feat may elect to use the kick as a ride-by attack and still be able to end their move with a charge a different target. They still receive the penalties which fighting with multiple weapons bring, but obviously can use a shield.
If at least three items are used, of which one is the lance AND the user is fighting directly on the behalf of the church of Nomog-Geaya and/or Maglubiyet, the weapon also has the 'bane' enchantment, directed towards whatever principal foe the church has at the moment. In the case of a civil war or crusade against a different goblinoid religion, goblinoid is not an acceptable focus for the bane effect, but if the enemy has a very prominent ally or backer (such as some form of outsider), those might be targeted instead.
If at least three items are used, of which one is the suit of plate mail, the immunity to bleeding extends to the mount.

If the entire set is used by the rightful owner who must be a hobgoblin, the user also receives medium fortification, the armour bonus on the mount's barding increases by +1, both the rider and mount become immune to constitution damage and both have their critical threat range doubled on a charge or ride-by attack (this works with the lance's blessed nature).

Monster-Rider Saddle.
Bridging the gap between a normal saddle and an armoured howdah, this piece of equipment includes a large metal screen that rises from before the gullet (http://en.wikipedia.org/wiki/Western_saddle)most of the way to the rider's torso and a similar arrangement at the back. These solid steel barrier combined with a slight magical enhancement grant the rider limited concealment (http://www.d20srd.org/srd/combat/combatModifiers.htm#concealment), granting enemies a 10 % miss chance. The saddle also mitigates most ride penalties derived from the creature's unique aspects such as the bloodstriker's spiked skin and grant the rider a +4 to ride checks to stay in the saddle (as opposed to the normal military saddle's +2). In other respects, this can be seen as a normal military saddle.
Say, 3850 gp

The armour plates are often decorated with goblinoid holy symbols and grant the riders additional magical effects which vary depending on the knightly order and patron deity of the noble who originally commissioned this item.

Sharpened Sabaton
A bit of a misnomer as a pair of cuisses and poleyns are also included in this entry, this set of heavy legwear is again designed with knights in mind. Gaps between plates are small and there is chain mail underneath, granting the knight an additional +2 to armour class. Additionally, these allow knights to deliver a secondary kick attack via kicking foes with sabatons that have been sharpened and reinforced to the point that they deal damage as a 1d6 (x3) one-handed weapon. The sabatons are designed solely for mounted combat and as such cannot be used when dismounted. They also impose an additional movement speed penalty of 5 to the wearer when dismounted.
Cost: As per +2 armour. 4250 gp.

Hobgoblin cavalry shield.
A larger version of the normal rider's shield (races of stone), this shield comes with a +3 additional bonus to armour, of which +2 is a magical deflection bonus and +1 an extraordinary increase to the shield's basic statistics (this is added to the +2 from a basic rider's shield and marked separately as shields' effectiveness is often increased in homebrew settings). This shield also has the arrow catching special trait and is blazoned with the proper owner's signature crest.
Hmm... This'd be a +4 or +5 item? Perhaps should be lowered to a +3...

Beast's Barding.
This piece of barding is designed with the monsters' natural armour in mind and only covers the vulnerable portions that the natural armour and saddle do not grant sufficient protection to. It thus acts as a +1 breastplate of light fortification for that species of creature.
Cost: 1100+(+2) = 5100 Gp

Spear of Supremacy.
This exceptionally long +2 lance is blessed by a high priest of Nomog-Geaya and is treated as if it had an effect similar to the 'bless weapon' (http://www.d20srd.org/srd/spells/blessWeapon.htm) spell, though aligned evil or lawful (depending on the original owner's preference) instead of good in the hands of a hobgoblin. As the goblinoids most often see themselves as rightfully dedicated to their gods, the spells are still seen as 'bless weapon', rather than a corruption.
Cost: As +3 lance (standard: 18310 gp)

Plate of The Unbloodied.
This suit of Heavy Plate (Races of Stone) comes with an especially thick gorget and chain mail in the joints, as well as a minor magical enhancement. It acts as a +1 Heavy Plate of Light Fortification, which makes the wearer immune to Bleeding attacks and other forms of persistent bloodloss, as all wounds seal immediately. Note that this suit comes with an extra set of legwear which provides no separate enhancement, but is not as cumbersome as the Sharpened Sabatons and therefore tends to be equipped if the knight expects to be dismounted for extended periods of time.
Cost: As +2 Heavy Plate +1200 gp (7350 gp)

And done.

Cieyrin
2011-05-28, 09:49 AM
Since your set of armor talks about it being heavier than mountain plate and lacks any central armor, I would indeed add a set of armor, probably Battle Plate.

Also, it should be noted that there is an evil version of bless weapon already, Corrupt Weapon, which is a blackguard spell.

Finally, the Monster Rider Saddle seems...a bit confusing with directional concealment, given D&D did away with most directional effects in the conversion from 3.0 to 3.5. Especially with the lack of facing, it seems like a rules mess waiting to happen. I'd reflavor and make the concealment omnidirectional and think up a new collection benefit where the Saddle is concerned.

Bhu
2011-05-31, 04:51 AM
It does need some armor, and we'd need to work out a price.

Zale
2011-05-31, 07:55 AM
Did someone say Goblin?

http://fc01.deviantart.net/fs70/f/2010/082/8/6/Goblin_Assassin_in_Disguise_by_Plognark.jpg

Bhu
2011-06-03, 03:52 AM
That picture begs for a PrC...

Im in trouble in rl guys, so gimme a chance ot fix it and ill come back

Icedaemon
2011-06-03, 05:31 AM
Since your set of armor talks about it being heavier than mountain plate and lacks any central armor, I would indeed add a set of armor, probably Battle Plate.

I'll probably go with plain old full plate or possibly Heavy Plate. I am designing this primarily to fit Walufar, where battle plate represents Gothic Plate (http://www.medievalrepro.com/Armour.htm) and other types of plate mail of that era, while plate mail indicates the earliest forms of full plate (http://www.medievalrepro.com/Images/Hounskull%20Armour%20002edit.jpg) and heavy plate as something in between. The idea is that hobgoblins, while more advanced than most human civilisations, are not quite on par with dwarves when it comes to metalcrafting.


Also, it should be noted that there is an evil version of bless weapon already, Corrupt Weapon, which is a blackguard spell.

Thank you. Does anyone happen to know if a lawful variant exists as well?


Finally, the Monster Rider Saddle seems...a bit confusing with directional concealment, given D&D did away with most directional effects in the conversion from 3.0 to 3.5. Especially with the lack of facing, it seems like a rules mess waiting to happen. I'd reflavor and make the concealment omnidirectional and think up a new collection benefit where the Saddle is concerned.

Hmm... I might just have the basic amount of concealment be halved (10% miss chance) which would rise to proper concealment when the partial set bonus is active.

Gamer Girl
2011-06-05, 01:12 AM
Initiate of Toprakla
Prerequisites:Bugbear, Ability to cast 3rd level divine spells, patron deity Toprakla
Benefit:As a swift action, you gain the abilities of the spell spider climbing and the special quality of tremorsense as long as you are underground in a natural cave or cavern for up to 1 minute per caster level. This ability can be used a number of times a day equal to his Charisma bonus(minimum 1 )
In addition, you may add the following spells to your spell list.
1: Rolling Stones
2: Create Cave
3: Spiked Cave
4: Earth Skin
5: Hungry Cave
6: Safe Cave
7: Master Earth(SC)
8: Heart of Stone(SC)
9:Rockfall



Rolling Stones
Transmutation[Earth]
Level: Initiate of Toprakla 1
Components: V,S, DF
Casting Time: 1 standard action
Range: Medium
Effect: up to three stones
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

This spell animates up to three small sized stones to attack nearby foes. Each stone can roll up to a maximum of 50 feet. The spell gives them a +1 profane bonus on attack and damage rolls. The caster makes a normal attack for each stone. Each stone that hits deals 1d6+1 points of damage (including the spell's profane bonus). Each creature of medium size or smaller that takes damage is effected by a bull rush with a strength of 16(+2) and a profane bonus of +2 + caster level.

Create Cave
Transmutation[Earth]
Level: Initiate of Toprakla 2
Components: V,S, DF
Casting Time: 1 standard action
Range: Medium
Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

This spell digs a 10-foot-by-10-foot cave with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the cave on a flat, natural dirt and rock surface of sufficient size and depth or the spell fails. If you cast this spell on the ground, any creature standing or otherwise touching or resting in the area where you first create the cave must make a Reflex saving throw to avoid falling into it. In addition, the edges of the cave are sloped, and any creature ending its turn on a square adjacent to the cave must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the cave take falling damage as normal. The caves
coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the cave are gently pushed out as the matter fills back in, over the course of a single round.

Spiked Cave:
Transmutation[Earth]
Level: Initiate of Toprakla 3
Components: V,S, DF
Casting Time: 1 standard action
Range: Medium
Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

This spell functions as the spell Create Cave, except that the cave is lined with wickedly sharp stone spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the cave take falling damage as normal, plus 2d6 points of piercing damage from the stone spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit's walls have a Climb DC of 20.


Earth Skin:
Transmutation[Earth]
Level: Initiate of Toprakla 4
Components: V,S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature Touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)

When you cast this on a creature, its skin turns partly into dirt and earth gains several benefits. While under the effects of the spell, the creature gains fast healing 5, earth resistance 20, damage reduction of 5 and a +2 profane bonus to its armor class.


Hungry Cave:
Transmutation[Earth]
Level: Initiate of Toprakla 5
Components: V,S, DF
Casting Time: 1 standard action
Range: Medium
Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

This spell functions as Create Cave, except that the cave has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the cave take falling damage as normal. In addition, anyone within the cave, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the cave are quite difficult to scale and have a Climb DC of 35.


Safe Cave
Transmutation[Earth]
Level: Initiate of Toprakla 6
Components: V,S, DF
Casting Time: 1 standard action
Range: Touch
Target: Caster plus 1 creature/level
Duration: 1 hour/level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

This spell digs into the earth, creating a tunnel that leads to a cave just large enough to accommodate the caster and 1 medium sized creature/level. This burrow can accommodate a huge creature, treating it as 8 medium sized creatures. large creature, treating it as 4 creatures, while every 2 steps below medium a creature counts as ½ a medium sized one. Creatures with in the cave gain the effects of the spells calm emotions, magic circle vs good, and healthful rest.
The burrow entrance must be placed in either an unoccupied square or the caster’s square.
The tunnel opening is difficult to spot, requiring a DC 35 spot to locate (-8 if it can accommodate a huge creature, -4 DC if the burrow accommodates large creatures).
It takes a full round to crawl through the burrow, 2 full rounds if squeezing through and only 2 creatures may enter or exit the burrow in a round.
The burrow fails to form if there is not enough soil, if it would break into an open area or solid rock, or if it would impinge into enchanted soil. If the burrow is dispelled, all subjects in the burrow appear on top of the soil prone.

Rockfall
Evocation[Earth]
Level: Initiate of Toprakla 9
Components: V,S, DF
Casting Time: 1 standard action
Range: Long
Area: 120-ft.-radius spread (S)
Duration: 1 round
Saving Throw: Reflex half
Spell Resistance: Yes


This spell must be cast underground and causes an intense but highly localized tremor that rips through ground. The powerful shockwave created by this spell has several effects. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast.

The roof of the cave, tunnel or cavern collapses, dealing 12d6 points of damage to any creature caught under the cave-in (Reflex DC 18 half) and pinning that creature beneath the rubble. Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Bhu
2011-06-08, 05:01 AM
added Toprakla to front page list.

Icedaemon are you done editing the armor yet?

Cieyrin
2011-06-09, 03:19 PM
I'll probably go with plain old full plate or possibly Heavy Plate. I am designing this primarily to fit Walufar, where battle plate represents Gothic Plate (http://www.medievalrepro.com/Armour.htm) and other types of plate mail of that era, while plate mail indicates the earliest forms of full plate (http://www.medievalrepro.com/Images/Hounskull%20Armour%20002edit.jpg) and heavy plate as something in between. The idea is that hobgoblins, while more advanced than most human civilisations, are not quite on par with dwarves when it comes to metalcrafting.

Fair enough.


Thank you. Does anyone happen to know if a lawful variant exists as well?

Checkmate's Light from the SpC apparently is, if Project Heretica is to be believed, though I haven't read that version of the spell yet myself.


Hmm... I might just have the basic amount of concealment be halved (10% miss chance) which would rise to proper concealment when the partial set bonus is active.

That'd work a bit better, yeah.

Bhu
2011-06-14, 02:52 AM
ANy thoughts on what the Dekanter set should do? Should i go for tunnel warfare or survival?

Cieyrin
2011-06-15, 09:53 AM
ANy thoughts on what the Dekanter set should do? Should i go for tunnel warfare or survival?

You could do either, though Survival would be more general to improving the perfect package the Dekanter are.

Bhu
2011-06-19, 02:52 AM
breathing abilities for the mask, perception for the helm ,and maybe earth moving for the pick? sound okay?

Cieyrin
2011-06-23, 04:13 PM
breathing abilities for the mask, perception for the helm ,and maybe earth moving for the pick? sound okay?

So you're going tunnel warfare, then? Sounds alright but what exactly do y'mean by 'breathing'? Like being able to operate in areas of poor air quality/flooded or are we talking gaseous attacks/breath weapons?

Bhu
2011-06-24, 01:58 AM
braething depite lack of air, for example gases and cave ins

i wasn't thinking tunnel warfare so much as survival if the mine collapsed

Eikonos
2011-06-24, 04:29 AM
i wasn't thinking tunnel warfare so much as survival if the mine collapsed

Perhaps a force field that absorbs damage from falling rocks and debris, giving a reactive (immediate action) Damage Resistance for a limited duration ??

It could give the wearer ability to survive without food and water, as the Ring of Sustenance.

It could emit vibrations in a wide area, that would allow wearer to locate empty spaces of considerable size, eg. caves, tunnels, to help him navigate after a cave-in.

Bhu
2011-06-26, 06:11 PM
gimme about three more days and the big job is done! Then hopefully ill be back to normal a bit.

Bhu
2011-06-30, 02:21 AM
ok job is ovah! as long as my isp doesnt shut off its party time this weekend (meaning there will be updates)

Draconi Redfir
2011-06-30, 07:13 PM
Thought: we need hybrids. Goblin/hobgoblin, Goblin/Bugbear, and hobgoblin/bugbear.

prefferibly with stats to play them as a pc.

Cieyrin
2011-06-30, 07:35 PM
Goblin/Bugbear

That just sounds like it hurt, if the goblin was the female (which seems likely) :smalleek:

Bhu
2011-07-01, 03:13 PM
maybe Bugbears are similar to gorillas in certain respects


Thought: we need hybrids. Goblin/hobgoblin, Goblin/Bugbear, and hobgoblin/bugbear.

prefferibly with stats to play them as a pc.


I can do this soon as i finish the items


Perhaps a force field that absorbs damage from falling rocks and debris, giving a reactive (immediate action) Damage Resistance for a limited duration ??

It could emit vibrations in a wide area, that would allow wearer to locate empty spaces of considerable size, eg. caves, tunnels, to help him navigate after a cave-in.

Are there any spells simulating these effects? If not i may have to make them as prerequisites.

Draconi Redfir
2011-07-04, 09:08 PM
That just sounds like it hurt, if the goblin was the female (which seems likely) :smalleek:

Inexplicable medium size has many benefits :smallwink:

That or enlarge person.


As for the item thing, wall of force for the first one maybe?

Bhu
2011-07-04, 09:11 PM
Stoneskin might work too. I think I'll have to make a spell for the other unless theres some sort of drudic earth sight type thingie. Lemme peek through the various spellbooks and ill get started.

Draconi Redfir
2011-07-05, 10:38 AM
Don't earth elementals get the ability to swim through stone like it's water or something? Could that be used for it?

Cieyrin
2011-07-05, 01:44 PM
Don't earth elementals get the ability to swim through stone like it's water or something? Could that be used for it?

Y'mean Earth Glide?

Bhu
2011-07-05, 04:37 PM
Don't earth elementals get the ability to swim through stone like it's water or something? Could that be used for it?

It's not a spell though. Need a spell as prerequisite.

Draconi Redfir
2011-07-05, 04:39 PM
Hmmm... Stone shape? Transmute earth to mud? Could just turn any falling stones less then a certain weight or size into a harmless material that slides off.

Bhu
2011-07-05, 09:13 PM
no i got the damage resistance, i meant the seeing into the earth for air pockets via vibration bit.

Eikonos
2011-07-06, 12:06 AM
Hmmm...the only spells that come to my mind are either Find the Path or Lay of the Land, but perhaps Blindsight/Greater Blindsight could do ??

Bhu
2011-07-10, 05:16 PM
Okay peek at the set I have some initial ideas laid out for it. I also finished initial fluff for the Juggernaut Plate and added it to the front page. Once the Miners stuff is done ill do halfbreeds for gicko, and then maybe a goblin geisha and more items

Bhu
2011-07-13, 10:30 PM
No thoughts? Anyone?

Draconi Redfir
2011-07-16, 06:31 AM
Looks good to me.

Eikonos
2011-07-16, 07:29 AM
Reserved for opinion, short on time now :smallsmile:

Gah, still not time to give this a through analysis, but I cannot find any flaws I'd want to point out, so...once your lightbulb starts shining, things still can be added, thus I say - leave it as it is for now, it's fun :smallsmile:

Bhu
2011-07-18, 10:36 PM
Reserved for opinion, short on time now :smallsmile:

No one else has objections so if there's something you feel needs to be said now is da time. :smallbiggrin:

Cause I'm almost sure there's an ability useful to miners im forgetting

Draconi Redfir
2011-07-22, 03:21 PM
i'm tired right now so i'll just post the pictures of these exotic weapons i have for now. if you want me to i can post the text for them later.

Sorry it took so long to post these, but the Chainstar was saved in Jpeg style to i had to redo it. pixel-by-pixel.

i'm tired right now so i'll just post the pictures of these exotic weapons i have for now. if you want me to i can post the text for them later.

Sorry it took so long to post these, but the Chainstar was saved in Jpeg style to i had to redo it. pixel-by-pixel.

Bugbear Chainstar:

Morningstar form:

1 Handed Exotic weapon (Bugbear)
Range: Melee
Damage: 1d8
Type: Bludgeoning and Piercing
Critical: x2
Ammo: None
Other: The Morningstar form of the Bugbear Chainstar can be wielded one-handed, allowing for a shield or a second weapon to also be wielded. Shields or off-handed weapons must be dropped when changing to spiked chain form. Changing the morningstar form of the Chainstar into a spiked chain is a fee action.



Spiked chain Form:

2-handed Exotic weapon (Bugbear)
Range: 10ft (Reach)
Damage: 2d4
Type: Piercing
Critical: x3
Ammo: None
Other: Like all spiked chains the spiked-chain form of the Chainstar gains a ten foot reach and must be wielded two-handed. Changing the spiked-chain form into the morningstar form requires a move action.


