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Bhu
2009-08-04, 06:48 AM
KHURGORBAEYEG
Lesser God
Symbol: Whip
Home Plane: Acheron
Alignment: Lawful Evil
Portfolio: Slavery, Oppression, Morale
Worshipers: Goblins
Cleric Alignments: LE, LN, NE
Domains: Domination, Evil, Goblin
Favored Weapon: Whip

Khurgorbaeyeg is considered Maglubiyet's trusted lieutenant, but is compelled to share Maglubiyet's realm on Acheron to ensure that he doesn't plot against his master more than he already is. He appears as a 9' tall goblin with scales fading from red to yellow dressed in scale mail and carying a whip.

Dogma

Goblins should rise to dominion over the other races at all costs. Enslaving foes and forcing them to work towards this goal is preferable to killing them, and a priest who murders opponents saves them from a far worse fate and should be punished.

Clergy and Temples

Khurgorbaeyeg's clergy are dressed in scale mail and helms and carry whips much like their master. They attempt to capture and enslave foes as opposed to killing them, and often keep wolves as pets as they are considered holy to Khurgorbaeyeg.


KHURGORBAEYEG
Ranger 20, Beguiler 20
Large Outsider (Lawful, Evil)
Divine Rank: 10
Hit Dice: 20d8+200 plus 20d8+200 plus 20d6+200 (1040 hp)
Initiative: +14
Speed: 80 ft. (16 squares)
Armor Class: 75 (-1 Size, +10 Dex, +23 Natural, +13 Deflection, +10 Divine, +9 Armor), touch 43, flat-footed 65
Base Attack/Grapple: +55/+69
Attack: Whip +79 melee (1d4+15) or spell +74 melee/ranged touch
Full Attack: Whip +79/+74/+69/+64 melee (1d4+15) or spell +74 melee/ranged touch
Space/Reach: 10 ft./10 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Favored Enemy (Dwarves +4, Elves +4, Halflings +2, Humans +4, Orcs +4), Combat Style (Combat Expertise, Improved Trip, Improved Disarm)
Special Qualities: Divine Immunities, DR 20/Epic, Fire Resistance 15, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 33), Armored Mage, Cloaked Casting, Trapfinding, Surprise Casting, Advanced Learning (Greater Rebuke, Inhibit, Mesmerizing Glare, Programmed Amnesia, Transfix), Wild Empathy, Woodland Stride, Swift Tracker, Evasion, Camouflage, Hide in Plain Sight, Animal Companion (Wolf)
Saves: Fort +40, Ref +40, Will +37
Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 29, Cha 36
Skills: Appraise +66, Bluff +68, Concentration +89, Craft (Blacksmith, Torture Device) +66, Diplomacy +52, Gather Information +71, Hide +66, Intimidate +50, Jump +43, Knowledge (Arcane, Dungeoneering, Geography, Local) +41, Listen +86, Move Silently +66, Profession (Torturer) +65, Search +87, Sense Motive +65, Spellcraft +66, Spot +86, Survival +67 (+73 following tracks), Use Magic Device +67 (+71 w/Scrolls), Use Rope +66
Feats: Adaptable Flanker, Combat Expertise, Combat Reflexes, Defensive Sweep, Deft Opportunist, Dodge, Epic Will, Favored Power Attack, Favored Critical (Whip), Improved Combat Expertise, Improved Feint, Improved Trip, Improved Disarm, Improved Critical (Whip), Improved Initiative, Mobility, Power Attack, Power Critical (Whip), Spring Attack, Vexing Flanker, Weapon Focus (Whip), Endurance (B), Silent Spell (B), Spell Focus (Enchantment)(B), Still Spell (B), Track (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Battlesense, Clearsight, Divine Inspiration, Frightful Presence, Irresistible Blows, Know Secrets, Lay Curse, Monstrous Avatar (see below), Sunder and Disjoin, Whip of Death (See below)
Domain Powers: Evil spells are cast at +1 Caster Level.
Spell-Like Abilities: Khurgorbaeyeg can cast the following spells at will as Spell Like Abilities: Blasphemy, Command, Create Undead, Desecrate, Dispel Good, Dominate Person, Enthrall, Geas/Quest, Greater Command, Greater Invisibility, Hiss of Sleep, Knock, Magical Circle Against Good, Mass Suggestion, Mind Blank, Monstrous Thrall, Nondetection, Obscure Mist, Passwall, Protection from Good, Reaving Dispel, Shadow Walk, Suggestion, Summon Monster IX (Evil only), True Domination, Unholy Aura, Unholy Blight. Caster Level is 20. Save DC is 33 plus the spell level.
Ranger Spells Per Day: 6/5/5/5; Base DC=18 plus spell level.
Beguiler Spells Per Day: 6/9/8/8/8/8/8/7/7/4; Base DC=20 plus spell level
Possessions: Beyefendi, a +5 Domineering Paralyzing Disarming Whip
+5 Heavy Fortification Scale Armor


