View Full Version : Random Generator Grab Bag Contest I

The Mentalist
2013-09-11, 09:20 PM
This week's generator is Seventh Sanctum's Goblin Name Generator (http://www.seventhsanctum.com/generate.php?Genname=goblinnamer) using the "Last Name/Clan Name" option.

Your mission is to make a piece of Homebrew based off of a result from that generator.

Any type of Homebrew is acceptable (though there is a voting category for most unique/interesting interpretation).

Entries may be made in D&D 3.5 or Pathfinder

Fluff for the design is not required though again, there is a category for the Best Fluff)

Multiple Entries are allowed and will be judged separately.

Voting Categories are the following:
Best Fluff
Best Technical Design
Most Unique Pairing

Each will have a trophy made by myself.

All entires must be complete and entered 23:59 EST on Saturday.
Voting begins 00:00 EST Sunday

2013-09-11, 09:50 PM
Furypuke Goblin
Prerequisites:Goblin, Con 15+, Ability to rage
Benefits: While raging, once a day+1 per 5 hit dice, you may…well…exude horrid matter on a single foe, making them sickened for 1+your new con bonus rounds

Greatmuck Goblin
Benefits: You have not bathed since your grandfather was born. The dirt has accumulated so thick on your goblinoid skin that it has become part of you, a shell of sorts. A bubble of trash and residue. You gain a natural armor bonus of +2 and you gain immunity to smell based attacks
Giantstench Goblin
Prerequisites:Goblin, HD 5+, Greatmuck goblin
Benefits: your grime has grown a grim scent. Its horrid stench is that of the end times. All within 10ft of you are sickened on a failed fortitude save (con based)
fartfinder Goblin
Prerequisites:Goblin, track, wis 15+
Benefits: Your sense of smell is great, many smells fall upon your strong nose. Against orcs, goblins, giants, and any other smelly creatures (DMs discretion) you get a +4 on track checks.

Madhacker Goblin
Prerequisites:Goblin, Dex 15+, Con 15+
Benefits: Once a day per point of con bonus, you can use the power attack feat for one round, in addition, in that round, you gain an additional attack at your highest base attack bonus (but this extra attack must be modified by power attack)

Wyrmgouger Goblin
Prerequisites:Goblin, Dex 19+, improved unarmed strike or monk unarmed damage ability
Benefits:you take no size penalties to grapple, and if you succeed a grapple check against an opponent huge or larger, then make a successful unarmed strike you damage the opponents eyes, blinding it for (damage dealt)+1 rounds

2013-09-12, 07:57 AM
Bladestomach Disciple
A tribe of sword-worshippers, the Bladestomachs have always known of the power of a mighty edge. A select few of their group are chosen because of their pure magical and martial potential to become disciples to their fabled artefacts: the Bile Blades. With their insanity and bizarre tactics, the disciples of Bladestomach realized - with much trial and error - that they didn't need sheathes or scabbards: their purpose was right in their name!

All they had to do to achieve this fantastic power, was to stab themselves through the gut. And, perhaps by dumb luck, perhaps by an intrinsic power of the bile blade, it worked better than anyone could have expected.

(This is a racial variant on the Bladebound archetype for the Magus)

Spellstomach: The bladestomach disciple casts and prepares spells in much the same way as a normal magus, however, instead of of reading from a spellbook, he must consume food with a total weight (in pounds) equal to half his bladestomach disciple level. This connects him to his stomach, and brings out his magical potential.

Additionally, he can still learn spells as a normal wizard can. However, he must eat the scroll, spellbook page, or other such magical record to learn the spell. He must also meditate for one hour after eating said magical record to properly bond it with his stomach.

This alters how a bladestomach disciple prepares, casts, and learns spells.

Bile Blade: Bladestomach disciples wield a blade of yellow and black, occasionally dripping with ichor. This functions much the same as the black blade of a bladebound magus, but with a few key differences.

Guttural Sheathe: A bile blade only gains/grants the use of its abilities when it is kept sheathed through its partner's abdomen. Sheathing a bile blade in this manner deals 1 point of damage, which cannot be healed by any means for a total of 1 hour. After it has been sheathed for 1 minute, the bile blade gains (and grants) its abilities for 1 hour after it is unsheathed. Sheathing it for longer does not extend the duration.