Fluff:

Originally crafted by a tribe of jungle-dwelling bugbears to match the combat-flexible weapons of their Elvin neighbours, the chainstar has quickly become the weapon of choice for high-ranking and elite bugbear warriors. Because of it's unique design, the bugbear is able to extend from being the usual bugbear mornignstar, into a much more exotic spiked chain. Effectively allowing the wilder to carry two weapons for the price of one and change between them at any time depending on what kind of combat they are entering, morningstar for defensive wild combat with a shield or second weapon respectively, and the spiked-chain for more controlled damage-dealing or ranged combat.
Bugbear Chainstar: Exotic weapon (Bugbear)
http://img10.imageshack.us/img10/9537/exoticweapon1.png

Bugbear Triaxe:

Greataxe form:

2-handed Exotic weapon (Bugbear)
Range: Melee
Damage: 1d12
Type: Slashing
Critical: x3
Ammo: None
Other: The Greataxe form of the Triaxe automatically assumes any special properties and/or enchantments of it's battleaxe half, only gaining the properties/enchantments of the handaxe half should the battleaxe be void of either. Should the battleaxe half be given an enchantment or special property, the greataxe will instantly and automatically assume the battleaxe bonuses. However, any enchantments given to the handaxe or the battleaxe half must also be compatible with the greataxe form.

Battleaxe half:

1-handed Exotic weapon (Bugbear)
Range: Melee
Damage: 1d8
Type: Slashing
Critical: x3
Ammo: none
Other: The Battleaxe half of the Triaxe may be wielded in either the main hand or the off hand, and may me made out of a different metal or be given a different magical bonus then the handaxe half, however only the bonuses given to the battleaxe will be given to the greataxe form. Any magical enchantments given to the battleaxe or handaxe half must be compatible with the greataxe form, but needent be compatible with one another.

Handaxe half

1-handed Exotic weapon (Bugbear)
Range: melee
Damage: 1d6
Type: Slashing
Critical: x3
Ammo: none
Other: The Handaxe half of the Triaxe may be wielded in either the main hand or the off hand, and may be made out of a different metal or be given a different magical bonus then the battleaxe half. However the enchantments to the handaxe half will only affect the handaxe half itself unless the battleaxe half is made out a non-special metal and magic less, in which case the Greataxe form will draw it's magic/special metal properties from the handaxe half. Any magical enchantments given to the battleaxe or handaxe half must be compatible with the greataxe form, but needent be compatible with one another.

Fluff:

Bugbear Triaxe: Exotic weapon (Bugbear)
http://img109.imageshack.us/img109/1913/exoticweapon3.png
Bluh, should have removed the name of the Rainforest in the description of this one. Too tired to care ATM though.

Bugbear Brassdagger: Exotic weapon (Bugbear)
http://img24.imageshack.us/img24/9/exoticweapon4.png

I also have some other weapons, but they are Elvin so they don't count.

Note to self; come up with Goblin exotic weapons next.

Edit; Considering a goblin double-spear with a tip on each side, figure they could use it two-handed for the first stab, then strike with the second attack one-handed but with a possible DEX modifier instead of STR. What do you guys think?

Bhu
2011-07-25, 12:46 AM
love the chainstar

Draconi Redfir
2011-07-26, 06:33 AM
I’m more of a Triaxe fan myself :smallbiggrin:

Anyways, what would you think of a short spear with a point on each end of the stick? would that be feasible?

Way I’m seeing it is you could jap at an opponent from below and strike upwards using both hands, then switch to only one hand, twirl the spear in the air, then bring it back down upon them as a one-handed DEX-baised (Or at least useable with weapon finesse) weapon.

Cieyrin
2011-07-26, 08:53 AM
I’m more of a Triaxe fan myself :smallbiggrin:

Anyways, what would you think of a short spear with a point on each end of the stick? would that be feasible?

Way I’m seeing it is you could jap at an opponent from below and strike upwards using both hands, then switch to only one hand, twirl the spear in the air, then bring it back down upon them as a one-handed DEX-baised (Or at least useable with weapon finesse) weapon.

You may want to check the Dwarven Doublespear (RoS), though your's sounds more like an Exotic I saw in Dragon in a swashbuckling article, which was a rapier with a dagger on the other end.

Draconi Redfir
2011-07-26, 03:44 PM
Dang, guess it's not a very origional idea then XD ahh well i'll come up with something for the goblins.

Bhu
2011-07-28, 11:58 PM
I revised the front page list and added it to my sig (thanks for the heads up Gicko).

No one has mentioned revisions to my idea for the miners set, so i'll finish it off. Thoughts on the next Orc/Gobbo race to get stuff?

Bhu
2011-07-29, 10:34 PM
is there a spell to protect against gas/smoke attacks?

Cieyrin
2011-07-30, 08:44 AM
is there a spell to protect against gas/smoke attacks?

Sounds like something in the Realms, like Magic of Faerun or Lost Empires. The Cube of Force in the SRD just uses Wall of Force, which I guess would work.

Draconi Redfir
2011-07-31, 05:39 PM
could always say whatever it is allows the wearer to survive without breathing for a short time.

Bhu
2011-07-31, 10:09 PM
was gonna use water breathing for the provides air part of the mask, its the protection from gas/smoke attacks i need a prereq for. Apparently they're rare enough no ones made a spell for it.

Bhu
2011-08-03, 10:20 PM
I added the prices for the three items in the miners array I have prerequisites for. I think the DMG is full of it some of these are way too expensive for what they do.

Bhu
2011-08-05, 11:43 PM
while im at this, Bleak Ink, if you're watching, you get choice of next item/PrC/gobbiny niftiness I make

Draconi Redfir
2011-08-06, 07:54 AM
Whatever happened to those hybrids you said you would do?:smalltongue:

Also; what would you think of something along the lines of This (http://img215.imageshack.us/img215/1628/goblinweapon.png)?

i figure it could be a high-crit (17/16-20?) goblin weapon designed for use on humanoid-creatures of one size value higher, or equal or lower value to the weapon

i.e. a human-sized version could use it against a large ogre, a medium hobgoblin, and a small goblin with equal effect, but it would only have a natural 20 crit range on anything larger then a large creature.

Bluhh i have no idea if any of that makes sense.

Does that seem like something a Goblin could come up with?

Bhu
2011-08-06, 01:50 PM
Ill be doing them same time, no fears :smallbiggrin:

sounds gobbinish to me :smallbiggrin:

Draconi Redfir
2011-08-06, 09:21 PM
Any idea how i could explain that it can only use it's extra crit threat on creatures one size catagory higher then it or lower without sounding chunky?

Bhu
2011-08-06, 11:19 PM
i just assumed you were aiming for testes and femoral arteries. No way to non chunky that

Bleak Ink
2011-08-07, 12:40 AM
while im at this, Bleak Ink, if you're watching, you get choice of next item/PrC/gobbiny niftiness I make

*appears in a cloud of black smoke* Beg pardon?

Bhu
2011-08-07, 10:05 AM
what would you like to see?

Magic items, more gobbin races, a witch PrC? etc

Bleak Ink
2011-08-07, 11:48 AM
Now that I think about it, is there anything you could do with goblin children? You never really hear much about the young'uns.

Bhu
2011-08-07, 01:44 PM
you mean protective items or PrC's or something? Goblin Mom?

Bleak Ink
2011-08-07, 06:49 PM
Goblin Mom sounds awesome.

Draconi Redfir
2011-08-08, 12:52 AM
Goblins are supposed to have tons of children at a time right? (No offence ink)

What about an NPC class called "the swarmer" or something which is physically weak by itself, but focuses in attacking in large numbers, taking the saying "the more of you there are, the less likely it will be for you individually to get hit" to the max.


or perhaps a goblin class that gets automatic leadership feats, but very little in terms of upgrades (say 1d4 hit die, 2+int skill points, very low BAB and saves etc) but makes up for it by leading a slowly growing army of low-level goblins (That share some/all of his class levels?) which each get one attack or move action (one or the other, not both) per round, and grant the swarmer +1 AC per living goblin follower.

Though that might count too much as playing multiple characters, so maybe a basic "swarm goblin" creature would be better, perhaps acting as a single "animal goblin companion" which gets the attack and movement freedom of a normal animal companion, but gets ever so slightly more powerful with each "goblin" added to it. (as in say one goblin in the swarm would get BAB +1, damage of +1, and 1d4 hitpoints, but three goblins in the swarm a few levels later would have +3 BAB, +3 bonus damage, and 3d4 hitpoints.)


Hmm, might need to work on myself if it's not as bad as i think it is. Though i still haven’t written out the text and fluff for those weapons i posted awhile ago outside of the posted image. (Someone tell me to do that or something, i need a push!)

Bleak Ink
2011-08-08, 01:38 AM
The "litter" idea of goblin childbearing never made much sense to me. There's not enough food and health in a tribe/lair's environment to support 3-6 offspring a pregnancy per female. Every pregnant woman in the group requiring enough food to supply four to seven people at a time for her consumption alone? With the frequency of pregnancies? And her previously birthed litters still depending on adults? Not to mention the terrific increase of possible problems in each brewing/bearing, and the subsequent raising each of them at the same exact time. I don't believe it could be done, not with typical goblin resources. That's just my take. It is considered weird to not have what other races consider a large family, however.

Draconi Redfir
2011-08-08, 02:30 AM
i never said anything about litters, i just figured goblins just reproduced very quickly, say they are born, grow to self-functioning maturity in about a year, and then the mother gives birth to another child, sending the previous child out to fend for itself, if it's not strong enough to survive, then it dies.

That or Goblins have the "more sons i have more food i can harvest" mindset of many farmers, only replace "farm" with "hunt". Or they just cannibalize their dead, though even i couldn't see goblins doing that.

edit: after thinking about that hobgoblin cleric from the founding of gobbotopia who had a little brother while still a child, i realized it might be possible that mature goblins still live with their mother/parents for awhile after becoming mature, they are simply expected to get their own food and will not be provided for without good reason (i.e. they might get special treatment if they know how to heal or do magic or something) though then again (again) as i was writing this i realized that the hobgoblin cleric was a hobgoblin, not a goblin, so this entire paragraph simply became a waste except to explain a half-arsed theory that a family of goblins might still stare a home but not provide for anyone but the mother without good reason.

Cieyrin
2011-08-08, 10:11 AM
This is assuming the gobbos even normally have adequate food for themselves. Gobbos are hunter-gatherer types from what I can tell, often scavenging from the more civilized races for anything and everything, including carrion. Pregnant females would take more food, it's true, but I'm thinking that in the litter model of goblin reproduction that there's probably a high infant mortality rate and thus they want to produce many children so that at least a couple make it to adulthood. Any stillborns or miscarriages, runts or accidents are...well, not put to waste, let's put it that way.

There was quite a bit of detail in the first part of the Reverse Dungeon module on goblin society that could be useful in figuring a lot of this out. If you can get access to it, it's an interesting read, even if it's 2nd Ed. :smallwink:

Bhu
2011-08-08, 10:14 AM
There's also their religion which pushes them to declare war on virtually every other race in existence. If you're at war permanently you'll need lots of kids to make up for casualties in adults

Bleak Ink
2011-08-08, 10:19 AM
...

Ah, apologies. I read "at a time" as meaning "the same time", and am still post-traumatic from reading several articles by seperate authors on how goblins are like cats: mate with random people at a time, and the women birth several children usually with different fathers from the same pregnancy. The essays themselves were pretty offensive, but I digress.

I do see grown goblins sharing space with their extended family, even if their group has adopted seperate living spaces opposed to everybody sleeping/eating communally. It makes it easier to remember who is related to who and how, and the "strength in numbers" thing applies no matter what.


This is assuming the gobbos even normally have adequate food for themselves. Gobbos are hunter-gatherer types from what I can tell, often scavenging from the more civilized races for anything and everything, including carrion. Pregnant females would take more food, it's true, but I'm thinking that in the litter model of goblin reproduction that there's probably a high infant mortality rate and thus they want to produce many children so that at least a couple make it to adulthood. Any stillborns or miscarriages, runts or accidents are...well, not put to waste, let's put it that way.

High infant mortality rate, absolutely, but I can't help but think hunter-gatherers prone to scavaging couldn't provide the resources and proper medical care so a woman with six embryos wouldn't die, each offspring with her. There's so much room for error in a situation like that.


There was quite a bit of detail in the first part of the Reverse Dungeon module on goblin society that could be useful in figuring a lot of this out. If you can get access to it, it's an interesting read, even if it's 2nd Ed. :smallwink:

I'll have to remember that name and look for it, it sounds quite interesting indeed. Thank you kindly for bringing it up; I wouldn't have known to otherwise, and I live for this stuff.


There's also their religion which pushes them to declare war on virtually every other race in existence. If you're at war permanently you'll need lots of kids to make up for casualties in adults

This is true, if they follow Magly- and they usually do.

Draconi Redfir
2011-08-08, 08:09 PM
It's just so hard to know any facts about anything in D&D since things are always being added, removed, retconed, or altered from version to version, world to world.

Sometimes i wonder if it wouldn't be better (From a lore point of view anyways) if all of D&D was only in one fully-fleshed out world rather then hundreds.

Cieyrin
2011-08-08, 09:19 PM
It's just so hard to know any facts about anything in D&D since things are always being added, removed, retconed, or altered from version to version, world to world.

Sometimes i wonder if it wouldn't be better (From a lore point of view anyways) if all of D&D was only in one fully-fleshed out world rather then hundreds.

Variety is the spice of life. Having a difference between worlds is a nice way to flesh things out so it doesn't all become same old. In any case, neither TSR or WotC has ever been really known for their consistency in fluff between authors.

Draconi Redfir
2011-08-08, 10:12 PM
yeah i know haveing veriety is more interesting when playing games and things, but in terms of lore and biology of fake species it is better to have one setting set in stone so you don't have two players of the same species haveing compleately diffrent ideas on how their biology and culture works.

Bleak Ink
2011-08-08, 11:50 PM
Frankly I think that's part of the fun. Everything's so versatile; there's literally something for everyone. Not to mention nobody can just declare another person wrong in terms of lore, because no matter how mad an idea is it can be done. I get what you mean, though- it could get problematique if a group was going for seamless roleplay or something and didn't set guidelines beforehand.

Cieyrin
2011-08-09, 11:51 AM
yeah i know haveing veriety is more interesting when playing games and things, but in terms of lore and biology of fake species it is better to have one setting set in stone so you don't have two players of the same species haveing compleately diffrent ideas on how their biology and culture works.

You'd probably wanna go by Greyhawk fluff, then, which is admittedly kinda sparse these days. If you can get ahold of some of the old box sets, you may find info at least on some of the old pantheons, which typically will tell you something about the culture that worships them.

If nothing else, you could have a look through the Canonfire forums, as they are the gathering place for some of the most knowledgable people on Greyhawk canon, though I'm not sure how much they've done on the orcs and goblins. They pull stuff from old Greyhawk journals and newsletters, as well as email lists and the aforementioned box sets to piece together some of the old mysteries. I especially appreciate what's been done on racial migration patterns and hooking up Greyhawk with the second incarnation of Chainmail. Lots of good fluff there on their specific cultures, which included much detail on the hobgoblin faction, which may be of interest.

Bhu
2011-08-09, 04:27 PM
http://brilliantgameologists.com/boards/index.php?topic=10798.msg430086#msg430086

for Bleak and Draconi

Cieyrin
2011-08-10, 01:09 PM
http://brilliantgameologists.com/boards/index.php?topic=10798.msg430086#msg430086

for Bleak and Draconi

That adventure is awesome and now I really want Goblins of Golarion. :smallfrown:

Draconi Redfir
2011-08-10, 04:58 PM
just sucks its only for level ones.

Bleak Ink
2011-08-10, 05:05 PM
http://brilliantgameologists.com/boards/index.php?topic=10798.msg430086#msg430086

for Bleak and Draconi

Fantastic link, Bhu. Guess I know what I'll be doing this weekend.. to the bookstore! I must read it, at least.

Bhu
2011-08-10, 07:55 PM
http://brilliantgameologists.com/boards/index.php?topic=1873.msg430562#msg430562

one more

Cieyrin
2011-08-10, 08:38 PM
Fantastic link, Bhu. Guess I know what I'll be doing this weekend.. to the bookstore! I must read it, at least.

The PDF is free, y'know. :smallwink:

Bleak Ink
2011-08-10, 08:51 PM
http://brilliantgameologists.com/boards/index.php?topic=1873.msg430562#msg430562

one more

You have a worrying propensity for overconfidence in combat. When facing an enemy that's larger than you, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant a +1 trait bonus on attack rolls with non-reach melee weapons.

I hope the author likes the internet, because he's won one.

Now, that toad-thing on Poog's head.
That, too, is awesome.


The PDF is free, y'know. :smallwink:

But reading it at a bookstore gives me an excuse to be in a bookstore.

Cieyrin
2011-08-10, 09:07 PM
You have a worrying propensity for overconfidence in combat. When facing an enemy that's larger than you, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant a +1 trait bonus on attack rolls with non-reach melee weapons.

I hope the author likes the internet, because he's won one.

Now, that toad-thing on Poog's head.
That, too, is awesome.



But reading it at a bookstore gives me an excuse to be in a bookstore.

Not sure whether you'll find 'em in bookstores, as they were given away free as part of Free RPG day back in June. Still, bookstores are getting fewer and far between, so any excuse to spend time in one is a good one.

As for the Toad, it's b/c the tribe he's part of the Licktoad tribe, where every goblin has a lucky toad. :smallbiggrin:

Bhu
2011-08-10, 09:48 PM
Gas Mask
Abjuration
Level: Sor/ Wiz x
Components: V, S, F
Casting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Minute/Level

An invisible field of force covers your head providing you with oxygen and making you immune to tasks based on stench (Ghasts, Stinking Cloud), smoke, or gasses (including some breath weapon). Focus is a miniature representation of a gas mask.

OK here's the spell prerequisite for the Miner's Mask. Any thoughts on level?

unosarta
2011-08-10, 10:06 PM
That is actually a pretty powerful spell. Gasses, stenches and other breath related attacks aren't that common, though, but full immunity is still pretty good. Given the duration, and the action, it seems like a 3rd level spell, although that is just my intuition. 4th level might be more appropriate, although I cannot imagine breath related attacks being common enough for this to be anything but situational.

Bleak Ink
2011-08-10, 11:54 PM
Fortune favors the prepared.

Draconi Redfir
2011-08-12, 01:21 PM
I saw those things at my meetup once, i THOUGHT i took a coppy of the pathfinder goblin thing, but i can't seem to find it anywere so i have no idea.

Worlok
2011-08-12, 02:25 PM
Wasn't there something a lot like a breathing mask in Savage Species? I think it was even called a breathing mask, had essentially the same effect, namely providing immunity to inhaled toxins and such. :smallconfused:

Bhu
2011-08-12, 10:41 PM
I have the book here somewhere lemme go check

Bleak Ink
2011-08-15, 02:34 PM
Did you find anything?

Bhu
2011-08-15, 06:09 PM
Theres an alchemical item called a Breathing Mask that allows you to breath in non oxygen environments for 4 hours.

Bleak Ink
2011-08-15, 09:08 PM
Meh. Not as interesting. I like your one-minute-per-level thing better.

Bhu
2011-08-15, 11:43 PM
made a change to the collection benefits. If no one objects to level 3 for the spell im gonna finish this sucker up and move on to hybrids and gobbin mom

Draconi Redfir
2011-08-16, 01:49 AM
Could probably use it as a template though, say some goblins got their hands on it and began tinkering with it or something.

Cieyrin
2011-08-17, 11:23 AM
I just picked up Goblins of Golarion yesterday and, I must say, they definitely go into some decent detail on goblin culture, though specifically the PF variety. PF ascribes against the litter idea, though the race seems to have initially started that way as legend claiming the goblins being descendants of barghests, which is a nice way to explain their connection, I think.

