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watsyurname529
2008-06-24, 07:33 PM
The Azure Nightmare looks good. In some cases probably too good. I would have to see this thing play tested before I would decide on balance. It's only one probable hit every 4 rounds but for the most part you're unhittable during those first 3 rounds.

The Lab Experiment looks promising. The flavor text is especially good.

Rappy
2008-06-24, 09:25 PM
I'm sorry folks, but I won't be doing more content for a little while. Life has decided to kick me in the skull repeatedly: a friend who is close enough to be considered a sister is hospitalized, my brother got in a vehicle accident and was cut and bashed up, and I will be leaving for another week away from home. :smalleek:

EDIT: Well, a bit of better news. My brother will be okay despite his injuries, and my friend should live..but I will still be going again. Well, better apathetic than depressed.

Bhu
2008-06-25, 03:36 AM
Good luck Rap. WIll miss you as always!

Rappy
2008-06-25, 08:06 PM
Due to some complications again, I won't be leaving until Friday, then returning Thursday. That's another day for me to attempt to gather up stuff for here.

Bhu
2008-06-28, 05:20 PM
Oh and whilst Im updating, feel free to post any mutations you believe the Lab Experiemtn should get. Ill be doing hte list soon.

Bhu
2008-07-01, 05:00 AM
Holy Jebus it's been a pain logging in. The last several days its been telling me the forum is too busy. ANyone out there still?

I'm assuming the comics have been updated again.

Or the Psychotropic death bunnies have been loosed...


Oh and Azure Nightmare is finally done

Cieyrin
2008-07-02, 01:09 AM
The Azure Nightmare seems like too much of a one-trick pony. i'd almost consider dropping it to a 3 level prestige class w/ the One Shot, One Hit and One Kill abilities and maybe a level or two of progression in either psionics or maneuvers, as i don't feel the One Mind or One Life abilities really fit w/ everything else.

Bhu
2008-07-02, 02:54 AM
One Life is to keep them alive long enough to use the other abilities. One Mind I'm considering changing a lil.

Cieyrin
2008-07-03, 11:05 AM
Idk, i still see the class as being very "glass cannon"y w/ the build up of actions using total defense for some 3 to 5 turns before actually attacking.

Rappy
2008-07-04, 12:25 AM
I'm baaaack...

Just when you thought you were rid of me, I'm back from Jean Lafitte and Baton Rouge with even more new ideas. :smalltongue:

Bhu
2008-07-05, 06:36 AM
I got a list of 21 mutations (14 of which will require others as prerequisites). Think thats enough for the lab experiment??

BisectedBrioche
2008-07-05, 08:26 AM
Sounds like enough to me.

Bhu
2008-07-06, 04:51 AM
Okay the rest of the abilities are up excpet the capstone (whcih depends on teh Mutations you take).

Bhu
2008-07-07, 05:04 AM
Since all of the final mutation options have prereqs (And Im reasonably certain some players wont take all 3 mutation in the trees) let me think of a few more options, and the fun will begin :D

Bhu
2008-07-09, 05:05 AM
Got a minor update up. Sorry about the wait, it seems whn I'm able to access the forums now they're uber busy and it's hard to stay on.

watsyurname529
2008-07-09, 05:55 PM
Well I'm finally back from out of town!

Bhu
2008-07-10, 04:19 AM
Well I'm finally back from out of town!

Sweet! How ya been Wats?

Bhu
2008-07-20, 06:01 AM
Okay were back, and I added the rest of the final mutations. Now just to add the crunch.


Oooh I may have bit off alil too much this time :smalleek:

Bhu
2008-07-21, 02:03 AM
Due to feedback att Wizards Pain Totem has been edited a lil.

Bhu
2008-07-22, 05:15 AM
Okay I got the preliminary mutations up that dont require prerequisites. Any thoughts? theyre all supposed to be about as powerful.

Bhu
2008-07-23, 04:27 AM
Second round of mutations up.

Bhu
2008-07-24, 04:52 AM
ROund 3 of the mutations up.

BisectedBrioche
2008-07-24, 05:13 AM
Stitchy (Ex): You gain a +4 Racial Bonus to all Intimidate Checks being that your darn ugly what with the stitches and all.

Shouldn't this also come with a penalty to diplomacy?

Bhu
2008-07-25, 04:46 AM
Shouldn't this also come with a penalty to diplomacy?

I'd considered it, but I'm trying to make them all roughly as powerful, so if none of the others had a disadvantage I didnt want to add one to it either.

Bhu
2008-07-26, 05:07 AM
Got most of the example NPC up. The weekend will be hectic, but Im hoping to finish him off.

Bhu
2008-07-27, 01:42 AM
So whaddya think for the Trained Attack Organs? Living Construct or Aberration?

Cieyrin
2008-07-27, 09:41 AM
So whaddya think for the Trained Attack Organs? Living Construct or Aberration?

I vote Aberration, as Living Construct implies inorganic components to me, which I don't see really being used in the experiments. It's all mutations, which are all organic and thus aberrant in my book.

Bhu
2008-07-28, 06:00 AM
Aberration it is then.

Bhu
2008-07-29, 04:08 AM
Got a few more final mutations up. I seem to be having difficulty editing, so I'm assuming there's a temporary boo boo and will try again tomorrow.

Bhu
2008-07-30, 04:42 AM
Okay I got a few more up, but my ISP is having outages nearby and I keep having problems while they try to fix them. So I guess I have to log again. Sighh.....

Bhu
2008-07-31, 05:32 AM
I may have to redo theLab Experiments Mutations a little. They're getting harder to keep balanced. Let me think on it a bit.

Rappy
2008-07-31, 04:47 PM
I'm back...again. It is nice to see the boards back up and running again, and I'll be trying to get back into the swing of things as fast as possible.

Bhu
2008-08-01, 04:44 AM
Nice to see you back Rap. Hows it going ?

Bhu
2008-08-02, 05:09 AM
Okay before you look at the Lab Experiment and freak out, I have the older version saved still if you dont like the edits Im doing. Im tryint to make it more balanced. Ill have more up tomorrow.

Edge
2008-08-02, 08:25 AM
Inspired by 40K, I'll readily admit. Got some basic ideas down at the moment. Let's see what happens.

Da Mad Dok

http://fc02.deviantart.com/fs13/f/2007/078/3/c/Orks____Mad_Dok___clr_by_taytonclait.jpg
“Dis is gunna ‘urt. A lot. BUT YOU’LL BE BETTER!” – Painboy Lugwort.

Orcs are tough, but even they need medical attention from time to time. Enter, stage right, the Mad Dok. Also called Painboyz, Serjons and “Oi! Stop tha- ARGH!”, Mad Doks are medics dedicated to “improvin’” their wards.

BECOMING A MAD DOK
Most Mad Doks are experts or artificers before becoming a Mad Dok.

ENTRY REQUIREMENTS
To qualify to become a Mad Dok, a character must fulfil all the following criteria:
Race: Orc
Skills: Craft (taxidermy) 10 ranks, Craft (mechanical) 10 ranks, Heal 10 ranks.
Feats: Graft Flesh (mechanical).
Special: The character must have attached a graft to a patient under their care without the patient’s permission.

Class Skills
Da Mad Dok’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft [any], Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge [arcana] (Int), Profession (Wis), Search (Int) and Use Magic Device (Cha).
Skills Points at Each Level: 6 + Int modifier
Hit Dice: d8



BAB Fort Ref Will Abilities
1. +0 +2 +0 +0 'Urty Syringe
2. +1 +3 +0 +0 New Bitz
3. +2 +3 +1 +1 New Bitz
4. +3 +4 +1 +1 New Bitz
5. +3 +4 +1 +1 Cyborc Body, New Bitz

Weapon Proficiencies: A Mad Dok gains proficiency with the 'Urty Syringe.

'Urty Syringe (Ex): All Doks carry a syringe around for administering... certain chemicals to "dear" patients. At level 1, the Mad Dok creates an 'urty syringe. The 'urty syringe is a one-handed melee weapon that deals 1d4 points of damage, has a critical threat range of 19-20, and deals double damage on a critical hit. Also, once per day per class level, the Mad Dok can use the syringe to inflict a poison on a target he damages with the syringe. The Dok can use any poison with each use of this ability, as long as the poison's gold value is no higher than 200gp x the Mad Dok's class level. The Dok's class level is added to the poison's save DC.

New Bitz (Ex): No Dok worth his salt administers a graft to his patients without testing it on himself first. At 2nd, 3rd, 4th and 5th level, the Dok gains a special ability chosen from the following list:

New Arm: The Dok replaces one of his arms with a mechnical one. The Dok gains a +2 bonus to his Strength score. This bit may be taken twice, once for each arm.

Go Fasta Leg: The Dok grafts a mechanical leg in place of his own, frequently painted red to "make it go fasta". The Dok's base land speed increases by 5ft. This bit may be taken twice, once for each leg. However, if the Dok only possesses one Go Fasta Leg, he takes a -4 penalty on Balance checks.

Power Klaw: Requires New Arm. The Dok gains a natural claw attack that deals 1d12 damage and has a critical multiplier of x3. The klaw is treated as adamantine for the purposes of overcoming damage reduction. However, the Dok forever loses the use of the hand he grafts this bit onto.

Really 'Urty Syringe: The Dok connects his syringe to his own cardiovascular system, allowing him to increase the volume of poison in his syringe. The Dok can inflict a poison effect one extra time per day with his 'urty syringe.

Mega Boosta: 3/day, the Dok can acted as hasted for one round per class level. Requires Go Fasta Leg.

Teknikal Doo-dahs: This bit builds tools into the Dok's hand. He gains a competence bonus equal to his class level on all Craft (taxidermy), Craft (mechnical), Disable Device and Heal checks.

Eeee-hahaha!: The Dok, obviously insane, even by the standards of other Doks, fits a bomb in himself that explodes on his death. This works as a delayed blast fireball spell, except the explosion occurs after a duration of 1 round for every two class levels, and deals 1d6 points of damage per character level. This bit automatically begins counting down once the Dok reaches -10hp or lower. The save DC is equal to 10 + half the Dok's Hit Dice + the Dok's Constitution modifier.

Whatchamahickey: The Dok fits a bit that even he isn't sure of. It resembles some sort of firearm, but is seemingly made of the least suitable materials ever. Unlike other Bitz, some of the Whatchamahickey's effects are supernatural rather extraordinary. The bit can be used 1/day per class level as a free action. On each use, roll a d6 and consult the following table:


Roll Effect
1 BOOM!: A fireball with a caster
level equal to double the Dok's class level is cast,
centered on the Dok himself. Save DC is equal to 10 +
half the Dok's Hit Dice + the Dok's Dexterity modifier.
The Dok may make no save against this effect. This is a supernatural
ability.
2 Wha-AAAGH!: The Dok may use dimension door
as a spell-like ability this turn as a free action with a caster level
equal to the Dok's character level.
3 Rargh!: The Dok gains the effects of a barbarian's rage,
with all the usual benefits and drawbacks. The rage lasts for 3 rounds
+ the Dok's improved Constitution modifier. This is an extraordinary
ability.
4 B-zzap!: The Dok may immediately use disintegration
on a single target within 60ft as a standard action this turn. The
disintegration otherwise works at a caster level equal to the Dok's
character level. This is a supernatural ability.
5 'Ere We Go!: Every creature friendly to the Dok that is within
60ft of him when this ability is rolled may immediately teleport a
distance equal to their base land speed as a swift action. This is a
supernatural ability.
6 Ka-chugga-WAAAGH!: A wail of the banshee spell is
immediately cast centered on the Dok, though neither the Dok or
his allies are harmed by the spell. This is a supernatural ability.

Cyborc Body (Ex): At fifth level, the Dok's self-medication of New Bitz culminates in him becoming more machine than orc... a cyborc. The Dok's type changes to Construct, and he gains the Living Construct subtype, and retains the Orc subtype.

PLAYING A MAD DOK
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.

MAD DOKS IN THE WORLD
"Grotsnik? Yer, I known 'im since 'e was a yoof. I 'member da time Zaggrabba went ta Grotsnik ta 'ave a toof taken owt, and came out wid iron lungs wot could breafe water. Shame dey could only breafe water! Hur, hur, hur!" - Boss Grubdrakka.
Mad Doks are a necessary part of some orc communities. They provide healing when clerics are unavailable or too expensive - it is rare for a Mad Dok to turn down a chance to "experiment".
Daily Life: Tinker with spare bitz. See some patients. Cut 'em up. Actually help one or two of them. Go hit things with the lads when there's a good fight. A Mad Dok's life is quite uncomplicated.
Notables: Mad Dok Grotsnik is the most well-known of the Mad Doks. Even among these deranged surgeons, Grotsnik is widely regarded as two slices short of a loaf. The orc's a raving lunatic, cutting and "improvin'" dozens of orcs in each tribe he visits. It because of his administrations that the great orc warlord, Ironskull Mag Uruk Thraka rose to prominence - its hard to disagree with someone who's body is nigh impregnable.
Organizations: The only organisation a Mad Dok cares about is his tribe. As far as they're concerned, the tribe needs constant improvement. Whether the tribe is welcoming of this is another matter.

NPC Reaction
Orcs see Mad Doks a necessary, if somewhat... interesting part of everyday life. To others that know what they are, they're considered more dangerously insane than the most frenzied orc berserker, and they react accordingly.

MAD DOKS IN THE GAME
Mad Doks are a very focused class. Their role in a party is do what they can in combat, but their real strength is making the rest of the group better - permanently. Spells wear off. Magic items can be nullified. Grafts are for life.
Adaptation: The Mad Dok could easily be adapted to fill some sort of mad scientist role, experimenting with organic grafts rather than mechanical ones.
Encounters: Mad Doks will typically be encountered in the middle of an orc tribe, often in the middle of an operation. Operations which they will gladly abandon to gleefulyl add "new parts" to their available transplants.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: 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:

Cieyrin
2008-08-03, 09:39 PM
My interests are peaked. Show me more and I'll give you more detail.

imp_fireball
2008-08-03, 10:57 PM
http://fc01.deviantart.net/images/i/2003/14/e/b/Chaos_orc.jpg
Bruuhahaha... ruhuhuhuhuh! ... blood and murder, haha.

Chaos Orc

Medium Humanoid (Augmented)
Hit Dice: 2d8+2 (13hp)
Initiative: +0
Speed: 40ft.
Armor Class: 17 flatfooted, 10 touch, 17 total (+5 armor, +2 shield)
Base Attack/Grapple: +1/+5
Attack: 1d20+5
Full Attack: Hand Axe +5 (1d6 +4)
Space/Reach: 5ft/5ft
Special Attacks: Chaos Rage or Greater Chaos Rage if 10 HD
Special Qualities: Can Chaos Rage a number of times/HD
Saves: Fort +4, Ref +0, Will -2
Abilities: Str 19, Dex 11, Con 14, Int 8, Wis 7, Cha 4
Skills: Listen +1, Spot +1, Climb +4, Jump +8, Balance +1
Feats: Alertness
Environment: Temperate Hills, Deep Forges, Tunnels, Ancient Eldritch Fortresses, The Abyss
Organization: As Ordinary Orc (however non-combatants are more propelled to fight, and may often be treated as having levels in commoner)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 2 - 5 (medium), 8 - 11 (large) and/or as class level
Level Adjustment: +2

Description/background/characteristics

The 'direct demon blood pact' is a special template that is considered 'augmented' and applied according to mental/physical manipulation by special casters and/or demons. Chaos orcs are the byproduct of often non-violent demonic/high-level warlock/necromancer/evil-domain cleric influence (if said character had this intention, accidents would turn the victim into a dull husk or painfully kill them). Chaos templates usually acquire chaos rage as well as a buffed hit die, savage tendencies (fluff), and may gain other characteristics relating to combat such as fast movement. For every 2HD that a chaos template creature has, they may rage 1/day. While raging, they can even learn special feats (must be taken, not automatically acquired) that can be used during their rages.

Terminology to Note

HD of Chaos Orc

HD of a chaos orc includes HD earned (through levels) and that granted by a chaos orc's racial HD. HD granted by additional templates does not count towards a chaos orc's 'chaos orc HD'.

Chaos Rage

Chaos Rage is similar to ordinary barbarian rage, however a chaos orc is able to perform a rage a number of times equal to 1/3HD of chaos orc. Raging more often than that forces a constitution check (must roll above new CON score granted through rage) - failure means non-lethal damage equal to what is rolled excluding CON modifier (so a roll of 13 with a +4 modifier would = 9 non-lethal damage).

Chaos Rage grants +4 STR, +4 CON and +10ft. movement speed. Powerful build (Ex) and full BAB per creature HD applies only when attacking lawful aligned creatures, as well as access to one special tactical feat (listed below).

Greater Chaos Rage

Received at 10 HD of chaos orc, Greater Chaos Rage offers the same attribute bonuses as a barbarian's 'mighty rage' excluding morale based bonuses to will saves. Those who attempt to read a chaos orc's mind (or affect it with mind affecting spells) during that period must make a will save equal to their own caster DC or be stunned for one round. Finally, damaging a chaos orc who is in the midst of a Greater Chaos Rage will cause its blood to deal damage - attacks that cause it to bleed (usually slashing/piercing and GM discretion) deal 1d6 chaos/fire damage against all creatures adjacent to it or occupying its space. If a creature is somehow exposed to total immersion in this blood, then it suffers 3d6 chaos/fire damage per round of exposure.

Fiery Footprints (aura; must be 4HD of chaos orc or greater): When chaos raging, your footprints are aflame with left over demonic/chaos energy. You can light things on fire, with a melee touch attack. The fire is treated as 'chaos fire' (1d6 damage as normal non-magical fire; deals double damage to lawful creatures). The footprints also make you easier to track (+4) if the tracker has 'orc' or 'demon' as her favored enemy and are nonetheless very easy to immediately spot and recognize as footprints. For very recent footprints, a tracker has a +8 to this check.

Combat
During combat, chaotic evil chaos orcs will often ambush or charge the PCs outright, flying into a chaos rage if they can. They will employ whatever tactics they can to destroy the PCs, including flanking maneuvers. When raging, they are even more unpredictable, applying their abilities in a variety of bullrushes, overruns, sunders, continuous charges, or general fighting. Chaotic neutral chaos orcs may appear hostile with the PCs, however it is immediately easier to convince them to back down. Chaos creatures in general are always bothered or stricken by inner demons that leave them angry and frustrated and their personality often exudes this frustrated, driven rage. Chaos creatures generally reason less, and are more likely to act outright on impulse to combat a danger or be dangerous to themselves (simply by attacking other creatures in cold blood).

-=-=-=-=-=-=-
Lore
DC 10 = Chaos Orcs are savage creatures, perhaps slightly out of their own minds. To say that they are unpredictable is a severe understatement.
DC 15 = Chaos Orcs may have had some sort of demonic/high-level influence by a powerful caster, such as a warlock or wizard/sorceror specializing in the manipulation of dark energy and forgotten lore.
DC 20 = Discern specific organization of group.
DC 30 = Discern possible leader
DC 40 = Discern how corruption to chaos came about for group of orcs.

Plot Hook/Story if any

Chaos orcs are usually the result of a tribal blood pact among a group of demons/minions of chaos or any single higher-demon/devil entity, often brought about by the swearing of fealty to the higher demon, sacrifice to the demon's god/lord of that specific plane. The blood pact creates demonic corruption in the group of orcs, and must be transmitted to the entire tribe by contagion, similar to how one may spread a biological virus. Often the influence of the blood pact must effect the large majority of the tribe, or it will eventually wear off. Once the influence has proved successful, full transformation will occur in a couple of weeks, and the template of that specific group of orcs will shift over to 'chaos' and be treated as 'augmented'.

Chaos orcs are more muscle bound, with vaguely warped features. Their blood is steaming hot (but never enough to damage), whereas those able to cast spells (adepts/those with PC levels) have greenish blood. Their skin is a deep red or charcoal color and the cornea of their eyes is reddish while the ball is of a red hue. Additionally, those with 8HD or more (size large) have even more noticeably demonic features, such as horns protruding from their skull/forehead and scaly skin in some areas; or very rough leathery skin all around and claws (they are not compelled to attack with claws however; though they CAN attack for 1d4). PC chaos orcs of seventh level or higher do not have these qualities (though they are still size large) unless they took 7 levels of any of the Chaos Orc npc classes.


Chaos Orcs as PCs

Chaos Orc Traits:
- +6 strength, -2 intelligence, -4 wisdom, -4 charisma, +2 constitution
- One racial HD of humanoid
- Base Land Speed is 40ft.
- Darkvision 60ft.
- Orc Blood
- Able to Chaos Rage (and Greater Chaos Rage at 8 HD of Chaos Orc)
- Light Sensitivity (unless chaos raging)
- Automatic Languages: Orc. Bonus Languages: Common, Dwarven, Giant, Undercommon, Infernal, Abyssal, Goblin
- Size Large upon reaching seven hit die as a chaos orc (ECL 9); large gives +4 strength and +10ft. of movement speed in addition to usual large qualities such as improved natural reach. If size is already large or greater, then no changes are made to size.
- Acquire 'demon blood pact' template
- LA +1
- Favored Class: Warblade

The Chaos Orc warrior here had all the following attributes before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

The Direct Demon Blood Pact template offers the following qualities:
- Treat as augmented
- Shift alignment to chaotic (usually Neutral or Evil)
- Special combat qualities (varies, depending on race and can be anything from combat casting, to fast movement and BAB)
- Lawful damage dealt directly (only by spells or spell-like abilities) deals double damage
- Able to Chaos Rage (Greater Chaos Rage at 8 hitdice of chaos orc or Effective Character Level 10)

Added new template and I'm done. :D

Cieyrin
2008-08-04, 06:36 AM
How can you use Concentration to increase fiery damage when you can't use the Concentration skill while in a rage?

Rappy
2008-08-04, 08:18 PM
I like Da Mad Dok, Edge. Sometimes ripping a few tips from the Ork guidebook isn't a bad thing. :smallbiggrin:

Bhu
2008-08-05, 04:33 AM
I like the Chaos Orcs flavor, but gime a bit to do some actual PEACHing, I'm kinda swamped.

Bhu
2008-08-06, 05:09 AM
Well after peeking a little closer I'd say split the Chaos Orcs abilities between the race and a PrC of some sort for them. As it is they're off balance. I still like the idea though.



Oh and guys I have the basic mutations up for the Lab Experiment as per the new idea I had. Lemme know what you think.

eternalshades
2008-08-06, 12:24 PM
was shades of eternity on the wizard's forum and loved the races project . A bit of a hobgoblin fan.

got two things to add.

http://www.wizards.com/default.asp?x=dnd/4dnd/20080801b

this is a link to the latest goblinoid language article

and here's my extrapolations for hobgoblins.

Hobgoblin Slang "Cheat Sheet"

Amongst other talents, Hobgoblin's are undisputed masters of the outraged rants. Below are some of the more noteworthy insults and slang.

Note: the following is based on the goblin language article, but I had to fudge a few things.

Ban Raat (yeah story) - lies
chibkhesh (Big blade) - somebody who thinks he's high and mighty, narcisist.
gaa'rhu (skilled baby) - a rookie.
gaa'taat - Idiot
gaa'volaar (baby words) - "Shut up!"
gath'atcha - Uncultured beast
golin'taat - sneaky midget.
Maabet!: An extremely ancient Goblin curse word still in use today. There is no known translation.
shaat'ma (sweet wax) - a term for excrement.

Tactical Words
these words are able to help in the battlefield to quickly identify what they are up against and give tactical maneuvers quickly.

Duur'dar (dirge people) - undead.
Gan'Vus (eater of flames) - Devils
golin'gaa (quick baby) - enemy moves quickly. setup spears to receive a charge
guul'ma (strong wax) - incoming! get under cover
Khaar'Gan (Blood eater) - the creature feeds on life energy or blood.
marhu'dar (emperor people) - Dragons
Mur'aram (Horned anger) - Demons
Paal'gaa (spell baby) - the creature can only be hurt by magic
Shaarat'Dar (Sword people) - constructs
shaat'ma (excrement)- The creature is insubstantial or can go through walls.
shaat'ma'atchot (Excrement gaze) - gaze attack, don't make eye contact

Banroo: (yeah stranger) - "the place we are in is filled with enemies. Say nothing. Grab your weapons. Meet me at the front door."
tohii****aa! (beware, attack) - "As above, but "The game is up; fight your way out."

*******************************************

you know if I had the words for: Anvil, arrow, big, crusher, catch, evil, good, rock, make merry, insect, iron, leech, silver, spear, stone , and worm. I could add a few more to this.

enjoy :)

Edge
2008-08-06, 02:06 PM
A warning: I'll be absent for the next two and half weeks, as I'm in France on a torturous chateaux viewing spam holiday. In the unlikely event the place I'm staying has an internet connection, I'll try and update the Mad Dok.

If not, see you all in two and a half weeks.

imp_fireball
2008-08-07, 05:49 AM
How can you use Concentration to increase fiery damage when you can't use the Concentration skill while in a rage?

I should've probably tried to include exceptions. The concentration checks would work for chaos raging, however chaos raging casters would have to take on some sort of rage caster build, and also they'd need higher concentration ranks (con bonuses for the orcs make it easier :P).

Perhaps, in the future, I'll expand on this template. Chaos psions (chaotic mind adepts?)? Chaos PC possibilities? Feats to benefit everyone?

I might think of something in the future.

To kitten: And what do you mean by PEACHing?

Bhu
2008-08-08, 04:31 AM
Please Examine And Critique Honestly. In other words review and give an honest opinion. I'm gonna try to edit in a list somewhere on teh front page so we can get more reviews. Thungs have been a bit slow here lately.


EDIT: List is up, let me know if i missed anything.

imp_fireball
2008-08-08, 03:02 PM
Erm... I'm feeling lazy, could anyone else PEACH out the subtype for me?

Also, be a little creative and include classes and feats that might fit with the chaos template?

Let's hope you stay original to my idea of the template... :P

Bhu
2008-08-09, 04:19 AM
PEACH time for the Chaos Orc:

Chaos Orc Traits:
- +6 strength, -2 intelligence, -2 wisdom, -4 charisma, +2 constitution
- Base Land Speed is 40ft.
- Fast Movement
- Darkvision 60ft.
- Able to Chaos Rage (and Greater Chaos Rage at ECL 8/8 HD)
- Light Sensitivity (unless chaos raging)
- Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Undercommon, Infernal, Goblin
- Size Large at seventh level (ECL 8)
- LA +1
- Favored Class: Barbarian (may inspire variants to compensate for non-beneficial barbarian rage such as feats that assist chaos-rage; fast movement granted by barbarian levels may stack or be removed entirely for variant benefits depending on what DM allows), Fighter (the demonic nature of the Chaos Orc may inspire them to favor the use of more elaborate weapons)


Here it is as you wrote it up. To keep the +1 LA, you'll need to do several things:

Remove Large Size and Chaos Rage. Either make them part of a PrC for the Orc, or a Racial Substitution level for Barbarian. Power wise they'll need to be toend down a little.

Skip Fast Movement as a Racial Ability. you'll be getting it with Barbarian anyway.


Optionally dont write them up as a race and just do them as a template whose abilities (and CR/LA)depend on the base creatures Hit Dice.


The Fiery Orifices Feat is far too powerful. The extra attacks should be Feats themselves with Fiery Orifices as a prerequisite.

Rappy
2008-08-09, 05:38 AM
Rogues of the Seas: Aquatic Goblin Adventurers
"The waves are our territory, and you best not forget it, you orc pigs!"
-Blood-Tide Greck, aquatic goblin pirate

Aquatic Goblin Adventurers: Melee Combatants
The vicious aquatic goblins (Unearthed Arcana) are the scourge of the waves, natural-born thieves with a natural knack for disarming locks and traps. This makes them prone to swarming aboard ships in raids en masse, pillaging as much as they can before their water supply runs out, and then dropping back into the sea once more. Many become fearsome pirates or vikings that raid without remorse or regret, often taming and riding blue sharks as mounts on their bloody task. Anything considered a weak enough targets is within bounds in the one-track mind of an aquatic goblin. Due to their penalty to Strength and bonus to Constitution, aquatic goblins are best suited for dealing with punishment, but not so much dishing it out on a purely physical scale. The most-used weaponry of aquatic goblin fighters are stingray whips and aquatic longbows (Stormwrack)

Aquatic Goblin Adventurers: Supernatural Powers
Those aquatic goblins that become spellcasters will usually choose specific forms of casting dependent upon their chosen path. Arcane spellcasters often become sea witches (Stormwrack), using their curse powers to brutalize ships upon the surface of the sea as retribution for their intrusion, and almost always use briny deep summoning to call forth dire sharks. Those goblins that use divine spellcasting tend to gravitate towards staying true to the original path of a cleric, usually being called upon as a servant of Panzuriel the Writhing One (Ecology of the Kraken) due to usually sharing his alignment and being one of the tentacled god's "children of the sea". Those rare aquatic goblins that utilize psionics tend to become slayers.

Bhu
2008-08-11, 02:43 AM
hmm...Peachin' been a lil slow lately....Mebbe we need to link to some nekkid ork wimmens....(Note to Mods: IM KIDDING!!!!)

imp_fireball
2008-08-11, 04:32 AM
Fine, make the chaos orc LA+2 if you have to.

Fiery Orifices feat does not grant additional attacks (I should've worded it as attacks INSTEAD OF/must be a full attack to perform flaming breath, ie.).

The intention is to have a new racial template, not something that fits nicely into cute little suran wrap with the barb, please and thank you.

Bhu
2008-08-12, 04:47 AM
Okay I have a couple of the new Final Mutations up.

imp_fireball
2008-08-13, 05:21 PM
Fiery Orifices is a feat that may be taken only in conjunction if you are a chaos orc PC. Flame breath is allowable only as a full attack by itself (say if you're immobile and you can't swing away in melee). 1d12 damage (with no allowable modifiers) seems reasonable, considering that it also allows for more chance (range of 1 - 12).

LA +1 seems fine.

Chaos Orc NPC's are hardly different from normal orcs, except they have more hp and can rage. CR 2 seems reasonable enough (for the orc listed), imo.

Bhu
2008-08-15, 05:30 AM
Sorry I haven't posted more. Wor has made some changes, and they seem to be for the worse. Be a lil patient with me for a few more weeks while we straighten things out. I'll get the thread caught up soon.

Bhu
2008-08-16, 04:57 AM
Okay I got all the final mutations up. If it looks good, I'll finally move on.