Other Divine Powers
As a Lesser deity, Khurgorbaeyeg may take a 10 on any check. He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. He is immortal.
Senses: Khurgorbaeyeg can see, hear, touch, and smell at a distance of 10 miles. As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Khurgorbaeyeg sense any act involving slavery or oppression the instant it happens and retains the sensation for up to 6 weeks after the event occurs.
Automatic Actions: Khurgorbaeyeg can use Intimidate or Profession (Torturer) as a Free Action if the DC for the task is 20 or lower. He can perform up to 5 Free Actions each round.
Create Magic Items: Khurgorbaeyeg can create items involving slavery or oppression as long as the items market price does not exceed 30,000 GP.




Monstrous Avatar
Your avatar is a giant beast of some sort.
Prerequisites: Divine Rank 6, Cha 29
Benefits: This is similar to the Avatar ability, but the avatar form is of an Animal or Vermin. It's stats are in all ways identical to a normal Avatars, except it has no equipment the Avatar would have, and has different attack/movement abilities. It has the Primary and Secondary Natural Attacks of the Animal/Vermin chosen as well as any Ex Special Attacks or Qualities (except Mindless). If the Animal/Vermin has any form of movement other than a base land speed, the Avatar also gains this forms of Movement (speed is equal to the Avatars base Land Speed, Maneuverability is Good unless it is already better if it has Flight).



Whip of Death
A whip is deadly in your hands.
Prerequisites: None
Benefits: Attacks made by you with a whip affect opponents regardless of their Armor/Natural Armor Bonus to AC, dont provoke Attacks of Opportunity, do lethal damage, and threaten an area equal to their range.

Bhu
2009-08-05, 05:48 AM
Anybody knows what happens to Familiars/Animal Companions for Gods? I'm not seeing it mentioned anywhere.

Cieyrin
2009-08-05, 10:51 AM
Familiar

A deity of rank 1 or higher with levels as a sorcerer or a wizard has the ability to treat any creature of a given kind as a familiar, as long as that creature is within a distance of one mile per divine rank of the deity. This special familiar ability only applies to one creature at a time, but the deity can switch between one creature and another instantaneously, as long as the second creature is within range. This special familiar ability does not replace the deity’s ability to have a normal familiar, which could be any kind of eligible creature.

That's what I can find, so I assume that an Animal Companion or Special Mount would follow similar rules.

Bhu
2009-08-06, 06:00 AM
Thanks Cieyrin.

Kudos on the nifty new avatar!

Cieyrin
2009-08-06, 10:26 AM
Yeah, the new avie is pretty sweet ^_^

Bhu
2009-08-07, 06:23 AM
You guys think it would be cheating to give Khurgorbaeyeg alternate feats for his Combat Style for his Ranger levels? After all two weapon fighting or ranged attacks don't exactly match him using a whip...

Cieyrin
2009-08-07, 10:49 AM
Deities should freely decide to have alternate combat styles or possibly alternate class features entirely, like this one: http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#ranger and then Aspect of Nature (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVariantAspectOfN ature) it up.:smallwink:

Bhu
2009-08-09, 06:32 AM
I gave him Combat Expertise, Improved Trip, and Improved Disarm. If there are other suggestions lemme know, I should have him done shortly.

Bhu
2009-08-11, 06:37 AM
Got the fluff and one of the new Salient Divine abilities up.

Bhu
2009-08-12, 07:04 AM
Does the Monstrous Avatar ability look okay or should I tweak it a lil?

Cieyrin
2009-08-12, 11:09 AM
Ooo, we're suddenly playing Black and White! :smallbiggrin:




yeah, it looks fine

Bhu
2009-08-13, 04:45 AM
Ooo, we're suddenly playing Black and White! :smallbiggrin:




yeah, it looks fine

For some reason Khurgorbaeyeg is listed as having a T Rex avatar amongst a small cult of jungle people...

Bhu
2009-08-14, 06:18 AM
Khurgorbaeyeg is done cept his avatar. Nomog-Geaya and his priests PrC coming next

Bhu
2009-08-15, 05:17 AM
NOMOG-GEAYA
Lesser God
Symbol: Crossed Longsword and Handaxe
Home Plane: Acheron
Alignment: Lawful Evil
Portfolio: Hobgoblins, War, Authority
Worshipers: Hobgoblins
Cleric Alignments: LE, LN, NE
Domains: Courage, Evil, Fire, Law, Strength, Tyranny, War
Favored Weapon: Longsword

Nomog-Geaya is the patron God of Hobgoblins, even though many of his people consider Maglubiyet the ruler of the Goblinoid pantheon (something that gnaws at hims sometimes). He is also considered the Hobgoblin war God. Nomog-Geaya is a grey skinned Hobgoblin with orange eyes, and a mouth full of sharks teeth. His voice is soft, and he speaks only when he has to.