In any case, they have goblin mothers giving birth to 1 or 2 children at a time (chances of having twins not given) with a 5 month gestation period. The idea of a litter is still a bit about as the children are raised communally, by which they're put in a cage in the middle of the village and treated like pets till they grow big enough to fend for themselves and raid with the rest of tribe.

They also deal with the goblin scavenging for food via the raiding on nearby villages in a parasitic manner, as well as goblins having a propensity for pickling anything that may not otherwise be initially edible. There's also a propensity for cannibalism if food is scarce, putting recovered goblin corpses to use for filling living goblin stomachs. The corpses are otherwise fed to the pets kept by the tribe, like boars, or dumped away from the village so as not to have the stench of rotting goblin about.

Draconi Redfir
2011-08-17, 03:02 PM
Best thing i love about pathfinder goblins is the Goblin dog, its baisically a giant rat that looks like a dog, and has such terrible dander that any non-goblinoid creature that gets to close will have a chance of breaking out in a rash.

My bugbear ranger has one as a pet:smallbiggrin:

Cieyrin
2011-08-18, 02:00 PM
Best thing i love about pathfinder goblins is the Goblin dog, its baisically a giant rat that looks like a dog, and has such terrible dander that any non-goblinoid creature that gets to close will have a chance of breaking out in a rash.

My bugbear ranger has one as a pet:smallbiggrin:

They're alright, I still favor goblins with wolves and worgs, though, especially gulvorgs. :smallbiggrin:

Bleak Ink
2011-08-19, 01:10 AM
I'm a wolf/worg/warg person, hands down. However I can see the quirkier goblins getting levels in threatening riding a ratdog, and impressive moments being conducted astride a gulvorg.

Bhu
2011-08-24, 10:41 PM
Draconi: You want the halfbreeds as racial feats, separate races, or something else?



GOBLIN MOM

Picture URL

"PUT THAT DOWN!"

You are the parent/ward of a small horde of squabbling brats (Goblins live communally and raise their children in the same manner). You are expected to give them a proper education, keep them under control, and keep them safe. A tall order for any mom when the kids massively outnumber you.

BECOMING A GOBLIN MOM
Being a female Goblin of breeding age with sufficient common sense is all that's necessary.

ENTRY REQUIREMENTS
Gender: Female
Race: Any Goblinoid
Special: Must have raised, or be raising children, or be expecting
Skills: Diplomacy 4 ranks, Gather Information 4 ranks, Heal 4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks


Class Skills
The Goblin Mom's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History, Local, Nature, Religion)(Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Cha), and Spot (Wis).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Fix Boo Boo's
2. +1 +0 +0 +3 Screaming to Get What You Want
3. +1 +1 +1 +3 I Raised You!
4. +2 +1 +1 +4 Fix Boo Boo's
5. +2 +1 +1 +4 Screaming to Get What You Want
6. +3 +2 +2 +5 I Raised You!
7. +3 +2 +2 +5 Fix Boo Boo's
8. +4 +2 +2 +6 Screaming to Get What You Want
9. +4 +3 +3 +6 I Raised You!
10.+5 +3 +3 +7 Spanking

Weapon Proficiencies: A Goblin Mom gains no new Weapon or Armor proficiencies.

Fix Boo Boo's (Ex): At Level 1 you seem to have gained a proficiency for fixing minor wounds children seem to accumulate daily. You may always Take 20 on a Heal Check.

At Level 4 your devotion to helping fix Maglubiyet's people causes him to grant you the ability to heal their wounds a number of times per day equal to your Charisma Modifier. Each use of this ability heals 1d4+your PrC Level in hit points. And it isn't even limited to Goblins or children. Score! (This is a Supernatural Ability).

At Level 7 you have learned that candy fixes all problems. Unfortunately this comes with a price: the dreaded sugar rush. A number of times per day equal to your Charisma Modifier you may enchant a piece of candy for up to 24 hours, and anyone eating it is Hasted (as per the spell, this is a Supernatural Ability).

Screaming to Get What You Want (Su): You have raised ranting to an art form. When you first get this ability choose which of the two paths you wish to follow: Intimidation or Humiliation. This is a Mind-Affecting Fear Effect, the opponent must be able to hear and understand you, and if he succeeds in his Save he is immune to your Screaming ability for 1 day.

For Intimidation at Level 2 you can make an Intimidate Check as a Full Action by screaming your head off. Every living opponent within 30' must make a Willpower Save (Save DC is equal to Intimidate Check) or be Shaken for the duration of the encounter.

At Level 5 the range extends to 60 feet, or you can choose to restrict it to one opponent and he is instead either Frightened or Cowering (your choice) for 2d6 rounds.

At Level 8 all opponents within 60' (living or not) must make the Save or be Frightened for 2d6 rounds, or you can choose to focus this on one opponent and he is instead Paralyzed in Fear for 2d4 minutes.

For Humiliation at Level 2 you can make a Bluff or Diplomacy Check as a Full Action by launching into a rant. Your opponent must make a Willpower Save (DC is 10 plus Skill Check) or you have effectively cast Suggestion upon him. Range is 30 ft.

At Level 5 the range is 60 ft, and the Save DC is +2 if you personally know the victim well.

At Level 8 you instead may use Mass Suggestion.

I Raised You! (Su): At Level three you gain a certain aura of respectability among Goblinoids and their warbeasts. You effectively permanently gain the benefits of the Sanctuary spell against Goblinoids and their warbeasts (Worgs, Guulvorgs, etc) because you remind them of the women who raised them (and you may in fact be one of the women who raised them). Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier.

At Level 6 you can inspire Goblinoids and their Warbeasts ("Suck it up and stop being a wussie!") a number of times per day equal to your Charisma Modifier as a Standard Action. All Allies of the appropriate type within 60' get a +1 Circumstance Bonus to all rolls.

At Level 9 this Bonus increases to +2.

Spanking: If you successfully deal non-lethal damage to an opponent, he automatically fails the next Willpower Save you cause him to make so long as it is done within 6 rounds.

PLAYING A GOBLIN MOM
Goblin moms must be a hardy breed. They have to run herd over the children, which after birth are frankly like little piranha with feet. Once they are cognizant enough you have to teach them little nuances like language, and distinguishing other Goblins from food. The comes religious instruction, how to avoid poison berries, etc.
Combat: You're expected to enter combat only as a last ditch effort to protect the children. That being said you have some nice class abilities to delay or obfuscate till help arrives, and some healing for after.
Advancement: Advancement for Goblin Moms is fairly similar. After all you don't get a lot of time or resources to allow you to branch out barring unusual circumstances.
Resources: You work with the other Moms, so you theoretically have access to an excellent communication network. So while you have little financial compensation, you do get the respect of the tribe, and that gets you benefits in other ways. Favors for example.

GOBLIN MOMS IN THE WORLD
"I don't envy her that job."
You have the respect of the tribe, probably because you raised most of them never having gone off to war yourself. You can also scream a Bullette into submission. That comes in handy as a skill far more often than you'd like.
Daily Life: Your daily life is cooking, cleaning, teaching, and child rearing, like any mom. You just study a few more things in your spare time.
Notables:
Organizations: Goblin Moms are a familiar organization in any village. Most wouldn't function too well without them.

NPC Reaction
NPC Goblins are somewhere between respect and abject terror. Outsiders tend to pity you or at least respect your lungpower.

GOBLIN MOMS IN THE GAME
A Goblin Mom assumes a village bound campaign unless circumstances have well and truly gone bad.
Adaptation: This is mostly for NPC's unless the group agrees to a nanny centric campaign where their goal is to ride herd over kids. They may prefer enemies they can kill.
Encounters: This is most definitely meant for silly campaigns.

Sample Encounter
EL 12: The PC's are supposed to wipe out a Goblin infestation when one of their women begins loudly addressing the mercenary captain calling him less than a man. Now your marching across a swamp so the women and kids of their tribe can find safe passage to another tribe. It seems self defeating somehow...


Name
NE Female Goblin Rogue 6/Goblin Mom 6
Init +2, Senses: Listen +, Spot +, Dark Vision 60'
Languages Common, Goblin, Orc
------------------------------------------------
AC , touch , flat-footed (+1 Size, +2 Dex, )
hp 42 (12 HD)
Fort +4, Ref +9, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +1
Atk Options Sneak Attack +3d6
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 14, Con 10, Int 14, Wis 13, Cha 16
SQ Trapfinding, Trap Sense +2, Evasion, Uncanny Dodge
Feats
Skills Appraise +4, Bluff +10, Craft (Weaving) +4, Diplomacy +10, Gather Information +10, Handle Animal +8, Heal +8, Hide +8, Knowledge (History, Local, Nature, Religion) +4, Intimidate +8, Listen +8, Move Silently +8, Profession (Seamstress) +4, Search +8, Sense Motive +8, Sleight of Hand +4, Spot +8, Use Magic Device +4
Possessions



EPIC GOBLIN MOM

Hit Die: d6
Skills Points at Each Level : 6 + int
Class Ability
Class Ability
Bonus Feats: The Epic Goblin Mom gains a Bonus Feat every x levels higher than 20th


Child Companion
You are now followed permanently by a small, clingy Goblin child.
Prerequisites: Goblin Mom
Benefits: This is similar to the Druid's Animal Companion Ability, but instead of an Animal you get a small Goblin Child.


Child Swarm
You're now permanently surrounded by kids.
Prerequisites: Child Companion
Benefits: This is similar to the Druid's Animal Companion Ability, but instead of an Animal you get a swarm of Goblin children to replace your single one.


Mommie luvs Woofums
You are now followed permanently by a small, clingy Worg puppy..
Prerequisites: Goblin Mom, Handle Animal 4 ranks
Benefits: This is similar to the Druid's Animal Companion Ability, but instead of an Animal you get a small Worg puppy.


Puppy Swarm
You're now permanently surrounded by puppies.
Prerequisites: Mommie luvs Woofums
Benefits: This is similar to the Druid's Animal Companion Ability, but instead of an Animal you get a pack of Worg pups to replace your single one.


A Mother's Love
You now radiate healing.
Prerequisites: 4 Level's in Goblin Mom
Benefits: When you use your 4th Level Fix Boo Boo's ability, you now Heal all Allies within 30'.


Work Dammit!
"WORTHLESS PIECE OF ____!" You can now intimidate magic items into working better.
Prerequisites: 4 ranks in Use Magic Device, Screaming to Get What You Want (Intimidation)
Benefits: If you fail a Use Magic Device Check, once per day per Magic Item you may make an Intimidate Check as a Free Action. If you succeed the item works normally as if you had made the UMD Check.

Cieyrin
2011-08-25, 02:33 PM
Goblin Mom should probably use the presented image earlier, as that works just as well as any.

Also, request time! I don't know how interested or familiar you are with Pathfinder or the PF book Ultimate Combat but I'd love to see a Goblin Gunslinger PrC. Perhaps taking advantage of misfires or tricking their guns up at the expense of making them more prone to misfiring, given Goblin technology isn't exactly refined (or not at all, since it consists of scavenging whatever they can find from refuge and garbage).

Bleak Ink
2011-08-27, 03:16 AM
GOBLIN MOM
[snip]


Fantastic. Thank you kindly, Bhu.

Draconi Redfir
2011-08-27, 06:13 AM
Separate races would be nice, but templates and/or a racial feat or two for each them (Bugbears for example can get a racial feat in pathfinder if they have the stealthy feat) would be fine as well.


Ideas for goblin mom:

Weapon proficiency: Rolling pin

Armor proficiency: Apron

Favoured enemy: Naughty children (Chaotic alignments?)

Abilities/spells: Kiss boo-boo (instant unfailable heal check), Band-aid (1d4+lvl healing as a free action, usable lvl+cha times a day), Sweets (+2 or +6 dex for lvl+cha hours, can't be +4 or it will conflict with cats grace), Spanking (Acts as a sneak attack that can also be used as an attack of opportunity when the goblin mom is attacked. usable X times per day) Mother's love (Aura that grants +5 temporary hitpoints to allies within 20ft, temporary hitpoints remain when outside of aura for lvl+cha rounds.) Mother's wrath (enemies within 20ft must make a will save or become frightened for lvl+cha rounds, if they fail the will save twice they will loose 2 Con and Str. Enemies that pass the will save can not be frightened by mothers wrath for two days.)

Child companion: (Example, can be changed.)

Starting at level one, the Goblin Mom gains a Goblin child companion listed below. At second level, and every even-numbered level afterwards, she gets "another" child. When this happens, simply add +1 hit dice, BAB, standard fist attack, full-attack bite, and all saves. As well as +2 to Str, Con, Dex, Int, Ride, escape artist, full-attack fists and kicks to the child below, the multiple children act as a single entity and can not be separated.

Each child weighs five pounds, and each additional child is plus five to that weight. At level ten, the Children gain swarm traits, meaning they are considered a medium entity, immune to critical hits and flanking, take half damage from slashing weapons, can not be staggered or reduced to a dying state, can not be tripped, grappled, or bull rushed, can not make grapple checks, are immune to spells that target a specific number of targets (unless said number is greater then the Goblin Mom's current child count) with the exception of min-affecting effects (charms, compulsions, ETC).


Goblin Child:
Size/type: Tiny Goblinoid
Hit dice: 1d4+1
Initiative: +1
Speed: 40ft. (8 squares)
Armor Class: 14 (+2 size, +1 Dex, +1 armor), Touch: 11, Flat-footed: 13
Base Attack/Grapple: +1/+3
Attack: fist+0 melee(1d2-1)
Full attack: 2 fists +0 Melee(1d2-1) 2 kicks +0 Melee (1d2-1) and bite +0 (1d3-1)
Space/Reach: 5ft/5ft
Special Attacks: Sugar rush
Special Qualities: Darkvision 40ft, Hitch-a-ride.

Saves: Fort: +1, Ref: +1, Will: -2
Abilities: Str: 8, Dex: 12, Con: 12, Int: 5, Wis: 5, Cha: 18
Skills: Ride +5, Hide +3, Escape Artist:+2
Feats: ???
Weight: 5lbs.


Combat:
Sugar rush (Ex)
The child companion(s) consume(s) some candy given to them by the Goblin mom and enters a sugar rush. While in the sugar rush they gain +4Dex +2Str, -2Int, and +10 speed. They remain in the sugar rush for 1d10 rounds or until dead. When the rush is over, the Child Companion(s) looses its bonuses and becomes Z. (Either exhausted or fatigued.)

special qualities:
Hitch-a-ride:
The Goblin child/children is/are so small that they can be carried around by either the goblin mom, or any other being able to carry them. While riding on another unit, the children take up no additional space, and are able to make a single attack from their mount per round. Clinging to a unit in combat requires a DC10 ride check (As a move action) or they will fall off and take 1d4 points of damage per size category higher then small. (Falling from a small unit will deal no damage, falling from a medium will deal 1d4 damage, falling from a large will deal 2d4 damage, ETC.) Riding around on a Goblin Mom does not require a ride check unless in combat, riding around on a willing mount requires a DC10 ride check only once (to get onto the mount) and riding on an unwilling unit requires a DC15 ride check to mount, and a DC10 ride check to stay mounted. Unwilling mounts may attempt to remove the goblin children at any time to a maximum of five times, should the goblin children succeed five consecutive DC10 ride checks, the unwilling mount must give up for at least 1d6 hours before trying again.


Naturally all this can be changed or twisted to your liking should you decide to use them.

Bhu
2011-08-30, 01:01 AM
The ideas are different enough from the Kobold Mom that I can use them *evil glint*

Half breeds would seem to be rare enough that making them a race is silly. I was thinking of making heritage feats for each race. You basically take whichever parent you take after most as your race, and the heritage Feats for the other parents race. Sound ok?

Draconi Redfir
2011-08-30, 01:33 PM
true enough i suppose. just figured them being their own sepperate race, or perhaps even a template would be more interesting then a few feats, but your the one making em, so it's up to you :smalltongue:

Bhu
2011-09-01, 01:39 AM
I could do templates to i spose :smallwink:

Bhu
2011-09-06, 01:19 AM
Maybe races with additional heritage feats might be better.


WHat crossbreeds you looking for Draconi?

Draconi Redfir
2011-09-06, 02:44 PM
Every possible out of the three, Goblin/Hobgoblin, Goblin/Bugbear, and Hobgoblin/Bugbear. Mostly just to show that the three are indeed just separate races of the same species and can still successfully interbreed.

Though hybrids like that would probably be extremely rare and probably not have any real culture of there own and just adopt the culture of whichever goblinoid they live with. Most likely being the result of a goblin/hobgoblin/bugbear taking over a goblin/hobgoblin/bugbear* tribe and making a small harem out of the locals for itself.

*As it might be possible for a hobgoblin to take charge of a bugbear tribe and rally it into a more organized fighting force.

Bhu
2011-09-13, 01:27 AM
Miner Array done, Goblin mom has fluff

Draconi i need names for the hybrids, starting with teh Goblin/ Bugbear

KLEINBAR

Picture URL if you have one

"you underestimate me due to my lack of height. Foolish choice.

A Kleinbar is the offspring of a Bugbear and a Goblin, an unusual event to say the least, and usually the result of a forcible encounter by a large bully. Or at least that's the stereotype they have to live with. They look like incredibly stocky Goblins with extra body hair and several layers of muscle.

KLEINBAR RACIAL TRAITS
· +2 Str, +2 Dex, -2 Cha
· Size Class: Medium
· Humanoid with the Goblinoid Subtype
· Base speed 30 ft.
· Dark Vision 60'
· +1 Natural Armor Bonus
· A Kleinbar has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 1 Feat.
· Kleinbar automatically speak Common and Goblin. Bonus languages include Draconic, Giant, Gnoll, Elven, and Orc.
· Level Adjustment: +0
· Favored Class: Rogue

STARTING AGE
Adulthood: 13
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 28
Old: 43
Venerable: 56
Maximum Age: +2d10 Years
If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
Base Height: Male: 4'5" Female: 4'3"
Height Modifier: +2d8
Base Weight: Male: 100 lbs. Female: 80 lbs.
Weight Modifier: x (1d6) lbs.

KLEINBAR CHARACTERS
If you're looking for a melee/rogue combo the Kleinbar does pretty good. It's physical bonuses allow it to be sneaky and fight if necessary, and even be decent at range. So it has some decent options, and it's lack of Int/Wis penalties can make it a decent Gish too.
Adventuring Race: Stereotypically they go on adventures to prove themselves to both Bugbears and Goblins, and to get money. They tend to get the short end of things so they realize quickly the easy path of killing other people to get their money is a way out. Except it's not so easy, nor is it always a way out.
Character Development: Kleinbar have a lot of anger due to their mixed nature and lack of acceptance from two societies. This doesn't mean they rage like the Orcs do, but they do have an unacceptably large tendency towards psychosis. It's not good to make them angry because not only are they pissed, but they have extraordinary focus.
Character Names: Kleinbar use either Goblin or Bugbear names depending on which parents society has raised them.

ROLEPLAYING A KLEINBAR
Other humanoids don't know what to make of you. You aren't quite a Goblin, and you don't have even the semi civilized veneer of the Hobgoblin war machine. Goblins look down on you for using your strength to settle problems when you consider it just another tool. One they don't have. Bugbears look down on you for not being strong enough. It's a wonder you lived to adulthood.
Personality: Rage. You have a whoole lotta internalized rage. Being rejected at virtually every turn has made you a bit of a prickly pear, and there are those who love to goad you into proving the stereotypes about you true. Unfortunately they don't consider you might be an insane stalker who will dedicate his life to destroying them...
Behaviors: Kleinbar behavior is antisocial, even for Goblinoids. They're outsider nature leaves them troubled and prone to seeking violence as a means of solving their problems. Many are accomplished serial killers,
Language: Kleinbar speak Goblin and Common much like their parents.

