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Zenna
2020-10-18, 10:59 PM
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The Mythic Goblinoid



New Feat: Green Blood Legacy
Prerequisite: Goblinoid Subtype
Benefit: Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. You automatically obtain a manifestation from Goblin Purification Bloodline per each Mythos from Green Blood Legacy

Manifestations

Beast Blood: Barghests are Goblinoid from another plane, there magical abilities are renown and cause great fear in goblin tribes wherein they often rise to leadership. Focusing on stregtnthing this blood you obtain the ability to change yourself into that of a wolf as the Change Shape (Su) upon your first Fantastic Mythos you may change into a Dire Wolf
Gain a +4 Circumstance bonus on Hide checks when in wolf shape

Desert Blood: Bhukas have lived in the desert for generations these peaceful goblins focus on what they have; incorporating their mutations into yourself provides Glare Resistance (Ex), Water Sense (Ex) and Sure Feet (Ex)

Mind Blood: Blue Goblins are feared for their ability to quickly infiltrate and procreate as the genes for psionic ability are dominant. Gain the feats Wild Talent and Psionic Weapon, In addition at every new tier of mythos gain Inner strength

Plains Blood: Varag are a mix of Hobgoblins and Dire Wolves purifying your blood to such a level bestows speed and power add 30' to your base land speed, gain Scent and Fast Stealth (Ex)

Green Blood: Humblest amongst goblinoids, the vileness of their blood comes with bonuses. Gain Disease Immunity (Ex), secondarily as a move action you may move into an adjacent enemies space, you obtain Full Cover from everyone except the enemy

Military Blood: Hobgoblins are excessively militaristic in their society. Gain the feats Guerilla Warrior, Guerilla Scout, Mutilator and gain Martial Weapon proficiency

Grand Blood: Breed as thugs and shock units, Bugbears exceeded their creators expectations. Gain Powerful Build (Ex) and feats Pushback, Tireless

Primeval Blood : Norkers are tough Goblinoids from another plane. This manifestation grants Natural Armor 5 unless you already posses better in which case add +1, you may consume any organic material as food

Tree Blood: Hidden in forests, Forestkith are goblinoids that blend in among foliage. Gain Climb 30’ and Tree Shape (Su): Assuming the form of a small tree, shrub or limb, equivalent to a Tree Shape spell cast by a 12th level Druid, however you may not exit the shape voluntarily lasting until Sunset or you take damage

Hardy: Among an incredible amount of environmental variations, you strengthened them until perfection. Gain the benefits of Endure Element (Ex) a 30’ Swim Speed, in addition gain Amphibious (Ex)


Exceptional Mythos

Blue Goblin
Prerequisite: Mind Blood manifestation

Tapping deeper into your bloodline you have crystallized psionic talent. Becoming a force among all Blues

Gain Powers Points equal to a Psychic Warrior of your level/2.
Select three powers of no higher level than your half your HD. These become your Goblin ability list
At every level you may switch out one power for that of one you qualify
PP granted by this mythos may only be used for your Goblin ability list

Basic:
Militaristic Mind: You gain Instant Clarity as a bonus feat, ignore daily use
Advanced Thoughts: You may gain another power for your Goblin ability list

Advanced:
Sigil: Gain Trigger Power for one of your powers on Goblin ability list, you may take this multiple times. Powers used this way always have display characteristics
Infiltrate: Gain Hide Power as a bonus feat, this may be taken multiple times

Goblin

A history of slavery and darkness haunts Goblins for millenniums, bringing this to the forefront gain a +2 Bonus to Dexterity and negate size penalties for special attacks.
In addition gain Caver and At Home in the Deep as bonus feats

Basic:
Worgs: You gain the rangers Animal Companion ability. However it must be a Worg
Filth Fanatic: Gain Verminfriend as feat
Scurry: Gain Spring Attack as a bonus feat, you may ignore difficult terrain

Advanced:
Spider Rider: Prereq: Worgs
Gain the feats Arachnid Rider feat, Spider Companion
Filth Friendly: Prereq: Filth Fanatic
Gain Vermin Trainer as a bonus feat, in addition whenever you are effected by the Swarm attack, you ignore half damage
Shaman: Add Craft Skull Talisman as a bonus feat, in addition whenever you kill a Spellcaster you may use their skull with a spell they knew as the entire construction requirements. This process is exceedingly fast, Standard action as the spell's present in the bone.
Dupe: Whenever you preform an attack with a standard action you may apply Trip, Disarm, or Feint and do not provoke attacks of opportunity

HobGoblin

The unifying force of the ancient Goblinoids, it is thanks to them that there are many variations of goblin. Gain +2 Constitution bonus and the feats Pure Soul, Hostile Mind which functions with the power points provided by Blue Goblin, finally add Goad as a bonus feat, you may goad as a swift action

Basic:
Hobgoblin Geneticist: Gain Graft Flesh of any type, you may take this manifestation multiple times.
Martial Tradition: Gain the feats Martial Study & Sudden Recovery
Scholar: Gain the feats Scribe Martial Script & Unnerving Calm

Advanced:
Mad Scientist: You may disguise the appearance of grafts, creatures you have graft gain a +15 bonus to appear as normal. Additional when grafting on Goblinoids you may double the amount of grafts per slot as well as ignoring type limitations
Unwavering Skill: Gain feats Martial Stance, Vital Recovery
Crafter: Gain Skill points equal to your level+3 in Armorsmithing, Weaponsmithing, and Stonemasonry. In addition whatever you craft is automatically Masterwork without added time or cost