Dogma

Nomog-Geayas followers tend to be among the more fanatic of his people, and are openly enraged that the Goblins would consider themselves or their Gods as the Hobgoblins equals. He tries to avoid openly supporting the more zealous ones for fear of offending Maglubiyet.

Clergy and Temples

Nomog-Geaya commands that his priests follow no God but him, and that they must arm themselves with fire and steel, and destroy his races enemies (which means the elves for the most part, but he has no love for the Goblins either). All prisoners taken in war must be burned alive as a sacrifice to him.



NOMOG-GEAYA
Ranger 20, Fighter 20
Large Outsider (Lawful, Evil)
Divine Rank: 10
Hit Dice: 20d8+360 plus 20d8+360 plus 20d10+360 (1600 hp)
Initiative: +11
Speed: 80 ft. (16 squares)
Armor Class: x (-1 Size, +11 Dex, +23 Natural, +10 Deflection, +10 Divine, +x Armor), touch x, flat-footed x
Base Attack/Grapple: +60/+76
Attack:
Full Attack:
Space/Reach: 10 ft./10 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Favored Enemy (Dwarves +2, Elves +6, Goblins +4, Gnomes +2, Humans +4), Combat Style (Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting)
Special Qualities: Divine Immunities, DR 20/Epic, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 30), Wild Empathy, Woodland Stride, Swift Tracker, Evasion, Camouflage, Hide in Plain Sight, Animal Companion (Wolf)
Saves: Fort +58, Ref +51, Will +42
Abilities: Str 34, Dex 32, Con 35, Int 26, Wis 26, Cha 30
Skills: Climb +68, Concentration +68, Craft (armorsmithing, bowmaking, weaponsmithing) +49, Handle Animal +42, Hide +67, Intimidate +66, Jump +69, Knowledge (Arcana, Architecture, Geography, History, Local, Nature, Nobility, War) +41, Listen +64, Move Silently +67, Ride +45, Search +41, Spellcraft +43, Spot +64, Survival +66, Swim +44, Tumble +48
Feats: 15, Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Whirlwind Attack, Endurance (B), Track (B), Weapon Focus (Longsword)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Fire, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Divine Armor Mastery, Divine Battle Mastery, Divine Blast, Divine Fire Mastery, Divine Weapon Mastery, Extra Domains (Law, Strength, Tyranny, War), Mass Divine Blast
Domain Powers: Evil and Law spells are cast at +1 Caster level, Turn or Destroy Water Creatures 13/day, Feat of Strength 1/day, Aura of Courage, +1 to Save DC's of Enchantment (Compulsion) spells
Spell-Like Abilities: Nomog-Geaya can cast the following spells at will as Spell Like Abilities: Aid, Bigby's Clenched Fist, Bigby's Crushing Hand, Bigby's Grasping Hand, Blade Barrier, Blasphemy, Bull's Strength, Burning Hands, Calm Emotions, Cloak of Bravery, Command, Create Undead, Desecrate, Dictum, Discern Lies, Dispel Chaos/Good, Divine Power, Domiate Monster, Elemental Swarm, Enlarge Person, Enthrall, Fear, Fire Seeds, Fire Shield, Fire Storm, Flame Strike, Geas/Quest, Greater Cloak of Bravery, Greater Command, Greater Heroism, Heroes' Feast, Heroism, Hold Monster, Incendiary Cloud, Lion's Roar, Magic Circle Against Chaos/Good, Magic Vestment, Magic Weapon, Mass Charm Monster, Order's Wrath, Power Word (Blind, Kill, Stun), Produce Flame, Protection from Chaos/Good, Resist Energy, Righteous Might, Shield of Law, Spell Immunity, Spiritual Weapon, Stoneskin, Summon Monster IX (Evil and Law only), Unholy Aura, Unholy Blight, Valiant Fury, Wall of Fire. Caster Level is 20. Save DC is 30 plus the spell level.
Ranger Spells Per Day: 6/5/5/5; Base DC=18 plus spell level.
Possessions: Yetki (sword)
Azaltma (axe)
Zirh (armor)


Other Divine Powers
As a Lesser deity, Nomog-Geaya may take a 10 on any check. He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. He is immortal.
Senses: Nomog-Geaya can see, hear, touch, and smell at a distance of 10 miles. As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Nomog-Geaya sense any act involving War or authority or the Hobgoblins the instant it happens and retains the sensation for up to 10 weeks after the event occurs.
Automatic Actions: Nomog-Geaya can use xxx as a Free Action if the DC for the task is 20 or lower. He can perform up to 5 Free Actions each round.
Create Magic Items: Nomog-Geaya can create items involving war or authority or hobgoblins as long as the items market price does not exceed 30,000 GP.