Cieyrin
2008-08-16, 07:50 AM
Greater Skills is still unpopulated as an ability. My suggestion for it is to maybe go the way of the Savvy Rogue feat with Take 12 or something like that

Bhu
2008-08-17, 04:03 AM
Greater Skills is still unpopulated as an ability. My suggestion for it is to maybe go the way of the Savvy Rogue feat with Take 12 or something like that

Edited and fixed. Now I just need to add the trained attack organs and finish up unless there's anything you guys would like to see done.

Bhu
2008-08-19, 04:44 AM
I guess thats okay then. Bugbear up next:


BUGBEAR ENFORCER

http://Picture URL

”I’m not cheap, I’m not stupid, and I’m not just a token thug.”

Bugbears are often used as cheap muscle. When taught by practicioners of the Shadow Hand, however, they become something more than mere thugs. The fact that they learn the empty hand style means they aren’t at a disadvantage in cities that rarely allow members of their race to carry weapons.

BECOMING A BUGBEAR ENFORCER
You have been recruited by some sort of organization (usually a Thief or Assassin’s Guild, or a Mercenary company) and sent out to be trained as an Enforcer.

ENTRY REQUIREMENTS
Race: Bugbear
Class Abilities: Sneak Attack +2d6
Maneuvers: Any 3 Shadow Hand Maneuvers
Skills: Hide 8 Ranks
Feats: Improved Unarmed Strike, Improved Grapple


Class Skills
The Bugbear Enforcer’'s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +0 +2 +2 Choke
2. +2 +0 +3 +3 +1d6 Sneak Attack
3. +3 +1 +3 +3 Stealth (+2)
4. +4 +1 +4 +4 Improved Choke
5. +5 +1 +4 +4 +2d6 Sneak Attack
6. +6 +2 +5 +5 Stealth (+4)
7. +7 +2 +5 +5 Neck Snap
8. +8 +2 +6 +6 +3d6 Sneak Attack
9. +9 +3 +6 +6 Stealth (+6)
10.+10 +3 +7 +7 Silent Death

Weapon Proficiencies: Bugbear Enforcers gain no new weapon proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Shadow Hand discipline. You must meet the Maneuver's prerequisite's to take it. You add your full Bugbear Enforcer levels to your Initiator level to determine your total Initiator level and your highest level Maneuvers known.

At 3rd level, you gain an additional Maneuver readied per day.

Choke: When you successfully Grapple an opponent now, he cannot speak regardless of whether you have him Pinned or not. You may deal lethal damage equal to your Unarmed Strike damage without taking any penalties to grapple checks.

Sneak Attack (Ex): This is identical to the Rogue ability listed on page 50 of the PHB, and stacks with Sneak Attack gained from other levels in other classes.

Stealth (Ex): At 3rd level you get a +2 Competence Bonus to Hide and Move Silently checks. This increases to +4 at level 6, and +6 at level 9.

Improved Choke: If you can Pin an opponent successfully he begins to suffocate (see DMG page 304) with one difference. The DC of the FOrt Save is equal to 10 plus the damage done on your successful grapple check, and he begins making Saves the first round you do damage with the grapple, and each round it is maintained.

Neck Snap: When you successfully grapple an opponent and do damage, you now add your Sneak Attack damage.

Silent Death (Ex): If you successfully Grapple an opponent who is flat-footed he must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or die. If he succeeds in making the Saving Throw, he takes damage as normal.

PLAYING A BUGBEAR ENFORCER
You are fairly reserved for a member of your species, always aware of the consequences of your actions and of those around you. Never commit, never admit, and never talk more than you have to. By not giving offense you don’t give others a reason to question you.
Combat: You try not to show off your abilities. You want them to be a surprise. You prefer to attack from ambush with surprise (and several friends) on your side. Between teamwork and getting the drop on your opponent you hope to make combat as quick as possible.
Advancement: Most Enforcers concentrate on concealment of their activities and stealth over raw power. There are ways of dealing with more physically intimidating opponents. Many also try to find some way of dealing with magical opponents as well.
Resources: A Bugbear Enforcer can always ask his employers for equipment or help, or from friends he has made in the crime community (usually other Bugbear Enforcers).

BUGBEAR ENFORCERS IN THE WORLD
”You’ll see a Bugbear standing outside Old Dead Bob’s Tavern tonight. He’s the one you’ll want to talk to.”
Bugbear Enforcers interact with the world in brief episodes of violence. They are spat on by their own kind as being dumb and easy manipulated, and the other humanoids hate them as well. That leaves them little in the way of friendship except each other. Help one, and he’s a friend for life. Cross one, and he’s an enemy for (what little is left of your) life.
Daily Life: Bugbear Enforcers spend their days training for the next mission, executing a mission, or pretending to be honest citizens (or at least as close to honest as Bugbears get).
Notables: Black Bear (NE Male Bugbear Rogue 3/Swordsage 3/Bugbear Enforcer 2) is the top killer for hire in his home town. His name is whispered in the streets, and no one is really sure of his true appearance. But he is known as being the person to contact if you need some problems solved.
Organizations: Various organizations train Bugbear Enforcers as they are quite popular. Being goblinoids they can’t really find honest employment in most humanoid cities, and will be willing to do criminal work because of it. Once in, they rarely get out.

NPC Reaction
NPC’s are pretty much terrified of Bugbear Enforcers, the same way they would be of any hitman or brute for hire.

BUGBEAR ENFORCERS IN THE GAME
If you want Bugbears taken a little more seriously, making them hit men instead of cheap muscle is the way to go. As long as you make them competent hitmen.
Adaptation: This class sort of implies that Bugbears can be more than token mooks. That shouldn’t offend people, but I do realize that some will find the idea a little odd.
Encounters: PC’s will usually encounter a Bugbear Enforcer once one has been assigned to “take care of them”.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC’s have been hired to find who has murdered and partially eaten a local Noble’s daughter. After many false leads, and all clues exhausted they are told to contact a mysterious Bugbear known only as “The Black Bear”. He knows everything about the town, and if someone has murdered in his city, he’s sure to know who and why. Of course there’s the problem of arranging the meeting without him getting suspicious they’re actually after him.”


Black Bear
NE Male Bugbear Rogue 3/Swordsage 3/Bugbear Enforcer 2
Init +3 (Quick to Act), Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 23, touch 14, flat-footed 23 (+2 Dex, +2 Wis, +3 Natural, +6 Armor)
hp 43 hp (11 HD)
Fort +6, Ref +13, Will +9
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d8+5)
Melee +1 Short Sword +13/+6 (1d6+6)
Base Atk +7, Grp +12
Atk Options +3d6 Sneak Attack, Discipline Focus (Weapon Focus: Shadow Hand), Choke, Improved Choke
Combat Gear
Maneuvers Known 1st: Charging Minotaur, Clinging Shadow Strike, Counter Charge, Mighty Throw, Shadow Blade Technique, Stone Bones, Sudden Leap
2nd: Cloak of Deception, Drain Vitality
Initiator Level: 5
Stances Known 1st: Child of Shadow, Island of Blades
-----------------------------------------------
Abilities Str 20, Dex 14, Con 16, Int 10, Wis 15, Cha 6
SQ Trapfinding, Trap Sense +1, Stealth
Feats Extra Readied Maneuver, Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
Skills Balance +8, Concentration +9, Disable Device +6, Hide +15, Jump +11, Knowledge (Local) +6, Listen +5, Martial Lore +6, Move Silently +14, Open Lock +8, Sense Motive +8, Spot +5
Possessions Sword of Subtlety, +6 Bracers of Armor, Ring of Invisibility, Masterwork Thieve's Tools, Powder of the Black Veil, Necklace of Warning, Belt of One Mighty Blow, Bag of Holding Type I, 840 GP



EPIC BUGBEAR ENFORCER

Hit Die: d8
Skills Points at Each Level : 6 + int
maneuvers The Epic Bugbear Enforcer's Initiator Level is equal to his Character Level, but he doesn't gain additional maneuvers/Stances past 20th level.
Stealth The Epic Bugbear Enforcer's Competence Bonus to Hide and Move Silently checks increases an additional +2 at level 23 and every 3 levels thereafter.
Sneak Attack The Epic Lab Experiment gains an additional die of Sneak Attack at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Bugbear Enforcer gains a Bonus Feat every 4 levels higher than 20th

Bhu
2008-08-20, 04:13 AM
Almost have the Bugbear Enforcer done, I just need to figure out a capstone ability.

ourmaninsaigon
2008-08-20, 12:02 PM
i LOVE playing the 'less popular' races and this has given me so many cool new ideas - baby collecting druids, bionic hobgobs, mental orcs! if you start getting hate mail - don't worry it's probably from my rp buddies - after a dozen years or so i think they were hoping i was gonna start running out of ideas and/or excuses for a goblin to be hanging out with paladins and clerics,etc. but no more!
i'm utterly unreliable with work e-mails let alone posting but keep it coming and rest assured you have a fan out here in the unpronouncable east!
i have a 47 char lev/ div lev 4 char in a game that's run since '02 and now gets played once a year ( otherwise the DM has seizures!) who is an orc general - that should give me a chance to test them out as followers - orc warlord, epic leadership, might makes right and legendary commander is a great progression tree btw, so orc sergeants and the like are a cool idea.

Bhu
2008-08-21, 03:52 AM
We also have several threads over o nthe Wizards board (I'll have to go fetch links). They have more PrC's there, only a couple of us stuck with it and posted here as well.

Rappy
2008-08-21, 05:59 AM
Although you never know when that will shift. :smallwink: I like the Enforcer, bhu. The idea of a sneak attacking bugbear makes me grin.

Bhu
2008-08-22, 05:34 AM
Okay what do you think of the 3 choking maneuvers?? If you like them as is I'll think of a capstone.

Bhu
2008-08-23, 04:48 AM
Im thinking of making the capstone a save or die type effect once or twice per day. Sound good to everyone?

Oh and the Trained Attack Organ is almost done

ourmaninsaigon
2008-08-23, 05:58 PM
all my d&d books are back in rainy ol' england and i'm not a big download book looter so i'm not sure if it's practical but i fancy putting a couple of orc/gob/similar prc's together if i can. due to the lack of references please feel free to go 'baghtru' on them if i ever get them posted.
some ideas i have:
1 - the green politician - surely if every time orcs/gobs come into contact with pinks there's a war then one side would be dead by now, and the pinks don't negotiate with terrorists! cue the gren lobbyist who uses high charisma and good skills to rein in his own side's radicals whilst pacifying the opposition ... might even be enough to make you play a bard! (but probably not though - some thigs are just wrong.)
2 - captain of ilneval - one for the fighter/clerics or fighter/ marshalls, maybe an alternative to orc warlord that allows for more considered tactics and better troop discipline - the uruk hai without turning to hobgobs.
3 - maybe bindun but - hobgoblin legionnaire/centurion - lots of group and ally feats and abilities that stack/build up with others of the same prc - this style of class generally gets on my t1ts as a player (... what's the point of an ability that relies on everyone being the same when everyone is playing a different character) but i've found them really fun to use as a gm.

thoughts jadies and lentilmen?

Bhu
2008-08-24, 12:42 AM
I like the ideas so far. There's a Goblin deity I think that would do well as a patron for the green politician, the name just escapes me right now.

Bhu
2008-08-25, 06:50 AM
Oh btw, I have been a tad distracted lately, so iff anyone posts something and it doesn't appear in the table of contents o nthe first page "nudge" me.

Debihuman
2008-08-25, 08:24 AM
Hi guys, I've just started reading this thread and oh boy there's a lot here. There's a lot of good stuff here, but I think you all could benefit from this chart.

How to post 10th level Prestige Class in HTML

NAME OF CLASS
{table=head]Level|BAB |Fort |Ref |Will |Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

You can find this in the Guide to Homebrewing or you can quote and copy this. It makes things a lot easier. Just replace the Xs with the numbers and take out Class Ability and put in the appropriate information. There are more charts in the Guide to Homebrewing (for 5 level prestige classes, for spells, feats and prestige classes with spellcasting abilities).

Rappy, sometimes you use some very odd Saves. Is that intentional? I'm not sure how balanced some of them are.

So far, my favorite weird thing is the lab experiment. Bhu, were you channelling Young Frankenstein when you wrote that?

Debby

ourmaninsaigon
2008-08-25, 12:38 PM
hi guys,

that prc table just posted keeps going berserk in my incompetent hands. where did you find the layout you use for the prcs here? also for the green party prc what do you think - add. lvls of existing spellcasting or bladesinger-esque dedicated mini spell list? one kinda limits it to bards and sorcerers and possibly a few clerics, the other makes it accessible to most anyone. i'm planning five levels so maybe option 2 could be more fun?

Bhu
2008-08-25, 04:22 PM
I adapted a template for classes someone else did for the PrC format. If you hit reply just copy/paste the following into Word or something:



PRESTIGE CLASS NAME

Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:


Class Skills
The Class Name'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: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
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..

CLASS NAME 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.

CLASS NAME 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
Give an example of how one might encounter a member of this PrC.
EL x: 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

Debihuman
2008-08-26, 08:20 PM
hi guys,

that prc table just posted keeps going berserk in my incompetent hands. where did you find the layout you use for the prcs here? also for the green party prc what do you think - add. lvls of existing spellcasting or bladesinger-esque dedicated mini spell list? one kinda limits it to bards and sorcerers and possibly a few clerics, the other makes it accessible to most anyone. i'm planning five levels so maybe option 2 could be more fun?

The table (and others) can be found in the guide to homebrewing (not the FAQ my mistake). It's a stickied thread at the top of the Homebrew Design front page. I'll edit my earlier post so it makes sense.

The table does take some getting used to so take some time and play with it. You can always go back and edit it later.

Debby

Edge
2008-08-27, 11:53 AM
Hey all, I'm back.

I didn't get round to doing anything with the Mad Dok whilst I was away because I was busy with a World of Darkness project too. That and I wasn't able to take any D&D books with me for reference. Sorry.

Anyway, now that I'm back I shoul dbe able to get back to it.

Bhu
2008-08-28, 04:44 AM
Sweet! It's nice to see you back!



On a side note, I added the capstone ability to the Bugbear. Lemme know what you think.

Bhu
2008-08-29, 09:11 PM
FInished up the Bugbear. Almost have the Trained Attack Organ done. Anyone want any particular organs other than what I have listed?

Bhu
2008-08-31, 01:30 AM
Guess that was a no. Trained Attack Organs are up. And now for my next magical trick:

DAI-BAKEMONO

http://Picture URL

”RAAAAARGH!!”

Occasionally a Shogun trains a Dekanter or Bakemono slave in the Sublime Way. It is difficult given the limitations of the Bakemono, but when they have been trained in fighting unarmed they provide their master with endless amusement in the arena, and an excellent assassin.

BECOMING A DAI-BAKEMONO
You were a toy of your master, and now have been trained to be a pawn. Slavers fetch the most promising of your kind to be trained to fight in the arena. And your masters promise you freedom if you do well. Freedom and the chance to kill whoever they point out as a target.

ENTRY REQUIREMENTS
Race: Bakemono or Dekanter
BAB: +6
Maneuvers: 3 Stone Mountain and 3 Tiger Claw Maneuvers, 2 of which must be Bone Crusher and Flesh Ripper
Feats: Improved Unarmed Strike, Superior Unarmed Strike
Skills: Balance 4 Ranks, Jump 4 Ranks


Class Skills
The Dai-Bakemono's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Martial Lore (Int), and Swim (Str).
Skills Points at Each Level : 4+ int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Tigers Bite +2
2. +2 +3 +0 +0 Dragonskin +2
3. +3 +3 +1 +1 Stone Power +2
4. +4 +4 +1 +1 Tigers Bite +4
5. +5 +4 +1 +1 Dragonskin +4
6. +6 +5 +2 +2 Stone Power +4
7. +7 +5 +2 +2 Tigers Bite +6
8. +8 +6 +2 +2 Dragonskin +6
9. +9 +6 +3 +3 Stone Power +6
10.+10 +7 +3 +3 Tiger Dragon

Weapon Proficiencies: Dai-Bakemono gain no new weapon or armor proficiencies.

Tigers Bite (Ex): At 1st level you gain a +2 Bonus to damage when successfully using a Tiger Claw maneuver. This increases to +4 at level 4, and +6 at level 7.

Dragonskin (Ex): At 2nd level your Natural Armor Class Bonus increases by +2. This increases to +4 at level 5, and +6 at level 8.

Stone Power (Ex): At 3rd level the Save DC's of Stone Dragon Maneuvers you use increase by +2. This increases to +4 at level 6, and +6 at level 9.

Tiger Dragon (x): At 10th level the Dai-Bakemono may choose 1 Stone Dragon or Tiger Claw Maneuver he knows of 5th level or lower at the beginning of each day. For the next 24 hours that Maneuver is always considered Readied.

Maneuvers: At each odd numbered level, you gain a new Maneuver from either the Tiger Claw or Stone Dragon Discipline (you must meet a Maneuver's prerequisites to take it). You add your full Dai-Bakemono level to your Initiator Level to determine your total Initiator level and your highest level Maneuvers known. At 3rd level you gain an additional maneuver readied per day.

PLAYING A DAI-BAKEMONO
Bakemono are just above being beasts, and Dekanter are considered little better despite obviously being more intelligent and capable. Others will always think your little more than a sub intelligent brute. Use that to manipulate them. When someone thinks you’re a fool, he doesn’t bother to watch what he says and does in front of you.
Combat: You definitely are a brute in combat. You were built for it, and trained by the best (you had to be trained by the best, they’re the only ones with enough patience to put up with you). Generally you close into melee and begin to rip and tear. Few other options are open to you.
Advancement: Advancement in any path other than being a pit fighter or killer is not open to you until you win freedom from your master. After that it’s up to you.
Resources: Dai-Bakemono have little in the way of resources. They are usually considered a pet monster or some Lord’s personal killer. They’ll last as long as he does, and be killed or tossed aside when he dies.

DAI-BAKEMONO’S IN THE WORLD
”They’re little better than dogs. Look at them laying there in the pits. Bastards.”
You’re a caged slave. A monster owned by someone to entertain him and his staff of ghoulish sycophants. You fight in the pits or the arena to amuse them, and sniff out their enemies at night when ordered to hunt one down and kill him.
Daily Life: You are kept in a cell when you aren’t training or fighting. Sometimes you will be let out to play by killing one of your masters rivals. Maybe someone who takes pity on you will release you one day, but killing is all you know. It’s your only skill, your only purpose. Giving it up would be like asking someone to give up breathing. In the end you’ll likely be put down one way or the other, you just hope you can take them with you.
Notables: Mog (CE Male Bakemono Warblade 6/Dai-Bakemono 5) is the prized beast of Feng Cong, a local magistrate. And he has gone missing, prompting a vast search for him. He’s been busy…and somehow he's acquired some new toys...
Organizations: Usually you are trained by the staff of some noble or wealthy elite, but there are training stables for gladiators and beasts (and you’re usually thought of as a beast).

NPC Reaction
Most NPC’s will see you as little more than a rabid dog. And you’ll have done little to prove them wrong. But you also haven’t been given a choice either…

DAI-BAKEMONO’S IN THE GAME
The Dai-Bakemono assume your running a fairly brutal campaign world. It's meant for a dark, gritty campaign, and may make some people uncomfortable.
Adaptation: This is kind of a depressing class. It’s assumed anyone taking it is a slave, and willing to murder to survive. Because that’s what you’ll be doing. Your master will expect results, or you’ll be put down.
Encounters: PC’s may face a Dai-Bakemono if they are captured and put in the fights to see how long they last. If they can gain the Bakemono’s respect (and survive the process) they may even gain a friend. Assuming he hasn’t torn them limb from limb, or been killed by his Lord for failing to kill them.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC’s have been asked to help track down Mog. He’s been eating villagers. Upon cornering him they hear his story. He is a monster, but he was forced to be one. He’s been killing people because he needed food, and humans were what his master always fed him. If they return him, his master will still be feeding him peasants. Or they can find a way to cure him of his madness and reinstate him into society someway.


Mog
CE Male Bakemono Warblade 6/Dai-Bakemono 5
Init +5, Senses: Listen +1, Spot +1
Languages Common
------------------------------------------------
AC 28, touch 12, flat-footed 27 (+1 Size, +1 Dex, +10 Natural, +6 Armor)
hp 104 (11 HD)
Fort +12, Ref +6, Will +6
Uncanny Dodge
-----------------------------------------------
Speed 30 ft. (6 squares)
Melee 1 Bite +20 (1d8+8) and 2 Claws +15 (1d6+5)
Melee Unarmed Strike +20/+15/+10 (1d8+8)
Base Atk +11, Grp +13
Atk Options Tigers Bite +4
Combat Gear
Maneuvers Known:1st: Charging Minotaur, Stone Bones
2nd: Mountain Hammer, Rabid Wolf Strike
3rd: Bonecrusher, Flesh Ripper, Soaring Raptor Strike
4th: Overwhelming Mountain Strike
5th: Pouncing Charge
6th: Irresistible Mountain Strike
Stances Known: 1st: Blood in the Water, Stonefoot Stance
Initiator level 11, Maneuvers Readied 5
-----------------------------------------------
Abilities Str 22, Dex 13, Con 16, Int 3, Wis 12, Cha 4
SQ Battle Clarity (+0), Weapon Aptitude, Battle Ardor (+0), Dragonskin (+4)
Feats Improved Unarmed Strike, Martial Study (Soaring Raptor Strike), Sudden Recovery, Superior Unarmed Strike, Improved Initiative (B)
Skills Balance +6, Intimidate +1, Jump +11
Possessions +2 Amulet of Mighty Fists, Ring of Invisibility, +6 Bracers of Armor, +2 Cloak of Resistance, Ioun Stone (clear spindle)



EPIC DAI-BAKEMONO

Hit Die: d8
Skills Points at Each Level : 6 + int
Tiger's Bite The Epic Dai-Bakemono's Damage Bonus with Tiger Claw Maneuvers increases by +2 at level 21, and every 3 levels thereafter.
Dragonskin The Epic Dai-Bakemono's Natural AC Bonus increases by +2 at level 22, and every 3 levels thereafter.
Stone Power The Save DC's of the Epic Dai-Bakemono's Stone Dragon Maneuvers increases by +2 at level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Dai-Bakemono gains a Bonus Feat every 5 levels higher than 20th

imp_fireball
2008-08-31, 03:49 PM
ORC PIRATE

Picture URL

"We don't take prisoners."

Some Orcs learn to adopt the pirate lifestyle...

BECOMING AN ORC PIRATE
Usually you're just a typical orcish tribe member (i.e. Barbarian) forced into a nautical setting.

ENTRY REQUIREMENTS
Race: Any Orcish
Class Abilities: Rage (specifically the Whirling Frenzy Rage variant listed on page 65 of the Unearthed Arcana)
Feats: Daylight Adaptation
Skills: Climb 4 Ranks, Jump 4 Ranks, Survival 4 Ranks, Swim 4 Ranks
Base Attack Bonus: +6

Class Skills
The Orc Pirate's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Reaver
2. +2 +3 +0 +0 Able Seaman
3. +3 +3 +1 +1 Bad Reputation +2
4. +4 +4 +1 +1 Reaver
5. +5 +4 +1 +1 Able Seaman
6. +6 +5 +2 +2 Bad Reputation +4
7. +7 +5 +2 +2 Able Seaman
8. +8 +6 +2 +2 Reaver
9. +9 +6 +3 +3 Bad Reputation +6
10.+10 +7 +3 +3 Pirate Lord

Weapon Proficiencies: Orc Pirates gain no new weapon or armor proficiencies.

Reaver (Ex): Your Orc Pirate and barbarian levels stack for purposes of determining the number of times per day you may use your Rage.

At 4th level you gain the variant Greater Rage Ability.

At 8th level you have reached the peak of frightful reputations. When you go into Rage any living opponent within 30' of you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Panicked for 2d4 rounds if they have Hit Dice equal to or less than your own, or Shaken for 2d4 rounds if they have more Hit Dice.

Able Seaman (Ex): At 2nd, 5th, and 7th level the Orc Pirate can choose one skill he has at least 4 ranks in. From now on he may Take 10 as a Free Action when making a skill check with that skill. This can only be done in Light or no Armor, and with a Light or Medium load.

Bad Reputation (Ex): Due to the Orc Pirate's incredibly bad reputation as a murderer and despoiler it gets a bonus to Intimidate checks. At 3rd level its +2, at 6th level it's +4, and at 9th level its +6.

Pirate Lord (Su): At 10th level you gain the variant Mighty Rage ability.

PLAYING AN ORC PIRATE
Orcs that live near the sea often don't have the same options as their luckier inland brethren, as most of the available land is solid rock. Therefore to survive they must turn to a life of piracy to feed themselves.
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: Most Orc Pirates only have themselves as a resource. And their fellow shipmates (if said shipmates don't have any other choice).

ORC PIRATES IN THE WORLD
"The Orcs haunt these waters midshipman. Adjust course to the south."
Orc Pirates are even more brutal than most members of their profession. Death or injury is common for them, and they leave no survivors, and take no prisoners (except maybe as food). It's death for them if they're caught, and they know it.
Daily Life: The daily life of an Orc Pirate is hard work maintaining the ship, repairing damage from raids, hunting for food, and preparing for the next fight.
Notables: Kark (CE Male Orc Barbarian 6/Orc Pirate 6) Kark has made a name for himself, even among the Orc pirates. He is as hard and merciless as any pirate to ever walk the decks of a ship, and anyone encountering him can at best hope for a quick death. It'll be preferable to what usually happens..
Organizations: Orc Pirates are never organized, and see each other as rivals for the most part. They only cooperate for mutual survival.

NPC Reaction
NPC's generally crap themselves at the sight of Orc Pirates. They're reputation is worse than even the most disturbed of human pirates. If you're caught by them you are dead one way or the other. At best it's a quick death, at worst you become provisions.

ORC PIRATES IN THE GAME
Being that Orc Pirates are almost universally despised (even by other Orcs!), playing one as a PC will be difficult at best. Best to hide who you really are.
Adaptation: Orc Pirates are great for nautical settings, but elsewhere...meh..
Encounters: PC's will generally encounter Orc Pirates when the ship they're on is attacked.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Kark has recently acquired the Captain's position on his ship. And unlike the former captain he intends to raid inland instead of out to sea...


Kark
CE Male Orc Barbarian 6/Orc Pirate 6
Init +3, Senses: Listen +3, Spot +3, Dark Vision 60 ft.
Languages Orc, Common
------------------------------------------------
AC 22, touch 13, flat-footed 21 (+3 Dex, +9 Armor) Dodge, Mobility, Uncanny Dodge, Improved Uncanny Dodge
AC during Rage 25, touch 16, flat-footed 21 (+3 Dex, +3 Dodge, +9 Armor)
+2 to Flat-Footed AC
hp 96 (12 HD)
Fort +12, Ref +13 (+16 Rage), Will +3
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Great Axe +16/+11/+6 (1d12+4)
Melee when Raging +1 Great Axe +17/+17/+12/+7 (1d12+7)
Base Atk +12, Grp +15
Atk Options Greater Rage 4/day, Instantaneous Rage, Intimidating Rage
Combat Gear
-----------------------------------------------
Abilities Str 17 (23 Rage), Dex 16, Con 14, Int 6, Wis 8, Cha 12
SQ Fast Movement, Illiteracy, Trap Sense +2, Bad Reputation +4
Feats Daylight Adaptation, Instantaneous Rage, Intimidating Rage, Dodge, Mobility
Skills Balance +7, Climb +7 (+10 Rage), Intimidate +7, Jump +7 (+10 Rage), Listen +3, Spot +3, Survival +3, Swim +7 (+10 Rage)
Possessions +5 Deepdweller Speed Chain Shirt, Axe of the Sea Reavers, Devastation Gauntlets, Mask of Blood, Necklace of Warning, Ring of Water Breathing, Bag of Holding IV, 10 Potions of Cure Serious Wounds, 6 Potions of Protection from Arrows 2030 gp

Could be useful for a warcraft 2 setting. I recall an orc pirate on the cover. :smallbiggrin:

Also all the naval combat in that setting, etc.

Alternatively humans might become pirates out of greed or poverty.

Bhu
2008-09-01, 04:47 AM
I still think I need to tweak the Pirate.

Bhu
2008-09-02, 05:42 AM
Anyone objecting to my removing Dekanter and making the PrC Bakemono only? It'll make design easier.

Cieyrin
2008-09-02, 04:21 PM
I'd like to see more Dekanter support, if not this prestige class than elsewhere. They're one of my favorite goblin subraces and getting more stuff for them would be sublime. So, I'd like to see them stay in the class, if possible.
Also, what book are the Bakemono from?

Edge
2008-09-02, 04:30 PM
Oriental Adventures, if I'm not mistaken.

Bhu
2008-09-03, 04:14 AM
Yup. Bakemono are from OA. The have massive Int penalties, while the Dekanter don't. Hence why i was thinking of making this PrC for htem. The Dekanter will get support nevah fear.

Bhu
2008-09-04, 05:07 AM
Okay I pretty much have the example npc done sans the class abilities.

I'm assuming the Dai-Bakemono have a +1 LA. it doesn't say anything in OA, but with the unbalanced stats and the Natural AC Bonus...

Bhu
2008-09-07, 06:47 AM
Minor update to the Dai-Bakemono, got most of the class abilities up.

Rappy
2008-09-07, 01:25 PM
Well, because nature apparently hates me, surviving Hurricane Gustav doesn't mean anything, and I may have to evacuate for Ike. :smallfurious: I will try to have some stuff up here in the meantime, though.

Bhu
2008-09-08, 04:30 AM
Okay got everything up except the NPC's equipment, and the capstone. As usual I keep drawing a blank for he level 10 ability.

Cieyrin
2008-09-08, 10:09 AM
For needing Stone Dragon maneuvers, there isn't that much support from the class' features. I would suggest similar damage bonuses that they get for Tiger's Bite or maybe alternate between increasing their bonuses every 2 levels or some such.

I'd also maybe cut the advancements to just 2 instances and fill in some features that act as maneuvers or replace stances, such as a stance to change your unarmed damage to slashing and get a damage bonus dependent on number of ranks of Jump, in support of Tiger Claw.

Maybe have improved versions of Bone Crusher and Flesh Ripper as features. I'd have to dig out my copy of the Book of Nine Swords to make suggestions for what to do with them.

Those are my initial suggestions for giving the class more 'oomph,' as it's kinda boring with static bonuses. Sure, he's powerful in the features he's got but really, he could do so much more that would make him stand out that people would look more into the races they're supporting. Also make the players remember them as that creepy little beasty that ripped through plate armor like it was butter with its bare claws! >=)

Bhu
2008-09-09, 05:33 AM
Hows this as a capstone:

Once per day per point of Constitution Modifier a Dai-Bakemono may attack with a Tiger Claw or Stone Dragon Maneuver as a Full Round Action, and it does maximum damage, there is no need to roll dice.