KLEINBAR SOCIETY
The Kleinbar belong to whichever parent they live with, meaning they live in either the Goblin or Bugbear cultures respectively.
Alignment : Alignment is usually Neutral or Chaotic Evil, it largely depends on which parents society the Kleinbar tends to be represented in.
Lands : Generally they live with their parental races unless cast out for some reason. Since one species lives in temperate plains and the other in mountains the Kleinbar generally live in villages on the edge of both.
Settlements : See above.
Beliefs : Religious beliefs are pretty much the. same as other Goblinoids, and they worship the Goblinoid Pantheon.
Relations: The Kleinbar have the same inborn hatred of non-Goblinoids as their parental races. There is some animosity between them and the other Goblinids as well due to some prejudices. The Bugbears consider them too physically weak. Goblins note their tempers and tendency to solve problems with strength, and so consider them to be intellectually defective.

KLEINBAR ADVENTURES
· Adventurers have wiped out the village while you were on a raid. The others are fleeing but you have decided to track down the humans and make them pay. Stealth and poison will do wonders for you.
· You've been jailed because various local murders were seen being committed by a Kleinbar. You've seen the individual responsible and know it's something much more powerful than one of your kind. The problem is what to do about it when your buddies spring you from jail?
· Father has passed away at long last, and left everything to you, much to the dismay of your Bugbear half brothers. Something doesn't add up as the old bastard never liked you. Instinct tells you a hammer is about to fall somewhere near your vicinity....



Bugbear Strength
You have inherited your Bugbear parents power.
Prerequisites: Kleinbar, must be taken at 1st Level.
Benefits: You gain +2 Strength, but lose -2 Intelligence.

Goblin Agility
You have inherited your Goblin parents agility.
Prerequisites: Kleinbar, must be taken at 1st Level.
Benefits: You gain +2 Dexterity, but lose -2 Intelligence.

Born Wrong
You were born psychotic.
Prerequisites: Kleinbar, must be taken at 1st Level.
Benefits: You take a -2 Penalty on all Charisma Based skills except Bluff and Intimidation. You may always Take 10 on Bluff and Intimidation Checks, and they are always considered Class Skills for you.

Kleinbar Rage
You are a little unstable.
Prerequisites: Born Wrong, Rage 2/day
Benefits: All of your Class Levels stack for purposes of determining how many times per day you can Rage. When you are in a Rage/Frenzy, you gain a Bonus on Critical confirmation rolls equal to your Armor Class Penalty.

Draconi Redfir
2011-09-13, 03:56 AM
Goblin /bugbear would likely be Bugblin or Gobear, Goblin/Hobgoblin would probably be Hobgob or Gobhob, and Hobgoblin/bugbear would probably be Hobbear or Bughob. Or at least those are the first things that came to mind, your choice wich ones you use.

I can throw out some random ideas for raicial traits and such if you like, just not doing so at time of posting due it it being 3 AM and me being rather sleepy.

Cieyrin
2011-09-13, 09:03 AM
I think we can be a bit more creative in coming up with names, like ye olde Orc/Ogre hybrids were called Ogrillons. Especially the Gob/Hobgob hybrid needs some serious differentiation on that scale.

Bugbear/Goblin: Gobber, Berren, Bugger
Bugbear/Hobgoblin: Hobber, Hogger, Bubblin
Goblin/Hobgoblin: Hobrunt, Gobrillon

...alright, that's not particularly any more creative but you get what I'm saying, right?

Bhu
2011-09-14, 01:45 AM
how about kleinbar it means small bear

Draconi Redfir
2011-09-14, 04:32 AM
That could work yeah. though i do preffer Bugblin myself :P

Cieyrin
2011-09-14, 10:20 AM
That could work yeah. though i do preffer Bugblin myself :P

Nothing says we can't have multiple names for critters. Looking at real world creatures, there are several names for them, depending on culture, region and language.

Tesla_pasta
2011-09-14, 10:58 PM
The Half-Orc race from the players handbook 3.5 sucks.
like really bad.
why the hate? I really wanted to do a half-orc character, but they just cannot build as anything other than a boring fighter or barbarian.
Can we re-write it please? its late here, so I cant write it tonight, but imma rewrite half-orc to be on par with the other races tomorrow. it's kinda an "orc" resource, so ill put a link up here at least, though I should probably post the actual thing as a seperate thread for PEACHing

Draconi Redfir
2011-09-14, 11:44 PM
Bored, so i figure i'll throw in some random ideas for the Bugblins while my melatonin pill is kicking in.

Discription:
Appear as medium-sized muscular goblins covered head-to-foot in thick hair, Taller then normal goblins, but still shorter then Hobgoblins, right around Dwarf size.

Racial Traits

+2 Str, +4 Dex, -4 Cha. Bugbear/Goblin hybrids are tough and dexterous like each of their parents, but their not-quite-either appearance can often be offputting.

Medium size (Short-End)

Humanoid (Goblinoid)

base speed 30ft

+4 racial bonus on Move silently checks and +2 on ride checks. Bugbear/Goblin hybrids inherit their parents natural stealth and skills with a mount.

Languages: Common, Goblin.


Society:

Often the result of Bugbears taking a liking to the Goblins they currently rule over, Bugbear/Goblin hybrids are born with an innate feeling of superiority towards their lesser relatives, only offset by their innate fear and feeling in inferiority towards their larger parent. Bugbear/Goblin hybrids often assume leadership roles under their higher parents in successfully ruled Goblin tribes, but are usually put to use for more menial tasks such as hauling lumber and other manual labours in Goblin-ruled Goblin tribes. A Bugbear/Goblin hybrid in a Bugbear society is very rare as Bugbears view the hybrids as inferior and often cast them out on their own. Bugbear/Goblin hybrids in a seat of common in a goblin tribe are often only granted the position by their bugbear parent preferring one of it's own line in charge as opposed to an unrelated Goblin.

Goblins view Bugbear/Goblin hybrids the fairest, though often only as tall stronger goblins to be used were needed and respected when the hybrid is in a position of power.

Bugbears view the hybrids as lesser to themselves, but superior to ordinary Goblins. Any showing of respect towards a hybrid by a bugbear is often simply due to shared blood or a lack of other bugbears.

Hobgoblins view Bugbear/Goblin hybrids as little more then large, hairy goblins that are a little tougher then normal. Should a Hobgoblin come into possession of a goblin tribe housing one or more Bugbear/goblin hybrids, it will attempt to make the best of it's abilities, either keeping it in it's laborious position or promoting it to an elite combatant should it show an interest in learning to fight.

Bugbear/Goblin hybrids as mentioned before have a sense of superiority towards Goblins, a sense of inferiority towards Bugbears, and no strong opinions towards Hobgoblins.

Usually Neutral-Evil.


I attempted to make a poorly-drawn image of the things, but it was taking so long so i just wrote this out. Feel free to use it, or don't again I’m just throwing ideas out there because boredom.

Cieyrin
2011-09-15, 10:05 AM
The Half-Orc race from the players handbook 3.5 sucks.
like really bad.
why the hate? I really wanted to do a half-orc character, but they just cannot build as anything other than a boring fighter or barbarian.
Can we re-write it please? its late here, so I cant write it tonight, but imma rewrite half-orc to be on par with the other races tomorrow. it's kinda an "orc" resource, so ill put a link up here at least, though I should probably post the actual thing as a seperate thread for PEACHing

It is true that normal half-orcs are rather bland in comparison to other races that actually have racial features beyond ability adjustments, darkvision and being treated as orcs. There are 2 versions of published half-orcs that are actually decent, those being Desert Half-Orcs (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#desertHalfOrcs) and Frostblood Half-Orcs (Dragon Magic), though, even then, they don't have racial features dwarves, elves or halflings have. Taking a page from the PF Half-Orc (http://www.d20pfsrd.com/races/core-races/half-orc) gets you some actual features in terms of racial skill bonuses, an actual special ability and weapon proficiencies (though I really would have preferred if the Half-Orc ability adjusts had been +2 Str +2 Wis -2 Int). So, if we can do something like that, give Half-Orcs a boost to Survival, perhaps a racial bonus to HP like humans get to skill points, etc, it could balance out some, at least in my mind.

EDIT: As for the bugblin, there's a distinct lack of darkvision, as well as possibly scent and natural armor. Also, I'd think they'd still have 2 racial HD, considering bugbears have 3 and goblins have 1 which is overwritten when they take a class level, equating to 2 for a hybrid. As for the Ride bonus, that seems more a cultural than a genetic thing, since a bugblin would need a bigger mount that goblins are used to providing. Maybe there should be some unique bonuses for being a hybrid, something that comes forward for mixing those genetic traits. Something like a bonus to Cha skills when dealing with other gobbos, due to harnessing the strengths of both races, or being faster, due to overdeveloped goblin leg muscles on a bugbear chassis making them that much faster.

Draconi Redfir
2011-09-15, 06:04 PM
Well like i said those were just random ideas for Bhu to use if he likes em, i figured thinks like Darkvision and Scent would be a given.

Tesla_pasta
2011-09-15, 06:53 PM
It is true that normal half-orcs are rather bland in comparison to other races that actually have racial features beyond ability adjustments, darkvision and being treated as orcs. There are 2 versions of published half-orcs that are actually decent, those being Desert Half-Orcs (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#desertHalfOrcs) and Frostblood Half-Orcs (Dragon Magic), though, even then, they don't have racial features dwarves, elves or halflings have. Taking a page from the PF Half-Orc (http://www.d20pfsrd.com/races/core-races/half-orc) gets you some actual features in terms of racial skill bonuses, an actual special ability and weapon proficiencies (though I really would have preferred if the Half-Orc ability adjusts had been +2 Str +2 Wis -2 Int). So, if we can do something like that, give Half-Orcs a boost to Survival, perhaps a racial bonus to HP like humans get to skill points, etc, it could balance out some, at least in my mind.

EDIT: As for the bugblin, there's a distinct lack of darkvision, as well as possibly scent and natural armor. Also, I'd think they'd still have 2 racial HD, considering bugbears have 3 and goblins have 1 which is overwritten when they take a class level, equating to 2 for a hybrid. As for the Ride bonus, that seems more a cultural than a genetic thing, since a bugblin would need a bigger mount that goblins are used to providing. Maybe there should be some unique bonuses for being a hybrid, something that comes forward for mixing those genetic traits. Something like a bonus to Cha skills when dealing with other gobbos, due to harnessing the strengths of both races, or being faster, due to overdeveloped goblin leg muscles on a bugbear chassis making them that much faster.

Ah, yes, forgot about the desert half-orcs. I still feel like they could get +2 racial to survival and intimidate to be on par. Ill just ask my DM about that one. Dont remember the last time I saw a half orc character...

Eikonos
2011-09-15, 11:52 PM
Bhu is back :smallsmile: Yaaaaay !!

Bhu
2011-09-19, 12:53 AM
Kleinbar and GOblin Mom updated, gunslinger coming soon.

Bhu
2011-09-23, 02:44 AM
Anyone think the Kleinbar is a +1 LA as is or does it need something else to get it to that level?

Cieyrin
2011-09-23, 09:08 AM
Anyone think the Kleinbar is a +1 LA as is or does it need something else to get it to that level?

Needs more, as right now I could see it fine as just working with 2 RHD and being balanced.

Draconi Redfir
2011-09-23, 05:37 PM
Yeah seems like a LA+0 ATM. granted thats not a bad thing.

Bhu
2011-09-24, 02:12 AM
We'll run with LA 0 then. Any thoughts on them so far?

Draconi Redfir
2011-09-25, 08:55 AM
Looks pretty good to me, overly strong goblins covered in hair. sounds pretty good :P

Bhu
2011-09-27, 02:31 AM
Goblin mom updated. You will likee i think

Draconi Redfir
2011-09-27, 08:55 AM
a swarm of kids and a swarm of puppies. That mom is going to have her own private army soon XD

Cieyrin
2011-09-27, 10:27 AM
a swarm of kids and a swarm of puppies. That mom is going to have her own private army soon XD

A swarm of chihuahuas, pomeranians or corgies comes to mind, like a school of land piranha...

Bleak Ink
2011-09-28, 01:15 AM
It just keeps getting better. :smallbiggrin: Great job all around.

Bhu
2011-10-02, 02:57 AM
minor fluff update to kleinbar

Bhu
2011-10-05, 03:35 AM
Gobbin Mom has minor update. Does the humiliate rant look ok?

Cieyrin
2011-10-05, 11:18 AM
Gobbin Mom has minor update. Does the humiliate rant look ok?

Looks alright to me.

Bhu
2011-10-09, 02:26 AM
Kleinbar done and ready for reviwe

Draconi Redfir
2011-10-09, 05:41 AM
looks good to me, and i like the raicial feats.

Cieyrin
2011-10-09, 08:15 AM
The racial feats for changing the stat mods should probably say 'gain a -2 Int penalty' instead of lose but other than that, I likes what I see. Kleinbar Rage makes me think there'll be many Reckless Ragers among them, which is kinda a neat side perk. :smallwink:

Bhu
2011-10-09, 01:25 PM
You want a racial PrC or substitution levels maybe?

Cieyrin
2011-10-09, 01:58 PM
You want a racial PrC or substitution levels maybe?

Either or would be cool. Substitution Levels need more love, though.

Bhu
2011-10-14, 10:16 PM
Goblin Child
Tiny Humanoid (Goblinoid)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +2 melee (1d3-2)
Full Attack: Bite +2 melee (1d3-2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Dark Vision 60', AAAAH!
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 6, Dex 14, Con 10, Int 8, Wis 10, Cha 8
Skills: Hide +10, Listen +2, Move Silently +6, Ride +6, Spot +2
Feats: Weapon Finesse
Environment: Temperate Plains
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Usually Neutral Evil
Advancement: ---
Level Adjustment: ---

AAAAH! (Ex): Goblin Children gain a +2 Dodge Bonus to AC against opponents of a Larger Size Class than themselves (this stacks with other Dodge Bonuses).

Skills: Goblins have a +4 Racial Bonus on Move Silently and Ride Checks.

Combat: Generally Goblin children flee, leading their pursuers into traps or ambushes.




Goblin Child Swarm
Tiny Humanoid (Goblinoid, Swarm)
Hit Dice: 5d8 (22 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Dark Vision 60', Swarm traits, Half Damage from Slashing and Piercing, AAAAH!
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 6, Dex 14, Con 10, Int 8, Wis 10, Cha 8
Skills: Hide +10, Listen +2, Move Silently +10, Ride +6, Spot +2
Feats: Dodge, Mobility
Environment: Temperate Plains
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Usually Neutral Evil
Advancement: ---
Level Adjustment: ---

AAAAH! (Ex): Goblin Children gain a +2 Dodge Bonus to AC against opponents of a Larger Size Class than themselves (this stacks with other Dodge Bonuses).

Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 12 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.

Skills: Goblins have a +4 Racial Bonus on Move Silently and Ride Checks.

Combat: When in swarms Goblin children like to hide and ambush weaker looking adventurers with their land piranha imitation.


Companion Abilities
{table=head]Level|Bonus HD|Dodge Bonus to AC|Roll Bonus|Initiative Bonus|Special
1-2|+0|+0|+0|+1|Hitch-a-Ride
3-5|+2|+2|+1|+2|Uncanny Dodge
6-8|+4|+4|+2|+3|Enhanced Sugar Rush
9-11|+6|+6|+3|+4|Enhanced Inspiration
12-14|+8|+8|+4|+5|
15-17|+10|+10|+5|+6|Improved Uncanny Dodge
18-20|+12|+12|+6|+7|
[/table]

Bonus HD The number of extra d8 Hit Dice gained by the Goblin Child. It has Good Reflex Save.
Dodge Bonus to AC The number here is an improvement to the Goblin Child's Dodge Bonus to AC against all opponents.
Distraction Bonus The Save DC of the Goblin Childrens Distraction ability improves by this much (if it's a single Goblin Child it gains this as a Bonus to Hide Checks instead).
Initiative Bonus This is how much the Goblin Child's existing Initiative Bonus improves by.

Hitch-a-Ride (Ex) The Goblin child/children is/are so small that they can be carried around by either the goblin mom, or any other being able to carry them. While riding on another unit, the children take up no additional space, and are able to make a single attack from their mount per round. Clinging to a unit in combat requires a DC10 ride check (As a move action) or they will fall off and take 1d4 points of damage per size category higher then small. (Falling from a small unit will deal no damage, falling from a medium will deal 1d4 damage, falling from a large will deal 2d4 damage, ETC.) Riding around on a Goblin Mom does not require a ride check unless in combat, riding around on a willing mount requires a DC10 ride check only once (to get onto the mount) and riding on an unwilling unit requires a DC15 ride check to mount, and a DC10 ride check to stay mounted. Unwilling mounts may attempt to remove the goblin children at any time to a maximum of five times, should the goblin children succeed five consecutive DC10 ride checks, the unwilling mount must give up for at least 1d6 hours before trying again.

Uncanny Dodge (Ex) Identical to the ability listed on page 50 of the PHB.

Enhanced Sugar Rush (Su) When under the effects of the Goblin Mom's Sugar Rush ability your base land speed doubles, after which you are Fatigued.

Enhanced Inspiration (Su) When under the effects of the Goblin Mom's "I Raised You" ability, the Bonus granted is +1 more than normal

Improved Uncanny Dodge (Ex) Identical to the ability listed on page 50 of the PHB.

Bhu
2011-10-14, 10:18 PM
Worg Puppy
Tiny Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
Base Attack/Grapple: +1/-8
Attack: Bite +5 melee (1d3-1)
Full Attack: Bite +5 melee (1d3-1)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Trip
Special Qualities: Dark Vision 60', Low Light Vision, Scent
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 9, Dex 19, Con 13, Int 4, Wis 14, Cha 10
Skills: Hide +14, Listen +4, Move Silently +7, Spot +4, Survival +2 (+6 Tracking by Scent)
Feats: Weapon Finesse, Track (B)
Environment: Temperate Plains
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Usually Neutral Evil
Advancement: ---
Level Adjustment: ---

Trip (Ex): A Worg that successfully hits with a Bite Attack can attempt to Trip the opponent as a Free Action with a +3 Bonus to the Check. It does not need to make a Touch Attack and does not provoke an Attack of Opportunity. If the attempt fails, the opponent cannot attempt to Trip the Worg in response as normal.

Skills: Worgs have a +1 Racial Bonus on Listen, Move Silently, and Spot Checks. They also get a +2 Racial Bonus on Hide Checks, and +4 Racial Bonus on Survival Checks when tracking by Scent.

Combat Worg Pups are smart enough not to be too aggressive because of their size. They're sneaky. They like to trip you and run away.

Worg Pup Swarm
Tiny Magical Beast (Swarm)
Hit Dice: 5d10+5 (32 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
Base Attack/Grapple: +5/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Trip
Special Qualities: Dark Vision 60', Low Light Vision, Scent, Swarm traits, Half damage from Slashing and Piercing
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 9, Dex 19, Con 13, Int 4, Wis 14, Cha 10
Skills: Hide +14, Listen +5, Move Silently +7, Spot +5, Survival +4 (+8 Tracking by Scent)
Feats: Alertness, Track
Environment: Temperate Plains
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Usually Neutral Evil
Advancement: ---
Level Adjustment: ---


Trip (Ex): A Worg that successfully hits with a Swarm Attack can attempt to Trip the opponent as a Free Action with a +3 Bonus to the Check. It does not need to make a Touch Attack and does not provoke an Attack of Opportunity. If the attempt fails, the opponent cannot attempt to Trip the Worg in response as normal.

Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 12 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.

Skills: Worgs have a +1 Racial Bonus on Listen, Move Silently, and Spot Checks. They also get a +2 Racial Bonus on Hide Checks, and +4 Racial Bonus on Survival Checks when tracking by Scent.

CombatIn horde form Worg puppies are more aggressive. They try to trip up weaker looking opponents and then latch on.


Companion Abilities
{table=head]Level|Bonus HD|Natural Armor Adj.|Roll Bonus|Initiative Bonus|Special
1-2|+0|+0|+0|+1|Loyalty
3-5|+2|+2|+1|+2|Sneak Attack +1d6
6-8|+4|+4|+2|+3|Enhanced Trip
9-11|+6|+6|+3|+4|Enhanced Inspiration
12-14|+8|+8|+4|+5|
15-17|+10|+10|+5|+6|Sneak Attack +2d6
18-20|+12|+12|+6|+7|
[/table]

Bonus HD The number of extra d8 Hit Dice gained by the Worg Pup. It has Good Fortitude and Reflex Saves.
Natural Armor Adj. The number here is an improvement to the Worg Pup's existing Natural AC Bonus.
Distraction Bonus The Save DC of the Worg Pups Distraction ability improves by this much (if it's a single Worg Pup it gains this as a Bonus to Hide Checks instead).
Initiative Bonus This is how much the Worg Pup's existing Initiative Bonus improves by.

Loyalty (Ex) You are immune to Fear effects as long as you remain within 10' of he Goblin Mom.

Sneak Attack (Ex) Identical to the ability listed on page 50 of the PHB.

Enhanced Trip (Ex) Your Trip checks now get a +2 Bonus.

Enhanced Inspiration (Ex) When under the effects of the Goblin Mom's "I Raised You" ability, the Bonus granted is +1 more than normal

Bhu
2011-10-14, 10:19 PM
GOBLIN BOMBER

Picture URL

And so he says, “I don't like the cut of your jib!” And I go, I says, “It's the only jib I got, baby!”

Goblin Bombers are elite military units who have discovered gunpowder and specialize in the use of guns, bombs and incendiaries. Which is a pretty nice way of saying they're cannon fodder for the Hobgoblin military who are smart enough not to get involved with unstable chemical mixtures...

BECOMING A GOBLIN BOMBER
Knowing the right skills helps, but being crazy is an absolute necessity.

ENTRY REQUIREMENTS
Race: Any Goblin
Skills: Craft (Alchemy, Guns) 4 ranks, Disable Device 4 ranks
Feats: Personal Firearms Proficiency*, Point Blank Shot

* See d20 Modern.


Class Skills
The Goblin Bomber's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Alchemy, Guns)(Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering, Dungeoneering)(Int), Listen (Wis), Profession (Wis), Search (Int), and Spot (Wis)
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Guns
2. +1 +0 +3 +3 Grenades
3. +2 +1 +3 +3 Gumption +1
4. +3 +1 +4 +4 Guns
5. +3 +1 +4 +4 Grenades
6. +4 +2 +5 +5 Gumption +2
7. +5 +2 +5 +5 Guns
8. +6 +2 +6 +6 Grenades
9. +6 +3 +6 +6 Gumption +3
10.+7 +3 +7 +7 Yeah, Baby!

Weapon Proficiencies: Bombers gain no new weapon or armor proficiencies.

Guns (Ex): You become proficient with, and able to use Craft (guns) to make the following items from page 20-22 of D20 Past:
1st Level: Blunderbuss Musket, Blunderbuss Pistol, Brown Bess, Cannons, Snaplock Musket, Snaplock Pistol.

4th Level: Dueling Pistol, Ferguson Rifle, Four-Barrel Pistol.

7th Level: Colt revolver rifle, Kentucky Rifle, Pepperbox, Plains Rifle, Rifle-Musket, 12 gauge double barrel shotgun. Craft DC's and creation costs are listed below.

In addition at Levels 1, 4, and 7 you get 1 Gun Feat (also listed below), and may now choose Gun Feats whenever you get a General Feat from leveling up. You may also choose the Feat 'Part Time Wizard'.

Grenades (Ex): You become proficient with, and able to use Craft (guns) to make the following items from page 26 of D20 Past (Items marked with a * are new, and stats will be given below):
2nd Level: Blast Grenade, Gunpowder Barrel, Molotov*, Smoke Bomb *

5th Level: Bomb*, Fire Rockets *, Multiple Rocket Launcher *

8th Level: Dynamite, Portable Cannon *, Land Mine *

In addition at Levels 2, 5, and 8 you get 1 Grenade Feat (also listed below)and may now choose Grenade Feats whenever you get a General Feat from leveling up. You may also choose the Feat 'Part Time Wizard'.

Gumption (Ex): Your lunacy and intense familiarity with unexpected explosions does you well, and you gain a +1 Bonus to the following rolls:

Any Save made to avoid an effect than causes the following conditions: Blinded, Checked, Dazed, Dazzled, Deafened, Knocked Prone, or Stunned,

Any Fear Effects or Morale Penalties.

At level 6 the Bonus increases to +2, and at Level 9 it increases to +3.

Yeah, Baby! (Ex) You gain a +4 Bonus on all Saving throws against any attack, spell or power that has an Area of Effect. You become proficient with, and able to use Craft (guns) to make Super Bombs.

PLAYING A GOBLIN BOMBER
People are nervous around you, and not just because you have barrels of explosive powder strapped to you. It's worse if you've had coffee. Heck after about 5 cups your meal is free as long as you move along. People are weird.
Combat: Louder, bigger, and more dangerous is better. Well, usually, it depends on how close you are to the action. You prefer to be behind a nice wall or on a fast moving Worg scattering bombs or gunning people down. Burning things is pretty awesome too. You, uh...you may have a problem.
Advancement: Advancement kinda depends on what area you'd like to specialize in. Gunfighters try to make bigger, better guns, Grenadiers try to make bigger explosions. The loonies look for better ways to try to look good doing stupid things that should cause their death.
Resources: The military is always in need of a Goblin like you. So are criminals, adventurers, mercenaries, just about anyone who needs something burnt down, blown up, or shot.

GOBLIN BOMBERS IN THE WORLD
"Could you point that elsewhere please?"
Bombers are usually working in their labs avoiding the populace, or testing their latest invention on said populace. Which is a polite way of saying you don't get a lot of dates...
Daily Life: Much of your time is sucked up by finding (or stealing) funds for research, building prototypes, and then testing them. Occasional thought id given to food or bathing,
Notables:
Organizations: There are many loose associations of Bombers who band together for mutual support and protection (and mostly so they can steal each others designs).

NPC Reaction
You may things 'splode. It's a given no one wants you around.

GOBLIN BOMBERS IN THE GAME
Too much use of fire and explosives causes unintended collateral damage. Make sure the Bomber knows he could accidentally kill the party.
Adaptation: This could be done for serious or silly campaigns.
Encounters: PC's will encounter Bombers on random arson sprees, in military combat, conducting fireworks shows, etc.

Sample Encounter

EL 12: The PC's leave their favorite bar when a lone Goblin steps into the street and gives them 'the look'. Obviously he's an assassin or the floor show.


Carbine Joe
NE Male Goblin Rogue 6/Goblin Bomber 6
Init +4, Senses: Listen +, Spot +, Dark Vision 60'
Languages Common, Draconic, Gnoll, Goblin
------------------------------------------------
AC , touch , flat-footed (+4 Dex, )
hp 54 (12 HD)
Fort +4, Ref +14, Will +9
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +2
Atk Options Sneak Attack +3d6
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 18, Con 12, Int 15, Wis 14, Cha 8
SQ Trapfinding, Trap Sense +2, Evasion, Uncanny Dodge
Feats
Skills
Possessions



EPIC GOBLIN BOMBER

Hit Die: d6
Skills Points at Each Level : 6 + int
Guns At Level 21 you become proficient with, and able to use Craft (guns) to make the following items from page 20-22 of D20 Past: Army Revolver, Derringer, Dreyse Needle Gun, LeMat Revolver, Navy Revolver
Grenades At Level 22 you become proficient with, and able to use Craft (guns) to make the following items: Focused Charge*, Improved Land Mine*
Gumption At Level 23 and every 3 levels after your Gumption Bonus goes up by +1.
Bonus Feats: The Epic Goblin Bomber gains a Bonus Feat every 3 levels higher than 20th


GUN FEATS

Abnormal Ammo
You can make really unusual bullets.
Prerequisites: Craft Magic Arms and Armor, must know spell doing an unusual damage such as energy, negative energy, force, etc
Benefits: You can make magic bullets. Any bullets you have enchanted to be at least +1 may also be enchanted to do a particular form of damage by 'losing' one spell that does that type of damage when crafting the ammo. In other words if you want fire bullets, and know Flame Sphere you can lose 1 memorization of Flame Sphere (or 1 spell slot of that level if you know Flame Sphere) as a Free Action while crafting the ammo, and they do fire damage on a successful hit.

Anti-Air
You can shoot opponents out of the sky.
Prerequisites: Far Shot
Benefits: Flying opponents you shoot must make a Fortitude Save (DC is 10 plus damage taken) or fall out of the sky taking additional falling damage if they can hit the ground this turn.

BFG
You can modify guns to do more damage.
Prerequisites: Craft (Guns) 8 ranks
Benefits: When making a gun you can increase the ammo size if you add +4 to the Craft DC. If successful the guns damage increases one step (for example if it did 1d10 it now does 1d12).

Blown Across the Room
Your Guns do knockback.
Prerequisites: Craft (Guns) 8 ranks
Benefits: When making a gun you can modify it' stopping power if you add +4 to the Craft DC. If successful any opponent shot by the gun must make a Fortitude Save (DC is 10 plus damage taken) or be Checked, and pushed back 10'.

Bottomless Magazines
Magical cross training means you no longer have to reload.
Prerequisites: Craft Magic Arms and Armor, must know Minor Creation spell
Benefits: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of Minor Creation (or 1 spell slot of that level if you know Flame Sphere) as a Free Action, and that Gun never needs to be reloaded. The Gun costs an additional +xxx GP to make.

Cold Sniper
You can castrate a fly at 100 yards with a hand cannon.
Prerequisites: Far Shot
Benefits: The range increments at which you take Spot and Ranged Attack Penalties are doubled.

Depleted Phlebotinum Shells
You knew those 'Learn Wizardy at Home' courses would come in handy. Now you can gun down those pesky foes with DR.
Prerequisites: Craft Magic Arms and Armor, must know the Major Creation Spell
Benefits: As a Swift Action, once per round you may change the material the bullets in your gun are made from, or change their Alignment Subtype for purposes of overcoming DR. Obviously you still have to guess what will overcome the DR unless you know that ahead of time.

Gun Struggle
It helps to be able to use a firearm in a grapple.
Prerequisites: Defensive Archery (see Races of the Wild)
Benefits: You may fire Medium or smaller guns in a Grapple without penalty.

Hollywood Silencer
Your guns are quiet.
Prerequisites: Craft Magic Arms and Armor, Silent Spell
Benefits: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of any Illusion spell that effects hearing (or 1 spell slot of that level if you know the spell) as a Free Action, and that Gun is completely silent when fired.

Laser Sights
Your can make targeting rays!
Prerequisites: Craft Magic Arms and Armor, must know Targeting Ray spell
Benefits: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of Targeting Ray (or 1 spell slot of that level if you know Flame Sphere) as a Free Action, and that Gun permanently gains the Targeting Rays Bonus on attack rolls. Costs an additional xxx GP to make.

Last Breath Bullet
You always get one last shot.
Prerequisites: None.
Benefits: If you take enough damage to be brought to 0 hp or less, or Fail a Save vs a Death Effect or anything that instantly kills you, you may attack with your Gun as a Free Action before dying at no penalty.

LEEEEROOOY!
You charge with guns blazing.
Prerequisites: Shot on the Run
Benefits: When performing a Charge Attack you may make one additional Ranged Attack with a Gun at any point during the charge.

Master Gunsmith
You could make a revolver out of anything.
Prerequisites: Craft (Guns) 12 ranks
Benefits: Reduce the time and GP costs to make Guns by 25%. Additionally you can make crude guns out of substandard materials at 50% the time and cost normal, but they are -1 to hit and damage.

Quick Draw
You've often shot opponents before they can even react.
Prerequisites: Improved Initiative
Benefits: You may draw any gun of Small size or smaller and fire it once per turn as a Swift Action. You may do this a number of times per day equal to your Dexterity Modifier.

Shoot Out the Lock
You're good at opening doors.
Prerequisites: Ranged Sunder
Benefits: You get a +4 bonus on all rolls when making a Ranged Sunder attack.


GRENADE FEATS

Cluster Bombs
You sow confusion with a cluster of small bombs that detonate around you.
Prerequisites: Craft (Guns) 12 ranks
Benefits: You have rigged a harness with up to 12 Grenades Size Class Small or smaller. As a Swift Action you may pull a cord, and 3 Grenades each get flung in each of the 4 directions from your square, targeting a random square 15' away (leaving you just outside of the blast radius). Harness weighs 5 lbs and costs 50 GP and 4 hours to make.

Explosives Expert
You can make a bomb out of anything.
Prerequisites: Craft (Guns) 12 ranks
Benefits: Reduce the time and GP costs to make Grenades by 25%. Additionally you can make crude grenades out of substandard materials at 50% the time and cost normal, but they are -1 to hit and damage.

Goblin Fire
Your Molotov's contain napalm. Throw with care obviously...
Prerequisites: Craft (Alchemy) 6 ranks
Benefits: Molotov Cocktails you make burn for 1d3 rounds.

Grenade Hot Potato
You can catch and return grenade-like weapons thrown at you.
Prerequisites: Grenadier
Benefits: You can make a DC 20 Reflex Save to catch any Grenade like weapon thrown into your square, and throw it yourself.

High Speed Missile Dodge
You're used to moving out of the way of projectiles due to lab accidents...
Prerequisites: Mobility
Benefits: The Bonus to AC you get from Mobility now applies to all Ranged Attacks as well as any Attacks of Opportunity.

Incredibly Obvious Bomb
Your bombs sow fear and discord.
Prerequisites: Craft (Guns) 6 ranks
Benefits: Living opponents seeing one of your bombs must make a Willpower Save (DC is 12 plus 1/2 Hit Dice) or be Shaken as long as he remains within 60' of the Bomb.

Knock Out Bomb
Your Smoke Bombs contain Knockout Gas.
Prerequisites: Craft Magic Arms and Armor, must know Deep Slumber spell
Benefits: Your Smoke Bombs still have their normal Area of Effect and Duration, but instead of smoke they have the same effect as a Deep Slumber spell.

Logic Bomb
Your Grenades are extra effective against Constructs.
Prerequisites: Craft Magic Arms and Armor, must know Repair Serious Damage spell
Benefits: Ironically, despite the prerequisite, your Grenades that do Concussion damage do an extra 4d6 damage.

Macross Missile Massacre
You go overboard with the rockets.
Prerequisites: Craft (Guns) 12 ranks
Benefits: Your rockets fire clusters of smaller rockets, which fire yet smaller clusters of rockets. Damage for your Multiple Rocket Launcher is halved, but the burst radius is doubled.

Missile Lock On
Your primitive rockets have pretty decent accuracy...
Prerequisites: Craft Magic Arms and Armor, must know True Strike spell
Benefits: Your Fire Rocket and Multiple Rocket Launcher ammo gains the benefits of a True Strike spell when fired. Each Rocket costs an additional xx GP to make.

Rocket Punch
Instead of being explosives your rockets contain large iron fists...
Prerequisites: Craft (Guns) 6 ranks
Benefits: Rockets from your Multiple Rocket Launcher may instead do 12d6 Ballistic damage instead of the normal explosion. Rocket punches threaten a critical on a natural 20.

Snake Bombs
Your Smoke Bombs contain Poison Gas.
Prerequisites: Craft (Poison) 12 ranks or must know the Poison spell
Benefits: Your Smoke Bombs can contain any inhaled poison instead of smoke (Area an Duration is same). Each Bomb costs an additional xx GP to make.

Sticky Bombs
Your Grenades are adhesive.
Prerequisites: Craft (Alchemy) 6 ranks or must know the Make Whole spell
Benefits: Your Blast Grenades contain a small bulb on one side filled with a tiny amount of Sovereign Glue, and you may attach one to an opponent or other target with a melee touch attack (breaking the bulb and adhering the Grenade). The victim can per form a Strength Check (DC 15) to remove it this round if he has an action left. It adheres permanently the next round. Each Bomb costs an additional xx GP to make.

Stink Bombs
Oh God, the smell...
Prerequisites: Craft (Alchemy) 8 ranks or know the Stinking Cloud spell
Benefits: Your Smoke Bombs have their normal Area and Duration but instead of smoke they duplicate the Stinking Cloud spell.

Unholy Nuke
Your bomb has a little Essence of the Devil...
Prerequisites: Craft Magic Arms and Armor, Corrupt Spell (see Complete Divine)
Benefits: Any Grenade you make that does Concussion Damage now has it's damage split between Concussion and Profane damage. Each Bomb costs an additional xx GP to make.

Notes: Craft time listed is to assemble from parts. GP Cost is selling price, you can make it for half that.