Bhu
2009-08-17, 04:33 AM
SOLDIERS OF THE LAST ORDER

Picture URL

"The unclean are purified by the fires of our Lord."

The Soldiers of the Last Order are a cult of Hobgoblins devoted to manifesting Nomog-Geaya on the Material Plane, and thus achieving victory over the other races. They are watched closely by the churches of the other Goblinoid Deities for signs they openly intend to depose the priests of Maglubiyet, and for their habits of burning perfectly good slaves alive as sacrifices to their god.

BECOMING A SOLDIER OF THE LAST ORDER
Most Soldiers begin as Clerics or as multiclassed Cleric/Rangers of Cleric/Fighters who are accepted by the cult after proving themselves.

ENTRY REQUIREMENTS
Race: Hobgoblin
Domains: Must have access to the Fire and War Domains.
Feats: Holy Warrior, True Believer, Two Weapon Fighting
Skills: Knowledge (Religion) 6 ranks
Special: Must be sponsored by a current member of the organization, and pass certain stringent tests of loyalty (such as murdering someone of their choice).


Class Skills
The Soldier's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana, History, Religion, War) (Int), Ride (Dex), and Spellcraft (Int)
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Fire Resistance 5, +1 Divine spellcaster Level
2. +1 +3 +0 +3 Purifying Weapons, +1 Divine spellcaster Level
3. +2 +3 +1 +3 Sacrifical Flames
4. +3 +4 +1 +4 Fire Resistance 10, +1 Divine spellcaster Level
5. +3 +4 +1 +4 Purifying Weapons, +1 Divine spellcaster Level
6. +4 +5 +2 +5 Sacrifical Flames
7. +5 +5 +2 +5 Fire Resistance 15, +1 Divine spellcaster Level
8. +6 +6 +2 +6 Purifying Weapons, +1 Divine spellcaster Level
9. +6 +6 +3 +6 Sacrifical Flames
10.+7 +7 +3 +7 Sacred Warrior, +1 Divine spellcaster Level

Weapon Proficiencies: A Soldier gains no new weapon or armor proficiencies.

Fire Resistance (Su): At 1st level the Soldier gains Fire Resistance 5. This increases to 10 at 4th level, and 15 at 7th level.

Purifying Weapons (Su): At 2nd level any Longsword or handaxe held by a Soldier is considered a Flaming weapon.

At 5th level it is considered a Flaming Burst weapon.

At 8th level it is considered a Charging, Flaming Burst weapon.

Sacrifical Flames (Su): At 3rd level you may sacrifice a humanoid prisoner of war to Nomog-Geaya by burning him alive. The ritual takes 1 minute to perform, and once the victim dies in the fire the Soldier has access to one additional Domain of Nomog-Geaya's that he does not currently have access to for 1 day. Note he still only gets one Domain spell per level, he just has access to more options.

At 6th level you gain access to your additional Domain for three days, and you may spontaneously cast spells from the Fire Domains as if you had the Spontaneous Domain Feat.

At 9th level all your Domain spells are cast at +1 caster level for 1 day after the sacrifice.

Sacred Warrior (Su): At 10th level you become immune to fire damage. So long as you have a spell from either the Fire or War Domain uncast you have DR x/-, where x is equal to the spells level.

PLAYING A SOLDIER OF THE LAST ORDER
Maglubiyet is a false God. He is a weakling, and the Goblins he patronizes are a race of weaklings. They are as much a thorn in the side of your race as the Elves and the other Humanoids. They must perish. All must perish in order to open the gate that will bring Nomog-Geaya to the world.
Combat: Fire features a great deal in your plans of combat. Fire is unpredictable, and swiftly burns out of control, but your immunity to it means only your enemies need worry about the flames you set on the battlefield.
Advancement: Soldiers advance almost obsessively as both warriors of some sort and as Clerics. To do otherwise would be to turn their back on their god.
Resources: The Soldiers are a small cult, and cannot be openly supported by the main church of Nomog-Geaya. They cannot always give you help if they wish to remain working in the open, and most times you will be forced to rely on what you can buy or steal.