Edge
2008-09-09, 11:04 AM
Sounds good, but I'd be tempted to base it off an ability score that isn't likely to be astronomical (i.e. something other than Strength or Constitution).

Bhu
2008-09-10, 03:35 AM
It would have to be a couple of times per day then


Dex makes no sense, and they have a -4 to Cha, and a -8 to Int


Wis is a maybe

chronoplasm
2008-09-10, 04:27 AM
I was wondering how people felt about two things...

Now, I'm a big fan of symmetry. I see orcs as being mirror images of elves and likewise half-orcs as mirror images of half-elves. That means that I think Drow and Eladrin need orcish mirrors.
So...

High Orcs (Uruk-Hai?) and Light Orcs.

Uruk-Hai would be a race of super-intelligent orcs bred to lead and innovate in warfare. They would direct the goblin slaves in the creation of siege weapons and act as proxies for the dark lord.

Light Orcs (name?) would be a race of lawful orcs that abandoned their evil gods and learned to live in the daylight amongst civilized society. They could worship some kind of orcish anti-lolth.

What do you think?

*edit*
This means that the Light Orcs would need some kind of anti-Drizzt who turns evil and doesn't act emo at all!

Bhu
2008-09-11, 05:11 AM
I was wondering how people felt about two things...

Now, I'm a big fan of symmetry. I see orcs as being mirror images of elves and likewise half-orcs as mirror images of half-elves. That means that I think Drow and Eladrin need orcish mirrors.
So...

High Orcs (Uruk-Hai?) and Light Orcs.

Uruk-Hai would be a race of super-intelligent orcs bred to lead and innovate in warfare. They would direct the goblin slaves in the creation of siege weapons and act as proxies for the dark lord.

Light Orcs (name?) would be a race of lawful orcs that abandoned their evil gods and learned to live in the daylight amongst civilized society. They could worship some kind of orcish anti-lolth.

What do you think?

*edit*
This means that the Light Orcs would need some kind of anti-Drizzt who turns evil and doesn't act emo at all!


The deity would need some explaining. If Gruumsh made the Orcs and thhey turned their backs on him, what other God would adopt them? After all they probably wouldn't initially be too civilized when they initially split from regular Orcs.

chronoplasm
2008-09-11, 11:48 AM
Bhu:
I don't think the light orcs would be adopted by a god right away, but they would get adopted later on.
Perhaps these are orcs that feel a certain sense of wonder toward the humans and their cities and wish to eventually live in their towers, so they do everything they can to get in good with the humans. They wouldn't be civilized at first, but they would be open to the idea of civilization.
The light orcs could start out on the fringes of society as mercenaries and laborers and gradually pick up human culture and religion, becoming more accepted by society over time.
Eventually, the light orcs would be adopted by the human gods they worship.

Cieyrin
2008-09-13, 01:14 PM
I was wondering how people felt about two things...

Now, I'm a big fan of symmetry. I see orcs as being mirror images of elves and likewise half-orcs as mirror images of half-elves. That means that I think Drow and Eladrin need orcish mirrors.
So...

High Orcs (Uruk-Hai?) and Light Orcs.

Uruk-Hai would be a race of super-intelligent orcs bred to lead and innovate in warfare. They would direct the goblin slaves in the creation of siege weapons and act as proxies for the dark lord.

Light Orcs (name?) would be a race of lawful orcs that abandoned their evil gods and learned to live in the daylight amongst civilized society. They could worship some kind of orcish anti-lolth.

What do you think?

*edit*
This means that the Light Orcs would need some kind of anti-Drizzt who turns evil and doesn't act emo at all!

Are you familiar with the Scro from the Spell Jammer campaign setting? They were brought back into 3.5 w/ one of the later Dragon magazines (don't recall the number off hand) and they are supposed to be the polar opposites of normal orcs, Lawful Evil orcs that fight organized and are kick ass monks. Check out some Spell Jammer fan sites if you're curious to see more about them, as it would be cool to see some Scro support as part of this thread =3

sigurd
2008-09-13, 02:42 PM
Chronoplasm

Have you looked at the Sharakim from Races of Destiny?

Sigurd

Bhu
2008-09-14, 05:22 AM
Sorry I've been gone my ISP fell down went boom. I hope to have the Dai-Bakemono finished by tomorrow night.

Bhu
2008-09-15, 09:01 AM
Sorry guys. Hurricane Ike's leftovers mooshed Ohio yesterday. I just now got power back, and I have no idea how long it'll be on.

chronoplasm
2008-09-15, 10:35 PM
Chronoplasm

Have you looked at the Sharakim from Races of Destiny?

Sigurd

That fits perfectly. I'm going to try and adapt this to 4E, but I'm going to do some tweaks.

4E Sharakim

Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, ???
Skill Bonuses: Religion, Endurance
Orc Origin
Sharakim Fortitude: You gain a +1 racial bonus to your Fortitude defense.
In addition, you gain a +5 racial bonus to saving throws against fatigue.

Sunburst
Sharakim Racial Encounter Power
Encounter
Close burst 1
Targets: Each enemy in burst.
Attack: Wisdom vs. Fortitude, Strength vs. Fortitude, or Constitution vs. Fortitude
Hit: 1d6+Wisdom modifier radiant damage.
Increase to +4 bonus and 2 d6+Wisdom modifier radiant damage at 11th level, and +6 bonus and 3d6+Wisdom modifier damage at 21st level.
Special: When you create you character, choose Wisdom, Strength, or Constitution as the ability score you use when making attack rolls with this power.

Bhu
2008-09-17, 06:10 AM
I dont have hte 4e books so I cant help I'm afraid.


I changed the Dai-Bakemono to have an ability linked to using Stone Dragon maneuvers. Lemme know what you think.

Bhu
2008-09-18, 04:55 AM
Hmmm....quiet...perhaps I shall have to begin the Orc Transvstite PrC to convince posting :smallwink:

Weiser_Cain
2008-09-18, 05:07 AM
I have a setting where Orc's are major players and nobody's pawns. They're still the bad guys but nothing to be pitied.

Bhu
2008-09-19, 06:22 AM
Well I guess I'll come up with a capstone and finish this one up before moving on to the Gray SUns.

Weiser_Cain
2008-09-19, 06:33 AM
What's that? Did I miss the party again?

Level20Commoner
2008-09-20, 03:00 AM
Hmmm....quiet...perhaps I shall have to begin the Orc Transvestite PrC to convince posting :smallwink:

I think the Bugbear Drag Queen would be an even bigger incentive! :smallbiggrin: This thread is mighty impressive Mr. Bhu; twelve ever-loving pages of Goblin and Orcish PrCs. Since you seem to be working on ToB classes currently, may I throw in my hat for a PrC that requires levels in Crusader to enter. Oh and I too feel that the Rhinoceros Goblin (aka Dekanter) should have more content based around it. Glad to see this thread is alive and well.

Bhu
2008-09-21, 07:33 AM
Theres a Hobgoblin Crusader PrC I have in mind somewhere..

Bhu
2008-09-22, 06:37 AM
okay hows this for a capstone: 1 stone dragon or tiger claw maneuver of x level or less is always considered readied.

Edge
2008-09-22, 11:33 AM
That I like. Nice and easy, and not (obviously) overpowered, as long as the level of the manoeuver is kept low.

Bhu
2008-09-23, 05:48 AM
The question of course being how low?

Think 5th or less is okay?

Bhu
2008-09-24, 05:56 AM
Okay hte capstone is up. Lemme know what you think.

Rappy
2008-09-25, 05:01 AM
Finally, here's something new from me. A bit of random musings on the origin and religion of one of those kooky Unearthed Arcana orc races.

Fire Orcs: Origin and Religion
Fire orcs are the result of a long-forgtten orc tribe's clerics calling upon their divine favor with the fire gods to allow their kind to colonize the ashen lands long-abandoned by creatures beyond dragons and the gods' flaming elemental hordes. These orcs were hardened by dangerous neighbors and the harsh environment, and eventually formed their own culture and religion around one of the most unlikely sources. The first thing one would notice in a fire orc village is a disturbingly large amount of red dragon skulls and hides placed in strategic and highly visible locations. In a considerable departure from other orcs, fire orcs worship Tiamat and her red dragon offspring, considering them the ultimate masters of fire and brute force. This is taken to extremes in some villages, where the residents risk life and limb to "tame the goddess" by wrangling a fully-grown female red dragon and attempting to domesticate her.

Rather than being led by a chieftain or shaman, a cleric calling himself the Lord of Dragons makes all of the decisions during peace, while a cleric calling herself the Lady of Fire leads the tribe during times of war. The Lady of Fire wears a red dragon skull and carries two ceremonial symbols of the tribe: a flaming spear in her left hand symbolizing wrath and an egg-shaped shield in the right symbolizing survival of the whole. In times of war, fire orcs are bolstered by the Lady of Fire, who leads all combat situations herself. Enemies are not captured or looted; for the glory of the chromatic goddess, fire orcs gather enemy bodies, burn them into ashes, and then use said ashes as components for a ceremony on the summer solstice in reverence of Tiamat and the fire gods.

Bhu
2008-09-25, 05:11 AM
WOuldnt Tiamat object to them harming dragons?

Bhu
2008-09-27, 05:01 AM
Dai-Bakemono is done, and now


IRONHEART CRUSADER

http://Picture URL

”Didn’t see that strike coming did you?”

Hobgoblins claim to have created the Iron Heart style, and there is ample proof to back their claim. Even those who become Crusaders, championing their people are loath to study he Sublime Way without including Iron heart.

BECOMING AN IRONHEART CRUSADER
Ironheart Crusaders begin as Crusaders who spend extra time studying to gain use of the Iron Heart style as well.

ENTRY REQUIREMENTS
Race: Hobgoblin
Class Abilities: Smite, Steely Resolve
Feats: Martial Study (must be used to gain Ironheart Maneuver), Martial Stance (must be used to gain Ironheart Stance), Ironheart Aura
Skills: Balance 4 Ranks, Intimidate 4 Ranks
Maneuvers: Must have at least 3 Devoted Spirit Maneuvers or Stances


Class Skills
The Ironheart Crusader's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), and Martial Lore (Int).
Skills Points at Each Level : 4 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Iron Strength (+4)
2. +2 +3 +0 +0 Iron Technique (1/day)
3. +3 +3 +1 +1 Iron Will (+2)
4. +4 +4 +1 +1 Iron Strength (+6)
5. +5 +4 +1 +1 Iron Technique (2/day)
6. +6 +5 +2 +2 Iron Will (+4)
7. +7 +5 +2 +2 Iron Strength (+8)
8. +8 +6 +2 +2 Iron Technique (3/day)
9. +9 +6 +3 +3 Iron Will (+6)
10.+10 +7 +3 +3 Iron Soul

Weapon Proficiencies: Ironheart Crusaders gain no new weapon or armor proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven discipline. You must meet the Maneuver's Prerequisite to learn it. You add your full Ironheart Crusader Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day. When taking additional Crusader Levels you may now also choose Iron Heart Maneuvers and Stances.

Stances Known: At 5th level you learn a new Stance from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven disciplines if you meet it's Prerequisites.

Iron Strength (Su): At 1st level you gain a +4 attack bonus when using Iron Heart Surge instead of the normal +2. This increases to +6 at level 4, and +8 at Level 7.

Iron Technique (Ex): Once per day you may swap a readied Maneuver you haven't expended for an Iron Heart Maneuver you haven't expended (or optionally when you get a withheld Maneuver at he end of your Turn in combat you may choose for it to be an unexpended Iron Heart Maneuver).
You may do this twice per day at 5th level, and 3 times per day at eighth level.

Iron Will (Su): At 3rd level you gain a +2 Bonus to the rerolled Saving Throw you get using Iron Heart Focus. This increases to +4 at level 6, and +6 at level 9.

Iron Soul (Su): 3 times per day you may add your Ironheart Crusader level to any one Saving Throw as a Morale Bonus.

PLAYING AN IRONHEART CRUSADER
Ironheart Crusaders are living symbols of Hobgoblin nationalism and racial superiority. They are the defenders of the tribe who put personal politics aside for the racial good. A bit of an oddity for an evil race, but remember they are also Lawful. And many of them also get more than a few personal rewards and fame for what they do, so perhaps it's merely an unusual route to power.
Combat:Most of your PrC bonuses come from the Iron Heart style Maneuvers, so make sure to learn as many as you can.
Advancement: Most Ironheart Crusaders devote their lives to perfecting and teaching the Iron Heart style. Beyond that their development proceeds in whatever direction their Gods choose to prod them.
Resources: Ironheart Crusaders can always count on each other for help, and most Hobgoblins will do what they can to help them (especially the peasants). They're the closest thing most Hobgoblins will meet to an acceptable Paladin in their societies view.

IRONHEART CRUSADERS IN THE WORLD
"How does he do that?"
You are almost always on a mission, either for the gods, the government, or just to protect your people from the other, lesser, humanoids. Everything you do, in every way, is to benefit yourself or your people, and you take very few chances since so many are depending on you.
Daily Life: The daily life of an Ironheart Crusader will vary greatly depending on their current mission. It will usually involve combat in some manner, since the Hobgoblins seem obsessed with it, and Ironheart Crusaders in particular delight in showing off their martial prowess.
Notables: Zeveg the Dead (LN Male Hobgoblin Crusader 6/Ironheart Crusader 5) is a champion of the Hobgoblin people. A great warrior, a diplomat, and a hero. He is also a nigh well emotionless burnout, scarred so badly after years of non stop warfare that it could be said he had lost his humanity of he were human. Zeveg is a shadow of his former glory, staring always ahead with dead, soulless eyes. Crossing him is generally considered unwise.
Organizations: The Brothers of the Iron Sword are an organization devoted to training and supporting Ironheart Crusaders. They also provide standard military training, and they run many of the better military schools in Hobgoblin society.

NPC Reaction
NPC's reserve the same amount of respect and adoration for Ironheart Crusaders that they normally reserve for Blackguards, and Liches. Which is to say, they usually crap themselves and run in fear. Except for Hobgoblins who tend to treat them like rock stars.

IRONHEART CRUSADERS IN THE GAME
Ironheart Crusader allows a Crusader access to Stances and Maneuvers they normally wouldn't be able to get. For that reason alone it might be something you want to watch closely.
Adaptation: This is an interesting idea for a Paladin-like NPC Hobgoblin to oppose your PC's. Or if you allow Evil campaigns, it makes for a nice defender of your tribal people.
Encounters: PC's will usually encounter an Ironheart Crusader when he has been sent on a mission by one of the Goblin Gods, or if they attack a Hobgoblin settlement.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A lone hobgoblin has been raiding caravans and coaches as a highwayman. The PC's have been hired to stop him, and after some time they will notice a pattern. All of the targets have the same home town in common (or some connection to it), and aren't necessarily wealthy. Richer targets are being passed up for these people. The truth is that the town is waging a campaign of extinction against a small Hobgoblin tribe. Zeveg has come to put an end to it by simply slaughtering anyone trying to leave the help, or bringing aid to it. The caravans he's hit have been carrying supplies or weapons. He appears to be alone but he has aid from the shadows as he only wishes his face to be seen, that way anyone targeting the raiders will only know his face.


Zeveg the Dead
LN Male Hobgoblin (Crusader 6/Ironheart Crusader 5)
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Giant, Goblin
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AC 23, touch 10, flat-footed 23 (+9 Armor, +4 Shield)
hp 104 (11 HD)
Fort +13, Ref +3, Will +5
Indomitable Soul, Zealous Surge
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Speed 30 ft. (6 squares)
Melee +1 Longsword +14/+9/+4 (1d8+4/19-20)
Base Atk +11, Grp +14
Atk Options Furious Counterstrike, Smite 1/day (+1 Hit/+6 damage)
Combat Gear2 Potions of Heroism, 2 Potions of Haste, 2 Potions of Cure Serious Wounds
Stances Known 1st: Iron Guard's Glare, Martial Spirit, Punishing Stance
3rd: Absolute Steel Stance
Maneuvers Known 1st: Crusaders Strike, Douse the Flames, Steel Wind, Stone Bones, Vanguard's Strike
2nd: Foehammer, Wall of Blades
3rd: Bonecrusher, Ironheart Surge, Revitalizing Strike
5th: Iron Heart Focus
-----------------------------------------------
Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 13
SQ Steely Resolve 10, Iron Strength +6, Iron Will +4, Iron Technique 2/day
Feats Ironheart Aura, Martial Study (Steel Wind), Martial Stance (Punishing Stance), Vital Recovery
Skills Balance +11, Concentration +11, Diplomacy +12, Intimidate +12, Knowledge (Religion) +4, Martial Lore +6, Ride +6
Possessions+1 Devoted Spirit Iron Heart Mighty Smiting Longsword, Earthplate Armor, +2 Styptic Heavy Steel Shield, 2 Potions of Heroism, 2 Potions of Haste, 2 Potions of Cure Serious Wounds, 385 GP

EPIC IRONHEART CRUSADER

Hit Die: d10
Skills Points at Each Level : 4 + int
Iron Strength The Epic Ironheart Crusader's Attack Bonus gained by this ability increases by +2 at level 21, and evert 3 levels thereafter.
Iron Technique The Epic Ironheart Crusader gains 1 additional daily use of this ability at level 22 and every 3 levels thereafter.
Iron Will The Bonus to your Saving Throw gained when using this ability increases by +2 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Ironheart Crusader gains a Bonus Feat every 5 levels higher than 20th

Kaihaku
2008-09-27, 05:09 AM
Here I was hoping it was a half Orc half Goblin.

Bhu
2008-09-29, 04:29 AM
Here I was hoping it was a half Orc half Goblin.

Well...I suppose I could always make one...Was there something specific you had in mind?

Rappy
2008-09-29, 05:11 AM
WOuldnt Tiamat object to them harming dragons?
They don't ever do anything beyond what an Evil goddess like Tiamat would produce herself. They never kill any dragons they reign in, and all the parts displayed are from previously dead individuals. Sort of like big orc roadkill collectors. :smallwink:

Bhu
2008-09-30, 06:04 AM
OK quick question:

The Martial Study Feat. In this case the PrC requires a Crusader to use it to gain an Ironheart Maneuver (which Crusaders normally don't have access to). The way I read the Feat, this is legal, but I've heard arguments to the contrary. Any thoughts?

Edge
2008-09-30, 11:23 AM
The way I read it, it's legal. Its primary purpose, as far as I'm concerned, is to allow a character to acess a discipline they normally couldn't, whether the character in question is a martial dept or not.

Bhu
2008-10-01, 04:33 AM
Well I'm gonna proceed assuming it is. Minor update to IC.

Bhu
2008-10-02, 05:30 AM
Got everything up cept the class abilites. Think the ability to get Ironheart maneuvers when taking levels in initiator classes other than the IC is okay?

Cieyrin
2008-10-02, 11:55 AM
Hmm, I think having access to everything makes it a little too good. I think it'd be better to maybe limit it to Devoted Spirit and Iron Heart, as I don't think Stone Dragon fits the class. Maybe White Raven but I think that's pushing it a bit.

Bhu
2008-10-03, 05:02 AM
I basically gave it access to the Crusader styles plus Iron Heart. Adding the 4th style is kinda the main feature of the PrC.

Bhu
2008-10-04, 06:04 AM
Some class abilities added.

Bhu
2008-10-05, 05:59 AM
Think a class ability allowing them to swap a readied maneuver out for an Ironheart maneuver is too powerfl?

Edge
2008-10-05, 07:53 AM
Limit it to a certain number of times per encounter and it sounds fine. Also, no swapping out of expended maneuvers. Just a little clarification.


And I really, really need to add stuff to the Mad Dok.

Bhu
2008-10-06, 06:38 AM
Added the Iron Technique ability

Suzuro
2008-10-06, 09:30 AM
So, I just read through these, and I like most of them. A lot of them have realy good flavor, and would be fun. Keep up the good work, everyone!


-Suzuro

Level20Commoner
2008-10-06, 11:05 AM
Your Ironheart Crusader is very nice Mr. Bhu. I find it kind of funny that you gave the Prc an incentive to use a maneuver (Iron Heart Surge) that created confusion and subsequently aversion in the gaming community following the release of TOB. Having typed that, Ironheart Surge is definitely something a melee specialist would like to have in his/her back pocket. Since you've not yet come up with a capstone ability, allow me to suggest something.

Iron Trance (Su): [flavor: The greatest Iron Heart Crusaders can, when facing certain and impending death, enter a state known as the Iron Trance. This state allows them to shrug off harmful magicks, burst unbreakable bonds, and resist death itself for a time] 1/per day, you may enter an Iron Trance as a free action at the beginning of an encounter. Until the end of the encounter, anytime you make a saving throw, a skill check, or an ability check you are automatically successful. Iron Trance only applies to skill checks and ability checks that are normally modified by Strength, Dexterity, or Constitution.

Bhu
2008-10-07, 07:01 AM
Might be a tad overpowered as written, but it does give me ideas.


Why has Iron Heart Surge caused controversy??

Level20Commoner
2008-10-07, 10:08 AM
I think the controversy over Iron Heart Surge was the wording of the effect. Some people argued that it could be used to eat anti-magic fields, walls of ice/fog; they even jokingly claimed that it would allow you to destroy the Sun! On the other hand, I believe Iron Heart Surge does not allow you to drop a charm effect since you are now the caster's best friend, and he would never target you with a harmful effect. So as it was written, some believed that the wording was vague enough to achieve an effect it wasn't intended to, but have no effect on what most people would expect it to work on. I hope that makes sense. :smallsmile:

Bhu
2008-10-08, 03:55 AM
Added the capstone. lemme know what you think.

Cieyrin
2008-10-08, 02:42 PM
You called it Iron Will when you meant Iron Soul.

As for what it does, I'd say change the bonus type to a morale bonus, since that fits more into the fluff of Crusaders and the Iron Heart discipline. Also doesn't conflict w/ Cloaks of Resistance, then, on bonus types, since that's like the only other source of resistance bonuses, really =p

Bhu
2008-10-09, 05:41 AM
And now:

IRONHEART BERSERKER

http://Picture URL

”I have killed more men before reaching adulthood than you have your entire life human.”

The Iron Heart Berserkers have dedicated themselves to perfecting the Iron Heart style, and their own skills in battle. Theirs is a life of bloodshed and glory. Mostly bloodshed. Many devote themselves so totally to war the concept of peace frightens them…

BECOMING AN IRONHEART BERSERKER
Ironheart Berserkers begin as Warblades, and end up devoting themselves to the Iron Heart style almost exclusively.

ENTRY REQUIREMENTS
Race: Hobgoblin
Class Abilities: Battle Ardor
Maneuvers: Any 3 Iron Heart Maneuvers and Iron Heart Surge
BAB: +6
Skills: Balance 8 Ranks
Feats: Weapon Focus (Bastard Sword), Exotic Weapon Proficiency (Bastard Sword), Power Attack
Special: Must have had a masterwork bastard Sword made of Cold Iron


Class Skills
The Ironheart Berserker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), and Martial Lore (Int).
Skills Points at Each Level : 4+ int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Sword of Iron +2
2. +2 +3 +0 +0 Iron Fury +1
3. +3 +3 +1 +1 Iron Smite 1/encounter
4. +4 +4 +1 +1 Sword of Iron +4
5. +5 +4 +1 +1 Iron Fury +2
6. +6 +5 +2 +2 Iron Smite 2/encounter
7. +7 +5 +2 +2 Sword of Iron +6
8. +8 +6 +2 +2 Iron Fury+3
9. +9 +6 +3 +3 Iron Smite 3/encounter
10.+10 +7 +3 +3 Iron Berserk

Weapon Proficiencies: Ironheart Berserkers gain no new weapon or armor proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Diamond Mind, or Iron Heart disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Ironheart Berserker Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Diamond Mind, or Iron Heart disciplines if you meet it's Prerequisites.

Sword of Iron (Ex): At 1st level the Ironheart Berserker gains a +2 Bonus to damage and Critical Confirmation rolls when using a weapon associated with the Iron heart Style to perform an Iron Heart Maneuver. This increases to +4 at level 4, and +6 at level 7. The weapon must be made of Cold Iron to receive this benefit.

Iron Fury (Ex): Beginning at 2nd level, when the Ironheart Berserker is in an Iron Heart Stance, he gains 1 extra Attack of Opportunity per round (this stacks with Feats like Combat Reflexes that give you extra Attacks of Opportunity per round). This increases to 2 extra attacks at level 5, and 3 extra attacks at level 8. The Ironheart Berserker takes a penalty to his AC the next round if he uses this ability (penalty is equal to the number of extra Attacks of Opportunity granted by this ability that he actually used).

Iron Smite (Su): Beginning at 3rd level, once per encounter the Ironheart Berserker can declare he is using an Iron Smite before making his attack roll. If the attack successfully hits, it is considered untyped damage and ignores Damage Reduction.

This can be used twice at 6th level, and 3 times per encounter when at 9th level.
To use it the Ironheart Berserker must be wielding a sword made of Cold Iron.

Iron Berserk (Ex): At 10th level whenever the Berserker is in an Ironheart Stance he does +3d6 damage whenever he successfully strikes an opponent, but loses his Dexterity Bonus to Armor Class.

PLAYING AN IRONHEART BERSERKER
Money means nothing to you. Knowledge means nothing to you, unless it is knowledge you deliberately seek (or that will keep you alive). Aside from your brother Berserkers, the world could hang itself and die for all you care. And you're willing to help it into oblivion, one person at a time if necessary.
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: Ironheart Berserkes almost always follow the same path in slightly different ways: refining their skill at the Iron Heart style. Depending on which Feats they take, their direction may each go in slightly different ways, but each has the same goal.
Resources: Ironheart Berserkers have the school that trained them as Warblades, and their fellow Berserkers to call on as well. They are a tight knit group, and would betray their own clan before each other.

IRONHEART BERSERKERS IN THE WORLD
"See that sword he's carrying boy? It means he's one of the Berserkers. Leave him well enough alone..."
Ironheart Berserkers are thought of by outsiders as little more than thug mercenaries. Few realize that many are fairly well educated, and not just a brute with little skill other than a strong arm. The Berserkers play up their ferocity over their intelligence, knowing it may give them an advantage if their opponents underestimate them.
Daily Life: Your daily life consists of obsessive training, or research into your chosen discipline. Unless there's a mission, or you have personal business (i.e. someone hasn't paid you, or has broken a deal).
Notables: Nanzad (LE male Hobgoblin Warblade 6/Ironheart Berserker 5) is a mercenary for hire, though he prefers assignments that will let him broaden his knowledge over ones with high pay (which probably entail problems he won't be told about until it's too late).
Organizations: The Brothers of the Iron Sword train many Ironheart Berserkers, and are a growing force in Hobgoblin society. Fairly free of the religious politics that blight other military organizations among their people, they exist only to refine the Iron Heart style, and research it's lost secrets. many hire out as mercenaries if they believe they may find lost knowledge of the Iron Heart style, or merely to support the Brothers.

NPC Reaction
NPC's generally crap themselves, the way they would once they saw any inhuman mercenary (especially a Hobgoblin one).

IRONHEART BERSERKERS IN THE GAME
If you want to play a Hobgoblin fighter that isn't primarily religious, or devoted to the racial cause, this is one way to go.
Adaptation: Ironheart Berserkers are a tough breed to play. They tend to foment war, which will make them frowned upon. They also tend to disassociate themselves from the church so they have the freedom to pursue their own interests, which causes some problems with their own people as well.
Encounters: PC's will find Ironheart Berserkers in mercenary bands as usual, but it will become quickly obvious there's something different about them. They're looking for more than money, and aren't the usual impulsive, illiterate criminals they are stereotyped as.

Sample Encounter
EL 12: The PC's have been hired to guard a caravan escorting a powerful magical weapon to it's destination. Among their number is a suspicious Hobgoblin who is more than he appears to be. The weapon is Kamate, the legendary Iron Heart sword. Once the PC's know this, they will obviously suspect Nanzad if they have the Martial Lore skill.


Nanzad
LE Male Hobgoblin Warblade 6/Ironheart Berserker 5
Init +1, Senses: Listen +, Spot +, Dark Vision 60'
Languages Common, Giant, Goblin, Orc
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AC 23, touch 11, flat-footed 22 (+1 Dex, +9 Armor, +3 Natural)
hp 104 (12 HD)
Fort +12, Ref +4, Will +3
Battle Clarity +2
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Speed 30 ft. (6 squares)
Melee +2 Bastard Sword +16/+11/+6 (1d10+5/17-20)
Base Atk +11, Grp +14
Atk Options Battle Ardor +2, Weapon Aptitude, Sword of Iron +4, Iron Fury +2, Iron Smite 2/day
Combat Gear 4 Potions of Cure Serious Wounds
Maneuvers Known 1st: Moment of Perfect Mind, Sapphire Nightmare Blade, Steel Wind
2nd: Wall of Blades, Emerald Razor
3rd: Iron Heart Surge
4th: Mithral Tornado
5th: Iron Heart Focus
6th: Iron Heart Endurance
Stances Known 1st: Blood in the Water, Punishing Stance
5th: Dancing Blade Form
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Abilities Str 16, Dex 13, Con 16, Int 14, Wis 10, Cha 12
SQ Improved Uncanny Dodge, Uncanny Dodge
Feats Exotic Weapon Proficiency (Bastard Sword),Combat Reflexes, Power Attack, Weapon Focus (Bastard Sword), Blade Meditation (B)
Skills Balance +15 (+26 in armor), Concentration +17, Intimidate +15, Knowledge (History, Local) +16, Move Silently +5, Martial Lore +16
Possessions +4 Greater Balance Breastplate, +2 Keen Cold Iron Bastard Sword, +3 Amulet of Natural Armor, Deathstrike Bracers, 4 Potions of Cure Serious Wounds, 200 GP



EPIC IRONHEART BERSERKER

Hit Die: d12
Skills Points at Each Level : 4 + int
Sword of Iron The Epic Ironhear Berserkers Bonus with it's Sword of Iron ability increases by +2 at level 21, and every 3 levels thereafter.
Iron Fury At level 22 and every 3 levels thereafter the Ironheart Berserker gains an additional Attack of Opportunity while in Ironheart Stance.
Iron Smite At level 23 the Ironheart Berserker gains 1 additional use of it's Iron Smite ability per encounter, and an additional use every 3 levels thereafter.
Bonus Feats: The Epic Ironheart Berserker gains a Bonus Feat every 5 levels higher than 20th.