Crafting Weapons
{table=head]Weapon|Craft DC|Craft Time|GP Cost
Army Revolver|25|4 hours|350 GP|
Blast Grenade|15|10 min.|350 GP|
Bomb|20|1 hour|700 GP|
Blunderbuss Musket|20|3 hours|475 GP|
Blunderbuss Pistol|20|3 hours|475 GP|
Brown Bess|20|3 hours|325 GP|
Cannon, Field (1 lb.)|25|1 week|1050 GP|
Cannon, Field (6 lb.)|25|1 week|1100 GP|
Cannon, Field (9 lb.)|25|1 week|1150 GP|
Cannon, Field (12 lb.)|25|1 week|1200 GP|
Cannon, Siege (18 lb.)|25|1 week|1250 GP|
Cannon, Siege (32 lb.)|25|1 week|1300 GP|
Cannon, Siege (60 lb.)|25|1 week|1350 GP|
Colt Revolver Rifle|25|4 hours|425 GP|
Derringer|25|4 hours|225 GP|
Dreyse Needle Gun|25|5 hours|400 GP|
Dueling Pistol|20|3 hours|4475 GP|
Dynamite (1 stick)|15|10 min.|300 GP|
Ferguson Rifle|25|5 hours|450 GP|
Fire Rocket Launcher|25|3 days|300 GP|
Four-Barrel Pistol|20|4 hours|300 GP|
Gunpowder Barrel|20|1 hour|300 GP|
Kentucky Rifle|20|4 hours|350 GP|
Land Mine|20|1 hour|600 GP|
Land Mine, Improved|25|3 hours|750 GP|
LeMat Revolver|25|5 hours|375 GP|
Molotov|10|1 round|150 GP|
Multiple Rocket Launcher|25|1 week|1200 GP|
Navy Revolver|25|4 hours|325 GP|
Pepperbox|25|4 hours|350 GP|
Plains Rifle|12|4 hours|300 GP|
Portable Cannon|25|2 weeks|750 GP|
Rifle Musket|20|3 hours|350 GP|
Smoke Bomb|10|4 hours|250 GP|
Snaplock Musket|20|3 hours|525 GP|
Snaplock Pistol|20|3 hours|500 GP|
Super Bomb|35|1 month|1600 GP|
12 Gauge double barrel shotgun|25|4 hours|375 GP|
Gunpowder (1 lb.)|10|1 hour|60 GP|
Pistol Shot (12)|15|1 hour|200 GP|
Blunderbuss Shot (10)|15|1 hour|150 GP|
Musket Shot (10)|15|1 hour|200 GP|
12 Gauge Buckshot (10)|15|2 hours|100 GP|
18 Gauge Buckshot (10)|15|2 hours|75 GP|
Cannon Shot (10) 1 lb.|15|1 day|100 GP|
Cannon Shot (10) 6 lb.|15|1 day|125 GP|
Cannon Shot (10) 9 lb.|15|1 day|150 GP|
Cannon Shot (10) 12 lb.|15|1 day|175 GP|
Cannon Shot (10) 16 lb.|15|1 day|200 GP|
Cannon Shot (10) 32 lb.|15|1 day|225 GP|
Cannon Shot (10) 60 lb.|15|1 day|250 GP|
Chain Shot (10)|20|+6 hours|+25 GP|
Grapeshot (10)|20|+ 1 day|+25 GP|
Fire Rockets (10)|20|10 hours|250 GP|
Rockets (10)|30|8 days|350 GP|
Focused Charge|20|+1 day|+500 GP|
Percussion Cap Ammo (20) .22|20|2 hours|100 GP|
Percussion Cap Ammo (20) .36|20|2 hours|125 GP|
Percussion Cap Ammo (20) .41|20|2 hours|125 GP|
Percussion Cap Ammo (20) .42|20|2 hours|125 GP|
Percussion Cap Ammo (20) .44|20|2 hours|125 GP|
Percussion Cap Ammo (20) .58|20|2 hours|175 GP|
Percussion Cap Ammo (20) .60|20|2 hours|200 GP|
[/table]


Part Time Wizard
You knew those vocational courses would occasionally come in handy...
Prerequisites: Int 15+, Knowledge Arcane 6 ranks, Spellcraft 6 ranks
Benefits: This Feat may me taken multiple times. Each time you take it choose one spell from the Wizard spell list. You are considered to be a Wizard of Level equal to your Hit Dice for choosing a spell, and you must also meet the Intelligence requirement for casting it. You may now cast this spell once per day as a Wizard whose Caster Level is (your current Hit Dice minus 2).

Bhu
2011-10-14, 10:24 PM
Kleinbar Racial Substitution Levels

BARBARIAN
Levels 2 and 4: Replace Uncanny Dodge and Improved Uncanny Dodge with Uncanny Stamina and Improved Uncanny Stamina
Uncanny Stamina: When you make a successful Fortitude Saving Throw against any effect that does half damage on a successful Fortitude Save (or a reduced effect) you now take no damage/effect on a successful Save. This cannot be used if you are paralyzed or helpless.
Improved Uncanny Stamina: You now only take partial damage/effect on a failed Fortitude Save as well.

ROGUE
Level 10: Gains the following new options when choosing a Rogues Special Ability.
Blind: If you successfully confirm a Critical and are able to add your Sneak Attack dice to the attack, your opponent must make a Reflex Save (Save DC is 10 plus 1/2 HD plus Strength modifier) or be permanently Blinded.
Silence: If you successfully confirm a Critical and are able to add your Sneak Attack dice to the attack, your opponent must make a Reflex Save (Save DC is 10 plus 1/2 HD plus Strength modifier) or be permanently muted.
Slow: If you successfully confirm a Critical and are able to add your Sneak Attack dice to the attack, your opponent must make a Reflex Save (Save DC is 10 plus 1/2 HD plus Strength modifier) or have his movement speed halved for a week.

LURK
Level 8: Replace Initiative Boost with Killer's Edge.
Killer's Edge: The Save DC of your Lurk Augments gains an additional Bonus equal to your Int Modifier. In other words if it was a DC 12 (10 +2 for Int) it's now a 14.

SERIAL KILLER

Picture URL

"I was only following Maglubiyet's orders."

You make the world a more interesting place. And by interesting we mean a hellish nightmare of terror and uncertainty. Everyone has emotional and mental problems, but few have them on the Epic scale you do.

BECOMING A SERIAL KILLER
Generally you must be a Kleinbar who was born with or developed some form of psychosis.

ENTRY REQUIREMENTS
Race: Kleinbar
Class Abilities: Rage, Sneak Attack
Feats: Born Wrong, Kleinbar Rage
Skills: Bluff 6 ranks, Hide 6 ranks, Listen 6 ranks, Move Silently 6 ranks
Alignment Must be Neutral Evil or Chaotic Evil.


Class Skills
The Serial Killer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 8 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Mask of Sanity +2
2. +1 +3 +0 +3 +1d6 Sneak Attack
3. +2 +3 +1 +3 Silent Rage
4. +3 +4 +1 +4 Mask of Sanity +4
5. +3 +4 +1 +4 +1d6 Sneak Attack
6. +4 +5 +2 +5 Silent Rage
7. +5 +5 +2 +5 Mask of Sanity +6
8. +6 +6 +2 +6 +1d6 Sneak Attack
9. +6 +6 +3 +6 Silent Rage
10.+7 +7 +3 +7 Psychotic Fury

Weapon Proficiencies: A Serial Killer gains proficiency with any one Exotic Weapon.

Mask of Sanity (Ex): At Levels 1, 4, and 7 the Serial Killer gains a cumulative +2 Bonus to Bluff and Intimidate Checks.

Sneak Attack (Ex): Identical to the ability listed on page 50 of the PHB.

Silent Rage (Ex): At Levels 3, 6, and 9 you gain an additional daily use of Rage. You may also use the following skills now while Raging: Bluff, Hide, Move Silently, and Tumble.

Psychotic Fury (Ex) You become immune to Mind-Affecting Effects while Raging.

PLAYING A SERIAL KILLER
You kill people. Well, among other things, but mostly people. Motives include sex, a need to sow fear, wealth, what you see as a Divine mission, or perhaps even orders from a demon or deity. Why you do what you do generally isn't important to others. They're a lot more interested in the possibility you may be a danger to them.
Combat: You don't fight people, you ambush them. Fighting gives them the option of fighting you back, and that simply will not do.
Advancement: Advancement really depends on the individual delusions of each serial killer. They usually approach a wide variety of class mixes.
Resources: Unless you happen to be someone's pet murderer, you're pretty much on your own. Not many people can abide your personality long enough to deal with having you as a hireling.

SERIAL KILLERS IN THE WORLD
"He was always a little too quiet for a Goblinoid..."
Serial Killers are feared and reviled for the most part, though in the more Evil cultures they can become hero's. Their mental problems make them predictable though, and few remain on any position of power for very long.
Daily Life: Daily life varies depending on your PC's individual mental aberrations. Mostly you'll be hiding from society in the hopes they don't discover you.
Notables:
Organizations: Serial Killers are loners. Occasionally a rare few work in pairs, but generally they see each other as competition. Some organizations hire them as assassins/torturers, but most prefer their help more controllable.

NPC Reaction
NPC's would likely murder you as a foaming at the mouth lynch mob if they knew who you were. You must always appear to be normal in their eyes.

SERIAL KILLERS IN THE GAME
This class will be troublesome. It assumes one PC is (perhaps secretly) suffering from psychosis, and feels a need to murder people. Even in an all evil party this might not fly since it assumes the PC's character has little self control, and will eventually commit deeds that lead back to the party at inopportune moments.
Adaptation: This is meant for serious, grim campaigns but can be used in dark humor.
Encounters: PC's will rarely realize they've encountered a serial killer unless they walk in on him doing what comes naturally.

Sample Encounter
EL 12: Several locals have been murdered and eaten. No one seems to be talking until an old Goblin woman with tears in her eyes asks to speak to the PC's.


The Greenbriar Cannibal
CE Male Kleinbar Barbarian 4/Rogue 2/Serial Killer 6
Init +0, Senses: Listen +, Spot +,
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed ()
hp (12 HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 18, Dex 16, Con 15, Int 10, Wis 12, Cha 6
SQ
Feats
Skills
Possessions



EPIC SERIAL KILLER

Hit Die: d6
Skills Points at Each Level : 8 + int
Mask of Sanity At Level 21 and every 3 levels thereafter your Bonus increases by an additional +2.
Sneak Attack At Level 22 and every 3 Levels thereafter you gain an additional +1 Sneak Attack.
Silent Rage At Level 23 and every 3 Levels thereafter you gain an additional daily use of Rage.
Bonus Feats: The Epic Serial Killer gains a Bonus Feat every 4 levels higher than 20th

Bhu
2011-10-14, 10:49 PM
Catching up on some requests and other stuff. Goblin Mom just needs a capstone now.

Dr.Orpheus
2011-10-15, 12:40 AM
For anyone who wants to apply this to a goblin/orc campaign they run I have a funny idea. A tipical rule in a orc tribe is for the orc who kills the chief orc to become the new chief. Now what if an orc kills himself this would result in his corpse being chief forever (however I doubt that the orcs would keep fallowing this dead chief unless for some reson the tribe was lawful and respeted there tradition).

Bhu
2011-10-15, 12:54 AM
zombie orc chief prc?

Draconi Redfir
2011-10-15, 06:35 AM
There was an alien species in the Animorphs books which always killed their ship's captain so he/she could never make mistakes. How exactly this worked out remains a mystery, but a simmiler thing could be done here.

Bhu
2011-10-19, 04:28 AM
minor updates

Goblin Mom has capstone. anyone have thoughts on it?

Cieyin anything you think needs added feat wise to the goblin shooter?

Inspired by Dr. Orpheus who has my massive apologies for taking so long

ZOMBIE CHIEF

http://3.bp.blogspot.com/-gPPaiB5KP30/TbKWcsf7ZWI/AAAAAAAAARQ/dcWj3r6CVXI/s1600/Orloc.jpg

"This is the second barrel of elf hearts the Chief has asked for. I think he may have a problem."

"You can get addicted to elf hearts?"

"You can if you're dead."

The many orc tribes know only one universal rule "With great power comes the additional power of being the leader", but they probably use fewer words. Some orcs convince themselves that suicidal acts are the best way to display their powers, and die while becoming the chief or not long after. If there is no clear successor there is occasionally a backup plan to secretly raise the Chief from the dead if Resurrection is not a possibility. Sometimes Chiefs purposefully undergo the rituals necessary after committing suicide as traditionally killing the old Chief is how you become the new one. Hard to kill a dead man isn't it?

BECOMING A ZOMBIE CHIEF
There is a plan in place to have yourself raised as a flesh eating undead monster after your death. Obviously you haven't thought through the implications of becoming a horrifying parasitic monster, which should disqualify you as being a leader in most cases, but Orcs aren't picky.

ENTRY REQUIREMENTS
Special: Must have killed self in what was regarded a startling act of stupidity only to come back as an Undead. You must have also been the Tribal Chieftain.
Race: Orc
Skills: Intimidate 8 ranks
Feats: Leadership, and any one of the following Feats from Libris Mortis: Contagious Paralysis, Daunting Presence, Death Master, Empowered Ability Damage, Endure Sunlight, Energy Resistance, Eviscerator, Improved Energy Drain, Improved Paralysis, Improved Turn Resistance, Life Drain, Lifebond Life Sense, Necrotic Reserve, Positive Energy Resistance, or Undead Leadership.
Templates: Requires any Undead template allowing you to be Corporeal, and pass as still living (just possibly really ill). Corpse Creature from the Book of Vile Darkness is surprisingly common. The Chief's retainers simply restrict access to him. Other possibilities are Crypt Spawn, Curst, Death Knight, Dread Warrior, Gravetouched Ghoul, Juju Zombie, Necropolitan, Swordwraith, or Vampire.


Class Skills
The Zombie Chief's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +0 +0 +2 Necrotic Endurance
2. +2 +0 +0 +3 Necrotic Power
3. +3 +1 +1 +3 Unholy Terror
4. +4 +1 +1 +4 Necrotic Endurance
5. +5 +1 +1 +4 Necrotic Power
6. +6 +2 +2 +5 Unholy Terror
7. +7 +2 +2 +5 Necrotic Endurance
8. +8 +2 +2 +6 Necrotic Power
9. +9 +3 +3 +6 Unholy Terror
10.+20 +3 +3 +7 Death Chieftain

Weapon Proficiencies: Zombie Chiefs gain no new weapon or armor proficiencies.

Necrotic Endurance (Ex): At 1st Level you use your Charisma Modifier in place of your Constitution Modifier for everything it would normally be used for unless it would be negative in which case you get a +1 Modifier.

At 4th Level if you gain +4 Turn Resistance (If you already have Turn Resistance you gain Turn Immunity instead). If you have Turn Immunity you increase your Charisma Modifier by 1 for purposes of your 1st Level Ability (or if you only have a +1 Mod due to low Cha it's now +2).

At 7th Level you no longer cease functioning at 0 hp, but at -10, and you can act and fight normally when at 0 or less hp.

Necrotic Power (Su): At levels 2, 5, and 8 you may choose 1 power from the following list if you meet the prerequisites:

Iron Skin (Ex)(Prerequisite is Natural AC Bonus or Damage Reduction): Choose one: either increase your existing DR by 5 or if you have no DR increase your existing Natural Armor Bonus by +5.

Enhanced Dark Vision (Ex): The range of your Dark Vision increases to 90'.

Unholy Rage (Su)(Prerequisite is Rage): Half the damage you deal in melee attacks is Untyped while you are Raging.

Unholy Curse (Su)(Prerequisite is Curst Template): You may cast Bestow Curse a number of times per day equal to your Charisma Modifier (minimum 1) as a Supernatural ability. Anyone 'slaying' you is automatically subjected to this ability and receives no Save.

Lifesense (Su): You may automatically sense Living creatures within 100' as though they had Blindsight. You also automatically know the strength of their life force as if you had cast Deathwatch.

Strike Dumb (Su) (Prerequisite is Level 6 Zombie Chief): The Zombie CHief may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or be rendered incapable of revealing anything it knows about the Zombie Chief, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Empowered Rage (Su)(Prerequisite is Rage and a Special Attack doing negative energy damage, Energy Drain, Paralysis, Disease, or Strength Damage): Anytime you successfully use your Special Attack, the duration of your current (or next use) of Rage increases by +3 rounds.

Unholy Strength (Ex)(Prerequisite is template giving bonus to Str): Permanently increase your Strength by +4.

Unholy Persuasion (Ex): Permanently increase your Charisma by +4.

Fangs of Death (Ex): You gain a Primary Bite Attack doing 1d6 plus Str Modifier.

Gnaw (Ex)(Prerequisite is Fangs of Death): If you successfully hit with your Bite Attack, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful you do your Bite damage each turn you maintain the Grapple.

Spell Resistance (Ex): You gain Spell Resistance equal to 15 plus your Zombie Chief Level.

Enhanced Spell Resistance (Ex)(Prerequisite is Spell Resistance): Your Spell Resistance increases by +5.

Fast Healing (Ex): You gain Fast Healing 5.

Regeneration (Ex)(Prerequisite is Fast Healing): Your Fast Healing becomes Regeneration instead. Your regeneration doesn't work against Fire, Acid, Silver, or Cold Iron (choose one when you get this ability.

Improved Abyssal Blast (Su)(Prerequisite is Abyssal Blast): All of the damage from your Abyssal blast is considered divine now, so spells protecting against fire do nothing to help against it.

Energy Drain (Su)(Prerequisite is touch attack doing negative energy): Your Primary Natural Attack (choose 1 if you have more than one) now causes your enemies to gain a negative level.

Improved Energy Drain (Su)(Prerequisite is Energy Drain): Your Primary Natural Attack (choose 1 if you have more than one) now causes your enemies to gain an additional negative level.

Improved Paralysis (Su)(Prerequisite is special attack causing paralysis): Save DC of this attack is now +2 (this stacks with Feats that would normally increase Save DC's like Ability Focus).

Improved Disease (Su)(Prerequisite is special attack causing disease): Save DC of this attack is now +2 (this stacks with Feats that would normally increase Save DC's like Ability Focus).

Improved Control Resistance (Ex)(Prerequisite is Resist Control ability): You become immune to the Control Undead spell.

Improved Strength Damage (Su)(Prerequisite is a special attack doing Str damage): Your Strength Damage Special Attack now does Strength Drain instead.

Improved Blood Drain (Ex)(Prerequisite is Blood Drain): For 1 hour after you successfully Drain blood, all rolls made by yout are at +2

Improved Energy Resistance (Ex)(Prerequisite is Energy Resistance): Increase one form of Energy Resistance you possess by 10 (i.e. if you have Cold Resistance 10, it's now 20).

Turn Immunity (Ex)(Prerequisite is Turn Resistance): You are now immune to Turn/Rebuke Undead attempts.

Unholy Terror (Su): At Level 3 you begin to terrify opponents, and gain Frightful Presence. Whenever you make a Special Attack or Charge your opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Shaken for the duration of the encounter.

At Level 6 this increases to effect every living Opponent within 30'.

At Level 9 instead of being Shaken the opponents are Frightened for 1d6 rounds.

Death Chieftain (Su): Undead Orcs that are Allies within 30' of you gain a Bonus to Turn Resistance, Fortitude Saves, and hit points per die equal to your Charisma Modifier (minimum +1).


PLAYING A ZOMBIE CHIEF
At the time you conceived the idea of becoming an immortal killing machine it sounded pretty good. Since then you've had time to ruminate on some of the downsides. Food and beer have lost their flavor. Relations with the wife and concubines are pretty rare to say the least. Plus you have a tendency to create more monsters like you in moments of passion.
Combat: Combat generally isn't much different than when you were alive. It consists of the usual roaring unintelligibly and charging into melee flailing wildly. Unless you have some powers.
Advancement: Advancement depends a lot on what sort of Undead you are, and your personal goals after the mind shattering experience of becoming a soulless fiend. Given your upbringing you generally immediately attempt to acquire physical or supernatural power.
Resources: You're the Chief of an Orc tribe. Their resources are your resources.

ZOMBIE CHIEFS IN THE WORLD
"Does Surt look a little pale to you?"
You are the man. The dead man, but still the man. Your wife sometimes disagrees but you find eating her brain and getting a new wife has cheered you up immensely. A lot of people have objections to you being the tribe's leader, but since they haven't found a way to get rid of you they'll just have to suck it.
Daily Life: Your daily life involves trying to somehow either hide your condition from the tribe or violently putting down the inevitable rebellion when it's found out you like to eat the living. Plus you have the usual added headaches of planning the usual nightly affairs.
Notables:
Organizations: You're a tribal warchief. You are an organization in it's smallest sense other than being a gang leader.

NPC Reaction
NPC reactions can generally be descirbed as "AAAAAH", but to be honest they were kinda like that when you were alive so you really don't notice much difference.