SOLDIERS OF THE LAST ORDER NAME IN THE WORLD
"That boy is obsessed with fire a little too much..."
Soldiers generally interact with the world by setting it on fire and murdering it's relatives. They're raids are small for now, but they put anyone they capture to death, and there seems to be no shortage of victims to kidnap in the larger cities.
Daily Life: Most of a Soldiers life is spent preparing for war, preparing to sacrifice prisoners, and scheming to expand the influence of his cult. Many hire out as mercenaries or assassins, provided their employer allows them to have the bodies.
Notables: Turcu (LE Male Hobgoblin Cleric 4/Fighter 2/Soldier of the Last Order 5) is a young fanatic determined to prove himself no matter what the cost.
Organizations: The Soldiers are a fairly small organization, but very closely knit by their fanaticism. Unfortunately this drives away as many Hobgoblins as it converts.

NPC Reaction
NPC's tend to be horrified at the Soldiers tendency to burn prisoners to death, and the Hobgoblins military leaders aren't very fond of it either. Those religious sacrifices could be used as slaves or questioned to provide information.

SOLDIERS OF THE LAST ORDER IN THE GAME
This class is best in an all evil, all Hobgoblin campaign. The Soldiers can hide their true intentions well, but they always give themselves away eventually, and it will make for problems in the party if any of them are Good.
Adaptation: This is definitely for horrific or at least grim campaigns.
Encounters: PC's will generally encounter the Soldiers anytime the Hobgoblins have gone to war, or as mercenaries seeking sacrifices to their deity. In any case it will likely be a bloody and unhappy encounter.

Sample Encounter
EL 12: The PC's have barely escaped with their lives from the battlefield, and things have not gone well for their side. Slinking into the forest they spot fires in a clearing, and find a small party of Hobgoblins burning prisoners alive. Do they try to save them and possibly call down the army that may be nearby on their heads? Or do they move on?


Turcu
LE Male Hobgoblin Cleric 4/Fighter 2/Soldier of the Last Order 5
Init +1, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 23, touch 11, flat-footed 22 (+1 Dex, +12 Armor)
hp 73 (11 HD)
Fort +13, Ref +3, Will +11
------------------------------------------------
Speed 30 ft. (6 squares), 40 w/Boots
Melee +4 Longsword +13/+8 melee (1d8+5/19-20) and +4 Handaxe +13 melee (1d6+4, x3)
Base Atk +10, Grp +11
Atk Options Rebuke Undead 5/day
Combat Gear
Spells Per Day 0: 6 (DC 13)
1st: 5 (DC 14)
2nd: 4 (DC 15)
3rd: 4 (DC 16)
4th: 2 (DC 17)
Caster Level 8th
-----------------------------------------------
Abilities Str 13, Dex 12, Con 14, Int 10, Wis 16, Cha 14
SQ Domains (Fire, War), Fire Resistance 10
Feats Holy Warrior, Martial Weapon Proficiency (Handaxe), True Believer, Two Weapon Fighting
Skills Climb +5, Concentration +8, Intimidate +6, Jump +1 (+6 w/Boots), Knowledge (Religion) +6, Move Silently +5, Ride +5, Spellcraft +4
Possessions +4 Longsword, +4 Handaxe, +4 Full Plate Armor, Boots of Striding and Springing, 229 GP



EPIC SOLDIER OF THE LAST ORDER

Hit Die: d8
Skills Points at Each Level : 2 + int
Spells The Epic Soldiers caster level continues to increase with Epic Levels, but he doesn't gain additional spells per day.
Bonus Feats: The Epic Soldier gains a Bonus Feat every 3 levels higher than 20th

Bhu
2009-08-18, 06:07 AM
The Soldiers have a minor update. It should be easy to see where Im going with them.

Bhu
2009-08-19, 07:37 AM
Minor updates to Deity and PrC. Soldier has first class abilities.

Bhu
2009-08-20, 06:00 AM
the Soldiers have all their class abilities except caster levels. Any thoughts o nthat?

Cieyrin
2009-08-20, 10:45 AM
Plenty powerful, I'd say, especially since you can sac anybody for free domains, whether a village of Commoner 1s or actual challenges, like that pesky group of adventurers. Especially with Fire Domain Spontaneity for free, which essentially makes it so you can cast from 2 domains, and especially when you hit 9th, when Evil and Law domains are cast at +2 CL. The Blasphemies and Dictums just got more uber that these guys will be throwing around. @_@

EDIT: BTB, they're talking about your work in this thread: http://www.giantitp.com/forums/showthread.php?p=6762182&posted=1#post6762182 Go market orckind at them.

Bhu
2009-08-21, 06:50 AM
Thanks for the heads up Cieyrin!


So either I tweak the abilities or they definitely lose some caster levels huh?

Bhu
2009-08-23, 05:35 AM
Modified the sacrifice ability a lil and included caster levels.