Level20Commoner
2008-10-09, 08:37 AM
Iron Soul is a fine compromise for the Crusader Mr. Bhu. Between Ironheart Surge and Iron Soul, an Ironheart Crusader should be able to stay alive for a 5 minute combat. I eagerly await the Ironheart Beserker, sounds like good clean fun.

Bhu
2008-10-11, 06:11 AM
Is there an special material weapons can be made of thats an iron variant other than cold iron?

Bhu
2008-10-12, 08:13 AM
Got the first 2 class abilities up. Lemme know what you think.

Rappy
2008-10-12, 05:27 PM
Again, I'm not too familiar with Tome of Battle, but so far I like it. Extra attacks of opportunity can be brutal, but you have them spaced out enough to not induce full-on death strikes.

Bhu
2008-10-13, 06:53 AM
Think I should increase the AC penalty?

Level20Commoner
2008-10-13, 01:12 PM
Is there an special material weapons can be made of thats an iron variant other than cold iron?

Hooray for crystalkeep! :smallcool:

Aurorum ('luminous steel that gleams with indigo) BoED
Flamtouched Iron ('iron speckled with red') Eb
Riedran Crysteel (iron/crystal alloy) Eb
Solarian True-Steel ('fine iron with a silvery gleam') BoED
Thinaun ('dark glittering steel') CWar

Cieyrin
2008-10-13, 02:04 PM
I don't think having more oppurtunity attacks is that killer of an ability, so i think -1 per extra AOO is fine. You can only really get them for use if you have the right feats or reach, anyways, such as w/ Robilar's Gambit or Karmic Strike or a spiked chain or large creature.

Bhu
2008-10-14, 05:56 AM
Hooray for crystalkeep! :smallcool:

Aurorum ('luminous steel that gleams with indigo) BoED
Flamtouched Iron ('iron speckled with red') Eb
Riedran Crysteel (iron/crystal alloy) Eb
Solarian True-Steel ('fine iron with a silvery gleam') BoED
Thinaun ('dark glittering steel') CWar

Thanks much. I'll look em up and see if I like them better.

Bhu
2008-10-16, 06:12 AM
I wanna make their other ability related to their sword somehow. Cold Iron doesnt seem inspiring though. Im thinking of using Morguth Iron, or whatever the poison metal teh Yugoloths use instead.

Bhu
2008-10-20, 05:37 AM
Finally got a chance to post again. What do you guys think of the Iron SMite ability I added?

Bhu
2008-10-23, 04:19 AM
Hmm...no response ont he smite. Would you prefer soemthing else linked to attacks of opportunity?

Edge
2008-10-23, 05:10 PM
I've finally got round to addign some crunch to the Mad Dok. Thoughts?


Also, bhu, I'm not a massive fan of smites. They're too... limited I find. A barbarian's rage lasts for several rounds per use, but with smites you get one attack boosted per use...

Given the class' name includes "berzerker", maybe something rage-orientated might be more appropriate?

Bhu
2008-10-25, 07:41 AM
I still just think the Really Urty Syringe doesn't need a drwback to be used.

What if i made the smite per encounter instead of per day?

Edge
2008-10-25, 03:17 PM
As with OneWingedAngel's Paladin fix from the Wizards boards?

Yes. Hells yes.

And changing the Really 'Urty Syringe. Also adding some more New Bitz.

Question: should the Mad Dok get more New Bitz?

Cieyrin
2008-10-25, 05:06 PM
A New Bit at 5th level, along w/ the cap ability, wouldn't be out of line, I'd say. You can go full mechanical in all limbs that way or, if you don't mind not being able to manipulate anything w/ your hands ever again, getting a Power Klaw on both arms and go full melee the rest of your career. either that or learn to do things with your toes and lips that your fingers used to do.

For the 'Urty Syringe, do you supply the poison or is it generated by the ability, as that's kinda unclear to me how that works. Can you also change the poison as you gain experience, as you can use a more expensive poison w/ levels gained? And for the Really 'Urty Syringe, does it let you get a second poison to choose when you inject it into people? I'd also raise the price max w/ that ability, perhaps to twice your class level, to get access to some other injury poisons, which you're otherwise limited to mostly organic poisons from various giant insects.

Edge
2008-10-26, 07:51 AM
Clarfiying and editing as we speak. :smallsmile:

Bhu
2008-10-27, 05:04 AM
A few nitpicks

You might wanna shorten the timer on Eeee-hahaha!

Teknikal Doodahs: Might wanna add Disable Device

Whatchamahickey: Are these still Ex abilities?

Saves: Saves are usually 10 plus half hit dice plus appropriate stat

awesome job so far!

Edge
2008-10-27, 06:35 AM
Reviewing now... and done. Also fixed the formatting on the Whatchamahickey table.

Bhu
2008-10-29, 04:40 AM
Okay I changed smite and added the capstone. Lemme know what ya think.

Bhu
2008-10-31, 06:50 AM
And whilst you think on the IB, I shall start up the next critter:

GRAY SUNS

http://Picture URL

”Appearance is an illusion. You see what I want you to see. Nothing more.”

The Nomadic Gray Orcs rarely encounter a student of the Sublime Way. But the Setting Sun style left an impression on some of them, and now there is a monastery out in the desolate lands where young Grays learn the art.

BECOMING A GRAY SUN
The Gray Suns adopt the most promising practitioners of the Setting Sun style to join them.

ENTRY REQUIREMENTS
Race: Gray Orc
Maneuvers: Must have at least 3 Setting Sun Maneuvers or Stances
Feats: Improved Unarmed Strike, Stunning Fist, Falling Sun Attack
Skills: Bluff 4 Ranks, Hide 4 Ranks, Sense Motive 4 Ranks
Special: Cannot have any Maneuvers or Stances from a style other than Setting Sun or Shadow Hand.


Class Skills
The Gray Sun's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Improved Trip
2. +1 +0 +3 +3 Takedown Mastery
3. +2 +1 +3 +3 Improved Feint
4. +3 +1 +4 +4 Improved Grapple
5. +3 +1 +4 +4 Grappling Mastery
6. +4 +2 +5 +5 Feint Mastery
7. +5 +2 +5 +5 Improved Disarm
8. +6 +2 +6 +6 Disarming Mastery
9. +6 +3 +6 +6 Deadly Feint
10.+7 +3 +7 +7 Self Defense Master

Weapon Proficiencies: Gray Suns gain no new weapon or armor proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Setting Sun, or Shadow Hand discipline. You must meet the Maneuver's Prerequisite to learn it. You add your full Gray Sun Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Setting Sun, or Shadow Hand disciplines if you meet it's Prerequisites.

Improved Trip: The Gray Sun gains the Improved Trip Feat as a Bonus feat at 1st level.

Takedown Mastery (Ex): At 2nd level the Gray Sun gains a Competence Bonus to all Trip attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.

Improved Feint: The Gray Sun gains the Improved Feint Feat as a Bonus feat at 3rd level.

Improved Grapple: The Gray Sun gains the Improved Grapple Feat as a Bonus feat at 4th level.

Grappling Mastery (Ex): At 5th level the Gray Sun gains a Competence Bonus to all Grapple attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.


Feint Mastery (Ex): At 5th level the Gray Sun gains a Competence Bonus to all Feint attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.

Improved Disarm: The Gray Sun gains the Improved Disarm Feat as a Bonus feat at 7th level.

Disarm Mastery (Ex): At 8th level the Gray Sun gains a Competence Bonus to all Disarm attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level, and you may attempt to Disarm an armed opponent even if you are not armed yourself as you attack the limb wielding the weapon.

Deadly Feint (Ex): If you successfully Feint, and then successfully hit with your followup attack, you may add the result of your Bluff Check to the damage when performing a Setting Sun or Shadow Strike Maneuver. Successfully using Deadly Feint uses up a Readied Maneuver.

Self Defense Mastery (Ex): A number of times per day equal to your Wisdom modifier (minimum 1) you may automatically Take 10 on a Trip check made after an opponent fails to Trip you, or Grapple checks made to escape/resist Grapples initiated by an opponent, or attack rolls made while fighting Defensively.

PLAYING A GRAY SUN
You do your best to appear as a normal Orcish nomad/gypsy. You don't want outsiders to believe you are as much of a threat as you truly are, to the point of eschewing most obvious weapons. You want to appear to be a non combatant.
Combat: The Gray Sun's prefer to fight unarmed because it's easier to maintain the appearance of not being a danger. Similarly most magic items they use are non descript. This doesn't mean they are any less lethal, just that they want to be quite and not so obvious.
Advancement: Since the Gray Suns want to appear to be noncombatants, you would be well advised to concentrate on unarmed combat and Bluff. You'll be using both a lot.
Resources: A Gray Sun may always count on his brothers for food or lodging. Other help will depend on the situation at the time. But he must always repay the favor he is shown whenever it is requested.

GRAY SUNS IN THE WORLD
”That Orc just…just slapped Eli and knocked him plum out. Damnedest thing I ever saw…”
You are considered an oddity, even among the other Gray Orcs. Willing to go where they will not, willing to do what they will not. The other humanoids find you equally as puzzling since you don’t fit their definition of a stereotypical Orc. Most simply avoid you, while others are drawn to your exotic nature.
Daily Life: The Gray Suns life is a monastic one until he has learned the basics of his art. He is then told to go into the world, and make his mark upon it, and return when he has succeeded. Exactly what qualifies as success depends on the individual monastery. The Gray Suns are usually at a loss as to what to do without their usual daily routine, and most get into never ending trouble.
Notables: Brother Merth (CN Male Gray Orc Swordsage 6/Gray Sun 5) has left the monastery to make his way in the world. While many others have long ago gone back, he still does not truly consider himself a success.
Organizations: The Gray Suns themselves are an organization. They have no real goals beyond the advancement of their craft, and the betterment of life for their members. And occasionally the defense of their allies or people as well..

NPC Reaction
NPC's tend to think of you as gypsy scum beneath their notice. If you're perceived as a threat it's only because of your race.

GRAY SUNS IN THE GAME
A sect of secretive Gray Orc enforcers should make most people nervous. And while the Gray Suns aren't enforcers/assassins as such they do believe in protecting their people posthumously (i.e. revenge).
Adaptation: This PrC assumes that Gray Orcs are more similar to gypsy nomads than say desert nomads, but that shouldn't be much of a problem to tweak.
Encounters: If the PC's have recently assaulted a gray Orc caravan, odds are they'll be receiving a visit from the Gray Suns.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC's have been asked to raid a local monastery and steal a scroll by the authorities. The deal smells bad. Why are the authorities asking the PC's to raid a temple in their own city? Why have they been told to beware of an Orc, whom the local populace speaks positively of.


Name
CN Male gray Orc Swordsage 6/Gray Sun 5
Init +3, Senses: Listen +4, Spot +4
Languages Orc, Common
Quick to Act +2
------------------------------------------------
AC 21, touch 15, flat-footed 20 (+1 Dex, +4 Wis, +6 Armor)
AC w/Periapt 24, touch 18, flat-footed 23
(+1 Dex, +7 Wis, +6 Armor)
hp 60 (11 HD)
Fort +4, Ref +11, Will +13
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +9/+4 (1d8+6/1d8+9 with Periapt)
Melee +1/+1 Quarterstaff +10/+5 (1d6+3)
Ranged +1 Sling +10 (1d4+1)
Base Atk +7, Grp +9
Atk Options Discipline Focus (Shadow Sun, Weapon Focus, Insightful Strike +4/+7 w/Periapt), Feint Mastery (+2), Grappling Mastery (+2), Takedown Mastery (+2)
Combat Gear 3 Cure Serious Wounds Potions
Stances Known 1st: Child of Shadow, Step of the Wind
3rd: Assassin's Stance
6th: Shifting Defense
Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Mighty Throw, Sudden Leap, Wind Stride
2nd: Baffling Defense, Clever Positioning, Cloak of Deception
3rd: Devastating Throw, Feigned Opening, Strength Draining Strike
4th: Obscuring Shadow Veil
5th: Soaring Throw
6th: Ballista Throw
-----------------------------------------------
Abilities Str 14, Dex 14, Con 13, Int 10, Wis 18 (24 w/Periapt), Cha 6
SQ Light Sensitivity, Orc Blood, Scent, Racial Weapon Proficiencies, AC Bonus
Feats Falling Sun Strike, Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Improved Feint (B), Improved Grapple (B), Improved Trip (B)
Skills Balance +8, Bluff +6, Climb +6, Concentration +5, Hide +11, Knowledge (Local) +6, Martial Lore +6, Move Silently +11, Sense Motive +13, Tumble +11
Possessions Periapt of Wisdom +6, +6 Bracers of Armor, +1 Quarterstaff, +1 Sling, 3 Cure Serious Wounds Potions, 600 GP


EPIC GRAY SUN

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Gray Sun gains a Bonus Feat every 2 levels higher than 20th.

Cieyrin
2008-11-01, 02:25 PM
hmm, i think Grey Suns fit the Scro better, as they have an established monk tradition, as lawful Orc soldiers out to cleanse the elven menace from the Spelljamming universe

Bhu
2008-11-01, 08:08 PM
Someone recently reminded me of the Scro. I intend to do some stuff for them once I find their stats and read up on them.

Bhu
2008-11-04, 06:31 AM
DO the requirements seem a little too steep? I just realized to meet them I'd have to make a few extra Maneuvers for it to only have Setting Sun Maneuvers. But I still have to make Tiger Claw Maneuvers for the Tigerskin Berserker...

Cieyrin
2008-11-04, 05:14 PM
i think it would be far easier to just extend the class to also being limited to another school, like Shadow Hand, or removing the restriction than to try to rebalance Setting Sun w/ additional manuevers. Just my 2 coppers.

As for the Scro, they appear in Dragon #339, page 30. You can also find an alternate set of stats for them at Spelljammer.org but I find the Dragon magazine version provides far more useful information.

Bhu
2008-11-06, 08:01 AM
Shadow Hand it is. I'l begin perusing my back stoc of Dragon, I should have that issue somewhere.

Bhu
2008-11-08, 04:24 AM
Okay if Scro are meant to be a warrior race in SPelljammer why are they Monks when they have guns?

Cieyrin
2008-11-08, 04:22 PM
Guns in Spelljammer are still Smoke powder weaponry at best, making them slow and unreliable.
As for why they're monks (fighter/monks, to be closer to true), that's because the Scro are essentially the flip side of the orc coin, changing from barbarians, champions of chaos, to monks, warriors of law. Part of their fighting tradition is to be able to fight regardless of the weaponry available to them, which lends itself to training as monks.

Bhu
2008-11-09, 06:50 AM
Heck they'd be more effective remaining barbarians and taking Improved and Superior Unarmed Strike.

Cieyrin
2008-11-10, 02:35 PM
hey, they were designed during 2nd edition days and they were supposed to be the polar opposites of their chaotic, lesser kin. if i really wanted to make them fierce as they are, i'll use the monk from the Pathfinder book (which i fondly call D&D 3.75), which happens to be a free PDF in beta form from the Paizo store, last i checked, which was admittedly a couple months ago, so things may have changed since then.

Bhu
2008-11-10, 09:26 PM
Perhaps i can think up a PrC to make up for some of the monks shortcomings...


I just noticed Gray Orcs have light sensitivity, but no low light vision or Dark vision. Is this a typo???

Bhu
2008-11-12, 05:15 AM
Got most of the class abilities up.

Cieyrin
2008-11-12, 03:42 PM
You have grappling mastery twice and I think Unarmed Mastery is a misleading name for the ability, as it's not so much his ability to fight unarmed so much as its to make their opponent fight that way. If you don't want to go w/ Disarming Mastery, I'd go w/ something like Equalizing Mastery or some such. I can't think of a good name myself other than that. My thesaurus fails me ~_~.

Bhu
2008-11-13, 06:13 AM
Got it all cept for levels 9 and 10, wanna make one have something to do with bluff or feints cause bluff is a prereq.

Bhu
2008-11-14, 04:38 AM
So anyone think Deadly Feint is too powerful?

Cieyrin
2008-11-14, 02:12 PM
I think that Deadly Feint would be more balanced at half the check value, as otherwise that's another 20-30 damage on top of the enormous strike damage you could have at that point.

Bhu
2008-11-15, 06:59 PM
I think that Deadly Feint would be more balanced at half the check value, as otherwise that's another 20-30 damage on top of the enormous strike damage you could have at that point.

I know, but you'll only get the extra damage on the one attack, even if full attacking, and if it misses your still sol. Plus this guy won't hit as often as a fighter to begin with, and you have you have to successfully Feint first. It would add extra damage, but not very often.

Bhu
2008-11-16, 06:24 AM
How bout if theres a limited number of uses per day or perhaps encounter?

Bhu
2008-11-17, 04:43 AM
Capstone is up

Cieyrin
2008-11-17, 02:41 PM
Put that way, I guess full Feint result to damage isn't that bad. It's just that you generally have so many additional dice of damage already from a strike that the damage bonus just uberizes it further.

When I think about it, Deadly Feint is basically a Boost Maneuver, or at least it could be written as such. Making it usable a number of times per encounter in that light would probably make it usable as is.

Bhu
2008-11-18, 05:31 AM
On the wizards board they mentioned limiting it by making deadly feint use up a Readied Maneuver. SOund good to everyone?

watsyurname529
2008-11-18, 09:59 PM
What's up?! I am back now that my extremely busy schedule is over! I can't wait to read all the new stuff and get back to work. I already have my next idea.

I have an idea for a kinda free-runner type Hobgoblin that gains extreme mobility and a rage-type ability. Maybe even a ranged focus or light weapons... or both?

Whatcha think or if you have a different idea just shout it out!

Bhu
2008-11-19, 04:27 AM
Nice to have you back. Idea sounds good to me so far.

Cieyrin
2008-11-19, 03:32 PM
For Deadly Feint using up a readied maneuver, that dovetails right into my thoughts; i forgot that they had other prestige classes do that in the Tome of Battlem so that works well.

watsyurname529
2008-11-19, 06:49 PM
Hobgoblin Paragon

The Hobgoblin Paragon is a hobgoblin that takes the values of Hobgoblins a step further and represents them to the fullest. Hobgoblin Paragons are elite foot soldiers, commandos if you will. They have a varity of skills and talents along with amzing physical abilities.

Class Skills
Hobgoblin Paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Swim (Str)
Skills Points at Each Level : 2 + Int Mod

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0/2 +0/2 Special Training, Commando Skills
2. +2 +3 +0/3 +0/3 Commando Fighting
3. +3 +3 +1/3 +1/3 Ability Increase (+2 Con or Dex)


Weapon Proficiencies: A Hobgoblin Paragon gains proficiency in all Simple and Martial weapons, Light and Medium Armor, and with shields (except Tower Shields).

Special Training (Ex): A Hobgoblin Paragon gets special training to complement their tough bodies. A Hobgoblin Paragon chooses either Reflex or Will as their 2nd good save, the other becomes a poor save. This can not be changed once chosen and only lasts for the Paragon levels.

Commando Skills (Ex): A Hobgoblin Paragon is an elite soldier, a commando. They undergo more rigorous training to give them a varity of skills. A Hobgoblin Paragon gains any 2 of the following (none twice): +2 Climb, +2 Jump, +2 Swim, +2 Intimidate, +2 Hide, +2 Move Silently, +2 Heal, +2 Spot, +2 Listen, +2 Ride. These count as Insight bonuses for stacking.

Commando Fighting (Ex): A Hobgoblin Paragon gains futher commando training in the art of intense melee (or ranged) combat. A Hobgoblin Paragon gains a Fighter Bonus Feat for which he meets the prereqs. A Hobgoblin Paragon's levels count as Fighter levels for meeting prereqs.

Ability Increase (Ex): A Hobgoblin Paragon's Constitution or Dexterity score increases by 2 points.

PLAYING A HOBGOBLIN PARAGON
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..

HOBGOBLIN PARAGONS 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.

HOBGOBLIN PARAGONS 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
Give an example of how one might encounter a member of this PrC.
EL x: 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

watsyurname529
2008-11-19, 06:52 PM
I didn't see any Hobgoblin Paragon while browsing through Unearthed Arcana and decided I needed to quickly make it. So what's everyone think? I find the Hobgoblins to be soldiers and the Paragon of one would just be a better fighter which is what I tried to do.

Anyway, I've got some ideas for the Free Runner Hobgob and I'm wondering wether to make it a 5/7/10 level PrC. That and I found a PrC I had sketched out a while ago and I'm going to finish it really quick and post it. The Point Blank Sniper!

Bhu
2008-11-20, 05:39 AM
I edited the level 9 and 10 abilities of gray sn a bit.


RE: Hobgoblin Paragon

Does the enhanced Save only last for the Paragon levels? And what kind of bonus do the skills get? Is it competence?

watsyurname529
2008-11-21, 06:12 PM
I made the minor edits to the Paragon. The skill bonuses are Insight because I want them to be permanent and stack with other items the N/PC might find.

DonThelonious
2008-11-22, 01:38 AM
Hmmm. I think it may be time to make a reappearance. Hello all, and how do you do's all around. WoTC really ground my gears so I think I might make the move over to here permenant. Should be fun to say the least.

DonThelonious
2008-11-22, 01:57 AM
:redcloak:Goblin Cook:redcloak:

http://farm4.static.flickr.com/3118/3094743081_d57b4e4694.jpg

“The blood basted roast dwarf is good, a little tough though. The fried elf kidneys are my personal favorite though.”

---Keeto Gutpunch, Goblin Cook

The more martial races have a saying: "An army marches on its stomach" and this is true. Goblins are a different story all together though. "If I can kill it, I can eat it" is a well known goblin saying; but where others might say it, the lean and mean goblins live by it. From the fish and animals of the world to the mightiest of dragons and outsiders, if it can be killed and it has meat than you can be sure that a goblin would not hesitate to throw it into the cook pot.

Every tribe has one member who acts as their cook, whether its the one closest to the fire or the one with a spoon. Over time these humble goblins discover the power they have in their hands, the power to choose who eats and who starves. Most times these individuals jump on the chance to abuse this power and are quickly taken out by rivals, often times ending up in the very same pot they thought to rule from. Every once in awhile though a goblin comes along who does more than just throw stuff into the pot. These rare individuals dedicate themselves not just to making slop to fill the tribes belly's, they pursue food as an art and believe dinner to be something holy and sacred. From these ranks a very select few are chosen by the gods of goblin-kind to become culinary warriors, bringers of full tummy burps and well fed farts. These holy chefs are the legendary Goblin Cooks! Purveyors of fine food, seekers of exotic eats, soup slurping healers, defenders of dinner, and leaders by virtue of the stew.



BECOMING A GOBLIN COOK
Most potential cooks come from the ranks of ranger hunters, though in all fairness any goblin can dedicate themselves to creating the perfect dish. Occasionally fighters, barbarians, rogues, and bards hear the cry of empty bellies and chose to take up this class not only to silence the beggers but to also supplement their combat abilities with some of the cooks unique abilities. Clerics, druids, sorcerers, and wizards rarely take up the spoon and apron.

ENTRY REQUIREMENTS
To qualify to become a Goblin Cook, a character must fulfill all the following criteria:
Race: Goblin
Skills: Craft (Cooking) 8 Ranks, Knowledge (Nature)5 Ranks, Profession (Cook) 4 Ranks
Feats: Skill Focus: Craft (Cooking)
Weapon Proficiency: Club
Spells: Character must able to cast Cure Light Wounds.
Special: Any goblin can throw some stuff in a pot and call it food, but it takes some degree of dedication to become a true goblin cook. To prove ones culinary worth the cook must organize and lead a successful hunt for one of the following creature types: aberration, dragon, fey, magical beast, or non-native outsider; with a CR equal to or higher than the potential cooks character level. The potential cook must than prepare and serve the creature in a ceremonial meal (Craft (cooking) DC 25; cannot take 10 or 20).

Class Skills
Goblin Cook's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Profession, Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skills Points at Each Level : 4 + Int Mod

Hit Dice: d10

BAB Fort Ref Will Abilities
1. +0 +2 +2 +0 Trusty Cooks Spoon, Cast Iron Stomach
2. +1 +3 +3 +0 “Save The Stew!” 1/Day, Mithral Chef
3. +2 +3 +3 +1 Main Course
4. +3 +4 +4 +1 Mystery Meat
5. +3 +4 +4 +1 “Save The Stew!” 2/Day
6. +4 +5 +5 +2 Iron Chef
7. +5 +5 +5 +2 Side Dish
8. +6 +6 +6 +2 “Save The Stew!” 3/Day
9. +6 +6 +6 +3 Secret Sauce
10.+7 +7 +7 +3 Adamantine Chef


Weapon Proficiencies: Goblin Cooks treat the cooks cleaver (an exotic weapon detailed below) as a martial weapon and do not suffer the usual break chance associated with wielding one. They gain no other weapon or armor proficiencies.

Trusty Cooks Spoon: Whether its a tree branch roughly shaped like a spoon or a gem encrusted gilded ladle, every cook has his trusty spoon. Starting at first level the goblin cook may select any long handled spoon-like clubbing object to be his cooks spoon. The cook gains the Item Familiar feat (pg. 170, Unearthed Arcana) with the selected object with the following exceptions: The spoon does not have to be valued at 2000gp and it does not have to be magical, but it does have to be of at least masterwork quality and it cannot already be a weapon. The object also becomes a melee weapon (treat as club). In addition to any other abilities or enchantment the spoon may come to possess, once per day per goblin cook level the spoon can produce enough wood for a fire and Leftovers which have the same effect as a Create Food And Water spell (caster level equal to goblin cook level). Once chosen the spoon may only be changed in the event of the first spoons complete destruction. If that happens the cook may choose another spoon and use either a Limited Wish, Wish, or Miracle spell to transfer the trust into it from the first spoon.

Cast Iron Stomach (Ex): In your quest for culinary perfection you are willing to try everything. In the world of cooking there are many ingredients, and what does not kill you makes you stronger. You gain a bonus to all Fortitude saves against ingested poisons and all non-magical diseases equal to your goblin cook level.

Save the Stew! (Su): Battlecry grants goblin cook and all allies within 10ft of his stew a +1 bonus on all attack rolls and a +1 bonus to armor class for every 2 class levels the rallying cook has. This effect lasts a number of rounds equal to the goblin cooks constitution modifier + 3.

Main Course (Ex): Some goblins fight out of fear, others out of greed. You fight for the highest purpose of all: dinner. At the beginning of each week, starting at level 2, you may declare one creature type as your main course for dinners that week. This creature type is selected from the rangers favored enemy list (excluding constructs and undead). When battling creatures of the chosen type you gain a bonus to all damage rolls equal to your constitution modifier, but you must cook and consume at least one meal from your chosen creature type each day.

If you have the Favored Enemy ranger ability and choose one of your favored enemies as your main course the bonuses to damage stack

Mystery Meat: A good cook can use anything to make a meal. And a good goblin will make a meal out of anything. Goblin cooks live (and occasionally die) by those words and your no exception. Starting at 4th level you may use any meat from any source with a reduced chance of poison or disease. The save DC for any toxins in the meat are reduced by 10 + 1/2 Goblin Cook level + Con Modifier. In addition those who succeed on their save regain 2d4 hit points per point of remaining DC.

Side Dish (Ex.): At level 7 you may declare an additional creature type from the Main Course list as a side dish each week. When battling a side dish creature you gain a bonus to all damage rolls equal to ˝ your constitution modifier. Otherwise this ability is identical to Main Course. This ability does not stack with your main course, but does stack with your Favored Enemy ability if you have one.

Mithral Chef (Ex): Sometimes the only way to really get the stew meat is to get in there and get it yourself. At level 2, goblin cooks may choose to follow the Way of The Flung Cutlery for ranged combat or the Path of The Perfect Cut to get close and personal. Those that choose to focus on ranged combat are treated as having the Rapid Shot feat, even if they do not meet the prerequisites. Those that choose to stick with melee are treated as having Two-Weapon Fighting even if they do not meet the prerequisites.

This ability functions exactly as the ranger class ability Combat Style. Those that have the Combat Style ability already, you instead gain the benefits of the Iron Chef ability, see below.

Iron Chef (Ex): Your skills and abilities have brought you far in your quest for culinary dominance. To further maintain your place in the food chain you have honed your ability to fight potential prey with more aptitude. Followers of the Way of Flung Cutlery are treated as having the Shot On The Run feat, even if they do not meet the prerequisites. Followers of the Path of The Perfect Cut are treated as having the Improved Two-Weapon Fighting feat, even they do not meet the prerequisites.

Secret Sauce (??Su??): Every chef has a signature sauce, and whatever goes into that sauce is a closely guarded secret. Many cooks go to their graves without revealing the secret, rather dieing than allowing another to possess the knowledge. Whenever you use your Mystery Meat ability to prepare a meal you may choose to add your secret sauce to the mix. Diners who partake of the meal gain a +2 circumstance bonus to their initial save. On a failed save the consumer still gains 2d4hp and also has a +4 bonus to their secondary save from any poison. Those who pass their save gain 2d6 HP and also gain the benefits of a Bless spell for 1 hour (CL = Goblin Cook level).

Adamantine Chef (Ex)/(Su): At 10th level you master the arts of cooking and the science of combat. Followers of flung cutlery are now treated as having the Improved Precise Shot feat, even if they do not meet the prerequisites. Those seeking the perfect cut are treated as having the Greater Two-Weapon Fighting feat, even if they do not meet the prerequisites for it.

In addition, you reach the peak of culinary mastery. Once per day, a meal you prepare has the same effects as the Heroes Feast spell (Caster Level = Character Level).

Finally your talent for mystery meat matures into the Mystery Meat In The Can ability. Once per month when preparing a meal, you may choose to prepare it in this special way. Using skill and experience alone you reduce the poison or disease save DC by only 1/2 Goblin Cook level + Con Modifier. Failure means death. Those that survive this meal gain the benefits of a Greater Restoration spell in addition to those normally granted. Other mystery meat can still be prepared as normal.



PLAYING A GOBLIN COOK
Everything is potentially your next meal so alway be on the look out for new and exciting things to toss into your stew pot. When selecting a main course or side dish go for the most common or dangerous creatures, if the creature type is sentient than make sure others know just what your doing with their dead since most races would find the thought of you feeding off of them to be very disturbing.
Combat: The best meat comes from creatures killed by surprise, so whenever possible try and ambush your potential prey. Depending on your combat path your either picking off meals at range or tenderizing them with melee, either way you want to deal as much damage as possible. Your high hit points allow you to absorb a lot of damage so when it comes time to collect ingredients don't be shy.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Most experienced goblin cooks are feared and respected within goblin society, where hunger is often a fact of life. Some underdark tribes as well as tribes in remote or harsh locations depend solely on their resident cook for sustenance. Given this fact, a goblin cook can generally call on any tribe in the area that he has cooked for, provided nobody too important died as a result. Goblin cooks are also in great demand by horde armies who recruit them to act as camp cooks, with platoons of wounded orc and hobgoblin soldiers depending on their mystery meat to heal the days wounds.