ZOMBIE CHIEFS IN THE GAME
This assumes one of the PC's is a current or former leader of a tribe, which will tend to put him in the spotlight more than a little even if her weren't an undead monster.
Adaptation: Could be used in serious or silly campaigns.
Encounters: PC's will encounter you generally in wartime, sneaking out from your tribe to prey on the living, or after having been cast out for being a monster. Generally it will not end well.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC ZOMBIE CHIEF

Hit Die: d12
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Zombie Chief gains a Bonus Feat every 2 levels higher than 20th

Dr.Orpheus
2011-10-19, 04:11 PM
In the example I spoke of the chief just died and did not come back. My players expected some sort of boss, but I had not even planed for them to fight orcs. Your idea is cool as well. Maybe the orc chief everyone thought was dead is undead. It may be going through some sort of undead sleep? Not many undead sleep, the vampire might sleep or maybe it sits in its coffin so it avoids sunlight during the day.

Cieyrin
2011-10-20, 10:01 AM
I'm not sure what the Goblin Bomber's intended entry is, except perhaps Bard or Rogue. I was thinking building off of the PF Gunslinger class, which I suppose is a bit further afield but does simplify the firearm proficiency part to just Exotic Weapon Proficiency(Firearms). If sticking with this current course, I'd suggest raising the skill ranks to 8 unless you're aiming at cross-class and throwing in Point Blank Shot.

Vlos
2011-10-20, 05:00 PM
GOBBER GOPHER
The following is an initial concept I have/had for some goblinoid atttackers that strike from below...

Thoughts?


They live underground and popup from underneath you, striking from no where, and everywhere...

Gobber Gophers and golinoid hunanoids that live underground, digging and burrowing through the ground. They attack their prey by springing up from their tunnels and attacking and slipping away back into their tunnels. Or setting deadfalls that their prey fall into and attacking anyone that lives who fall into one.

BECOMING A GOBBER GOPHER
To Become a Gobber Gopher.

ENTRY REQUIREMENTS
Race: Any Goblinoid (or small underground race)
Skills: Survival 8 ranks
Feats: Blind Fighting, Dodge

Changed feats this will lead into Shadowborn Warrior (bonus feat) and fits with fighting underground and in close quarters.
Yes/No?


Class Skills
The Gobber Gopher's class skills (and the key ability for each skill) are Bluff (Cha), Craft(trap)(Int), Climb (Str), Concentration (Con), Hide(Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering)(Int), Listen (Wis), Search (Int), and Spot (Wis)
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +2 +0 Popup, Burrow 10', Low Cover 5'
2. +2 +3 +3 +0 Dive to ground 1/day
3. +3 +3 +3 +1 Jump Out 10', Chosen Foe
4. +4 +4 +4 +1 Burrow 20', Dive to ground 2/day
5. +5 +4 +4 +1 Popup Pounce, Cover 5'
6. +6 +5 +5 +2 Dive to ground 3/day, Shadowborn Warrior
7. +7 +5 +5 +2 Jump Out 10' Pounce
8. +8 +6 +6 +2 Dive to ground 4/day
9. +9 +6 +6 +3 Total Cover 5'
10.+10 +7 +7 +3 Earth Glide 10', Dive to ground 5/day



Weapon Proficiencies: No new Weapon Proficiencies.

Popup: A Gobber can popup from a hidden(or open) tunnel and make a single attack at an opponent with-in 5' of the of the tunnel opening as a standard action.

Burrow 10': A Gobber gains a burrow speed of 10'. If they already have a burrow speed they gain an additional +10' to their burrow speed.

Low Cover 5': While in an open tunnel(one that has been popped/exposed) a Gobber Gopher gains Low Cover benefit from any creature further than 5' away (i.e. 10' or 2 hexes) from the entrance to the hole granting a +4 to AC and +2 to Reflex Saves. This benefit does not apply to any opponents within 5' of the hole opening.

Dive to ground: At 2nd level Gobber can as a free action dive to ground diving back into an open tunnel within 10' 1 per day. At 4th level and every 2 levels there after a GG can Dive to ground an additional time per day.

Chosen Foe: A Gobber Gopher of 6th level gains the bonus feat of Chosen Foe.

Shadowborn Warrior: A Gobber Gopher of 6th level gains the bonus feat of Shadowborn warrior.

Jump Out: A Gobber can jump out from a hidden(or open) tunnel and make a single attack at an opponent with-in 10' of the of the tunnel opening as a standard action.

Burrow 20': A Gobber gains a burrow speed of 20'. This replaces their burrow speed of 10'. If they already had a burrow speed from another source they add another +10' to their burrow speed for a total adjustment of +20'.

Popup Pounce: A Gobber can popup from a hidden(or open) tunnel and make a full attack as a full round action at an opponent(s) with-in 5' of the tunnel opening.


Cover 5': At 5th level while in an open tunnel(one that has been popped/exposed) a Gobber Gopher gains Cover benefit from any creature further than 5' away (i.e. 10' or 2 hexes) from the entrance to the hole allowing them to now make hide checks and does not provoke any attacks of opportunity.

Jump Out 10' Pounce: A Gobber can jump out from a hidden(or open) tunnel and make a full round attack at an opponent with-in 10' of the of the tunnel opening as a full round action.

Total Cover 5': At 9th level while in an open tunnel(one that has been popped/exposed) a Gobber Gopher gains Total Cover benefit from any creature further than 5' away (i.e. 10' or 2 hexes) from the entrance to the hole.

Earth Glide 10': At 10th level a Gobber Gopher can move through the earth as easily as an Earth Elemental gaining earth glide ability. This allows them to Jump up and out of their tunnels without breaking the ground surface keeping their tunnels hidden from above. They can only move though up to 10' of earth per round using this ability. Even though this is normally a movement action this earth glide ability can be used in conjunction with other Gobber Gopher abilities, but only once per round and it does not increase any range of such abilities. For instance, if a GG is hiding in a closed/sealed tunnel just below the surface, they can use their Earth glide ability to jump out and pounce on an opponent within 10' (not 20') leaving the tunnel still sealed. They would not then be able to Dive to Ground in that round as a free action because it is not an open tunnel and they have already used their Earth glide ability this round. They could though Dive to ground next round using their Earth Glide ability back into the closed tunnel since they have not used their earth glide yet that round.


PLAYING A GOBBER GOPHER
Combat: Gobber Gophers are the quick strike force of the goblioid armies. The hide in wait underground until a force approaches and the jump out in numbers striking quickly then retreat back to their holes to later strike again.

Advancement:
Resources: Gobber Gophers like short/small (finessible) weapons, and usually wear light armor as Heavy armor is restrictive in tunnels, relying more on their quickness, than brute force.

GOBBER GOPHERS IN THE WORLD
Strike where it hurts! From below!
You never know where those suckers will be, the popup from no where and strike you and then disappear down their little holes...

Daily Life: When not attacking predators, Gobber Gophers are often used as miners or tunnel diggers for underground colonies.

Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

Organizations: Gobber Gophers usually form squads and attack in groups, often setting pitfalls around where they plan to attack so if either their prey try to retreat or follow, those that survive the initial attack quickly fall into a deadly trap.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

GOBBER GOPHERS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter

EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Edit: Changed Feat requirements and added a few feats from Underdark which add a little flavor.

Bhu
2011-10-20, 05:43 PM
I'm not sure what the Goblin Bomber's intended entry is, except perhaps Bard or Rogue. I was thinking building off of the PF Gunslinger class, which I suppose is a bit further afield but does simplify the firearm proficiency part to just Exotic Weapon Proficiency(Firearms). If sticking with this current course, I'd suggest raising the skill ranks to 8 unless you're aiming at cross-class and throwing in Point Blank Shot.

It'll be a class specializing in munitions, both guns and explosives. Sort of a gunfighter/mad bomber.

We need to find an amusing picture for that gopher

Draconi Redfir
2011-10-21, 08:41 PM
Goblin Crit-Sickle
Exotic Weapon: Goblin
light


Range: Melee
Damage: 1d6 (Medium size)
Type: 1-H Slashing and Piercing
Crit: 17-20/x3
Ammo: None

Notes:

Most commonly used by small-sized goblins so it's damage is usually only 1d4, at medium size however it would be 1d6 damage as indicated.

The high crit-range of this weapon is only applicable to creatures, which are either one size higher or one size lower then the weapon size. a Medium Crit-sickle will only have a 17-20/x3 crit range on a large, medium, or small sized creature, anything beyond large or small will simply be a 20/x2 crit range.



Tired of being pushed around by pretty much everyone all the time, a large group of the most intelligent goblins got together to try and figure out a solution. While they could not figure out a permanent solution at the time, they were at least able to design a new weapon to help them fight back against their larger opponents, a weapon which while still weak, was capable of dealing large amounts of damage if it struck the right spot. Thus was born the Crit-Sickle.

While still a sickle by nature and name, the crit-sickle is designed to be more like a saw in combat, one simply wraps the sickle's curved blade around a limb or neck, digs it's many spikes into the flesh, then pulls on the blade in a circular motion to rip and tear at as much flesh and bone as possible before jamming the primary spike into what is hopefully a major vein or artery.

It’s not a permanent solution, but it's a start.

http://img836.imageshack.us/img836/3880/exoticweapon6.png

And with that, i have created at least one weapon for each primary Goblinoid type, and finished all my plans for doing so. It's good to be free!

Bhu
2011-10-27, 04:52 AM
Vlos do you have the Underdark book that has the tunnel fighting feats? You could use some of them instead of Mobility as prerequisite feats/

Dr.Orpheus
2011-10-28, 03:39 PM
Thanks for the start Bhu, I will continue the undead chief some more later.

ZOMBIE CHIEF

http://3.bp.blogspot.com/-gPPaiB5KP30/TbKWcsf7ZWI/AAAAAAAAARQ/dcWj3r6CVXI/s1600/Orloc.jpg

"In the second orc wars they said there chief actually was immortal, and for once they were right, but that doesn't make them anymore intelligent" Sir. Orenzo orc hating paladin.

The many orc tribes know only one universal rule "with great power comes the additional power of being the leader", but they probably use fewer words. Some orcs convince themselves that suicidal acts are the best way to display there powers, and die becoming the chief.

BECOMING A ZOMBIE CHIEF
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Special: Must have killed self in what was regarded a startling act of stupidity only to come back as an Undead
Race: Orc
Skills: Intimidate
Feats:
Templates:


Class Skills
The Zombie Chief's class skills (and the key ability for each skill) are....
Skills Points at Each Level : x + int

Hit Dice: dx


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2
2. +1 +0 +0 +3
3. +1 +1 +1 +3
4. +2 +1 +1 +4
5. +2 +1 +1 +4
6. +3 +2 +2 +5
7. +3 +2 +2 +5
8. +4 +2 +2 +6
9. +4 +3 +3 +6
10.+5 +3 +3 +7

Weapon Proficiencies: Zombie Chiefs gain no new weapon or armor proficiencies.

PLAYING A ZOMBIE CHIEF
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

ZOMBIE CHIEFS IN THE WORLD
A quote of somebody else talking about your class!
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

ZOMBIE CHIEFS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC ZOMBIE CHIEF

Hit Die: dx
Skills Points at Each Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Zombie Chief gains a Bonus Feat every x levels higher than 20th

Bhu
2011-10-28, 05:07 PM
I intended to finish it y'know :smalltongue:

It's just a bad month for me so Im posting slow

Dr.Orpheus
2011-10-28, 08:27 PM
I intended to finish it y'know :smalltongue:

It's just a bad month for me so Im posting slow

OK you can use some of the stuff I added if you like.

Bhu
2011-11-02, 02:49 AM
fluff for the bomber is up. I hope to have time to do a masive update tomorrow

Bhu
2011-11-05, 01:58 AM
All three PrC's now have fluff, both remaining critters have update aswell, and the front page list is updated.

Draconi Redfir
2011-11-05, 09:19 AM
Could probably merge the Gicko and Draconi Redfir bit's now, i am the same person after all:smalltongue:

Bhu
2011-11-08, 05:36 AM
As many of you probably know the BG Forums are moving, and I participated heavily there. So I have to port over almost a dozen threads and two large PbP's. Gimme a day or so to get it done before I restart.

Dr.Orpheus
2011-11-11, 08:53 PM
Thanks for the zombie chief.

Shadowbranch1
2011-11-11, 09:47 PM
I came up with this a while ago and it seemed fitting for this thread. It was made for 3.5 though Im sure it could be converted to PF pretty easily if one wanted to do so.

Goblin Domain:

Granted Abilities: When casting spells against the goblins favored enemies (Gnomes and Dwarves) all spell DCs are at +1.

1st level: Twilight’s Kiss

2nd level: Hunger of the Ravenous One

3rd level: Mark of the Hunted

4th level: Thirst of the Goblin Master

5th level: Instant Legion

6th level: Blades of the Red Goblin

7th level: Summon DoomHowler

8th level: Scourge of the Goblin Lord

9th level: Unstoppable Horde

__________________________________________________ ______________________

Twilight’s Kiss
Transmutation
Level: Clr 1, Wiz/Sorc 1, Goblin 1
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Touch
Target: Self or creature touched
Duration: 1 rd/ level
Saving Throw: Will (Harmless)
Spell Resistance: Yes

By means of this spell the subject of this spell receives a +4 bonus to any spells or effects that induce the “dazzled” condition. They also gain the ability to use their darkvision or low light vision in areas of magical darkness if they make a saving throw vs. the DC of the darkness spell or effect. While this spell is in effect the subjects eyes are deep black and have no visible iris or pupil.

Material Component: A bit of lamp soot

__________________________________________________ ______

Hunger of the Ravenous One
Transmutation
Level: Drd 2, Clr 2, Goblin 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft, + 5ft/2 levels)
Effect: One creature per caster level
Duration: 1 round per caster level
Saving Throw: Fortitude (Negates)
Spell Resistance: yes

By means of this spell the caster is able to instill the subjects with an all consuming hunger. It also grants the subject a natural bite attack as their teeth elongate and their jaws strengthen. The subject is considered armed with this bite attack, and does not provoke AoO.

This attack does damage according to creature size. For small creatures this is 1d4, and escalates one dice size for every size increase above small. The subject is able to add half their strength bonus to this damage.

The subjects will try and seek out and consume any meat in the vicinity, moving or not. They will suffer a -1 penalty to all dice rolls (Cumulative) for every round in which they do not attempt to satiate this hunger.



Mark of the Hunted
Enchantment
Level: Goblin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: close (25 feet + 5 feet / 2 levels)
Target: One creature
Duration: 1 rd / 2 levels (d)
Saving Throw: Will
Spell Resistance: Yes

By means of this spell the caster is able to mark an opponent with a symbol that invokes hatred and loathing in all goblin kind. The symbol is invisible to the subject, but readily visible to any goblin seeing the creature.

While the spell is in effect any goblin that attack the creature is treated as having a lesser version of the bane effect added to his weapon. That s that the creature is +1 to strike the subject and does an additional 1d6 damage on every successful strike.

__________________________________________________ ______


Thirst of the Goblin Master
Necromancy
Level: Clr 4, Sorc/Wiz 5, Goblin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 5’ per caster level (burst)
Target: One creature per caster level
Duration: 1 rd/ level
Saving Throw: Fortitude (Negates)
Spell Resistance: Yes

By means of this spell the caster can siphon the strength from nearby creatures. He drains 1 point of strength from each creature within range that fails its fortitude save, up to a maximum of one creature per caster level.

This siphoned strength can be used to strengthen the casters next melee attack. For every point that he siphons, he can add either +1 to his attack roll, +1 to his damage roll, or a combination of both. Any unused points are lost.

The benefit of this spell is lost after 1 round (whether the casters attack was successful or not), but the strength drain remains in effect for 1 round per caster level on the targets.


Instant Legion
Illusion
Level: Goblin 5
Components: V, S
Casting Time: 1 standard action
Range: close (25 feet + 5 feet / 2 levels)
Target: One creature per caster level
Duration: 1 rd/ level (d)
Saving Throw: Will (Harmless)
Spell Resistance: Yes

By means of this spell the caster can create illusionary duplicates of the spells subjects. This spell acts as a more powerful version of the mirror image spell. 3d6 +1 duplicates per 3 levels up to a maximum of 3d6+7 duplicates.

Blades of the Red Goblin
Necromancy
Level: Goblin 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Self
Target: Caster
Duration: 1 minute/ level
Saving Throw: Fortitude
Spell Resistance: No

By means of this spell the caster is able to cloak him self in a circle of whirling red blades. The blades crackle with negative energy. They spin around the caster at a distance of 3 feet. The blades give the caster a +2 deflection bonus to AC.

The blades move with and do not harm the caster at all. However any creature foolish enough to attempt to strike the caster with natural weapons will take the full brunt of the spell. They will take 1d4 damage per 2 caster levels, and suffer 1 negative level unless a fortitude save is made.

If a creature attempts to strike the caster with a (Non-reach) melee weapon, they must make a reflex save. If the save is successful they take no damage and the attack is figured normally. If they fail the reflex save they take ½ damage from the blades and incur the negative level if they fail the fortitude save.


Summon DoomHowler
Conjuration (Summoning)
Level: Goblin 7
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet / 2 levels)
Effect: One summoned creature
Duration: 1 rd/ level (d)
Saving Throw: None
Spell Resistance: No

By means of this spell the caster is able to summon a descendant of the great DoomHowler (A Worg of legendary power). This creature will arrive at the completion of the spell and act as the caster directs until the expiration. The creature is a Worg with the “fiendish” template added and maximum hit points per HD. It has one additional power.

It can utter a bone chilling howl three times per day. This howl has the same effect as a doom spell to all creatures (except Goblins) within 30 feet. To Goblins this howl acts as a bless spell. This effect lasts for 3 rounds. This is a fear based effect with a DC13.



Scourge of the Goblin Lord
Conjuration (Summoning)
Level: Goblin 8
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Self
Effect: One magical whip
Duration: Special (See below)
Saving Throw: Fortitude (Partial)
Spell Resistance: No

By means of this spell the caster calls forth a 20’ magical whip made from his blood. This whip can be used to attack opponents using the casters BAB with a bonus to hit equal to their wisdom bonus. The whip is sized according to the casters size and can be used to perform any actions a normal whip could. Since the weapon is magical, the caster need not be proficient to be used.

The weapon does 2d6 damage +1 per 2 caster levels (To a maximum of 2d6+10 damage). Additionally the whip has the wounding quality and will drain 1 point of constitution per strike unless a fortitude save is made.

The caster must decide the duration at the casting of the spell. For every round of duration that he wishes the weapon to last he must sacrifice 1hp worth of blood (up to a maximum of his caster level in rounds). Once the spell is cast the blood loss takes effect.


Unstoppable Horde
Necromancy
Level: Goblin 9
Components: V, S, XP
Casting Time: 1 standard action
Range: Medium
Target: 1 creature per caster level
Duration: 10 minutes/ level
Saving Throw: None
Spell Resistance: No

By means of this spell the caster is able to call upon a dark favor from his evil God. The caster is able to invoke and cloak his allies in negative energy. From that point until the duration of the spell if one of his allies falls in battle, they will rise as undead. This spell will not affect creatures with more HD than one quarter the casters level.

The first time that an ally is killed they will rise as a Ghoul. They will keep this form until they are slain or the spell expiration. If they are slain while in this form, one round later they will rise as a Zombie. They will keep this form until they are slain or the spell expiration. If they are slain again while in Zombie form they will rise as a skeleton. They will keep this form until they are slain or the spell expiration. If they are slain while in Skeleton form, they are permanently killed.

Any undead still standing at the end of the duration will become uncontrolled. Control may be established as per normal. Undead created by this spell have a +4 turning resistance while this spell is in effect.

XP cost: 10xp per HD of creature raised with this spell.

Bhu
2011-11-12, 03:34 AM
Thanks for the zombie chief.