Bhu
2009-08-24, 05:50 AM
Anybody know what rank Maglubiyet is supposed to be?


MAGLUBIYET
Greater Deity
Symbol: Bloody Axe
Home Plane: Acheron
Alignment: Neutral Evil
Portfolio: War, rulership
Worshipers: Goblins and Hobgoblins
Cleric Alignments: LG, LN
Domains: Chaos, Destruction, Evil, Trickery
Favored Weapon: Battleaxe

Maglubiyet appears as an 11' tall goblin with black skin and flaming eyes. He is incredibly muscular for a Goblin. with sharp claws on his hands. He is never seen without Kanbalta, a great black axe that constantly drips blood.

Dogma

Maglubiyet demands his followers oppose the followers of other Gods, particularly Kikanuti and the Elvish and Orcish pantheons. He leads an army of dead Goblins against the Orcs eternally in Baator.


Clergy and Temples

The Sons of Maglubiyet make his temples in caves, and cut out the hearts of sacrificial victims for him once a month during the new moon. They were gray-green scale mail and conical hats.

MAGLUBIYET
Fighter 20, Rogue 20
Large Outsider (Evil)
Divine Rank: 16
Hit Dice: 20d8+240 plus 20d10+240 plus 20d6+240 (1200 hp)
Initiative: +14
Speed: 80 ft. (16 squares)
Armor Class: 75 (+10 Dex, +16 Divine, +29 Natural, +10 Deflection), touch 46, flat-footed 65
Base Attack/Grapple: +55/+88
Attack: +5 Battleaxe +88 melee (2d6+18/x3) or spell +83 melee/+80 ranged touch
Full Attack: +5 Battleaxe +88/+83/+78/+73 (2d6+18/x3) or spell +83 melee/+80 ranged touch
Space/Reach: 10 ft./10 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Sneak Attack +10d6, Crippling Strike, Opportunist
Special Qualities: Divine Immunities, DR 30/Epic, Fire Resistance 21, Spell Resistance 48, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 16 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (16 miles, DC 36), Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, Improved Evasion, Slippery Mind
Saves: Fort +58, Ref +56, Will +50
Abilities: Str 36, Dex 30, Con 34, Int 30, Wis 30, Cha 30
Skills: Balance +48, Bluff +72, Climb +72, Concentration +51, Craft (Armorsmithing, Blacksmithing, Bowmaking, Metalworking, Weaponsmithing) +47, Diplomacy +48, Gather Information +49, Handle Animal +47, Hide +72, Intimidate +94, Jump +84, Knowledge (Dungeoneering, Geography, History, Local, Religion, The Planes, War) +49, Listen +72, Move Silently +72, Ride +48, Search +71, Sense Motive +71, Sleight of Hand +48, Spot +71, Swim +50, Tumble +72, Use Magic Device +72
Feats: Adaptable Flanker, Cleave, Combat Reflexes, Defensive Sweep, Deft Strike, Deft Opportunist, Evasive Reflexes, Great Cleave, Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Critical (Battleaxe), Improved Initiative, Improved Sunder, Intimidating Strike, Overwhelming Assault, Power Attack, Rapid Assault, Robilars Gambit, Telling Blow, Vexing Flanker, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Close-Quarters Fighting (B), Combat Brute (B), Combat Expertise (B), Cometary Collision (B), Dodge (B), Flay (B), Improved Bull Rush (B), Melee Evasion (B), Mobility (B), Power Critical (B), Shock Trooper (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Annihilating Strike, Banestrike (Elves), Battlesense, Call Creatures (Goblinoids, Wolves), Control Creatures (Goblinoids), Divine Sneak Attack, Divine Weapon Focus, Divine Weapon Mastery, Divine Weapon Specialization, Extra Domain (Trickery), Grow Creature (Goblinoids, Wolves), Irresistible Blows, Supreme Initiative, Wound Enemy
Domain Powers: Chaos and Evil spells are cast at +1 Caster Level, Smite 1/day
Spell-Like Abilities: Maglubiyet can cast the following spells at will as Spell-Like abilities: Animate Objects, Blasphemy, Chaos Hammer, Cloak of Chaos, Confusion, Contagion, Create Undead, Desecrate, Disguise Self, Disintegrate, Dispel Good/Law, Earthquake, False Vision, Harm, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Inflict Mass Light Wounds, Invisibility, Magic Circle Against Good/Law, Mislead, Nondetection, Polymorph Any Object, Protection from Good/Law, Screen, Shatter, Summon Monster IX (Chaos or Evil only), Time Stop, Unholy Aura, Unholy Blight, Word of Chaos. Caster Level is 26. Save DC is 36 plus the spell level.
Possessions: Kanbalta: +5 Keen Vampiric Unholy Surge Battleaxe.