Ichor Edge: Starting at 7th level, for a number of minutes after he unsheathes his bile blade equal to his class level, the bladestomach disciple deals an additional 1d6 acid damage with every attack. He adds his Constitution modifier to the amount of acid damage dealt with this ability. This damage increases to 2d6 at 11th level and to 3d6 at 14th level. This replaces the magus's medium armor proficiency and heavy armor proficiency.

2013-09-12, 08:15 AM
This looks fun.

Goblin Clan Traits

Clan traits are traits that can only be taken by goblinoids and each goblinoid can only take one of these traits during character creation. Each has both a bonus and a penalty.

Bigeye Clan
Your eyes are giant and bulbous, standing out of your skull in all their red-veined glory.
The range of your darkvision increases by 30 feet, but you gain a -2 penalty on all saves against gaze attacks and attacks that blind or dazzle you.

Filthbrain Clan
The Filthbrain clan originated deep in the underdark, where their ancestors were constantly preyed upon by mindflayers, until they developed a unique defence: really, really terrible smelling brains.
Any mindflayer or similar creature which tries to extract your brain must make a fortitude save DC 14+1/2 your HD or be nauseated for 5 rounds. You take a -1 penalty on all intelligence-based skill checks.

Giantlaugh Clan
The Giantlaugh clan has taken very goblinoid approach to surviving in a hostile world: they find clans of giants and work for them as jesters in exchange for defence.
You gain a +2 bonus on all diplomacy checks made against giants and giants never start out any worse than indifferent towards you. You also gain a +2 bonus to perform checks made with a primarily giant audience, know giant as a language and add bard to your list of favoured classes.
Your crude, physical humour gives you a -2 penalty on all charisma checks made towards non-giants, including performance checks made for a primarily non-giant audience.

Yellbeast Clan
The Yellbeast Clan is famous for their death-defying self-confidence in the face of huge predatory animals. On the one hand, this tends to get them eaten quite often. On the other hand, many predators just aren't quite sure if they should attack a goblin that shows no hint of fear.
You are immune to intimidation by animals. You gain a +4 bonus on checks made to demoralize animals with the intimidate skill and ignore all size modifiers when intimidating them. Animals you demoralize become stunned for 1d4 rounds instead of shaken.
However, to intimidate anyone (not only animals) you must always yell at the top of your lungs, regardless of circumstances. Any animal you fail to intimidate immediately becomes hostile and gains the benefit of rage as a level 1 barbarian's class feature.

2013-09-12, 01:16 PM

CR 1
NE Small ooze
Init +2; Senses blindsight 60 ft.; Spot +2, Listen +2
Languages Common, Goblin
AC 9, touch 9, flat-footed 9 (-2 Dex, +1 size)
hp 17 (2 HD)
resist 5 fire and electricity
Fort +3, Ref +0, Will -2
Speed 20 ft. (4 squares)
Melee slam +3 (1d3+1 plus acid 1d3)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +2
Atk Options Improved Grab, Constrict
Abilities Str 13, Dex 7, Con 17, Int 2, Wis 6, Cha 6
SQ Ooze traits, Goblin-Ooze Hybrid
Feats Weapon Focus (Slam), Improved Grapple (b), Lightning Reflexes (b)
Skills Hide +4, Move Silently +4, Listen +2, Spot +2
Possessions None
This goblin-shaped ooze seems normal at first glance, however as you look at him, you realize that it's dark green skin has the consistency of goop that seems to sway back and forth not unlike a bowl of jello. Within it's eyes and posture, there is a primal gleam that suggests a greater evil is present than you'd expect from an ooze.

Acid (Ex):
A Slimearm Goblin secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.

Improved Grab (Ex):
To use this ability, a Slimearm Goblin must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex):
A slimearm goblin deals automatic slam and acid damage with a successful grapple check.

Goblin-Ooze Hybrid: Slimearm Goblins are neither true oozes or goblins, however they retain enough of both identities that they are unique to both. They count as Humanoid (Goblinoids), Goblins and Oozes for prerequisites and class features such as favored enemy.

Slimearm goblins gain a +4 skill bonus to Hide, Move Silently, Spot and Listen

The Mentalist
2013-09-15, 08:26 PM
CREATION REOPENED AT THE ADVICE OF Djinn and Tonic, apparently these things last a while longer than I realized they did.

Will re-evaluate duration of these things, until then, happy creating.