GOBLIN COOKS IN THE WORLD
“Never completely trust a goblin cooks stew. You never know what your gonna get.”

---Hobgoblin Drill Instructor on subject of camp food.
Everything living needs something to eat, and everything living can be eaten. To those who have to depend on you for their next meal your a celebrated ally, to those that find themselves facing the stew pot you are a relentless danger.
Daily Life: Other than the occasional goblin chief or warlord who has to die for questioning your authority in the kitchen, your life pretty much revolves around hunting, cooking, and eating.
Notables: Keeto Gutpunch has cooked for everyone from his small tribe in the deep forest to exotic, and often times illegal, dinners for masked human nobility with a fetish for cannibalism. His most well traveled tale is the time he was forced to cook for a disgusting human warlord. The warlord had heard of Keeto's culinary prowess and used his tribe as leverage to force his obedience. Keeto than proceeded to poison and kill everyone in the warlords castle, ensuring that his tribe ate well that winter.
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.

GOBLIN COOKS 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
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.

Keeto Gutpunch
CN/Male/Goblin/Ranger7/Goblin Cook8
Init +0, Senses: Listen +, Spot +,
Languages: Common, Goblin
------------------------------------------------
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


Cooks Cleaver
SMALL EXOTIC MELEE WEAPON
Type: Light One Handed Slashing
Damage/Critical: 1d8/19-20/x3
Range: Special; See Below
Cost/Weight: 8gp/1lb.
This is a strengthened version of a standard cooking cleaver found in most civilized kitchens. Its blade is usually rectangular with one side of the thick heavy blade sharpened to a razors edge, which gives the cleaver a keen effect. Even though it has been strengthened for use as a melee weapon, the basic design of the blade is inherently flawed, see below, and therefor is usually easily broken even when cleverly crafted or magically reinforced.
Special: Every time a critical hit is rolled there is a 40% chance the cleaver blade snaps from the handle. If the cleaver is made masterwork this chance drops to 25%. Magically imbued cleavers take 1% off this chance for every +x of enhancement.

In addition, when used as a thrown weapon the cooks cleaver gains the following stats:

Flying Cooks Cleaver
SMALL EXOTIC RANGED WEAPON (Thrown)
Damage/Critical: 1d8/x3
Range: 10ft.
These weapons look and function exactly as normal cleavers, in fact they are. The only real physical difference between a thrown cleaver and a held on is that the thrown weapon often has a much more curved edge near the base of the blade, where the corner of the blade has been broken off and then ground down to make the cleaver roll from the hand easier. The new shape of the blade reinforces the blade when it strikes its target, the shape of the blade absorbing much of the damage. Even though it has been strengthened for use as a ranged weapon, it is still a cleaver and can still be used for melee with no penalty.
Special: When used for ranged combat the base chance for breaking the blade is reduced by 5%.


GOBLIN COOK FEATS

Cleaver
Requirements: Power Attack, Cleave
Benefits: On a natural 20 you may choose to either deal damage as per your normal critical or you may make another attack roll at your full base attack bonus. This second roll sets the Reflex save DC the target must make otherwise it loses a limb.
Special: This feat can only be used on creatures with discernible anatomy and are affected by critical hits.

Taste Test
Requirements: BAB +8
Benefits: You gain a secondary bite attack as appropriate for your size: 1d4 small/1d6 medium.
Special: If you already have a natural bite attack or you have taken this feat once already, your base die damage increases by one step. Taking this feat more than twice does not stack.


*Added fluff, altered entry requirements, added more skills, added more abilities, and added new weapon.

*Filled in some of the fluff and edited.clarified on a few of the abilities. Started sample character.

*

watsyurname529
2008-11-22, 04:15 PM
Welcome back DonT! I recently reappeared too, ala last week! Bhu has made some great stuff while we were gone.

Now on for a couple comments on your latest PrC. Love the concept. As for Cast Iron Stomach, I would make it so eventually the Goblin Cook immune to injested poision and non-magical disease if not at first level.

Other ideas include giving it Track to allow it to track down it's next meal; some sort of Fire starting ability, like giving the Cooks Spoon the ability to cast Burning Hands or some other fire spell for combat ability and you need a fire to cook.

watsyurname529
2008-11-23, 08:35 PM
THE POINT BLANK SNIPER

"Anyone can snipe long range... It takes a true soldier to snipe point blank" - Drazg, Hobgoblin Point Blank Sniper

A Point Blank Soldier is a front line soldier that uses a bow or cross bow to shot his enemies up close and personal. It keeps him up to pace and allows him to go into quick melee fighting if need be. Hobgoblins favor this form of sniping over the long range because they view that as cowardice and melee the true form of fighting.

BECOMING A POINT BLANK SNIPER
Fighters that took up the bow and arrow or the bolt and crossbow are the most common to take this class. Rangers are sometime seen as bowmen on the front lines. Rarely you'll get a Rogue or Scout also following the point blank.

ENTRY REQUIREMENTS
To qualify to become a Point Blank Sniper, a character must fulfill all the following criteria:
BAB: +5
Feats: Point Blank Shot, Dodge
Special: Must of had a battle where you wielded a ranged weapon (bow/crossbow) in melee range (at least 15ft) the entire fight.


Class Skills
The Point Blank Sniper's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Swim (Str), Tumble (Dex)
Skills Points at Each Level : 2 + Int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +0 +2 +0 On the Front Lines, Power Blank
2. +2 +0 +3 +0 Snipe Style, Bow Block
3. +3 +1 +3 +1 On the Front Lines
4. +4 +1 +4 +1 Snipe Style, Close the Gap
5. +5 +1 +4 +1 Shot through the Heart


Weapon Proficiencies: A Point Blank Sniper gains proficiency with the arrow or bolt as a dagger of the appropriate size (medium does 1d4, etc.).

On the Front Lines (Ex): A Point Blank Sniper lives on the front lines and has adapted his ranged combat to them.
At 1st Level: +4 AC vs Attack of Opportunities provoked while Shooting; Precision Shot only when in Point Blank Range (30ft)
At 3rd Level: No Attack of Opportunities provoked while shooting; Gains Mobility as a bonus feat.
At 5th Level: Can make one Attack of Opportunity per round with a ranged weapon if the target is within 10ft.

Power Blank (Ex): A Point Blank Sniper improves his ranged power when he's in point blank range giving his shpts greater accuracy and damage. This increases Point Blank Shot's bonuses +2 at 1st Level, +3 at 2nd Level, +4 at 5th Level.

Snipe Style (Ex): A Point Blank Sniper picks a style of sniping and sticks to it gaining impressive abilities with their choice. At 2nd Level you can choose either Bow or Crossbow. At 4th Level you can choose either Power or Rapid Fire.
Bow: Gain Rapid Shot as a bonus feat
Crossbow: Gain Rapid Reload as a bonus feat.
Power: Increase damage die of your previous choice (Bows/Crossbows)
Rapid Fire: You get one extra attack per round with your previous choice. This attack functions exactly like Rapid Shot and stacks with it.

Block Bow (Ex): A Point Blank Sniper while uses ranged weapons, still is in melee range and learns to use their weapon as a shield, parrying blows. You gain a Shield bonus to AC based on your weapon. Light Crossbow/Short Bow +1 AC; Heavy Crossbow/Long Bow +2 AC.

Close the Gap (Ex): A Point Blank Sniper's power increases the closer the enemy is to his shot. The bonus from Point Blank Shot doubles if the target is within 10ft.

Shot through the Heart! (Ex): A Point Blank Sniper's pinicle ability, to get so close as to shoot through one enemy and hit another. As a Standard action a Point Blank Sniper may make a shot that hits two enemies, both enemies must be right in line with each other. The shot uses your highest BAB while the second it incurs a -5 penalty. If the first hit misses, roll for the second hit with an additional -3 penalty.

PLAYING A POINT BLANK SNIPER
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..

POINT BLANK SNIPERS NAME IN THE WORLD
"That hobgoblin sniper was insane. He engaged us in melee willingly with his crossbow!"
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.

POINT BLANK SNIPERS 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
Give an example of how one might encounter a member of this PrC.
EL x: 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

Grumbolt
2008-11-23, 08:55 PM
I had a complete humanoid campaign for years at my shop. We evolved some very fancy rules for the characters. It was all 2nd Ed. so I won't waste space by posting it all here. If you are curious, here is the page:

http://www.geocities.com/grumbolt/humanoid.html

Feel free to e-mail me with any comments!

watsyurname529
2008-11-23, 09:33 PM
BLEEDING MEDIC

"Amature medics only use their knowledge of the body to heal. I use mine to heal, and inflict pain" - Gyruh, Hobgoblin Bleeding Medic

A Bleeding Medic is a combat medic who started using his knowledge of how to heal, to inflict pain. Knowing how the body works to heal injuries, can be flipped into how to inflict them. The Bleeding Medic is a powerful force on the battlefield due to their life saving, or severing, knowledge.

BECOMING A BLEEDING MEDIC
Clerics are the most common entries to the class. Fighter/Clerics are also pretty common. Just about any Cleric with some melee class works well. Some Paladins also take the Bleeding Medic up.

ENTRY REQUIREMENTS
Skills: Heal 5 Ranks
Feats:
Spellcasting: Must be able to cast Cure Moderate Wounds

Class Skills
The Bleeding Medic's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Religion), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
Skills Points at Each Level : 2 + Int

Hit Dice: d8


BAB Fort Ref Will Abilities Spellcasting
1. +0 +2 +0 +0 Red Cross, Blood Magic --
2. +1 +3 +0 +0 Open Wound, First Aid I +1 Level of existing class
3. +2 +3 +1 +1 Blood Infusion +1 Level of existing class
4. +3 +4 +1 +1 Target Limbs +1 Level of existing class
5. +3 +4 +1 +1 Combat Medic, First Aid II +1 Level of existing class
6. +4 +5 +2 +2 Blood Energy --
7. +5 +5 +2 +2 Power of Blood +1 Level of existing class


Weapon Proficiencies: A Bleeding Medic gains no new proficiencies.

Spells per Day/Spells Known: At every Bleeding Medic level except first, and sixth a Bleeding Medic gains new spells per day as if he had also gained a level in an arcane or divine spellcasting class he possessed before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained, such as familiar progression. If he had multiple spellcasting classes, he picks one class to advance.

Red Cross (Ex): A Bleeding Medic focuses on their healing powers so that they never fall behind. The Caster Level of any Cure/Inflict Spell you cast is equal to your level.

Blood Magic (Su): A Bleeding Medic knows how to cause pain as well as mend wounds. A Bleeding Medic can spontaneously cange any Cure spell into an Inflict spell of equal level or lower and vice versa. This can not be used on magic items such as scrolls, wands, etc.

Open Wound (Ex): A Bleeding Medic can use their curing power to close wounds, but also to open them and cause them to bleed. As part of an attack, you may spend one Cure/Inflict spell to casue your target to bleed HP equal to the spell level for rounds equal to 1 + (Half Wis Mod).

First Aid (Ex/Sp): A Bleeding Medic still increases his knowledge of the body.
At 2nd Level: Gains Bleeding Medic Class Level to Heal Checks; +2 heal/damage on any Cure/Inflict Spell.
At 4th Level: Gains a Neutralize Poison usable as a spell like ability 1/Day.

Target Limbs (Su): A Bleeding Medic knows how to heal flesh; They also know how to heal, and also break, bones and limbs. A Bleeding Medic may use any Cure/Inflict spell to target one person to either heal or hurt their limbs. For evey 10 points healed/damaged you heal/damage 1 point of any one physical ability score (Str, Con, Dex), chosen upon casting. (Note: Cure only heals while Inflict only damages).

Blood Infusion (Su): A Bleeding Medic can use blood to enhance their spells beyond their normal power. A Bleeding Medic can use their or a helpless enemy's blood (-5 HP) to increase any spell CL by +1 for a single casting.

Combat Medic (Ex): A Bleeding Medic still trains in their fighting skills to keep them in tip top shape. A Bleeding Medic gains a Bonus Fighter Feat.

Blood Energy (Su): A Bleeding Medic can use the blood of his fallen enemies to empower himself. Once per encounter, a Bleeding Medic may use the blood of any helpless enemy (-5 HP if still alive) to give himself +15 Temporary HP and +2 Str for the rest of the encounter.

Power of Blood (Su): Upon 7th level, a Bleeding Medic learns their last ability, the Power of Blood. A Bleeding Medic may have energy burst from their body, either healing or harming all caught in the blast. Once Per Encounter, a Bleeding medic may burst dealing or healing damage equal to the damage they've healed (themself or others), damaged, or been damaged in a 30ft radius burst centered on self. A DC (15 + Wis Mod) Will Save for half damage. This functions once per encounter, only counts damage delt or healed during the encounter, and an encounter ends after 5 minutes of non-strenuous activity.

Example: Larry the Bleeding Medic has dealt 20 damage and healed 24 damage this encounter (12 points being himself). Larry then can burst with 44 points of energy, damaging or healing all creatures within 30ft of himself with a DC 19 (15 + 4 Wis Mod) Will save for half damage.

PLAYING ABLEEDING MEDIC
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..

BLEEDING MEDICS 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.

BLEEDING MEDICS 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
Give an example of how one might encounter a member of this PrC.
EL x: 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

watsyurname529
2008-11-23, 10:39 PM
There are my lastest two PrC's. The Point Blank Sniper and the Bleeding Medic! Tell me what you think.

I'm specifically having trouble with Prereqs for the Bleeding Medic (and possibly the Point Blank Sniper) and it's saves.

DonThelonious
2008-11-23, 11:46 PM
Welcome back DonT! I recently reappeared too, ala last week! Bhu has made some great stuff while we were gone.

Now on for a couple comments on your latest PrC. Love the concept. As for Cast Iron Stomach, I would make it so eventually the Goblin Cook immune to injested poision and non-magical disease if not at first level.

Other ideas include giving it Track to allow it to track down it's next meal; some sort of Fire starting ability, like giving the Cooks Spoon the ability to cast Burning Hands or some other fire spell for combat ability and you need a fire to cook.

Wats! How wonderful to see your still active! I have been chatting back and forth with BHU for the last month or so on yahoo and he has slowly gotten me back into the groove, so here I am. Your Hobo stuff is looking great and I like the Paragon class. I should probably work on a Goblin Paragon class...

I like the suggestions for the cook and will be integrating them into the whole tonight. God its good to be back.

Oh, and its Thel. Please.

Bhu
2008-11-24, 06:19 AM
Sweet! It's nice to see everybody back!

Cieyrin
2008-11-24, 05:23 PM
For the Bleeding Medic, you're probably gonna want to change the language about a willing enemy. No enemy will willingly bleed for you, though they'll certainly make you bleed, if they're able.

Maybe I'm missing what you're trying to say with "willing enemy" but, as it currently stands, the ability makes little sense, as i don't see a cleric or pali charming enemies around the battle field to bleed for them, which'd have to be pretty damn close to a domination effect to work, anyways.

Bhu
2008-11-25, 06:01 AM
OROG KNIGHT

http://Picture URL

”I wouldn’t do that if I were you.”

It is rare that an Orog finds a teacher of the Sublime Way. The few that have start their own orders of Crusaders in the depths of the Underdark.

BECOMING AN OROG KNIGHT
Orog Knights begin as Crusaders who have devoted themselves to defending their people.

ENTRY REQUIREMENTS
Race: Orog
BAB: +6
Maneuvers: Must know at least 4 Devoted Spirit maneuvers, one of which must be Defensive Rebuke
Feats: Devoted Bulwark, Combat Reflexes (yes I know most Orog wont be able to make use of it)
Skills: Intimidate 8 Ranks


Class Skills
The Orog Knight's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Armorsmithing, Weaponsmithing), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local, History, Religion)(Int), and Martial Lore (Int).
Skills Points at Each Level : 4+ int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Patient Strike
2. +2 +3 +0 +0 Improved Defensive Rebuke
3. +3 +3 +1 +1 Furious Defense
4. +4 +4 +1 +1 Patient Strike
5. +5 +4 +1 +1 Improved Defensive Rebuke
6. +6 +5 +2 +2 Protect the Fallen
7. +7 +5 +2 +2 Patient Strike
8. +8 +6 +2 +2 Improved Defensive Rebuke
9. +9 +6 +3 +3 Improved Zealous Surge
10.+10 +7 +3 +3 Rally The Troops

Weapon Proficiencies: Orog Knight’s gain no new weapon or armor proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Devoted Spirit or Stone Dragon disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Tanarukk Firesword Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Devoted Spirit or Stone Dragon disciplines if you meet it's Prerequisites.

Patient Strike (Ex): At 1st level whenever the Orog Knight attacks with a Readied Attack it gains a Circumstance Bonus equal to it's Charisma Bonus.

At 4th level the Orog Knight may do double damage with a Readied Attack three times per day.

At 7th level the Orog Knight automatically threatens a critical when it Readies against a Charge attack.

Improved Defensive Rebuke (Ex): At 2nd level whenever you use the Defensive Rebuke Maneuver you gain your Furious Counterstrike bonus on all Attacks of Opportunity you make that round.

At 5th level you gain your Furious Counterstrike bonus on all critical confirmation rolls for Attacks of Opportunity that round as well.

At 8th level if you Ready Defensive Rebuke against a Charging opponent, and hit successfully with it, he must make a Fortitude Save (DC is 10 plus half your hit dice plus Strength Bonus) or be Stunned that round.

Furious Defense (Ex): At the beginning of your turn as a free action you may announce you are foregoing the use of your Furious Counterstrike ability until next round as a Free Action and use this ability instead. For that round you may make a number of Attacks of Opportunity equal to your Furious Counterstrike Bonus.

Protect the Fallen (Ex): If an attack from an opponent brings an Ally of yours to 0 hit points or less, you immediately get to make up to a 5 foot step and can make an attack of opportunity against that foe if he is within reach.

Improved Zealous Surge (Ex): You may now use the Crusader's Zealous Surge 3 times per day if you have it.

Rally The Troops (Su): Whenever you successfully perform a Devoted Spirit Maneuver all Allies within 60' heal hit points equal to double your Orog Knight level.

PLAYING AN OROG KNIGHT
Orog Knights are the Paladins of their society. Whereas many Orog warriors concentrate on being effective killers of other races, the Knights prefer to concentrate on defending their people and their homelands.
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: The Orog Knights have their own Orders resources to draw upon, and when it's for the defense of the realm they can call upon a great deal of wealth from their people's leaders.

OROG KNIGHTS IN THE WORLD
"Watch out for the heavily armored ones."
"They ALL have heavy armor Jim. They're Orogs. It's what they do."
The Orog Knights generally only interact with the surface world in brief violent moments, or as occasional diplomats. For that matter they only tend to interact with underdark races that aren't Orogs in brief, violent moments as well. Being the primary defenders of their people means outsiders usually only get to see the business end of their weapons (they aren't called upon as diplomats very often you see).
Daily Life: The Knights train nonstop. It's their life. It's all they know. If they aren't training they're on assignment from their superiors. Many are also proficient smiths.
Notables: Merrik (CE Male Orog Crusader 6/Orog Knight 3) is a fairly recent addition to the Order, but has recently proved valuable in dealing with the surface world.
Organizations: The Orog Knights are an organization unto themselves. They have several different chapters, but all of them report to a head organization which is fairly high up in both the Orog government and religion.

NPC Reaction
NPC's react to the Knight's the same way they react to any other Orc warriors. Which can generally be described as "oh crap".

OROG KNIGHTS IN THE GAME
It's rare to meet a diplomatic Orc, so members of this PrC will be considered exotic at best. The reputation of the Orc race will make your secondary purpose as a diplomat troublesome at best.
Adaptation: This shouldn't be too hard to adapt. It's basically a holy warrior type class, and the Orogs have those already.
Encounters: PC's will generally encounter an Orog Knight when assaulting an Orog village or stronghold, or when the Orog's wish to talk and send one as a diplomat.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A strange race of Orc like creatures have been swarming up from tunnels in the mountains and conducting raids on the local villages. They have offered parley, and the local nobility has hired the PC's to guard the kingdom's top diplomat, and the Orc representative at the talks. Who will have guards of his own of course.


Merrik
CE Male Orog Crusader 6/Orog Knight 4
Init -2, Senses: Listen +0, Spot +0, Dark Vision 120'
Languages Orc, Undercommon
------------------------------------------------
AC 25, touch 10, flat-footed 25 (-2 Dex, +2 Natural, +2 Deflection, +13 Armor)
hp 75 (10 HD)
Fort +11, Ref +2, Will +8
Indomitable Soul, Zealous Surge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Greatsword +18/+13 (2d6+11/19-20)
Ranged +2 Throwing Axe +9 (1d6+7)
Base Atk +9, Grp +14
Atk Options Furious Counterstrike, Smite 1/day (+4)
Combat Gear 3 Potions of Cure Serious Wounds
Stances Known 1st: Iron Guard's Glare, Martial Spirit
Maneuvers Known 1st: Bolstering Voice, Crusaders Strike, Leading the Attack, Stone Bones, Vanguard Strike
2nd: Foehammer
3rd: Defensive Rebuke
4th: Divine Surge
5th: Doom Charge
-----------------------------------------------
Abilities Str 20, Dex 7, Con 14, Int 10, Wis 10, Cha 18
SQ Light Blindness, Fire Resistance 5, Cold Resistance 5, Orc Blood, Steely Resolve 10
Feats Adaptive Style, Combat Reflexes, Devoted Bulwark, Extra Granted Maneuver
Skills Balance +8, Concentration +6, Craft (Armorsmithing, Weaponsmithing) +6, Diplomacy +12, Intimidate +14, Knowledge (Religion) +6, Martial Lore +6
Possessions +5 Full Plate, +4 Greatsword, +2 Returning Throwing Axe, +2 Ring of Protection, 3 Potions of Cure Serious Wounds, 442 GP


EPIC OROG KNIGHT

Hit Die: d10
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Orog Knight gains a Bonus Feat every 2 levels higher than 20th

Cieyrin
2008-11-25, 01:19 PM
ooo, Orog support =3
I've never been that big of a fan of the Crusader but fun anyways. I more see Orogs becoming Warblades but that's just me.

DonThelonious
2008-11-26, 01:11 AM
Okay. So now that I have gotten fully up to date on whats been going on here I have to say I am very impressed. PEACH-ing is still a little more scarce than I would prefer, but overall much progress has been made.

As for specific PrCs and my personal opinions, I have yet to form anything more solid than "Sweeeeeet!!!:smallcool:". The many ToB based classes were an unfortunate surprise :smallannoyed:, but the work put into them is definitely something to be proud of (For those who have yet to get to know me, I have read the arguments, read the book, discussed its pro's and con's with many friends and come to the conclusion that I do not like ToB. Its that simple.).

Personal opinions aside, I am proud and happy for all the support and involvement. I just hope I can meet (and exceed :smallwink: ) the expectations that BHU seems to have generated. As I work on finishing off the cook I plan on transferring my other works over from the WoTC board.

Oh, and uh... w00t!

Bhu
2008-11-28, 06:21 AM
You always do well Don :D

Orog Knight updated.

Bhu
2008-11-29, 06:16 AM
Hey Wats, do you have Complete Champion? Peek at Healing Devotion, Mitigate Suffering, or Touch of Healing. They might work as Prerequisite Feats fro the Bleeding Medic.

watsyurname529
2008-11-29, 03:58 PM
Alas I have every complete book but Champion. I think Divine might have a feat for me though.

As for the "willing" enemy comment, I meant helpless and it's been changed. It was meant so that if you had an enemy alive but bound, sleeping, unconsious, etc. so that you could get some blood with out it resisting you could use that.

Neithan
2008-11-29, 05:21 PM
Hi there,

I'm actually a huge fan of orcs and goblins, but I really don't care for Prestige Classes. On the first page it says something about "Complete Goblinoid" or something, followed by a long list of Prestige Class names. I think a lot of people really like PrCs... but a lot of people really don't.:smalleek:
I flipped through the pages and it seems like there are only PrCs. Not that there's anything bad with PrCs if you enjoy them, but I REALLY would like to see some (let's be honest: a lot) of fluffy stuff about orc and goblin society, religion, martial arts, communities, and traditions.

Bhu
2008-11-30, 05:24 AM
Hi there,

I'm actually a huge fan of orcs and goblins, but I really don't care for Prestige Classes. On the first page it says something about "Complete Goblinoid" or something, followed by a long list of Prestige Class names. I think a lot of people really like PrCs... but a lot of people really don't.:smalleek:
I flipped through the pages and it seems like there are only PrCs. Not that there's anything bad with PrCs if you enjoy them, but I REALLY would like to see some (let's be honest: a lot) of fluffy stuff about orc and goblin society, religion, martial arts, communities, and traditions.

http://forums.gleemax.com/showthread.php?t=862300

This is the parent thread at Wizards, and it links to the other race threads. There's a lil stuff there. I may be doing some fluff after I get all my PrC's done (I'm working on a hundred of them).


First ability of the Orog Knight is up, lemme know what you think.

DonThelonious
2008-12-02, 01:57 AM
Hey BHU, if its still up you might want to peek at my Savage Paladin over on the wizards board. I think you may find some nifty things to try in the Orog Knight.

Bhu
2008-12-02, 06:02 AM
Added Improved Defensive Rebuke.

Bhu
2008-12-03, 05:30 AM
Got everything up excpet the capstone.

Bhu
2008-12-04, 05:56 AM
Okay hadda do some revising and added the capstone. Lemme know what you think.

Bhu
2008-12-05, 06:46 AM
Last of the ToB PrC's for now


TANARUKK FIRESWORD

http://Picture URL

”Fire is the answer to all of life’s problems.”!

Given their bizarre and unholy parentage it’s odd to think of the Tanarukk taking up the art of the Swordsage, but their affinity for fire seems to make them naturals at the Desert Wind style.

BECOMING A TANARUKK FIRESWORD
Tanarukk Fireswords begin as Swordsages, if they can find a teacher.

ENTRY REQUIREMENTS
Race: Tanarukk
Maneuvers: Any 3 Desert Wind maneuvers, one of which must do Fire Damage.
Feats: Desert Wind Dodge, Scorching Sirocco
Skills: Tumble 6 Ranks
Class Abilities: Discipline Focus (Desert Wind)


Class Skills
The Tanarukk Firesword's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Martial Lore (Int), and Tumble (Dex).
Skills Points at Each Level : 4+ int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Holocaust Sword (Flaming)
2. +1 +0 +3 +3 Fiendish Heritage
3. +2 +1 +3 +3 Control Flame (Delayed Blast Fireball)
4. +3 +1 +4 +4 Holocaust Sword (Flaming Burst)
5. +3 +1 +4 +4 Fiendish Heritage
6. +4 +2 +5 +5 Control Flame (Fire Storm)
7. +5 +2 +5 +5 Holocaust Sword (Flaming Blast)
8. +6 +2 +6 +6 Fiendish Heritage
9. +6 +3 +6 +6 Control Flame (Blackfire)
10.+7 +3 +7 +7 Demonic Transformation

Weapon Proficiencies: Tanarukk Fireswords gain no new weapon or armor proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Desert Wind or Stone Dragon disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Tanarukk Firesword Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Desert Wind or Stone Dragon disciplines if you meet it's Prerequisites.

Holocaust Sword (Su): At 1st level whenever you wield a Desert Wind weapon it is considered to be a Flaming weapon (see DMG page 224).

At 4th level it becomes a Flaming Burst weapon (see DMG page 224).

At 7th level whenever you successfully critical everyone within 15' takes the excess fire damage (except of course yourself).

Fiendish Heritage (Su): Beginning at second level the Tanarukk begins to develop the powers of it's Fiendish legacy. At 2nd level it gains Energy Resistance 10 to both Cold and Electricity.

At 5th level it becomes Immune to Fire and Poison.

At 7th level it gains both the Chaotic and Evil Subtypes, and the Save DC of all Desert Wind Maneuvers it uses are increased +2.

Control Flame (Sp): Over time the Tanarukk's control over flame increases rapidly. At 3rd level the Firesword may cast Delayed Blast Fireball once per day as a Spell-Like Ability.

At 6th level he may cast Firestorm once per day as a Spell-Like Ability.

At 9th level he may cast Blackfire once per day (see Spell Compendium) as a Spell-Like Ability.

Demonic Transformation (Su): At 10th level the Firesword begins to fully manifest his demonic ancestry. He becomes an Outsider with the Native Subtype, and gains DR 10/Cold Iron.

PLAYING A TANARUKK FIRESWORD
Fire is the answer to all of your problems. Even against opponents immune to flame you might be able to do sufficient nearby structural damage to give yourself an advantage. If that fails you can always rely on your fellow mercenaries (i.e. cannon fodder) to get between you and the good guys by fleeing. Better to live to carry on your fight another day than die now. How will you live to see the world burn if you get killed fighting inconsequential would be heroes?
Combat: Tanarukk Fireswords tend to rely on fire. Against opponents immune to fire they are at something of a loss, and simply flail away with their Falchions or make their escape as best they can.
Advancement: Tanarukk Fireswords are obsessed with gaining more power over fire, using it to cause holocausts, burning cities and fields. Most are avid pyromaniacs and will do anything to get better at manipulating flame. Some are addicted to setting fires, which is one reason many never live to see hte 10th level of this PrC.
Resources: Tanarukk Fireswords can count on each other in times of trouble, and often can gain temporary help from either the Orc tribes, other demonic cultists, or even other Fiends.

TANARUKK FIRESWORDS IN THE WORLD
"Them damn monsters are back again. Burned down Brother Amos' barn yestiday. They'll pay someday. Oh how they'll pay!"
Tanaruk Fireswords are little better than rabid dogs, eager to do the bidding of their masters. Hungry for blood and destruction they need little excuse or provocation to begin burning whatever is within reach.
Daily Life: The daily life of a Firesword consists of practice, setting numerous fires, and wanton slaughter. Sometimes it's an assignment, sometimes its out of boredom, sometimes it's because they aren't bored but feel the need to live up to their rep.
Notables: Selkirk (CE Male Tanarukk Swordsage 3/Tanarukk Firesword 3) is an infamous mercenary for hire, specializing in arson.
Organizations: The Tanarukk Fireswords are an organization of sorts, dedicated to spreading worship of their Demonic parents among the other Orc races. This causes them some problems as the Priesthood of Gruumsh doesn't take to it so kindly.

NPC Reaction
Since the Fireswords are militant arsonists who get their jollies by setting things on fire, most NPC's don't like them. Running in terror screaming is a common reaction.