Other Divine Powers
As an Greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.
Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a Standard Action he can perceive anything within 16 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. he can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 16hours.
Portfolio Powers: Maglubiyet sense any act involving his portfolio the instant it happens and 16 weeks into the past or future.
Automatic Actions: Maglubiyet can use Craft (Armorsmithing, Metalworking, and Weaponsmithing) or Knowledge (War) as a Free Action if the DC for the task is 30 or lower. He can perform up to 20 Free Actions each round.
Create Magic Items: Maglubiyet can create any magic item.

Cieyrin
2009-08-24, 11:25 AM
All sources I can find say he's a Greater Deity, at least till recently for 4E, where he got heel-stomped by Bane into being his Exarch, which is crazy to be able to do to a Greater Deity. @_@

Bhu
2009-08-25, 06:21 AM
Well that makes him Divine Rank 16-20. Im thinking of going with maybe 16 since Gruumsh is a Greater Deity and he's a 16 as well.

Bhu
2009-08-26, 05:28 AM
A thought while I'm editing in Maglubiyet's abilities:

He can grant spells from the Chaos Domain, but he's Neutral Evil. I can't find anything that says a Deity has to be of a particular alignment to grant spells from that alignment, and it seems odd that Goblins are Neutral Evil and would have access to Chaos spells.

Cieyrin
2009-08-26, 09:32 AM
Maglubiyet's alignment makes sense, as the God of Goblinkind, given the standard goblin races span the Lawful-Chaotic spectrum, with Bugbears CE, Goblins NE and Hobgoblins LE. Why he should be giving access to the Chaos domain doesn't really make sense. I bet it's typo or some carryover from Gruumsh or something.

Bhu
2009-08-27, 06:04 AM
I'm gonna assume it's a carryover since every source I can find still quotes him as having the Chaos domain. Did gobbos used to be Chaotic back in the day before 3E?

Cieyrin
2009-08-27, 10:14 AM
I wouldn't doubt that goblins were Chaotic Evil back in the 2nd Ed days. From the sounds of it, that's all Maglubiyet had to primarily worry about, as Hobs and Bugbears were more concerned with their own pantheons. I assume in 3rd that the designers decided the gobbos didn't need to be so diverse and crammed them all into the purview of Maglubiyet.

Bhu
2009-08-30, 07:02 AM
maglubiyet almost done. Are Kikanuti and her Bhuka Goblins mentioned anywhere except Sandstorm?

Renrik
2009-08-30, 04:10 PM
Not that I know of.

Bhu
2009-09-01, 08:19 AM
Things may be a lil slow this week. My bosses are a wee bit upset seeing as we have a 1.6 million dollar 'inventory discrepancy' at work, plus we need to do holiday overtime.

Bhu
2009-09-02, 06:12 AM
KIKANUTI
Lesser God
Symbol: Clay pot painted with a stylized bird.
Home Plane:
Alignment: Neutral Good
Portfolio: Protection, fertility
Worshipers: Goblins
Cleric Alignments: CG, LG, NG
Domains: Earth, Good, Magic, Protection, Plant, Summer
Favored Weapon: Light Mace

Kikanuti is the Patron Goddess of the Bhuka people, and they believe she has rescued them from the darkness of the Underworld and brought them to the surface.

Dogma

Kikanuti firmly opposes Maglubiyet and the evil Goblinoid races, but she is not willing to risk her children, and advises them to always avoid conflict if they can.

Clergy and Temples

Each Bhuka village has a ceremonial pit covered with a lid of painted hides. All ceremonies take place here. Kikanuti only has female priests, and they are generally the head of each village presiding over a council of elders.