Bugbear
Bred for the front lines, Bugbears enjoy life as elite troops. Gain a +2 Strength bonus, Toughness and 1d6 Sneak Attack

Basic:
Titan Smite: Extend your reach by 5'
Stealth: Gain Skill Focus (Hide)
Enforcer: You may add Strength to your intimidate checks, gain Skill Focus (Intimidate)
Stamina: Gain Endurance and Diehard as bonus feats

Advanced:
Shadowed Snake: Prereq: Stealth
Improve your Sneak attack to that of a Rogue half your level
Frightening: Gain the feat Never Outnumbered, you may demoralize as a swift action
Thick Skin: Gain Dr 3/- and Improved toughness


Fantastic Mythos

Goblinoid Weapon Manufacture
Prerequisite: Crafter Manifestation

Long ago, Hobgoblins were the best producers of arms and armor, such that even now their works inspire hunts.
Gain the feat Pure Craft (http://minmaxforum.com/index.php?topic=6584.0)

Basic:
Mystic Alteration: You may change Pure Metals so that they permit one spell of your choice chosen at item creation.
Augment: When crafting weapons you may add a slot for Weapon Crystal
Advanced:
Mythic Fuel: You may fuel your mythic points as the gold cost for items. You may also add it to the XP cost at a 1:5 rate.
Efficiency: When making Craft checks for Armor, Weapons or Stone you may triple your progress

Feed
The Fearsome ability of Barghests to drain souls from their enemies have found its way to your blood.
As a Full Round Action to an enemy that has been dead no longer then one hour, you may draw in their soul granting you HD points in Soul Energy.
In addition there is a 50% chance that mortal magic fails to return the targets life
As a Free action taken on your turn, you may exchange Soul Energy for various weapon enchantment.
Any enhancement provided by Feed takes up normal limitations of Enchantments on a weapon, however you may choose to subdue any current enhancement to apply your own
Costs per Enhancement
+1 Bonus = 5 Soul Energy
+2 Bonus = 10 Soul Energy
+3 Bonus = 50 Soul Energy
+4 Bonus = 100 Soul Energy
+5 Bonus = 500 Soul Energy
Once you learn an Enhancement you may apply it at any time, as a free action on any weapon you touch. Each enhancement costs an amount of energy equal to the bonus you
Basic:
Armor: You may learn Armor Enhancements
Self: You may learn Enhancement Bonuses
Burn: Gain Soul Energy as killing an enemy by taking 1 ability damage 1/day as a free action
Myth: You may use Soul Energy at a 1:1 rate to mythos point.

Advanced:
Soul Burning: By burning all the soul energy you accumulated you may replicate the effects of aristeia (http://spheresofpower.wikidot.com/aristeia), at a level equal to the highest Mythos you posses. 1 = Exceptional, 2 = Fantastic.
Alacrity: Whenever you Feed on a creature possessing Action Points, you may add one to your current total.


Legendary Mythos

Eusocial Bond

In ages past, Goblins, Hobgoblins and Bugbears lived together, an Empire on which each species was honored to do the task it was made for. However, this bond was severed. Beginning with you, the Eusocial Bond will reform stronger then before. Taking the strain of the new bond to yourself, you gain a +2 Bonus to Intelligence, Wisdom, Charisma, and your deeper connection to each goblinoid grants you access to one feat which you may change at any time, but only once a week. Finally gain Mettle as you can share the strain of mental attacks among your bond

As a free action taken on your turn, you may invite any Goblinoid creature into the new Eusocial Bond. In addition all Goblinoids sense your burgeoning will and treat you as one step friendlier
Members of the Eusocial Bond gain the following abilities:
You may contact any member on your plane with Telepathy
Members of the Eusocial Bond can draw on an aggregate source of Knowledge, treat any Knowledge roll as a 20
Any member of the Eusocial bond can easily teach another, reduce time and cost for any sort of retraining or tutoring by 50%
Members of the Eusocial Bond can share abilities with each other. Any item creation feat possessed by a member of the Eusocial bond can be replicated by any other member of the bond, in addition any Skill Focus in craft or profession is likewise shared among them


The eusocial bond augments the goblins intrinsic inability to grasp divine magic becoming a shadowy inhibition. Any member of your Eusocial bond gains an lesser globe of invulnerability to divine spells, whilst you gain a greater globe. To all other divine magic gain Spell Resistance 10+Lv+Green Blood Myths

Basic:
Goblin Touch: You may designate an amount of willing creatures equal to your HD as Goblinoids for these mythos, as a swift action
Boss: Gain Leadership as a bonus feat, your followers are all goblinoids
Perfected Blood: You may take this manifestation 5 times, each time gaining one of the following: Regeneration 5/Bane Goblinoid, +4 Strength,+4 Dexterity, +4 Constitution
Collective: By calling on the will of the bond you may automatically roll a 20 for any roll once per encounter

Advanced:
Mark of Goblins: As a swift action, within your visiom you may mark an individual with an invisible sigil that designates the target as a Enemy
Any interaction with Goblinoids regardless of bond status is automatically unfriendly. Goblin made arms and armor fail to function for them, and most oddly structures wrought by goblinoids do not provide the benefits of a nights rests