TANARUKK FIRESWORDS IN THE GAME
This classes entire attack is based on fire, meaning putting them against a lot of opponents immune to fire is kinda cheap, and mean to your PC. Plus fire is kewl.
Adaptation: Every campaign has a demon cult of some kind (well almost every). If you like the traditional fiery critters, this is perfect for you.
Encounters: PC's will probably encounter Tanarukk Fireswords as they go on burning rampages to show appreciation to their Fiendish lords, or on assignment from one Demon or another.

Sample Encounter
EL 12: The PC's have been hired to find out who has been burning down small villages by a local Countess. Eventually they track down a cult of demon worshippers that are obsessed with fire led by a strange Orc like creature. But in the days to come they will see this same creature chatting with the Countess. If they know each other why did she hire the PC's to track down the source of the fires if she already knows it? Especially if that source leads back to her?


Selkirk
CE Tanarukk Swordsage 3/Tanarukk Firesword 3
Init +3, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Orc, Abyssal, Undercommon, Common
Quick to Act +1
------------------------------------------------
AC 30, touch 21, flat-footed 28 (+2 Dex, +4 natural, +2 Wis, +9 Armor, +3 Deflection)
hp 60 (11 HD)
Fort +7, Ref +12, Will +12
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +3 Falchion +16/+11 (2d4+9+1d6 Fire/15-20)
Base Atk +9, Grp +13
Atk Options Discipline Focus: Desert Wind (Weapon Focus), Holocaust Sword (Flaming Burst), Control Flame (Delayed Blast Fireball and Firestorm 1/day)
Combat Gear 4 Potions of Cure Serious Wounds, 4 Potions of Haste
Stances Known 1st: Blood in the Water, Step of the Wind
Maneuvers Known 1st: Blistering Flourish, Burning Blade, Charging Minotaur, Counter Charge, Distracting Ember, Stone Bones, Wind Stride
2nd: Burning Brand. Flashing Sun
3rd: Death Mark
Initiator Level: 6, Maneuvers Readied: 4
Supernatural Abilities Control Flame
-----------------------------------------------
Abilities Str 18, Dex 14, Con 13, Int 10, Wis 15, Cha 4
SQ Cold/Electricity Resistance 10, Spell Resistance 20, Orc Blood, AC Bonus, Immune to Fire and Poison
Feats Adaptive Style, Blade Meditation (Desert Wind), Desert Wind Dodge, Scorching Sirocco,
Skills Concentration +7, Hide +10, Intimidate +5, Knowledge (Religion) +4, Listen +10, Martial Lore +6, Move Silently +8, Search +8, Spot+10, Tumble +10
Possessions +3 Keen Falchion, +5 Chain Shirt, Cloak of the Salamander, +3 Ring of Protection, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 375 GP


EPIC TANARUKK FIRESWORD

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Tanarukk FIresword gains a Bonus Feat every 2 levels higher than 20th

Cieyrin
2008-12-05, 03:22 PM
Like Orogs, I see Tanarukks as more Warblades than anything, maybe taking Martial Study to get the Desert Wind techniques and also doing Iron Heart or Stone Dragon.

Bhu
2008-12-06, 05:51 AM
Like Orogs, I see Tanarukks as more Warblades than anything, maybe taking Martial Study to get the Desert Wind techniques and also doing Iron Heart or Stone Dragon.

I wanted it to be a mystical class that focused on their power to manifest fire. I chose Swordsage cause it was the most mystical of the 3 and had access to Desert Wind from teh beginning.

Worry not I shall try to make it worth while :D

Bhu
2008-12-07, 01:30 AM
I got most of the fluff up. If I have time I'll get the crunch up this weekend too.

watsyurname529
2008-12-07, 12:50 PM
Okay, so I updated the Bleeding Medic a bit. Still need to take a look at feat prereqs.

Anyway, I need some help with the capstone. I have a few ideas. One is a 2/Day Heal or Harm spell. Any other ideas than just a straight heal/harm?

Bhu
2008-12-08, 06:37 AM
You could make him semi vampiric, able to heal others by letting them drink his blood, or heal himself by drinking theirs.

Bhu
2008-12-09, 04:59 AM
Or, optionally, you could make him able to transfer damage between two targets within a certain range. i.e. whatever amount of damage his ally heals the enemy takes.

DonThelonious
2008-12-09, 09:21 AM
Okay, so I updated the Bleeding Medic a bit. Still need to take a look at feat prereqs.

Anyway, I need some help with the capstone. I have a few ideas. One is a 2/Day Heal or Harm spell. Any other ideas than just a straight heal/harm?

What about something like a 1/encounter burst ability that lets them basically explode with either positive or negative energy equal to the amount of damage they had healed in themselves or others. So lets say the medic cured Bob the Fighter for 10hp in round 1, then healed Chuck the Rogue for 15hp in round 2, on round 3 he would be able to burst with healing/harming energy for 19.

On another note, I will be finishing up the Goblin Cook in the next few days. Any suggestions on fluff? Anyone?

DonThelonious
2008-12-09, 10:27 AM
Added a picture and filled in a bit of the fluff for the goblin cook. What do you guys think?

Bhu
2008-12-10, 02:51 AM
Added a picture and filled in a bit of the fluff for the goblin cook. What do you guys think?

Is the Skill FOcus prerequisite for Craft (Cooking) or Profession?

Luv the pic. Thems some Big cleavers.

DonThelonious
2008-12-10, 08:30 AM
Is the Skill FOcus prerequisite for Craft (Cooking) or Profession?

Luv the pic. Thems some Big cleavers.

Glad you like the pic. The Skill Focus prereq. is for Craft (Cooking). Need to know how to cook to be a cook ;)

Cieyrin
2008-12-10, 10:48 PM
Glad you like the pic. The Skill Focus prereq. is for Craft (Cooking). Need to know how to cook to be a cook ;)

That point can be debated, depending who we're talking about cooking.

DonThelonious
2008-12-11, 01:12 AM
That point can be debated, depending who we're talking about cooking.

:smallbiggrin:You make an excellent point...

Bhu
2008-12-11, 06:51 AM
Updated Tanarukk FIresword. I just noticed on the Orog Knight they gain no maneuvers/stances for the 10 levels. Think I should keep it that way?

Cieyrin
2008-12-11, 09:39 AM
Oh, yeah, i totally failed to notice that Orog Knight had no maneuver progression. I don't think the class' power progression is such that giving them a progression is going to horribly overpower it.

Bhu
2008-12-12, 04:43 AM
Got the Firesword done cept capstone and example PrC.

Cieyrin
2008-12-12, 11:07 AM
You don't have a usage limit on Blackfire, fyi. I assume you meant 1/day or some such.

Bhu
2008-12-14, 12:08 AM
Firesword is up, cept for the example NPC. If you like it, Ill finish. and then move on to the spookity psychic gobbins :smallbiggrin:

Bhu
2008-12-15, 05:12 AM
STYGIAN BLADE

http://Picture URL

"Nothing feels better than watching your opponents soul shrivel into dust in your hands."

Goblinoids tend to have a certain finesse with Stygian powers. Maybe it's because they allow them to kill things easier, or perhaps many Goblinoid psychics are due to the result of experimentation on their species which has left them, shall we say, bereft of that which many other races call sanity.

BECOMING A STYGIAN BLADE
Members of most psionic classes can become a Stygian Blade as long as they can gain access to the appropriate negative energy powers.

ENTRY REQUIREMENTS
Race: Any Goblinoid
Psionics: Manifester Level 5th, must be able to Manifest at least 1 Stygian Power
Feats: Stygian Archon
Skills: Autohypnosis 4 ranks, Concentration 4 ranks, Knowledge (Psionics) 4 ranks


Class Skills
The Stygian Blade's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Psionics)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), and Spot (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Stygian Power (+1)
2. +1 +0 +0 +3 Stygian Combat Style, +1 Level of existing Manifesting Class
3. +2 +1 +1 +3 Stygian Blade
4. +3 +1 +1 +4 Stygian Power (+2), +1 Level of existing Manifesting Class
5. +3 +1 +1 +4 Stygian Combat Style, +1 Level of existing Manifesting Class
6. +4 +2 +2 +5 Stygian Blade, +1 Level of existing Manifesting Class
7. +5 +2 +2 +5 Stygian Power (+4), +1 Level of existing Manifesting Class
8. +6 +2 +2 +6 Stygian Combat Style
9. +6 +3 +3 +6 Stygian Blade, +1 Level of existing Manifesting Class
10.+7 +3 +3 +7 Stygian Apotheosis, +1 Level of existing Manifesting Class

Weapon Proficiencies: Stygian Blades gain no new weapon or armor proficiencies.

Stygian Power (Ex): At first level the Save DC for all powers you Manifest that use negative energy increase by +1. This stacks with Feats such as Psionic Endowment. The Bonus increases to +2 at level 4, and +4 at level 7.

Stygian Combat Style: Beginning at level 2 you begin to choose a Combat Style involving your negative energy powers. You get to choose one from the following list, and that power may not be changed once it is chosen.

Stygian Touch (Prerequisite: Any power using negative energy with a Range of Touch): At second level your touch attack powers do +1d6 negative energy damage. At 5th level this increases to +2d6. At 8th level this increases to +3d6.

Stygian Attack (Prerequisite: Any power using negative energy that modifies a weapon, such as Stygian weapon): At 2nd level the Save DC of the attack increases by +1. At 5th level it increases to +2. At 8th level it increases to +4. This stacks with the Stygian Power Class Feature.

Stygian Blast (Prerequisite: Any power using negative energy as a ranged attack): A 2nd level your ranged negative energy powers costs 1 point less to manifest. At 5th level hey cost 2 points less. At 8th level they cost 3 points less.

Stygian Power (Prerequisite: Any power using negative energy): At second level the duration of powers you Manifest using negative energy gain use of the Extend Power Feat without it expending your Psionic Focus. At 5th level powers you Manifest using negative energy gain use of the Enlarge Power Feat without expending your Psionic Focus. At 8th level powers you manifest using negative energy gain the benefit of the Knockdown Power Feat without expending your Psionic Focus. This ability still requires the extra power points the Feat would use up.

Stygian Augment (Prerequisite: Lurk Augments): At second level you may convert your Sneak Attack damage to negative energy damage when attacking with your Lurk Augments. You gain +1d6 at level 5, and +2d6 at level 8.

Stygian Rage (Prerequisite: Surging Euphoria): When using your Wild Surge ability for a power using negative energy, your Surging Euphoria Bonus increases by +1 at level 2, +2 at level 5, and +3 at level 8.

Stygian Blade (Su): At third level the Stygian Blade can manifest the class ability that gives the PrC it's name. As a Move-equivalent Action the Stygian Blade can Manifest a long "blade" of negative energy. This is a light melee weapon doing 1d6+(Manifesting stat modifier) negative energy damage (Criticals on a 19-20, x2 damage). The Stygian Blade may take Weapon Feats for it's Stygian Blade as though it were a weapon, including Psionic Feats like Psionic Weapon.

At 6th level the Blade does 1d8 damage, and criticals on an 18-20. It may now be modified by Psionic Powers as though it was a weapon, and excess damage from Psionic Feats and Powers also becomes negative energy damage.

At 9th level the Blade does 2d6 damage, and gains the Profane and Profane Burst abilities (see Magic Item Compendium).

Stygian Apotheosis: At 10th level you aren't quite goblin anymore. You become immune to negative energy damage, death effects, energy drain, level drain, and ability drain/damage.

PLAYING A STYGIAN BLADE
You have learned to somehow manipulate negative energy without suffering any ill effects. At least you see it that way. Others can tell that there are subtle and increasing changes in your personality. Changes they probably won't like.
Combat: Combat varies for Stygian Blades. Psions/Wilders tend to concentrate on ranged attacks. Psychic Warriors tend to concentrate on infusing their weapon attacks with negative energy as do Lurks. Ardents and Divine Minds tend to use their negative energy powers to manipulate undead.
Advancement: A lot of how a Stygian Blade advances depends on what class it originally was, as many of the Psionic classes have differing negative energy powers. This means that many Stygian Blades are unalike, making them not as predictable as other organizations.
Resources: The Stygian Blades have their organization to draw on, and when serving the Goblin nobility may also likely call upon their money as well.

STYGIAN BLADES IN THE WORLD
"Don't trust that one Gorv. He's a little too close to the grave for comfort."
Stygian Blades interact with each other, and perhaps the dead, not so much the world. Their close ties to the Negative Energy Plane causes them great mental stress, and many mental abnormalities, making daily interaction with others increasingly difficult.
Daily Life: A great many Stygian Blades spend their days in their own heads. Most have severe psychological problems that interfere with their daily existence. For some this is because their connection to negative energy came from experimentation on them by some madman. For others, they were born connected to the Negative Plane. Talk about your warped childhoods...
Notables: Svetozar (NE Male Goblin Ardent 5/Stygian Blade 7) is the local equivalent of a necromancer for his tribe.
Organizations: Stygian Blades sometimes form small organizations to achieve mutual goals, but there aren't enough of them to form large scale problems.

NPC Reaction
NPC's react to Stygian Blades in much the same way they would a Necromancer, or any other caster using negative energy: mind bending fear.

STYGIAN BLADES IN THE GAME
This PrC gives the Goblins some unexpected Necromantic backup. The negative energy artillery it provides evens the odds a little when the PC's come arriving.
Adaptation: Horror campaigns work best for this class, but traditional fantasy campaigns work too.
Encounters: Stygian Blades may be sent to assassinate PC's, or someone they have been asked to protect. Or perhaps they've been sent to soften up or sabotage communities before a raid. Or they rob graves for cannon fodder.

Sample Encounter
EL 12: The local Orc tribe has become increasingly agitative lately. They're attacking the towns with increasing frequency, and it seems as if they are almost driven. A captured Orc warrior tells tales of horrifying dead things, and a shaman gone mad. He claims the raids aren't made by choice. The Shaman needs bodies for a plan...


Svetozar
NE Male Goblin Ardent 5/Stygian Blade 7
Init +2, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Goblin, Common, Giant, Orc
------------------------------------------------
AC 27, touch 17, flat-footed 25 (+1 Size, +2 Dex, +10 Armor, +4 Deflection)
hp 54 (12 HD)
Fort +4, Ref +5, Will +13
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Stygian Blade +1d8+4 (18-20)
Base Atk +8, Grp +2
Atk Options Stygian Blade +10 melee (1d8+4/18-20)
Combat Gear 4 Cure Serious Wounds Potions
Mantles Known Consumption, Death (Primary), Destruction (Primary), Evil, Pain and Suffering
Powers Known 1st: Dissipating Touch, Hungry Touch, Stygian Discernment
2nd: Death Knell (Psionic), Dissolving Touch, Dissolving Weapon, Stygian Ray
3rd: Speak with Dead Psionic,
4th: Power Leech
5th: Psychotic Break, Stygian Dominion
Manifester Level 10, Power Points 108
Stygian Power +2
-----------------------------------------------
Abilities Str 6, Dex 14, Con 13, Int 14, Wis 18, Cha 8
SQ Assume Psionic Mantle, Stygian Power (Enlarge Power, Knockdown Power)
Feats Combat Manifestation, Narrow Mind, Speed of Thought, Stygian Archon, Weapon Finesse
Skills Autohypnosis +12, Concentration +9, Diplomacy +5, Hide +8, Intimidate +5, Knowledge (Psionics, Religion) +10, Listen +10, Move Silently +12, Psicraft +8, Ride +6, Spot +10
Possessions +5 Breastplate, +4 Ring of Protection, Torc of Power Preservation, Third Eye Concentrate, Ring of Chameleon Power, 4 Cure Serious Wounds Potions, 950 GP


EPIC STYGIAN BLADE

Hit Die: d6
Skills Points at Each Level : 4 + int
Manifester Level Manifester Level is equal t Character Level -3. You gan no additional power points or powers after 20th level.
Stygian Combat Style Stygian Touch: At Level 21 and every 3 levels thereafter your touch attack powers do an additional +1d6 negative energy.
Stygian Attack: Save DC increases by +2 at Level 21 and ever 3 levels thereafter.
Stygian Blast: Ranged attack powers cost and additional 1 power point less to Manifest at Level 21 and every 3 levels thereafter.
Stygian Power: At level 21 and every 3 levels thereafter choose an additional Metapsionic Feat. You may Manifest negative energy powers using that Feat without expending your Psionic Focus.
Stygian Augment: Gain an additional Sneak Attack die at level 21 and every 3 levels thereafter.
Stygian Rage: Your Surging Euphoria Bonus increases +1 at level 21 and every 3 levels thereafter.
Bonus Feats: The Epic Stygian Blade gains a Bonus Feat every 3 levels higher than 20th

watsyurname529
2008-12-15, 05:51 PM
OOOoohh... I likes spooky psychic (and possibly psychotic) goblins!

Anyway, I've finally got the capstone for the Bleeding Medic up! I took Thel's idea and modified it a bit. The only thing is do you think it needs a save for half damage? The problem is that sometimes, the amount of damage wouldn't be enough for a save for half, especially for a capstone, but you could potientially amass alot of damage.

The power is reprinted below:

Power of Blood (Su): Upon 7th level, a Bleeding Medic learns their last ability, the Power of Blood. A Bleeding Medic may have energy burst from their body, either healing or harming all caught in the blast. Once Per Encounter, a Bleeding medic may burst dealing or healing damage equal to the damage they've healed (themself or others), damaged, or been damaged in a 30ft radius burst centered on self. The Bleeding Medic also half the amount of damage delt or healed. This functions once per encounter, only counts damage delt or healed during the encounter, and an encounter ends after 5 minutes of non-strenuous activity.

Example: Larry the Bleeding Medic has dealt 20 damage and healed 24 damage this encounter (12 points being himself). Larry then can burst with 44 points of energy, damaging or healing all creatures within 30ft of himself also healing himself 22 points in the process.

Rappy
2008-12-16, 12:18 AM
Since the concept is Open Game Content, I was thinking of making a new bloodline for the bugbear, possibly a minor one for orcs and hobs if that's feasible (feats if not). What does everyone think of that?

Bhu
2008-12-16, 04:34 AM
Since the concept is Open Game Content, I was thinking of making a new bloodline for the bugbear, possibly a minor one for orcs and hobs if that's feasible (feats if not). What does everyone think of that?

:smallbiggrin:

Bhu
2008-12-16, 04:35 AM
OOOoohh... I likes spooky psychic (and possibly psychotic) goblins!

Anyway, I've finally got the capstone for the Bleeding Medic up! I took Thel's idea and modified it a bit. The only thing is do you think it needs a save for half damage? The problem is that sometimes, the amount of damage wouldn't be enough for a save for half, especially for a capstone, but you could potientially amass alot of damage.

Hmm.....tough one that....I'll have to think on it

watsyurname529
2008-12-16, 05:11 PM
Rappy: You're welcome to experiment here!

Bhu: Yeah, I'm leaning toward having a save after I've thought about it. It's a 1/Per Encounter being the biggest thing. If it was 1/Day, then no save. Anyway, you could easily use a Cure/Inflict Critical Wounds and get I think around 4d8+20 heal/damage or pulling off a Cure/Inflict X Mass spell and get even more damage. Not to mention if they previously casted a Heal/Harm spell. That could be around 150+ damage. So yeah, save for half.

Edit: Also thinking about that, I need to really take it down a notch, possibly even damaging yourself a bit because of the mass amounts of energy coming from your body.

Bhu
2008-12-17, 03:33 AM
Y'all will wish to peek at the Pain Totem on page 1. Kitteh has a surprise for you...

watsyurname529
2008-12-17, 07:54 PM
Maybe it's my horrible cold, but I can't really see any difference...

Bleh, damn cold. I'm going to create a PrC centered around debuffing/causing sickness; anyone have any starting ideas?

Also, I edited the Bleeding Medic capstone. I added a DC 15 + Wis Mod Will save for half damage and took out the self healing part.

Rappy
2008-12-17, 09:15 PM
Well, I took to heart the fact that bloodlines tend to be for 5+ hd monsters, so I made a feat instead. Tell me what you think, and what could be changed.

Goblinoid-Blooded [Initial]
You have goblinoid blood running through your veins, to the shock and queasy faces of your fellow kind.
Prerequisites: Humanoid that isn't a goblinoid.
Benefits: You gain the goblinoid subtype and darkvision out of 60 feet (if you don't have it already).

Bhu
2008-12-18, 03:36 AM
Maybe it's my horrible cold, but I can't really see any difference...

Bleh, damn cold. I'm going to create a PrC centered around debuffing/causing sickness; anyone have any starting ideas?

Also, I edited the Bleeding Medic capstone. I added a DC 15 + Wis Mod Will save for half damage and took out the self healing part.

You will notice that there are now Epic levels at the bottom. And I edited the Feats a lil.

Cieyrin
2008-12-18, 03:12 PM
Bhu: I also notice, provided that I'm not forgetting what it once was, the removal of sorcerer levels to get in. Provided that's true, the example character needs to be fixed for that.

Rappy: As for the Goblinoid-Blooded feat, that's a lot of stuff to put in a single feat, considering the Races of Destiny equivalent feat, Human Heritage, just gives the Human subtype and maybe extra skill points. I'd maybe cut what you're offering in the feat to one thing (either the skill bonus or Darkvision, i think) and then make some additional feats to show you cultivating your goblinoid heritage, maybe make them like some of the other Heritage feat chains, in which they all get better as you get more feats in the chain. That would be all sorts of nifty =3

Daracaex
2008-12-18, 03:44 PM
Well, I took to heart the fact that bloodlines tend to be for 5+ hd monsters, so I made a feat instead. Tell me what you think, and what could be changed.

Goblinoid-Blooded [Initial]
You have goblinoid blood running through your veins, to the shock and queasy faces of your fellow kind.
Prerequisites: Humanoid that isn't a goblinoid.
Benefits: You gain the goblinoid subtype. In addition, you have a +4 bonus to Move Silently checks, a +2 bonus to attack rolls against elves, and darkvision out of 60 feet (if you don't have it already).

I think you overdid it a bit, Rappy. Skill Focus (http://www.d20srd.org/srd/feats.htm#skillFocus) might be an underpowered feat, but I still think no feat should be strictly better than another unless it's part of a tree. My advice? Go ahead and do some bloodlines for it. The added diplomacy with goblinoids from "Goblinoid Affinity" would be much more useful than the Dragon or Elemental or whatever other more rarely-used affinities the other bloodlines give.

watsyurname529
2008-12-18, 08:23 PM
Ah, I did see the Epic Levelness for the Pain Totem. That's cool. The feats also look like good feats to take because I remember them being somewhat weak.

Anyway, anyone got some starting ideas for a sickness/debuffing PrC? I'm trying to think of some myself.

Bhu
2008-12-19, 03:40 AM
Im in agreement with the others Rap. I'd have said it should give the Goblinoid subtype, and maybe Dark Vision 30' or a skill bonus, but not both.


How about a Swamp Witch of some kind Wats?

Bhu
2008-12-19, 11:33 PM
Stygian Blade updated. Almost got it ready to add the abilities.

Bhu
2008-12-20, 07:08 AM
Got Epic Levels up for Darkened Eye and Ironheart Samurai.

DonThelonious
2008-12-21, 04:43 AM
I spoke with BHU and he has given me permission to flood his thread with my WoTC creations. So here they all come. Starting with...
--
http://farm2.static.flickr.com/1385/1471297187_737ac65998_o.jpg
Image courtesy of WoTC© All rights reserved.
"See look'it! One shot and da' human die! Still have another shot, too!!!



Claw Redeye


Goblin Potshot Sniper
Prestige Class
By Don Thelonious



Goblins have always been trying to figure out ways to kill more efficiently while risking less. Centuries ago a distinct goblin style of archery arose, incorporating long hours of practice, usually under the watchful eyes of their bigger cousins the Hobgoblins, these goblins honed their potshot skills to a supernatural art form. Forsaking the previous beliefs of “Throw enough arrows at it and it will die,” these goblins concentrated on a “One shot, one kill” strategy. Thus arose the Goblin Potshot Sniper.
Hit Die: d6

Requirements
To qualify to become a Goblin Potshot Sniper, a character must fulfill all the following criteria:
Race: Goblin or Goblinoid
Skills: Hide 8 Ranks, Move Silent 8 Ranks, Spot 5 Ranks
Special: Sneak Attack +2d6

Class skills
The Goblin Potshot class skills (and key ability for each skill) are: Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search(Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

The Goblin Potshot Sniper
Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Sneak Attack +1d6, Fight Like A Goblin
2nd +2 +0 +3 +0 Impromptu Sneak Attack 1/Day
3rd +3 +1 +3 +1 Sneak Attack +2d6
4th +4 +1 +4 +1 Sniper, Stalk The Night
5th +5 +1 +4 +1 Sneak Attack +3d6, Long Sight
6th +6 +2 +5 +2 Impromptu Sneak Attack 2/Day
7th +7 +2 +5 +2 Sneak Attack +4d6, Harness The Night
8th +8 +2 +6 +2 Improved Sniper
9th +9 +3 +6 +3 Sneak Attack +5d6
10th +10 +3 +7 +3 Impromptu Sneak Attack 3/Day, Become The Night



Class features
All of the following are class features of the Goblin Potshot Sniper prestige class.


Weapon and Armor Proficiency: Goblin Potshot Snipers are proficient with all simple weapons and all bows and crossbows (excluding repeating crossbows). They are proficient with all light armors.

Fight Like A Goblin (Ex): Goblin potshot snipers are masters of staying away from the heart of melee and hitting their enemies by surprise. Starting at first level and every Goblin Potshot level thereafter they add 5ft. to the range of all ranged sneak attacks.

Impromptu Sneak Attack: Starting at second level, once per day a goblin potshot sniper can declare one melee or ranged attack he makes to be a sneak attack (target cannot be more than the 30 feet + 5 feet per goblin potshot level if the sneak attack is a ranged attack). The target of an impromptu sneak attack loses any dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose their dexterity bonus to AC).
At 6th level they gain another use per day, and again at 10th level.

Sniper: At fourth level, after successfully using the Sniping ability of the hide skill, a goblin potshot sniper can make one ranged attack, then immediately hide again. A goblin potshot sniper takes a -15 penalty to the hide check to conceal himself (as opposed to the regular -20).

Stalk The Night (Ex): Over time goblin potshot snipers become one with the night, using their superior night time capabilities. At 4th level they gain a permanent +4 to their Move Silent skill in any light less than full daylight.

Long Sight (Su): At fifth level goblin potshot snipers double the range of their darkvision, to 120ft.

Harness The Night(Ex): After stalking the night and shadows for so long, an 8th level a goblin potshot sniper becomes more attuned with his nocturnal nature, he gains a permanent +4 to his Hide skill in any light less than full daylight.

Improved Sniper : With time comes mastery and goblin potshot snipers of 8th level are true masters of sniping. Instead of the -15 to hide checks after using the sniping skill, they have only a -10 penalty.

Become The Night (Su): At 10th level a goblin potshot sniper gains his ultimate power and is able to become one with darkness. In any condition other than full daylight, a goblin potshot can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual light does not negate this ability. A daylight spell however, will.
--
Im not to sure about some of the abilities, but this is still a working model. What do you all think?
Edits in RED.

One down, more to come...

DonThelonious
2008-12-21, 04:55 AM
Edit- Please forgive the WoW pic
-------------------------------------------------------
http://farm3.static.flickr.com/2403/1547866725_8fb3fb452f.jpg
©Blizzard Entertainment All rights reserved. Not to be used for any profit gaining. Play WoW
Garu- Hound Scyther
Prestige Class
By Don Thelonious

Many years ago in the barbaric frontiers of the lands, 1/2 orcs introduced the human sport of professional dog fighting. The orcs took quickly to this brutal and savage sport and soon the honor of entire clans rode on these fights, with the dishonored losers losing rank and respect in the eyes of the Horde.

Over the years this brutal sport went from dogs, to larger and more intelligent beasts such as the worg. Orc chieftains began complex breeding programs incorporating magics from tribal adepts and shamans. The worgs grew larger and more violent with every generation, until they became an entirely new true breeding species: The Garu-Hound.

It didn't take long for the orcs to realize their massive canines were not only capable fighters, but also made excellent mounts for the clans warriors. Orcish Greatweapon Smiths* (http://forums.gleemax.com/showpost.php?p=13985466&postcount=51) at that time came upon designs for a human weapon called the Scythe, and when Garu-Hound mounted warriors wielded these new weapons in battle the effects were devastating.

Thus was born the Garu-Hound Scyther.

*Special Prestige Class by Whatsyurname529

Game Rule Information:
The Garu-Hound Scyther has the following game stats.

Abilities: Strength and constitution are very important to a Garu-Hound Scyther. These allow him to hit harder and live longer. Charisma is also of some importance to the Scythers because they must be able to intimidate their mounts before they are able to ride. Also many of the Scythers skills are Wisdom based, so that ability score should not be overlooked.
Alignment: Most Garu-Hound Scythers are chaotic and evil, because only crazy, violent, and dangerous Orcs would ever take up this Prestige Class.
Hit Die:d8

Requirements
To qualify to become a Garu-Hound Scyther, a character must fulfill all the following criteria:
Race: Orc
Skills:Handle Animal 10 Ranks, Ride 12 Ranks, Intimidate 5 Ranks
Feats:Animal Affinity, Mounted Combat, Track, and Weapon Focus (Scythe)
Special: Potential Garu-Hound Scyther must rear the Garu-Hound they are going to ride. Garu-Hounds are also notoriously violent and dangerous, so all Garu-Hound Scythers must succeed on an intimidate check every time they mount the Garu-Hound.

Class skills
The Garu-Hound Scythers class skills (and the key ability modifier for each skill) are:
Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skill Points at Each Level: 2 + Int modifier.




Garu-Hound Scyther
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Wild Empathy, Mount Improvement
2 +2 +3 +0 +0 Trackless Step
3 +3 +3 +1 +1 Mounted Fast Movement
4 +4 +4 +1 +1 Bonus Feat
5 +5 +4 +1 +1 Reap
6 +6 +5 +2 +2 Woodland Stride
7 +7 +5 +2 +2 Bonus Feat
8 +8 +6 +2 +2 Swift Tracker
9 +9 +6 +3 +3 Bonus Feat
10 +10 +7 +3 +3 Legendary Rider


Class features
All of the following are class features of the Garu-Hound Scyther prestige class.

Weapon and Armor Proficiency: Garu-Hound Scythers are proficient with all simple weapons and all Two-Handed Martial Weapons. They are proficient with only light armor (anything heavier than this makes them lose most class abilities), and gain no shield proficiencies.