I've almost finished with the move. Will resume posting in a day or so and will finish up stuff. Sorry this is taking so long :smallfrown:

I'll add goblin domain to front page shortyl

Bhu
2011-11-14, 03:44 AM
Peek at the zombie chief requirements. I listed a bunch of appropriate templates. Can anyone think of more? I need to decide on all the appropriate ones, because one of the class features enhances your undead abilities.

Bhu
2011-11-15, 03:53 AM
Dr. Orpheus? You out there still?

Bhu
2011-11-17, 03:44 AM
goblin childrem worg pups, goblin bomber and zombie chief updated

Draconi Redfir
2011-11-17, 12:16 PM
Loving the looks of the goblin kids so far!:smallbiggrin:

Bhu
2011-11-19, 05:37 AM
Goblin Kids/Worg Pups done

Goblin Bomber/Serial Killer/Zombie Chief updated

Bhu
2011-11-20, 03:59 AM
all 3 prc's updated again. with luck i may finish them soon.

thoughts on the gobbin bomber yet cieyrin?

Cieyrin
2011-11-20, 11:07 AM
all 3 prc's updated again. with luck i may finish them soon.

thoughts on the gobbin bomber yet cieyrin?

It's a lot more passive than what I was expecting, since its powers are either crafting or defensive. I was expecting something more spontaneous, like scavenging parts up to make boomsticks and explosives on the spot, making suicide charges with guns blazing, culminating in something like a spread of bomblets centered on the Bomber to sow death and confusion.

In its current form, the grenade track also grants gun feats, not grenade feats, fyi.

Bhu
2011-11-20, 04:42 PM
I'll fix dat

SOme of the Feats will lead to your hopes :smallwink:

Bleak Ink
2011-11-23, 11:59 AM
Everything looks marvelous.

Bhu
2011-11-25, 03:43 AM
zombie updated, serial killer pretty much done along with the racial sub levels, Ive run out of gun and grenade related tropes to use for Feats for the Goblin Bomber so i guess it's time to improvise.

Bhu
2011-11-28, 03:54 AM
ok we have enough feats for the bomber. I just need to work out contruction times/costs nad fill in the blanks

Bhu
2011-11-29, 04:32 AM
New Weapons
{table=head]Weapon|Damage|Crit.|Dmg. Type|Range Inc.|Burst Rad.|Reflex DC|
Bomb|5d6|-|Concussion|-|20 ft.|DC 18|
Fire Rockets|4d6|-|Fire|90 ft.|10 ft.|-|
Land Mine|4d6|-|Concussion|-|15 ft.|DC 15|
Land Mine, Improved|6d6|-|Concussion|-|20 ft.|DC 16|
Multiple Rocket Launcher|8d6|-|Concussion|150 ft.|20 ft.|DC 19|
Portable Cannon|4d6|20|Ballistic|15 ft.|5 ft.|DC 15|
Smoke Bomb|x|-|-|-|20 ft.|-|
Super Bomb|10d6|-|Concussion|-|35 ft.|DC 21|
Focused Charge|15d6|20|Concussion|-|60 ft. Cone|DC 24|
[/table]


New Weapons
{table=head]Weapon|Rate of Fire|Mag.|Size|Weight|
Bomb|-|-|Med.|10 lbs.|
Fire Rockets|Single|1 int.|Large|10 lbs.|
Land Mine|-|-|Med.|10 lbs.|
Land Mine, Improved|-|-|Med.|10 lbs.|
Multiple Rocket Launcher|S,A|10 int.|Huge|1000 lbs.|
Portable Cannon|Single|1 int.|Large|20 lbs.|
Smoke Bomb|-|-|Small|5 lbs|
Super Bomb|-|-|Large|60 lbs.|
Focused Charge|-|20|Large|60 lbs.|
[/table]


Bomb: This is a fairly primitive explosive lit by a fuse or another flammable material. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.

Fire Rockets: These are basically large metal tubes used to fire flaming rockets from. Similar to some of the more primitive Chinese fireworks weapons. Anything struck by a Fire Rocket takes an additional 1d6 Fire Damage the second round and stands a chance of catching on fire (see d20 Modern page 213).

Land Mine: Primitive Land Mine buried that has a long fuse which must be lit. Timing it against enemy movement can be tricky. The fuse burns at a rate of 5' per round.

Land Mine, Improved: Advanced mine using a pit trap. If opponents fall into the pit, they detonate the mine. It also detonates if they forcibly strike it should they be so foolishly inclined.

Multiple Rocket Launcher: The size of a large siege cannon, these are huge multi-barreled launchers mounted on a wheeled chassis that fire explosive rockets. Again, similar to early Chinese concepts.

Portable Cannon: Like early firearms, flintlocks are difficult to load. Reloading a flintlock firearm requires two full-round actions, unless
otherwise noted in the weapon description. A character with the
Quick Reload feat can reload with a single full-round action.
Flintlocks are slightly more accurate than matchlocks and
wheel locks; therefore, characters can apply their Dexterity modifiers
to attack rolls with a flintlock. Their small range increments
reflect their inaccuracy compared to modern firearms.
Optional: Like early firearms, flintlocks are difficult to
fire in wet weather. At the GM’s discretion, a flintlock weapon
misfires in rain or other wet conditions, on a natural attack
roll of 1.

Smoke Bomb: Primitive version of a smoke grenade. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round. On the first round a 5' radius is filled with smoke, expanding 5' per round to a maximum of a 15' radius at round 3. The smoke provides Total Concealment, and obscures all vision inside, including Darkvision. It disperses after 10 rounds, but a Moderate wind (11+ mph) shortens this to 4 rounds, and a Strong wind (21+mph) shortens it to 1.

Super Bomb: Enormous version of a regular Bomb. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.

Focused Charge: Huge bomb deigned to detonate with it's force all going in one direction, hence making it a cone effect as opposed to a burst. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.

Bhu
2011-12-01, 03:37 AM
the weapons table is done on page 7 except for gp costs, and the weapons on page 8 just need descriptions


zombie done and ready for review

Bhu
2011-12-03, 02:37 AM
kleinbar and xombie chief are done and I hope to progress through the Goblin Bomber tonight so it's time for the next critter for draconi

KRIEGBAR

Picture URL if you have one

"There's a more optimal way of doing this you know."

A Kriegbar is the offspring of a Bugbear and a Hobgoblin. They tend to look like well muscled athletic Hobgoblins who are somewhat furrier than normal. A great many are tactical geniuses with a mind for squad level warfare, but alas as they grow older their brain sort of short circuits and thy end up given over to fits of rage. Many end up being put down assuming they live so long.

KRIEGBAR RACIAL TRAITS
· +2 Str, +2 Dex, +2 Con, -2 Cha
· Size Class: Medium
· Humanoid with the Goblinoid Subtype
· Base speed 30 ft.
· Dark Vision 60'
· +1 Natural Armor Bonus
· A Kriegbar has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 1 Feat.
· Kriegbar have a +4 Racial Bonus to Move Silently Checks.
· Kriegbar automatically speak Common and Goblin. Bonus languages include Draconic, Giant, Gnoll, Elven, and Orc.
· Level Adjustment: +1
· Favored Class: Marshall

STARTING AGE
Adulthood: 13
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 28
Old: 43
Venerable: 56
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: Male: 4'10" Female: 4'5"
Height Modifier: +2d10"
Base Weight: Male: 120 lbs. Female: 85 lbs.
Weight Modifier: (x2d4) lbs.

KRIEGBAR CHARACTERS
You were born for melee or rogueing it up. Your physical stats are all good, and you have no mental drawback except Cha. So you won't be a face man, but you make a good backstabbing assassin.
Adventuring Race: Money and power. An advantage of some sort is required to balance out the risk to your person. Failing that a solution to a problem you have will get you off and going.
Character Development: Kriegbar gain a boost to all three physical stats making them pretty much set for their role as a melee combatant. Or maybe a gish who doesn't need Charisma.
Character Names: Kriegbar use either Goblin or Bugbear names depending on which parents society has raised them.

ROLEPLAYING A KRIEGBAR
Your resemblance to Hobgoblins throws people off when they first see you because quite frankly your personality doesn't quite match.They're expecting a warmongering religious psychopath, not a calculating schemer. Granted that doesn't exactly put them at ease either.
Personality: You tend to think first before speaking or doing to ponder your options, and rarely betray what you feel inside. This causes some problems as others get frustrated wanting you to act more, or at least quicker, or because you aren't so easily provoked. For those unfortunates among you who do go into homicidal rages at old age, you have problems because those who couldn't provoke you before can do so easily now. Much to their sorrow.
Behaviors: Kriegbar are often accused of being emotionless robots due to their analytical approach to most problems. Once they get older, they're often accused of insanity as many of them become berserkers. Many, not all. Either way you get stereotyped horribly.
Language: Kriegbar speak Goblin and Common much like their parents.

KRIEGBAR SOCIETY
The Kriegbar belong to whichever parent they live with, meaning they live in either the Goblin or Bugbear cultures respectively.
Alignment : Kriegbar tend to gravitate towards Neutral Evil, somewhere midway between their parents.
Lands : Generally they live with their parental races unless cast out for some reason. Since one species lives in warm hills and the other in mountains the Kleinbar generally live in villages on the edge of both.
Settlements : See above.
Beliefs :Religious beliefs are pretty much the. same as other Goblinoids, and they worship the Goblinoid Pantheon.
Relations: While they have the same inborn cultural racism as other Goblinoids, Kriegbar have led a different enough life to consider other species as possible value or friends. Well, some do...

KRIEGBAR ADVENTURES
· The mercenary band you tour with has been hired to find an artifact, but you subsequently discover your employers have hired 3 other competing teams of roughly equal size. What gives? And what do you do now?
· You've been accused of the rages common to older members of your race to implicate you in the murder of a high ranking military official. The only witnesses are outsiders, and even worse they aren't goblinoids. Your work is cut out for you.
· Your mother has asked you to deliver a family heirloom to her sister. Who lives on the other side of a trail preyed on by bandits of a dozen races.



Kriegbar Tactician
You were born with a knack for tactics.
Prerequisites: Kriegbar, must be taken at 1st Level
Benefits: You gain a +2 Racial Bonus to all opposed checks in Combat,

Kriegbar Rage
Some Kriegbar surrender to madness as they age.
Prerequisites: Kriegbar, must be taken once you have reached the end of or passed the Middle Age category, BAB +6
Benefits: You gain a +2 Racial Bonus to Attack and Damage rolls on any round in which you are willing to accept a -2 Penalty to your Armor Class.

Tall as a Bugbear
You have inherited your Bugbear parents prodigious size and mass, and then some.
Prerequisites: Kriegbar, must be taken at 1st level, Str 15+
Benefits: You gain Powerful Build (Ex): The physical stature of Kriegbar lets them function in many ways as if they were one size category larger. Whenever a Kriegbar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Kriegbar is treated as one size larger if doing so is advantageous to him. A Kriegbar is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Kriegbar can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Born Athlete
You have inherited an enhanced version of your Hobgoblin parents physical prowess.
Prerequisites: Kriegbar, must be taken at 1st level, Con 15+
Benefits: If it's higher, you may use you Constitution Modifier in place of your Str or Dex modifier for skills that key off of those two stats.

Draconi Redfir
2011-12-03, 12:22 PM
Would that be the gobo/hobo or the hobo/bugbear?

Bhu
2011-12-03, 03:28 PM
hobo/bugbear

Bhu
2011-12-05, 03:49 AM
minor updates

goblin bomber feats have prerequisites, kriegbar have some stats, new weapons have some rles up

Draconi Redfir
2011-12-05, 02:20 PM
Had an idea for the Kriegbar awhile ago, something about it being born a tactical genius of some kind but at the price of it's mind decaying into pure animalistic rage as it ages. Kinda forgot how to translate that into ingame satistics though so bleh sorry.

Bhu
2011-12-06, 03:11 AM
How about if I make Marshall their fave class then?

Draconi Redfir
2011-12-06, 11:02 AM
Sure i don't see why not.

Bhu
2011-12-07, 01:49 AM
Kriegbar Racial Substitution Levels

Marshall
Level 1: Change Minor Aura
Minor Aura: The Bonus from Minor Auras (and Major Auras if you have the Enhanced Major Aura Feat) is equal to your Intelligence Modifier instead of your Charisma Modifier.

ROGUE
Levels 3, 6, 9, 12, 15, 17: Replace Trap Sense with Crafty
Crafty: Instead of Trap sense your Bonus goes to Bluff Checks made to Feint in Combat

FIGHTER
Levels 4, 8, 12: Replace Feats with Favored Enemy
Favored Enemy: At Level 4 you get Favored Enemy (Humanoids) +2. This Bonus applies to all Humanoids but is otherwise identical to the Ranger Ability. Bonus increases by +2 at Levels 8 and 12.


KRIEGBAR TACTICIAN

Picture URL

"Fight with your head, not with your sword-arm."

The Kriegbar seem to have a racial proclivity for tactical fighting in small groups, often leading them to become leaders or mercenary forces or specialized military units.

BECOMING A KRIEGBAR TACTICIAN
A Kriegbar who has taken level in Marshall will get you there.

ENTRY REQUIREMENTS
Race: Kriegbar
Class Abilities: Major Aura +2
Skills: Knowledge (History, War) 4 ranks
Feats: Additional Move Action, Kriegbar Tactician


Class Skills
The Kriegbar Tactician's class skills (and the key ability for each skill) are
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Auras, Tactical Formation
2. +1 +3 +0 +3 Special Aura
3. +2 +3 +1 +3 Bonus Feat
4. +3 +4 +1 +4 Tactical Formation
5. +3 +4 +1 +4 Special Aura
6. +4 +5 +2 +5 Bonus Feat
7. +5 +5 +2 +5 Tactical Formation
8. +6 +6 +2 +6 Special Aura
9. +6 +6 +3 +6 Bonus Feat
10.+7 +7 +3 +7 Master of Group Tactics

Weapon Proficiencies: You gain no new Armor or Weapon proficiencies.

Auras: Your Kriegbar Tactician and Marshall Levels stack for purposes of determining how many Major and Minor Auras he knows.

Tactical Formation (Ex): At Levels 1, 4, and 7, you gain one of the following Feats as a Bonus Feat: Adaptable Flanker, Eyes in the Back of Your Head, Exhausting Defense, Expert Tactician, Formation Expert, Improved Shieldmate, Phalanx Fighting, Shieldmate, Vexing Flanker, Wolfpack.

Special Aura (Ex): At Levels 2,5, and 8 you gain an Aura unique to the Kriegbar Tactician from the following list (these are considered Major Auras if they give a Bonus):

Tactical Aura All Allies within range gain the use of one Feat you have, whether they have the prerequisites or not.

Personal Training Aura All Allies within range gain use of one class ability you possess with the following limitations: It must be an Exceptional Ability, they must be high enough level to have access to it, they must meet any prerequisites, and it cannot be your Aura Ability. For example if you're a multiclassed Rogue and want to give them Sneak Attack, they would get an amount of Sneak Attack Dice appropriate for their level. If you'd multiclassed and received an ability requiring an alignment, only Allies with the appropriate Alignment would receive the benefits.

Motivate Opportunity Gives a Bonus to Attack Rolls when making Attacks of Opportunity.

Motivate Teamwork Gives a Bonus to Attack Rolls when attacking an opponent an Ally has already attacked this round.

Tight Formation Gives a Bonus to AC when at least one Ally is within an Area you threaten.

Pile On Gives a Bonus to Damage Rolls when attacking an opponent an Ally has already attacked this round.


Bonus Feat: At Levels 3, 6, and 9 you get a Bonus Feat from the Following List: Additional Major Aura, Additional Minor Aura, Additional Move Action, Battlefield Commander, Enhanced Major Aura, Enhanced Minor Aura, Enhanced Move Action, Multiple Major Auras, Multiple Minor Auras, Persistent Aura, Squad Commander, Stacking Auras, Supernatural Aura (see Bugbear Sergeant for Feat descriptions).

Master of Group Tactics (Ex): You may now Aid Another once per round as a Free Action, and the Bonus given is equal to your Kriegbar Tactician Level (your Bonus is improved whether you are using it as a Free or a Standard Action).

PLAYING A KRIEGBAR TACTICIAN
Despite your mixed parentage, you were recognized early on as a natural leader and given the chances to succeed where others would have been left behind. Now you hope to avoid the madness common to those of your kind in old age.
Combat: You prefer to fight with a small group of trusted allies you have trained together with to become a well oiled machine. The idea of fighting alone is actually somewhat repulsive to you.
Advancement: Advancement depends largely on your employer, and what you're willing to endure to be considered the best at what you do.
Resources: Resources depend on whether you're an independent mercenary or part of the Goblinoid military.

KRIEGBAR TACTICIANS IN THE WORLD
"Give him the right men and I think he could take down the Tarasque itself."
Others see you as a brilliant, if slightly deranged, fanatic. But you get the job done, so you get cut some slack. A lot of slack. The downside is the moment you fail to perform, you'll find out just how much rope you were given to hang yourself with.
Daily Life: Most of your time is spent drilling endlessly for the moment you have an assignment.
Notables:
Organizations: You almost always belong to an organization, even if it's a small mercenary band headed by yourself. You hope for richer work with the army of some nation though.

NPC Reaction
NPC's are either scared of you (typical as you're a Goblinoid warrior after all) or admire you're abilities enough to afford minor celebrity status.

KRIEGBAR TACTICIANS IN THE GAME
This PrC assumes you are military or an independent mercenary. Either way, you aren't really a typical adventurer so much as a professional killer. Fame and all the other reasons people go on adventures for aren't for you. You solve problems, you get paid, you move on.
Adaptation: This could do well in serious or silly campaigns.
Encounters: Kriegbar Tacticians are usually encountered during warfare, or just before or after.

Sample Encounter
EL 12: A band of Goblinoids has been cutting off supply lines to a local kingdom. You've been hired to take them out.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC KRIEGBAR TACTICIAN

Hit Die: d8
Skills Points at Each Level : 4 + int
Auras You gain an additional Minor or Special Aura at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Kriegbar Tactician gains a Bonus Feat every 3 levels higher than 20th

Bhu
2011-12-08, 03:39 AM
Kriegbar done cept for racial feats

Bhu
2011-12-09, 03:46 AM
peek back on page 7 if you can many of the gun/grenade feats are done and need feedback.

Cieyrin
2011-12-09, 11:33 AM
peek back on page 7 if you can many of the gun/grenade feats are done and need feedback.

I hope you didn't mean for Rocket Punch to threaten a crit on a Nat 10, as Improved Critical means you always threaten a crit. :smalleek:

Bhu
2011-12-09, 07:04 PM
Oopsie! :smalleek:

Fixed dat

The rest look ok?

Bhu
2011-12-13, 03:41 AM
Goblin Bomber feats updated



will have a sprise for you guys when the Kriegbar are done :smallbiggrin:

Bhu
2011-12-17, 03:37 AM
Fluff up for the Kriegbar

Bhu
2011-12-21, 03:47 AM
Added special auras to the Kriegbar tactician. May need to reword some of them to avoid breakage.

Bhu
2011-12-22, 03:07 AM
Kriegbar Tactician and race feats updated, goblin bomber has update as well

Bhu
2011-12-23, 03:53 AM
Kriegbar racial feats and PrC are done, Goblin Bomber just needs weapon prices and it's done.

I shall await feedback for a bit. and then I post the lil surprise I've been working on.