Wild Empathy (Ex): A Garu-Hound Scyther can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The scyther rolls 1d20 and adds his Garu-Hound Scyther level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the scyther and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
If the Garu-Hound Scyther has levels of ranger or druid, his scyther levels stack with those levels when determining his Animal Empathy checks.

Bonus Feats: A Garu-Hound Scyther gains sever bonus feats over the course of his life, even if he does not meet the required prerequisites. These feats are Trample at level 4, Ride-By Attack at 7th, and finally Spirited Charge at 9th.

Mount Improvement: A Garu-Hound Scythers Mount also gains a Hit Dice every time the scyther goes up in level. Their BAB and Base Saves go up and they gain feats and skills as is normal for creatures of their type.

Trackless Step (Ex): Starting at 72nd level, a Garu-Hound Scyther leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Mounted Fast Movement (Ex): A mounted Garu-Hound Scythers move speed increases by 10 feet at level 3. It also increases another 10 feet at 8th level. The scyther must be wearing light or no armor and cannot be carrying more than a light load.

Reap (Ex): Starting at 5th level, once per day a Garu-Hound Scyther has the ability to do a special Reaper attack at the end of a mounted charge while wielding a scythe. This attack is a full round action that has a -5 penalty and does provoke an attack of opportunity. If the attack is successful it is treated as a confirmed critical.

At 7th level this attack can be done one additional time per day, and again at 10th to a maximum of 3/day.

Woodland Stride (Ex): Starting at 6th level, a Garu-Hound Scyther while mounted may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
The scyther must be wearing light or no armor and cannot be carrying more than a light load.

Swift Tracker (Ex): Beginning at 8th level, a Garu-Hound Scyther can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Ultimate Reaper (Ex): At 10th level the Garu-Hound Scyther reaches the pinnacle of his ability. Whenever he is mounted and makes an attack as part of a charge and scores a critical hit the target must roll a Fortitude save (DC= 10 + Strength Modifier + Scyther Level) or die on a failed save. If the save is successful then it is just a regular critical hit.


Garu-Hound

Created By: AllWillFall2Me

Garu-hound
Large Magical Beast
Hit Dice: 3d10+20 (36 hp)
Initiative: +1
Speed: 40 ft
Armor Class: 14 ( -1 size, +1 Dex, +4 natural)
BAB/Grapple: +4/ +13
Attack: Bite + 9 melee (1d8+7)
Full Attack: Bite +9 melee (1d8+7)
Space/Reach: 10 ft/ 5ft
Special Attacks: Tackle
Special Qualities: Darkvision 60 ft, Ferocity, Low-Light Vision, Scent
Saves: Fort +9, Ref +5, Will + 2
Abilities: Str 20, Dex 12, Con 20, Int 4, Wis 14, Cha 8
Skills: Listen +4, Survival +4
Feats: Improved Trip(B), Run, Endurance, Track(B)
Environment: Temperate Hills
Organization: Solitary, Mated Pair, Pack (4-7), or warband (1-3 with 2-5 orcs)
CR: 3
Treasure: None, lair double standard
Alignment: Always Chaotic Neutral
Advancement: 5-11 HD (Large), 12+ HD (Huge)
Level Adjustment: +2 (cohort)

In the Orc world, bigger is always better. So, when a half-orc spy introduced the sport of dog fighting to the orcs, of course they decided to up the ante. Dogs became wolves, and then became worgs, which then were buffed by spells from the shamans of opposing tribes. After one fight, when the enhanced victor of the fight sprang from the pit and savaged three warriors, the orcs realized they had a something worthwhile on their hands. Known in most areas as “Orchorses”, these massive canines have quite the fearful reputation. Magical alteration and breeding have provided larger, tougher, and dumber worgkin, perfect for orc cavalry. Only the strongest orcs can ride the beasts, though, as the average garu-hound could easily take it’s weight in orcs. The average Garu-hound is 9 feet long, 5 1/2 feet at the shoulder, and weighs around 2200 pounds.

Combat
If possible, the Garu-hound will charge prey from hiding, tackling it to the ground, where it will proceed to attack viciously until the prey is dead. A garu-hound with rider will merely forego the hiding portion of its hunting tactic.

Tackle (Ex): A Garu-hound can make a special attack at the end of a charge. If it succeeds on a melee touch attack, it initiates a trip attempt, with a +2 bonus to the roll (+11 total). Success allows a follow-up attack, thanks to Improved Trip. This does not provoke an attack of opportunity.

Ferocity (Ex): A Garu-Hound is such a tenacious combatant that it continues to fight without penalty while disabled or dying.

Scent (Ex): Garu-Hound noses have become near legendary. They are able to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Garu-Hounds can identify familiar odors just as orcs do familiar sights.

DonThelonious
2008-12-21, 05:13 AM
The contest is over, I didn't makr the cut:weep:.
So here is the savage paladin as promised.

Heivân~Barâdar the Savage Paladin
http://farm3.static.flickr.com/2144/1910195536_4ea61b8402.jpg
http://farm3.static.flickr.com/2164/1910195496_b47e8514c0_o.jpg

"And a Shepherd I shall be
For thee, my Lord, for thee.
Righteous wrath hath descended forth from Thy hand
My feet may swiftly carry out Thy commands.
So I shall flow a river forth to Thee
And teeming with souls shall it ever be.
In Nomeni Patri Et Fili Spiritus Sancti."
Prayer of the Heivân~Barâdar

Prestige Class
By Don Thelonious


History has taught us that the gods work in mysterious ways. Occasionally there arises a godly warrior possessed of great divine magic and a terrible rage. Whether this rage comes from the persons heart or is the will of their god nobody knows What they do know is that these holy berserkers are the wrath of god personified, and woe be unto those who incur that wrath.


Adventures: Heivân~Barâdar adventure for many reasons: to spread the word of their god, to guard the faithful, or to seek revenge for their deity. Commonly though, these holy warriors take it upon themselves to act as the instrument of their gods wrath, and to bring destruction down upon those that have earned it.

Characteristics: The defining characteristics shared by all Heivân~Barâdar is their unyielding faith in their gods. They have been confused with True Paladins on more than one occasion, but where a paladin must hold to a strict code of conduct the Heivân~Barâdar follow only the precepts of their deity and a strong code of honor.

Alignment: Most Heivân~Barâdar started out as Paladins, but through extenuating circumstances they gave into their chaotic nature. Therefore all Heivân~Barâdar are chaotic, and should their alignments change for any reason they lose all benefits of this class.

Religion: The Heivân~Barâdar need not devote themselves to a single deity, though most do. Those that do align themselves to a single deity are scrupulous in religious duties and are welcome (though not wholly trusted) in every associated temple.

Background: Most Heivân~Barâdar do not choose this path from the beginning. In fact most of them were true Paladins to begin with, but fell from grace and chose to become Heivân~Barâdar to continue doing things in the name of their faith.

Other times potential Heivân~Barâdar were originally clerics, but at some point realized that preaching to the masses was not enough, nor did they have the strength to battle every enemy of their faith. This feeling of helplessness fueled the burning embers of rage in their souls, feeding the fires of their faith until they find themselves on the path of the Heivân~Barâdar.

Races: Half-races, with their mixed heritage and often bigoted upbringing are the most common Heivân~Barâdar, due to their desire to prove they are equal to if not better than their parent races. Humans are the next most common race that takes this prestige class, to better serve their respective gods, as well as gnomes. Halfling Heivân~Barâdar are rare, since it is harder for them to find the fiery pious rage within themselves, but those that do though are truly terrible in the grip of that rage. Dwarves, with their strongly lawful nature, have been known to make some of the most powerful Heivân~Barâdar in history.

Other Classes: Heivân~Barâdar get along wonderfully well with barbarians, who share similar abilities. Heivân~Barâdar have no real problems with bards, fighters, druids, rogues, or rangers. Heivân~Barâdar are also fond of clerics, though those that worship an opposed god often find themselves at odds with the Heivân~Barâdar. Paladins are viewed as too stuffy and hindered, but since most Heivân~Barâdar come from the ranks of paladins there is no real animosity.

Role: The Heivân~Barâdar is primarily a front line warrior with some nifty spell casting. They make fine secondary healers and superb heavy melee fighters.


Game Rule Information:
Heivân~Barâdar has the following game stats.
Abilities: Charisma is one of the most important abilities for the Heivân~Barâdar. It enhances their, self-protective capabilities, and turn/rebuke undead ability. Strength is also very important for its role in combat. A wisdom of 14 or higher is needed to cast the most powerful of Heivân~Barâdar spells, and a score of 11 higher is required to cast any spells at all.
Hit Die:d10

Requirements
To qualify to become a Heivân~Barâdar, a character must fulfill all the following criteria:

Alignment:Any Chaotic
Base Attack Bonus: +6
Skills:Knowledge (Religion) 8 Ranks
Feats: Alertness, Power Attack, and Cleave
Spells: Character must be able to cast or, had and lost the ability to cast, Detect Good/Evil as either a divine spell or spell like ability.
Special: Potential Heivân~Barâdar must go through a terrible alignment changed experience if they were paladins. This experience is what drives them over the edge, into the realms of chaos and forcing them to lose their paladin abilities.

Class skills
The Heivân~Barâdar ‘s class skills (and the key ability modifier for each skill) are:
Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Heal (Wis), Knowledge (Local) (int), Knowledge (Religion) (int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.






Heivân~Barâdar
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Aura of Chaos, Rage 1/Day
2 +2 +3 +0 +0 Chaos Blessing, Turn/Rebuke Undead
3 +3 +3 +1 +1 Aura of Unpredictability
4 +4 +4 +1 +1 Raging Smite 1/Day
5 +5 +4 +1 +1 Fast Movement, Rage 2/Day
6 +6 +5 +2 +2 Uncanny Dodge
7 +7 +5 +2 +2 Raging Smite 2/Day
8 +8 +6 +2 +2 Anarchic Weapon
9 +9 +6 +3 +3 Chaotic Shield
10 +10 +7 +3 +3 Raging Smite 3/Day, Rage 3/Day, Greater Rage


Heivân~Barâdar Spell Progression
------Spells Per Day-------
Level 1st 2nd 3rd 4th
1 - - - -
2 - - - -
3 0 - - -
4 0 - - -
5 1 0 - -
6 1 0 - -
7 1 1 0 -
8 2 1 0 -
9 2 1 1 0
10 2 2 1 0



Class features
All of the following are class features of Heivân~Barâdar prestige class.

Weapon and Armor Proficiency: Heivân~Barâdar are proficient with all simple and martial weapons. They are proficient with light and medium armors, and with all shields.

Aura of Chaos(Ex): The power of a Heivân~Barâdars aura of chaos (see Detect Chaos spell) is equal to his/her Heivân~Barâdar level.

Rage (Ex): A Heivân~Barâdar can fly into a rage, just as a barbarian, a certain number of times per day. In a rage, a Heivân~Barâdar temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he/she takes a -2 penalty to Armor Class. The increase in Constitution increases the Heivân~Barâdar’s hit points by 2 points per level, but these hit points go away at the end of the rage when his/her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are). While raging, a Heivân~Barâdar cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he/she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He/She can use any feat he/she has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Heivân~Barâdar may prematurely end his or hers rage. At the end of the rage, the Heivân~Barâdar loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A Heivân~Barâdar can fly into a rage only once per encounter. At 1st level he or she can use the rage ability once per day. At 2nd level and finally again at 10th level, to a mximum of 3 times per day at 10th level. Entering a rage takes no time itself, but a Heivân~Barâdar can do it only during his or hers action, not in response to someone else’s action.

Chaos Blessing (Su): A Heivân~Barâdar of 2nd level and higher has the ability to roll a 1d6 and add the results as a divine bonus to all saving throw rolls. This ability is always active and comes into effect as soon as the Heivân~Barâdar needs to make a save.

Turn/Rebuke Undead (Su): Beginning at 2nd level a Heivân~Barâdar gains the supernatural ability to turn or rebuke undead. Neutral aligned Heivân~Barâdar must decide when they gain this ability whether they will turn or rebuke undead, and once made that choice can never be changed. They may use this ability a number of times per day equal to 3 + Charisma modifier. They turn/rebuke undead as a cleric of 2 levels lower.

Spells: A Heivân~Barâdar has the ability to cast a small number of divine spells. To cast a Heivân~Barâdar spell, a Heivân~Barâdar must have a Wisdom score of at least 10 + the spell’s level, so a Heivân~Barâdar with a Wisdom of 10 or lower cannot cast these spells.
Heivân~Barâdar bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Heivân~Barâdar’s Wisdom modifier. When the Heivân~Barâdar gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Heivân~Barâdar’s spell list appears below. A Heivân~Barâdar has access to any spell on the list and can freely choose which to prepare, just as a cleric. A Heivân~Barâdar prepares and casts spells just as a cleric does (though a Heivân~Barâdar cannot spontaneously cast cure or inflict spells).

Aura of Unpredictability (Su): A Heivân~Barâdar of 3rd level and higher gains Spell Resistance equal to 8 + Heivân~Barâdar level + Wisdon modifier.

Raging Smite (Su): At 4th level, a Heivân~Barâdar gains the devastatin smite attack 1/day while raging. Unlike the smite attack of other class’, a Heivân~Barâdar can use it against any enemy.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level.
At 7th level, and again at 10th level, a Heivân~Barâdar may smite one additional time per day.

Fast Movement: A Heivân~Barâdar of 5th level gets a base speed increase of 10 feet while raging. This bonus goes up to 20 feet at 10th level.

Uncanny Dodge (Ex): At 6th level, a savage paladin retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a savage paladin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Anarchic Weapon (Sp): Once per day a may infuse his weapon with the power of chaos making it a +5 Anarchic Weapon. This lasts for a number of rounds equal to 2 + Charisma modifier.


Chaotic Shield (Su): A Savage Paladin embraces Chaos and Chaos embraces the Savage Paladin in a shield of unpredictability. At 9th level a Savage Paladin may force any enemy to re-roll an attack roll against himself taking the worse result. A Savage Paladin may use this ability 3/Day.

Greater Rage (Ex): At 10th level, a Heivân~Barâdar’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.


Heivân~Barâdar Spells
1st: Anarchic Water, Cure Minor Wounds, Divine Favor, Magic Weapon, Protection from Law, Read Magic.

2nd: Bears Endurance, Blur, Cure Light Wounds, Magic Vestment, Mount, Resist Energy, Spiritual Weapon.

3rd: Cure Moderate Wounds, Dispel Magic, Magic Circle against Law, Greater Magic Weapon, Protection From Energy.

4th: Anarchic Storm, Cure Serious Wounds, Displacement, Freedom Of Movement, Righteous Might.



Fallen Paladins

Heivân~Barâdars who have levels in the paladin class (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they have.

A fallen paladin who becomes a Heivân~Barâdar gains all of the following abilities that apply, according to the number of paladin levels the character has. These abilities do not stack with any fallen paladin abilities gained from another class (IE: Black Guard).

1-2
Raging Smite 1/Day (This is in addition to the ability granted to all Heivân~Barâdars at 4th level).

3-4
Lay on hands, Once per day, the Heivân~Barâdar can use this supernatural ability to cure himself or his allies of damage equal to his Charisma bonus × his level. Rage 1/Day, this is in addition to his regular rage uses.

5-6
Rage 1 additional time per day, Raging Smite 2/day.

7-8
Repulsion as a spell-like ability usable 1/Day, CL equal to Character Level.

9-10
Tireless Rage, Smite good 3/day, Rage 2/Day.

11 or more
A fallen paladin of this stature immediately gains a Heivân~Barâdar level for each level of paladin he trades in.

The character level of the character does not change. With the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin.


Sample Encounter

EL 15: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Degst the Reborn
CN/Male/Half-Orc/Fallen Paladin 5/ Heivân~Barâdar 10
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 14, Dex 12, Con 16, Int 10, Wis 15, Cha 18
SQ
Feats
Skills
Possessions

DonThelonious
2008-12-21, 05:23 AM
GOBLIN TRAPPER

http://farm3.static.flickr.com/2106/2124882106_c71baba2fa.jpg

Catch me if you can.

Taking their opponents by surprise has been a long honored tradition among the goblin tribes for as long anyone (or thing) can remember. While most goblins are masters at the art of the snaring, the goblin trapper takes it one step further and plans elaborate traps for his enemies. Any schmuck can lay a rope and call it a snare, but to execute a perfectly fatal trap is an art few goblins can ever hope to achieve.


BECOMING A GOBLIN TRAPPER
Most goblin trappers come from the ranks of rogues who dabble in a little arcane spellcasting. Goblin rangers are also common entrants into this prestige class as well, as are bards.
Some arcane casters take up the mantle of trapper, and with the help of their magic they can be terrifying to encounter. Members of other adventuring class' rarely become trappers.

ENTRY REQUIREMENTS
Race: Goblin or Goblinoid
Skills: Craft (Trapmaking) 8 ranks, Disguise 4 ranks, Sleight of Hand 4 ranks,
Feats: Skill Focus (Craft: Trapmaking)
Spells: Able to cast Alarm.
Special: Potential goblin trappers must have either successfully used the trap skill to capture a prisoner alive OR they must have used the trap skill to kill an enemy of their tribe.


Class Skills
Goblin Trapper’s class skills (and the key ability for each skill) are:
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silent (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha)
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Trapper Skills, 1/Day Booby Trap 2d8
2. +1 +0 +3 +0 Incorporate Melee Touch Spell
3. +1 +1 +3 +1 2/Day Booby Trap 4d8
4. +2 +1 +4 +1 Elemental Trap
5. +2 +1 +4 +1 3/Day Booby Trap 6d8
6. +3 +2 +5 +2 Incorporate Ranged Touch Spell
7. +3 +2 +5 +2 4/Day Booby Trap 8d8
8. +4 +2 +6 +2 Elemental Trap
9. +4 +3 +6 +3 5/Day Booby Trap 10d8
10.+5 +3 +7 +3 Incorporate Any Spell


GOBLIN TRAPPER CASTER LEVELS
Level
1 +1 Level of Existing Arcane Spell Casting Class
2 +1 Level of Existing Arcane Spell Casting Class
3
4 +1 Level of Existing Arcane Spell Casting Class
5 +1 Level of Existing Arcane Spell Casting Class
6
7 +1 Level of Existing Arcane Spell Casting Class
8 +1 Level of Existing Arcane Spell Casting Class
9
10 +1 Level of Existing Arcane Spell Casting Class


Weapon Proficiencies: A goblin trapper gains no new weapon or armor proficiencies.

Trapper Skills: Goblin trappers gain a new use for the Appraise, Craft (Trap Making), Disguise, and the Sleight of Hand skills.

Appraise: If a goblin trapper takes 1 full minute to study a trap made by some else they may make an Appraise check against the traps Disable Device DC to learn every detail. If they succeed the goblin trapper knows how to build the trap, and further more gains a +2 competence bonus on all Disable Device checks made to disarm traps created by that one particular person.

Craft (Trapmaking): Results of these checks sets the DC for all reflex saves any goblin trappers traps might allow. It also sets the Disable Device DCs others would have to make tio disarm any goblin trappers traps.

Disguise: Goblin trappers may choose to make a disguise check in order to increase the Search and Spot DC of all of their traps. The result of this check is the new DC. This check can only be made once and the goblin trapper must keep the result even if it is worse than the normal Search or Spot DC for that trap.

Sleight of Hand: In order to use their Booby Trap ability in combat a goblin trapper must first make a Sleight of Hand check opposed by the enemies Spot check. If the goblin trapper succeeds they are able to lay a trap without alerting their enemies, if they fail they are unable to lay a booby trap.

Booby Trap (Su): Once per day per two class levels this ability lets the goblin trapper cast a modified version of the Alarm spell that allows them to set a trap with it. In addition to its standard effects, when the spell is cast the goblin trapper may designate a 5 ft. square and a trap is set in that square. The Spot DC to identify the trap is equal to the goblin trappers Disguise skill check.

Initial damage for the trap is 2d8, and it increases every even level gained to a max of 10d8 at 10th level.

Any creature that fails its spot check to see the trap when they move into a trapped square during combat set off the trap with no reflex save. Those that make their spot checks are allowed a Reflex save for half damage.

This provokes attacks of opportunity as is normal for casting a spell. It is possible to disarm a goblin trappers booby trap. See Trapper Skills above for the DCs.
Outside of combat use the standard rules for handling traps using the DCs given here and the duration of the Alarm spell.

Incorporate Touch Spell (Su): Beginning at second level, as a full round action and by giving up 2d8 from the damage of their booby trap, the goblin trapper may incorporate a a single touch spell into the trap. This spell must have a casting time of a standard action or less.

As another use of this ability the goblin trapper can opt to place his touch spells into any of his special goblin trapper weapon (Acid Flask, Alchemist Fire, Etc.). The casting time of the spell does not change, and the goblin trapper may use it that round or hold it until either the weapon is used or a number of rounds equal to caster level have passed. The spell effect is in addition to whatever effect the weapon already has.

At 6th level they gain the ability to incorporate a single ranged touch attack spell into their booby trap. This costs 4d6 damage from the booby trap. The spell functions as normal except the range of the spell is limited to 15 feet (disregard the range given for the spell).


Elemental Trap (Su): Starting at 4th level a goblin trapper may choose one element, from the list below, which he is than able to apply to any traps he creates. He may choose again at 8th. Once chosen these cannot be changed.

Acid: Booby traps with this ability have a number of their base damage dice converted over to acid damage. The character may exchange 1d8 base damage for 1d6 Acid, up to their max number of dice. Further more all acid damage from traps of this type persists for 1d4+2 rounds unless somehow neutralized.

Cold: Same as Acid except instead of persistent acid damage the victim is affected as if under the effects of a Slow spell, caster level equal to character level.

Electricity: As acid except all damage is subdual and creatures within 10 ft. of the trap must also make reflex saves at the booby traps DC or be struck my bolts of electricity that deal half the initial damage dealt. Those that fail their save by 5 or more are stunned for 1d4 rounds.

Fire: As acid except damage dice are d10 and the duration is only 1d4 rounds.

Sonic:As acid except all the damage is subdual and victim must make a Fortitude save (DC 10+number of dice converted+1/2 goblin trapper level) or be deafened for 1d4 rounds. Those that fail their save by 5 or more are also stunned for 1d4 rounds. This applies to all creatures within 10 feet of the trap.

Incorporate Any Spell(Su): At 10th level a goblin trapper gains the amazing ability to incorporate any spell he can cast of 5th level or lower, with a casting time of one standard action or less, into his booby traps. As with the other Incorporate Spell abilities, the casting time for the spell is increased to a full round action and provokes attacks of opportunity.


PLAYING A GOBLIN TRAPPER
Avoid direct combat. You are the sneaky guy who plans the ambush and prepares the defenses.
Combat: Plan ahead at all times. When you can set up an area for an ambush and try to lure enemies into it. When in combat make use of you ability to imbue your touch spells into you thrown weapons.
Advancement: There are two routese a goblin trapper might focus on, and that is killing quickly or taking prisoners alive. Either route will have a huge impact on the type of character you run.
Resources: There is only one reliable resource and it is you.

GOBLIN TRAPPERS IN THE WORLD
"We never even saw their damned village. We got about an hours ride in when the first trap took out our captain. They just went down the ranks, we never had a chance." Ulic Faarthson, Lone Survivor of the 3rd Company

Goblin trappers are the source of nightmares for many. They are patient hunters who can single handedly wipe out entire squads. Among the villages of the goblins goblin trappers are feared and respected, often finding themselves in leadership roles though they do not want them.
Daily Life: Goblin trappers are first and foremost trappers, and their skills are in high demand just to supply food for the village. Otherwise they are spending time developing new and exciting traps.
Notables: Gurail Hoon was one of the most famous of all goblin trapper. Single handedly he was able to take out all 500 soldiers of the 3rd company. His village did not even know of the army moving in on them until hunters found the hundreds of dead some weeks later..
Organizations: There are no real organizations devoted to the trappers, though many thieves guilds shell out hefty sums of gold to keep at least one goblin trapper on the payroll.

NPC Reaction
Your one of the most most feared goblins, though nobody will know it until they see you in action. In most cases NPCs will see you as just another goblin to abuse, but anybody who knows of your skills will rightly fear and respect you. Likely there will be bounties for goblin trappers, so it is best to keep a low profile.

GOBLIN TRAPPERS IN THE GAME
Encounters will quickly become a game of cat and mouse, with the trapper doing his thing and then running to hide further away. Any encounters with goblin trappers will require lots of skill checks, which may potentially slow things down, so have any traps you might use regularly already stated out.
Adaptation: This class will fit in nicely with any goblin heavy campaigns. You can build your goblins around this class, or just throw in members of this class to help spice up any rather bland goblin encounters.
Encounters: Goblin trappers will most likely go unrecognized. Encounters with members of this class are more often with their traps rather than the trappers themselves. If encountered on friendly terms the trappers are generally aloof and slightly distant, keeping their own counsel and only giving as much information as they fell necessary.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: 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

Rappy
2008-12-21, 05:23 AM
Okay, on everyone's suggestions, I knocked back the feat to just the goblinoid subtype and darkvision. Now come the advancements to the feat, similar to a bloodline. I like the bloodline concept, but I feel I work better with feats than bloodlines. Who knows, maybe bloodlines as feats would be a good idea overall? The kinship feats are essentially me trying to come up with new ideas to fool around with. I tried to balance them out the best I could; the bugbear kinship has Move Silently, the blue kinship has Ride, and the goblin kinship has both at the cost of a unique note like the other two. The hobbo is a bit "meh" to figure out something unique for.

Goblinoid Affinity
You interact well with your goblin kin.
Prerequisites: Goblinoid-Blooded.
Benefits: You gain a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with goblinoids.

Kinship (Blue)
You have some of the riding skills and psionic talent of the mentally powerful blue.
Prerequisites: Goblinoid-Blooded, Goblinoid Affinity.
Benefits: You gain a +2 bonus to Ride checks and and 1 bonus power point at first level.
Note: You can only take one Kinship feat.

Kinship (Bugbear)
You have the thick skin and ambush skills of the tough bugbear.
Prerequisites: Goblinoid-Blooded, Goblinoid Affinity.
Benefits: You gain a +2 natural armor bonus to AC and a +2 bonus to Move Silently checks.
Note: You can only take one Kinship feat.

Kinship (Goblin)
You have some of the sneaky qualities and riding skills of the nimble goblin.
Prerequisites: Goblinoid-Blooded, Goblinoid Affinity.
Benefits: You gain a +2 bonus to Move Silently and Ride checks.
Note: You can only take one Kinship feat.

DonThelonious
2008-12-21, 05:29 AM
And more incoming! Sorry Rappy, but I think your bloodline feats may be getting swamped by my PrC dump.
--
GOBLIN PIGSTICKER

http://farm3.static.flickr.com/2352/2132630769_9ddabafb5b.jpg

I knows! I jus' put teh pointy end in teh other guy! I 'ill be the shadows, he 'ill never see me... Thens we eat good!
Gippy, Goblin Pigsticker

Goblins eat anything. Its a fact of life that all other races have had to come to terms with. The first goblin pigstickers were hunters who would gather food for their tribe by any means necessary. At some point they began hunting humans, the tribe having gotten a taste for 'long pork'. Humans proved to be wily prey though, and it took a special sort of goblin to hunt them successfully.

Over the years hunters became more and more specialized in tracking and taking down their ultimate prey. With time they have honed their skills to a quasi-mystical art form, tapping into their innate connection to shadows and darkness. It was only natural for this connection to bring them into contact with the Plane of Shadow, where they befriended the first shadow mastiffs, finding kindred spirits in the extraplanar canines who shared their love of the hunt and their appetite for sentient flesh.

The art of hunting humans has long since expanded to hunting all sorts of sentient humanoids. The goblin pigstickers original shadow mastiff companions have long since become native outsiders who will only deal with the pigstickers on equal terms.

BECOMING A GOBLIN PIGSTICKER
The road to become a goblin pigsticker is a difficult one. Most pigstickers started their careers as rangers, who then picked up the skills of a rogue. The opposite is also true as well, with master rogues taking levels in ranger. Rarely druids will branch out, taking a few levels of rogue and a level of ranger in order to track down and kill interlopers to their woods.
ENTRY REQUIREMENTS
Race: Goblin
Skills: Hide 9 Ranks, Move Silently 9 Ranks
Feats: Stealthy, Weapon Finesse
Special: +2d6 Sneak Attack;
AND
Favored Enemy (Humanoid): Any humanoid is acceptable, the most common types are Dwarf, Elf, Gnome, Halfling, and Human;
AND
Animal Companion class feature.


Class Skills
Goblin Pigsticker’s class skills (and the key ability for each skill) are....
Balance (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 6 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Harness The Night, Still Hate 'Em
2. +1 +0 +3 +0 +1d6 Sneak Attack
3. +2 +1 +3 +1 Beast Buddy of The Dark
4. +3 +1 +4 +1 +2d6 Sneak Attack, Shadow Jump (20 ft.)
5. +3 +1 +4 +1 Shadow Illusion 3/Day
6. +4 +2 +5 +2 +3d6 Sneak Attack, Shadow Jump (40ft.)
7. +5 +2 +5 +2 Can You See Me Now
8. +6 +2 +6 +2 +4d6 Sneak Attack, Shadow Jump (80 ft.)
9. +6 +3 +6 +3 Shadow Shaper
10.+7 +3 +7 +3 +5d6 Sneak Attack, Shadow Jump (160 ft.)

Weapon and Armor Proficiency: Goblin pigstickers are proficient with all simple weapons, as well as all light martial weapons, the rapier, and the whip. Goblin pigstickers are proficient with light armor, but not with shields. Goblin pigstickers with druid levels can add this list to their druid-allowed weapon list.

Harness The Night (Su): In any sort of heavily shadowed condition a goblin pigsticker gains a bonus equal to his goblin pigsticker level on all hide checks. This ability is negated in any light greater than that produced by a Light spell.

Still Hate 'Em (Ex): A goblin pigstickers class levels stack with their ranger levels to determine when they gain new favored enemies and their bonuses when dealing with their favored enemies. When choosing a new favored enemy with this ability the pigsticker is limited to only humnoids.

Sneak Attack: A goblin pigsticker can do sneak attacks just like a rogue. He gains the indicated amount as bonus damage on a successful sneak attack. These bonus dice stack with similar bonus' from other class's. Against his favored enemies a goblin pigsticker gains an additional +1d6 damage for each +2 bonus he gains from his Favored Enemy class ability.

Beast Buddy of The Dark (Ex): At third level a goblin pigsticker gains the willing companionship of a Shadow Mastiff. This beast takes the place of a regular animal companion. This creature is a loyal companion that accompanies the pigsticker on his adventures. The beast is treated as a native outsider, so it cannot be dispelled or banished and can be resurrected. Use the Druids Animal Companion rules presented on pg. 36 of the PHB for information on handling animal companions. The shadow mastiff is considered a 10th level Alternative Animal Companion and the pigsticker is treated as a druid of equal character level for purposes of advancing the shadow mastiff. Only the shadow mastiff qualifies for this ability, and the druid levels only count in regards to the shadow mastiff.

Goblin pigstickers are immune to the bay of their shadow mastiff companion, but not that of other shadow mastiffs.

Shadow Jump (Su): At 4th level, a pigsticker gains the ability to travel between shadows as if by means of a Dimension Door spell. The limitation is that the magical transport must begin and end in an area with at least some heavy shadow. A pigsticker can jump up to a total of 20 feet each day in this way; This may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a pigsticker can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

This ability only functions for the pigsticker and his shadow mastiff companion. Pigstickers may choose to jump alone or with their shadow mastiff, but not the shadow mastiff alone.

Shadow Illusion (Sp): When a pigsticker reaches 5th level, he can create simple visual illusions. This ability’s effect is identical to that of the arcane spell Silent Image and may be employed three times per day with a caster level equal to his pigsticker levels.

Can You See Me Now (Su): At 7th level a goblin pigsticker can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a pigsticker can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Shadow Shaper (Su): Goblin pigstickers of 9th level and higher are able to shape the shadows around them. This ability functions just like the spell Shadow Conjuration cast by a wizard of half the pigstickers total level. It is usable twice per day.


PLAYING A GOBLIN PIGSTICKER
Shadows and darkness are your friend. Keep in the dark as much as possible
Combat: Goblin pigstickers usually start off combat by having their shadow mastiff use its Bay ability to confuse and panic weaker enemies. Enemies who resist the bay become targets for a shadow jump sneak attack. Hit and run tactics are your friend. Your shadow mastiff companion can panic many enemies, sending them fleeing into the darkness where you can pick individuals off quickly.
Advancement: Goblin pigstickers have a pretty straight forward advancement. They can also choose to advance any of their other classes as well. If they went primarily ranger then they could continue to advance in that class for the combat abilities. If they chose to just dip into ranger for the Favored Enemy, but were mostly druid then they could continue to advance as Druid for the spellcasting, which can make for exceptionally dangerous pigstickers.
Resources: Most goblin pigstickers are highly respected and valued members of their communities. If a pigsticker is associated with a particular tribe or village then he can expect to have members of that community ready to aid him when needed, but only if it falls within the normal behaviors for them. Goblin pigstickers are also highly sought after by the armies of their larger cousins, such as hobgoblins and bugbears, where they act as spies, assassins, and recon specialists.

GOBLIN PIGSTICKERS IN THE WORLD
It came out of nowhere. I had just started my watch when I heard the call of its beast, then the thing just appeared. Than the killing started...
Goblin pigstickers are first and foremost lone hunters and trackers for their communities. Very rarely do humans or their allies survive encounters with them, and when the survivor tells their stories these are often dismissed by their fellows as an exaggeration. The exception to this is the elves, whose trackers and rangers often come across the remains of a pigsticker hunt.
Daily Life: Your day usually starts at dusk. You will get a report on your particular races activities during that day, then prepare to hunt accordingly. When the call to arms is sounded you are usually the first to respond, putting your skills as a scout to use in order to gain the greatest advantage for your less courageous allies to plan their ambushes.
Notables: One of the greatest goblin pigstickers of all time was a nondescript little goblin who went by the name of Gippy. He and his shadow mastiff companion, Dusk Fang, were masters of tracking down and killing elves, the hardest of prey. On one occasion the pair single-handedly took out an entire isolated elf village in the course of just one week, earning him the elven name "Si Paer Ail Si Bol", The Death In The Night.
Organizations: Goblin pigstickers are usually loners, seeking only the companionship of their shadow mastiffs. When tackling particularly tough hunts, such as taking entire villages, they may band together along with many other members of their village or tribe in order to do the job as efficiently as possible. Occasionally pigstickers will maintain contact with similarly aligned druids and rangers they knew prior to taking this PrC.

NPC Reaction
You are a goblin who specifically hunts humans and their allies, so feelings about you are mixed. To those you hunt you are a menace, and a creature of unspeakably horror, if you are not first dismissed as simple myth. To those of your tribe who depend on you for the meat and equipment you bring in you are a hero, though still something to be feared and respected. If you are serving in any sort of military capacity you are a valuable soldier and a feared enemy.

GOBLIN PIGSTICKERS IN THE GAME
The ability to shadow jump in and sneak attack are a devastating combination. Expect pigsticker characters to be in and out of combat when in areas of heavy shadow or darkness.
Adaptation: Pigsticker can actually be applied to any race that has a tribal or clan structure and also eats other humanoids. Pigsticker is the goblin term for it, though Shadow Stalker, (X-Race) Slayer, or other similar types of names can also work. Just change the race requirement to whatever suits you, or remove it entirely.
Encounters: Most often pigsticker npcs will only be encountered if they are hunting one or all of the PCs. Under very rare circumstances players may need to seek out the assistance of a pigsticker, usually this will involve them hiring the hunter to take out specific members of the pigstickers favored race.
Another common encounter is during times of conflict, when PCs may encounter lone pigstickers that are acting as advance scouts, or small units containing several pigstickers and their companions on assassination missions.

Sample Encounter
As stated above, most encounters with Goblin Pigstickers occur when they are out hunting.

And your the prey...

EL 20: Your group is walking along a forest trail, through the lengthening shadows of dusk, searching for a suitable place to make camp. As you all look about for somewhere to settle in for the night none of you can shake the feeling that something is watching you. A quick search of the area by your guide, an elf ranger and his wolf companion, turns up nothing. Yet you all still feel the need to gather a little extra firewood to help keep the shadows at bay.

As night falls your little band of adventurers begins to get comfortable, the ranger offers to take first watch. This has become the regular routine over the last several days, so none of you think anything of it and turn in. Just as you are beginning to drift off to sleep though you hear the elf begin to say something, but his words are lost as they quickly turn into a gurgling scream. As you come fully awake something wet splatters the sides of your tent, and the crackling firelight makes the now dripping smears dance wildly as you grope for your sword.

Then you hear the bay of a beast from your nightmares. It pierces all the way to your soul, bringing back every fear of every night terror from your childhood. You shake the feeling quickly though, as your little group of thrill seekers grab up their weapons and charge out into the cool night air. You are all greeted by the sight of your elven guide hanging from a tree, his insides torn out.
It had taken less than 20 seconds from the first sound, and as you look on in horror his sharp elven eyes blink several times at you, a pleading look on his smooth face, before going dull.

Then from out of the darkness you hear a high pitched but grating voice laugh at your distress. From everywhere and nowhere you hear the voice whisper to you "Now the hunt begins..."

Still need to do the stats for Dusk Fang, but Gippy himself is done.
Gippy, The Death In The Night
NE Male Goblin Rogue3/Druid6/Ranger1/Goblin Pigsticker 10
Init: +11 Senses: Listen +3, Spot +18, Dark Vision 60 feet
Languages: Common, Goblin, Elven, Druidic
------------------------------------------------
AC: 27; Touch 19; Flat-footed 21 (10 +4 Leather, +6 Dex, +1 Size, +3 Deflection, +3 Natural)
HP: 95 (3d6+6d8+1d8+10d6+20 HD)
Fort +16, Ref +25, Will +15
------------------------------------------------
Speed: 30ft. (6 Squares)
Special Movement: Shadow Jump 160 Ft.
Base Atk: +14/+9/+4 Grp: +11
Melee: +25/+20/+15 (+27/+22/+17 Vs. Elves) Ranged: +24/+19/+14
Damage: +3 Flaming Elf Bane Short Sword 1d4+1d6+4 19-20/x2 (17-20/x2 W/ Keen) Melee; +2 Thundering Shock Composite Shotbow 1d4+1d6+1 20/x3 (+2d8 Sonic On Critical) Ranged
Atk Options: Sneak Attack +7d6 (+10d6/Elves, +9d6/Humans, +8d6 Halflings), Wild Shape 3/Day
Combat Gear: +3 Flaming Elf Bane Short Sword, +2 Thundering Shock Composite Shortbow (+1 Str)
Spells Prepared:
0: Create Water x 2, Detect Magic, Mending, Read Magic
1st: Entangle, Faerie Fire, Obscuring Mist, Produce Flame
2nd: Barkskin, Bulls Strength, Spider Climb, Tree Shape
3rd: Call Lightning, Poison, Quench
Supernatural Abilities: Can You See Me Now, Harness The Night, Shadow Illusion 3/Day, Shadow Shaper 2/Day
-----------------------------------------------
Abilities: Str 12, Dex 24, Con 13, Int 12, Wis 16, Cha 10
SQ: Dark Vision 60 Ft., Small Size, Trap Finding, Improved Evasion, Trap Sense +1, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Natures Lure, Wild Shape, Favored Enemy (Elf +6, Human +4, Halfling +2), Track, Can You See Me Now, Still Hate 'Em, Beast Buddy Of The Dark, Shadow Jump, Harness The Night, Shadow Illusion, Shadow Shaper
Feats: Stealthy, Weapon Finesse, Track, Improved Initiative, Dodge, Mobility, Spring Attack, Natural Spell
Skills: Balance +7, Concentration +11, Disguise +25, Escape Artist +7, Hide +60 (+70 in heavy shadow), Jump +10, Knowledge (Nature) +26, Listen +3, Move Silently +41, Ride +11, Search +20, Spot +18, Survival +28
Spell Casting: Druid Spells 5/4/4/3

Possessions: +3 Flaming Elf Bane Short Sword, +2 Thundering Shock Composite Shortbow (+1 Str), +2 Wild Leather of Improved Shadow (glamored to look like silver-ish leather), Ring of Protection +3, Ring of Chameleon, Potion of Nondetection, Wand of Cure Moderate Wounds (25 Charges), Amulet of Natural Armor +3, Boots of Elvenkind, Cloak of Resistance +4, 2 Elixirs of Sneaking (+10 competence Move Silently/1 hour), Gloves of Dexterity +4, Hat of Disguise (uses it to look like a halfling), Hewards Handy Haversack, Ioun Stone (Deep Red Sphere +2 Enhancement Dex), Scabbard of Keen Edges, Druids Vestments, 174pp, 62gp, 103sp

Sneak Attack If Gippy can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
On a successful attack against an opponent who is denied their dexterity bonus to AC, Gippy deals an addition 7d6 points of Sneak Attack damage.
Ranged attacks can count as sneak attacks as well, but only if the target is within 30 feet.

Gippys goblin pigsticker levels grant him a special sneak attack against his favored enemies. For every +2 bonus he gets from his favored enemy ability, Gippy gets an additional +1d6 SA damage.

Trapfinding: Gippy can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Gippy can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
If Gippy beats a trap’s DC by 10 or more with a Disable Device check he can study the trap, figure out how it works, and bypass it without disarming it.

Improved Evasion (Ex): This ability works like evasion, except that while Gippy still takes no damage on a successful Reflex saving throw against attacks, he takes only half damage on a failed save. If Gippy is helpless he does not gain the benefit of improved evasion.

Trap Sense (Ex): Gippy has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Spontaneous Casting: Gippy can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Wild Empathy (Ex): Gippy can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Gippy rolls 1d20 and adds his druid level and his Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, Gippy and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
Gippy can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Woodland Stride (Ex): Gippy may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Trackless Step (Ex): Gippy leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Gippy gains a +4 bonus on all saving throws against the spell-like abilities of fey.

Wild Shape (Su): Gippy has the ability to turn himself into any Small or Medium animal and back again three times per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time he uses wild shape, he regain lost hit points as if he had rested for a night.
Any gear, except his armor, worn or carried by Gippy melds into the new form and becomes nonfunctional. When he reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at Gippys feet.
The form chosen must be that of an animal Gippy is familiar with.
Gippy loses the ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
The new form’s Hit Dice can’t exceed Gippys druid level.

Favored Enemy (Ex): Gippys favored enemies are elves, humans, and halflings. He gains a +6 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against elves. Likewise, he gets a +6 bonus on weapon damage rolls as well.
For humans this bonus drops to +4; for halflings it drops again to +2.

Can You See Me Now (Su): Gippy can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a he can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Beast Buddy of The Dark (Ex): Gippy long ago gained the willing companionship of a Shadow Mastiff, which he has named Dusk Fang. This beast takes the place Gippys regular animal companion. Dusk Fang is a loyal companion that accompanies Gippy on his adventures. The beast is treated as a native outsider, so it cannot be dispelled or banished and can be resurrected. Use the Druids Animal Companion rules presented on pg. 36 of the PHB for information on handling animal companions. Dusk Fnag is treated as a 10th level animal companion, and Gippy is treated as a 20th level Druid for purposes regarding the advancement of Dusk Fang.
Gippy is immune to the bay of his shadow mastiff companion, but not that of other shadow mastiffs.

Shadow Jump (Su): Gippy has totally mastered his ability to travel between shadows as if by means of a Dimension Door spell. His only limitation is that the magical transport must begin and end in an area with at least some heavy shadow. Gippy can jump up to a total of 160 feet each day in this way; This may be a single jump of 10 feet or multiple jumps of varying distances. His max distance of 160 feet can be split among many jumps. Gippy can jump less than 10 feet at a time, but no matter how small, it still counts as a 10-foot increment.
This ability only functions for Gippy and Dusk Fang. Gippy may choose to jump alone or with his shadow mastiff, but cannot jump the shadow mastiff alone.

Shadow Illusion (Sp): Gippy can create simple visual illusions using the stuff of shadows. This ability’s effect is identical to that of the arcane spell Silent Image and may be employed three times per day. He has a CL of 10.

Harness The Night (Su): In any sort of heavily shadowed condition Gippy gains a bonus equal to his goblin pigsticker levels (+10) on all hide checks. This ability is negated in any light greater than that produced by a Light spell.

Shadow Shaper (Su): Gippy has reached the pinnacle of the goblin pigstickers shadow mastery and is able to shape the shadows around himself. This ability functions just like the spell Shadow Conjuration cast by a wizard of 10th level. It is usable twice per day.

DonThelonious
2008-12-21, 06:03 AM
GOBLIN QUEEN
http://farm3.static.flickr.com/2321/2371911431_8229ff2e55.jpg

"Not all goblins are ugly little wretches. If I were to remove my mask, human, you would be struck dumb and blind by my beuty, if I so chose. And you speak of power, of leading armies into battle, your destiny! HA! You pretentious monkey, I have led my personal troops into countless battles, and know first hand what it means to lead."
Fielka of the Veil, Goblin Queen

Most goblins can be described as homely, at best. Even those of mixed human and goblin heritage tend to fall outside the norm when it comes to physical beauty. Overall though goblins are generally seen as hideous little creatures, grossely lacking in civility, grace and charm. Though this stereotype may hold true for most goblins there are, as in all things, exceptions to the rule. These exceptions are the exotic and alluring goblin queens.
Where average goblins are uncouth, repellant, and crass a goblin queen is refined, appealing, and sophisticated. While other goblins may be varying shades of ugly, the goblin queen is painfully beautiful. Even the most bigoted observers cannot deny the attraction they feel when they encounter a goblin queen in all her glory.
Many tribes of goblins are under the control of at least one goblin queen, declaring themselves for her and swearing oaths of service. These simple goblins usually fill out the ranks of her dedicated followers, and often times the goblin queen will select her special consorts (READ: cohorts) from this pool. Controlling a tribe of her own is the goal of nearly all goblin queens, and this is seen as the natural order of things.
Occasionally, though, a queen comes along with hopes of ruling over more than some goblin warrens. She has her eyes set on a much bigger prize, be it a small barony all the way up to whole empires. These queens give up their rank and power within their own communities to become a queen in exile, and take up the life of an adventurer. They seek like-minded followers and minions from the bigger, stronger races to fill the ranks of her forces.


BECOMING A GOBLIN QUEEN
Most goblin queens start their careers as bards, using their wit and charm to beguile and control their audiences. Eventually they take the Leadership feat, giving them their first cohort and a few followers.
Occasionally goblins with a sorcerous streak will take the title goblin queen, combining their greater spellcasting ability with their innate beauty to create a devastating combination. Goblin queens who hail from other base classes rarely, if ever, are drawn to this class.

ENTRY REQUIREMENTS
To qualify to become a goblin queen, a character must fulfill all the following criteria:
Race: Goblin or Half-Goblin
Skills: Diplomacy 6 Ranks, Intimidate 6 Ranks, Perform (Dancing, Singing, or Wind/Stringed Instrument) 9 Ranks
Feats: *Force of Personality, Leadership
Spellcasting: Ability to cast 2nd level arcane spells without preparation.
Special: All goblin queens are female. Males are not allowed to take levels in this PrC. If a goblin queen somehow permanently changes sex into a male, he/she loses all goblin queen special abilities but retains their BaB, Saves, and Skills.
*Force of Presonality: Complete Adventurer pg. 109.


Class Skills
A goblin queen’s class skills (and the key ability for each skill) are...
Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Tumble (Dex).
Skills Points at Each Level: 6 + Int

Hit Dice: d6


BAB Fort Ref Will Abilities Armor Bonus
1. +0 +0 +0 +2 Bardic Music (Fascinate), Black Look 1/Day
2. +1 +0 +0 +3 Bewitching Virtue, Message 3/Day
3. +1 +1 +1 +3 Unearthly Grace, Black Look 2/Day
4. +2 +1 +1 +4 Rallying Countenance
5. +2 +1 +1 +4 Message at Will, Black Look 3/Day
6. +3 +2 +2 +5 Blinding Beauty (1/Day, Full Round, 10ft)
7. +3 +2 +2 +5 Arcane Eye 3/day,
8. +4 +2 +2 +6 Blinding Beauty (3/Day, Standard, 30 ft.)
9. +4 +3 +3 +6 Inspire Heroics
10.+5 +3 +3 +7 Blinding Beauty (Unlimited, Immediate, 30 ft.), Diablita Angelica


Level Spells per Day AC Bonus
1 +1 Level Of Existing Class +0
2 +1
3 +1 Level Of Existing Class +1
4 +1
5 +1 Level Of Existing Class +1
6 +2
7 +1 Level Of Existing Class +2
8 +2
9 +1 Level Of Existing Class +2
10 +3


Weapon Proficiencies: Goblin queens do not wear armor or carry a shield. When wearing armor, using a shield, or carrying a medium or heavy load, a goblin queen loses her AC bonus from their normal AC Bonus and their Unearthly Grace abilities.

Spells per Day: At various levels a goblin queen gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding this prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting, spells per day, and spells available. If a character had more than one spellcasting class before becoming a goblin queen, she must decide to which class she adds the new level for purposes of determining spells per day.

AC Bonus (Ex): When unarmored and unencumbered, a goblin queen gains a special bonus to AC. At first level this bonus is +0, but over the course of her career this bonus eventually rises to +3.
This bonuses to AC applies even against touch attacks or when the goblin queen is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Bardic Music: Goblin queen levels stack with bard levels for the purpose of determining the goblin queen's daily uses of her bardic music ability (if any) and the value of the bonus granted by Inspire Courage (if the goblin queen has that bardic music ability). For example, a 10th-level bard/4th-level goblin queen could use bardic music 14 times per day and his inspire courage ability would grant a +3 morale bonus on the appropriate rolls.
A goblin queen also gains the fascinate bardic music ability, if she doesn't already have it. She can use her performance to cause one or more creatures to become fascinated with her. See the bard class feature, pg. 29 of the players handbook or on the SRD here.

Black Look (Su): Starting at 1st level as a standard action, an infuriated goblin queen can stun a creature within 30 feet with a hate filled look. The target creature must succeed on a Fortitude save (DC 10 + Goblin Queen Level + Cha Modifier) or be stunned for 2d4 rounds.
At 1st level this ability is usable once per day. This improves to 2/day at third level and finally 3/day at fifth.

Bewitching Virtue (Ex): At 2nd level a goblin queen gains the services of an additional cohort. The goblin queens leadership score is treated as 5 levels lower when determining her new cohorts HD. This additional cohort is treated as a regular cohort in all respects, gaining experience and a small share of the loot except its max level is always 4 lower than the character (IE: XCLASSX6/GQ2: ECL8 with a +3 Cha modifier would have a base leadership score of 11. Her first cohort would have a max level of 6, her new cohort would have a max level of 2).
The goblin queen gains the services of one additional cohort at level 6 and level 10. These additional cohorts fall under the same rules as above, but their max levels are the characters class level -6, and class level -8 respectively.

Message (Sp): Starting at second level a goblin queen develops the ability to stay in loose contact with her minions. 3/day she can use the spell Message as a spell -like ability (CL = Character Level). This allows the goblin queen monitor her minions movements as well as orchestrate and organize her troops.
At fifth level she is able to use this ability at will.

Unearthly Grace (Su): Beginning at level three a goblin queens allure becomes otherworldly. The goblin queen adds her charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her armor class. Finally, whenever dealing with males of any race with an intelligence of at least 5 (IE: orcs, humans, elves, giants, etc.) you gain your goblin queen levels as a circumstance bonus to all charisma based skill checks.

Rallying Countenance (Ex): Starting at fourth level a goblin queen can make a perform check to grant all allies within 30 ft. a morale bonus to their attack rolls, damage rolls, and saving throws.
To use this ability a goblin queen must have at least 13 ranks in one of the requisite perform skills and her allies must be able to see and/or hear her. This is a full round action that provokes attacks of opportunity. Initially the bonus is +1, and improves by +1 for every ten points of the perform check results (IE: Goblin Queen has 13 ranks in Perform (Singing) and a charisma bonus of +3. Her player rolls a 15 making her total check 31, good enough for a +3 bonus). This bonus can change every round the ability is maintained but once the goblin queen stops concentrating, and for 5 rounds after, use the last check result.
These effects last as long as the goblin queen concentrates (up to a maximum number of rounds equal to her Cha modifier). Maintaining concentration is a standard action. If the goblin queen should take damage of any sort she must make a Concentration check (DC = Damage Dealt) to maintain the ability.

Blinding Beauty (Su): Beginning at 6th level, a goblin queen gains the ability to blind those who look directly at her permenantly (as though by the Blindness/Deafness spell). At first this ability is only usable once a day and can only be used as full round action against a single target within 10 feet. At 8th level the range of her blinding beauty extends to 30 feet and may be used up to three times per day as a standard action. Finally at 10th level her gave attack reaches its full potential and can be used at will as an immediate action.
Victims of the goblin queens beauty may resist the effect with a successful Fortitude save (DC = 10 + goblin queen level + goblin queens Cha modifier). Victims who make their saves are immune to that particular goblin queens blinding beauty for 24 hours, but can still be targeted by other goblin queens.

Arcane Eye (Sp): reconnaissance is a must in any combat situation, and the ability gather intelligence always important. At 7th level goblin queens gain the ability to use the spell Arcane Eye three times per day as a spell like ability with a CL equal to their goblin queen level + Cha modifier. This allows them to better prepare their minions in the field.

Inspire Heroics (Su): This ability functions exactly as the bard ability of the same name except it does not require bard level 15. The goblin queens PrC levels stack with bard levels for determining how many creatures can be inspired, otherwise it only affects one creature at a time.

Diablita Angelica: At 10th level the goblin queen has reached the pinnacle of her queenly powers and influence. Her type permenantly changes to fey. She gains a +2 racial bonus to all Reflex and Will saves, as well as a permenant +2 bonus to her Charisma.
She also sprouts a pair of delicate insectile wings (good queens grow colorful butterfly-like wings; evil queens grow darkly colored moth-like wings). Her new wings grant her a fly speed equal to twice her base land speed and (Average) Maneuverability.
In addition any goblin queen of this level that has an unmodified Charisma score of 20 or higher has her Blinding Beauty always active, except when she is either asleep or unconscious. Her face must be uncovered and visable to any targets within range. She can supress or resume this ability as a free action.


PLAYING A GOBLIN QUEEN
Your minions are your primary offense and defense so keeping them in tip top shape is a high priority. Your stunning glance ability makes getting close to you for melee difficult, especially if your minions are in a postion to take advantage of it. This goes for blinding beauty as well.
Whenever possible use your message ability to get you units into strategic postions for ambushes and counter attacks. At higher levels combine this with arcane eye to plan battles ahead of time and control the battlefield.
Combat: Troop deployment and tactics will often be the deciding factor in a battle. If the opportunity arises to settle things without bloodshed, put your unique negotiating abilities to use.
Advancement: Depending on what classes characters take prior to becoming goblin queens can have a huge impact on advancement. Baric queens tend to focus less on their magical aptitude and more on their bardic music to help buff their minions. Queens with multiple levels in an arcane spellcasting class, like sorcerer, usually rely less on their musical aptitude and more on buffing and controlling spells. A few levels of rogue can also be helpful, especially after characters gain the blinding beauty ability which leaves most blinded opponents flat-footed (exceptions include those with blind fighting or some sort of blind sense ability).
When choosing your cohorts plan ahead and try to get cohorts that compliment your abilities as well as your other cohorts and followers. Whenever possible try to cover as many of these key components as possible: Melee, Ranged, Scout/Sneak, and Healing.
Resources: Normally a goblin queen has her tribe to fall back on for support, recruits, and resources. Otherwise they have themselves, their allies and their minions to depend on. It is not uncommon at higher levels for a goblin queen to have a large villages to entire kingdoms to fall on.

GOBLIN QUEENS 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.

GOBLIN QUEENS 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
Give an example of how one might encounter a member of this PrC.
EL x: 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

DonThelonious
2008-12-21, 06:39 AM
Okay. Whew. I think I have all of them. I am going to scour my comp and some more places on the interwebz before I say thats it. This is all my stuff from the WoTC boards. What does everyone think:)

Bhu
2008-12-21, 07:02 AM
Hey Rap I'm updating the front page list, where did you put the Goblinoid blooded Feat at?

Rappy
2008-12-21, 02:02 PM
Right here. (http://www.giantitp.com/forums/showpost.php?p=5497370&postcount=477) There you go, bhu, and I'm glad you are keeping record of all the stuff here. :smallbiggrin:

Jayngfet
2008-12-21, 02:07 PM
Goblin queen looks like an interesting concept, but I think something with obvious physical differences would work better as a race or template with a CHA bonus and some social SLA's(charm person 1 or 3/day?)

Bhu
2008-12-22, 03:59 AM
Thanks Rap. Small update to Stygian Blade, huge update to Pine Bender.

Cieyrin
2008-12-22, 03:07 PM
For the Garu-Hound, zomg, too many bonus feats @_@
They get bloody 7 of them, filling up 2 feat trees; That's ridiculous and overpowered, especially with the other powers it gets, like the auto-crit and other things. Way too much stuff for one PRC, at least w/ the requirements it has to get in. I'd raise the entry level to at least 9th w/ what you're throwing.

Reap is also over-powered, as a scythe has no real need to have auto-crit AND a crit multiplier increase. You gotta balance that back some, as Power Critical, the feat that used to allow you to 1/day auto-crit, got seriously nerfed. You gotta put some strings on that ability, like an attack penalty of something.

Yeesh, w/ this one PRC alone, you made the Talenta Halfings AND Tucker's Kobolds look like wimps and pushovers. I'm not sure whether to applaud or cry. Maybe I'll do both, i don't know.

Bhu
2008-12-23, 04:40 AM
Orc Thug updated, minor update to Stygian Blade.

Rappy
2008-12-23, 05:30 AM
The orcs were also fairly hard to work with, but here are their bloodline feats.

Orc-Blooded [Initial]
You have orc blood.
Prerequisites: Humanoid other than half-orc.
Benefits: You gain darkvision out of 60 feet and the orc-blooded special quality.

Orc Affinity
You get along with orcs and half-orcs well.
Prerequisites: Orc-Blooded.
Benefits: You gain a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with orcs and half-orcs.

Orc Weaponry
You are proficient with orc weapons.
Prerequisites: Orc-Blooded.
Benefits: You treat the orc-proficient exotic weapons such as orc double axes as martial weapons.

Cieyrin
2008-12-23, 12:47 PM
Woo, i always liked Pine Bender and now he's got so much better. I can almost imagine a Pine Bender/War Hulk now. *drool*

DonThelonious
2008-12-24, 04:16 AM
Oh WOW!!!!! Some PEACHING!!!!!!! ZOMG! Its been so long...
Please.
Be gentle...


Goblin queen looks like an interesting concept, but I think something with obvious physical differences would work better as a race or template with a CHA bonus and some social SLA's(charm person 1 or 3/day?)
I am not very good at making templates, but I can do races (If anyone is interested I have a nifty ninja-monkey race that could use some attention *hint hint*).

With this class I figured it had more to do with the occasional goblin that came out pretty. I suppose it might be kind of a deformity given the goblin standards of beauty, be meh. Making a template out of it isn't a half bad idea though, I could do something like the half celestial/fiend template and give them more powers and whatnot as they gain HD.

Truth be told, I just wanted something for those rare goblins with super high charisma scores.

--


For the Garu-Hound, zomg, too many bonus feats @_@
They get bloody 7 of them, filling up 2 feat trees; That's ridiculous and overpowered, especially with the other powers it gets, like the auto-crit and other things. Way too much stuff for one PRC, at least w/ the requirements it has to get in. I'd raise the entry level to at least 9th w/ what you're throwing.

Reap is also over-powered, as a scythe has no real need to have auto-crit AND a crit multiplier increase. You gotta balance that back some, as Power Critical, the feat that used to allow you to 1/day auto-crit, got seriously nerfed. You gotta put some strings on that ability, like an attack penalty of something.

Yeesh, w/ this one PRC alone, you made the Talenta Halfings AND Tucker's Kobolds look like wimps and pushovers. I'm not sure whether to applaud or cry. Maybe I'll do both, i don't know.

This was another one of my early PrCs, like the Beast Rider only much less refined. I specifically made it a tad overpowered because I figured I could just trim off the excess where and when needed.

So you think I should lose the bonus feats? Or just grant bonus feats from one tree?

As for the 'Reap' ability, I wanted the class to get something that made the scythe a highly desirable weapon choice. Other than an attack penalty, what else do you think I should do to tone it down while still keeping that gut wrenching feel? I want the ability also to build up into the capstone (currently a Save vs. Die effect).

--

So what do you folks think of some of my other PrCs? In particular I am interested in feedback for my

Goblin Pot Shot Sniper: Been told its a tad over powered at level 10.
The Heivân~Barâdar: Spell list sucks, also not sure of the spell progression.
The Goblin Pigsticker: Its the reason for my avatar :smallbiggrin:, and my personal favorite.

Any takers?