KIKANUTI
Cleric 20, Druid 20
Large Outsider (Good)
Divine Rank: 10
Hit Dice: 20d8+200 plus 20d8+200 plus 20d8+200 (1080 hp)
Initiative: +10
Speed: 80 ft. (16 squares)
Armor Class: 62 (-1 Size, +10 Dex, +23 Natural, +10 Deflection, +10 Divine), touch 39, flat-footed 52
Base Attack/Grapple: +50/+61
Attack: +5 Light Mace +71 melee (1d4+1d6+12) or spell +66 melee/+69 ranged touch
Full Attack: +5 Light Mace +71/+66/+61/+56 melee (1d4+1d6+12) or spell +66 melee/+69 ranged touch
Space/Reach: 10 ft./10 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Turn Undead 17/day
Special Qualities: Divine Immunities, DR 20/Epic, Fire Resistance 15, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 32), Wild Shape 5/day (elemental 3/day), Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Venom Immunity, A Thousand Faces, Timeless Body
Saves: Fort +56, Ref +50, Will +59
Abilities: Str 24, Dex 30, Con 30, Int 30, Wis 36, Cha 35
Skills: Bluff +45, Climb +40, Concentration +89, Craft (Pottery) +66, Diplomacy +99, Gather Information +45, Handle Animal +68, Heal +92, Hide +43, Knowledge (Arcana, History, Religion, The Planes) +43, Knowledge (Nature) +72, Listen +69, Move Silently +43, Profession (Farmer) +60, Search +43, Sense Motive +46, Sleight of Hand +47, Spellcraft +93, Spot +69, Survival +73, Swim +63, Tumble +43
Feats: Augment Healing, Blind-Fight, Combat Casting, Consecrate Spell, Earth Devotion, Enlarge Spell, Extend Spell, Good Devotion, Greater Spell Penetration, Holy Potency, Imbued Healing, Maximize Spell, Protection Devotion, Protective Ward, Quicken Spell, Reach Spell, Sacred Boost, Spell Focus (Good), Spell Penetration, Touch of Healing, Transdimensional Spell
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Area Divine Shield, Command Plants, Divine Earth Mastery, Divine Inspiration, Divine Shield, Extra Domains (Protection, Plant, Summer), Gift of Life, Life and Death
Domain Powers: +2 on Wisdom Based Skill Checks during summer, Turn Air Creatures 18/day, Cast Good spells at +1 caster level, Protective Ward 1/day, Rebuke Plant Creatures 18/day, use magic devices like scrolls/spells as a 5th level Wizard
Spell-Like Abilities: Kikanuti can cast the following spells at will as Spell Like Abilities: Aid, Animate Plants, Antimagic Field, Barkskin, Blade Barrier, Command Plants, Control Plants, Control Weather, Dispel Evil, Dispel Magic, Earthquake, Elemental Swarm, Entangle, Holy Aura, Holy Smite, Holy Word, Identify, Imbue with Spell Ability, Impede Sun's Brilliance, Iron Body, Magic Circle Against Evil, Magic Stone, Mordenkainen's Disjunction, Nystul's Magic Aura, Mind Blank, Plant Growth, Prismatic Sphere, Protection from Energy, Protection from Dessication, Protection from Evil, Protection from Spells, Repel Wood, Repulsion, Sanctuary, Shambler, Shield Other, Skin of the Cactus, Soften Earth and Stone, Spell Immunity, Spell Resistance, Spike Stones, Stone Shape, Stoneskin, Storm of Vengeance, Summon Monster IX (Good only), Sunbeam, Sunburst, Sunstroke, Wall of Stone, Unearthly Heat, Wall of Thorns. Caster Level is 20. Save DC is 34 plus the spell level.
Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=22 plus spell level
Druid Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=22 plus spell level
Possessions: +5 Defending, Merciful, Holy Surge Light Mace


Other Divine Powers
As a Lesser deity, Kikanuti may take a 10 on any check. She treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. She is immortal.
Senses: Kikanuti can see, hear, touch, and smell at a distance of 10 miles. As a Standard Action she can perceive anything within 10 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend his senses to up to 5 locations at once. She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Kikanuti sense any act involving cooperation or gaining/losing territory the instant it happens and retains the sensation for up to 6 weeks after the event occurs.
Automatic Actions: Bargrivyek can use any xxx as a Free Action if the DC for the task is 20 or lower. She can perform up to 5 Free Actions each round.
Create Magic Items: Kikanuti can create items involving protection or fertility as long as the items market price does not exceed 30,000 GP.

Bhu
2009-09-03, 05:13 AM
GRANDMOTHER

Picture URL

"Violence is not the way of our creator."

Grandmothers are the leaders of Bhuka society, as well as their connection to the Goddess Kikanuti. They are responsible for both the physical and spiritual well-being of their fellow Bhuka. Since there must always be Grandmothers in training in case the actual Grandmother dies, there are always several young priestesses ready to assume the mantle. They are used to travel between villages and clans and keep the lines of communication going and help with problems threatening the Bhuka as a whole.

BECOMING A GRANDMOTHER
To become a Grandmother one must be a female Bhuka who sincerely believes in and is devoted to Kikanuti, as well as be accepted by the current Grandmother.

ENTRY REQUIREMENTS
Race: Bhuka
Gender: Female
Feats: Leadership, True Believer
Skills: Diplomacy 4 ranks, Knowledge (History, Religion) 4 ranks
Domains: Must have access to two of the following Domains: Earth, Good, Magic, Protection, Plant, Summer


Class Skills
The Grandmother's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Geography, History, Local, Nature, Religion)(Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Enhanced Domain Ability, +1 Level of Divine Spellcasting Class
2. +1 +3 +0 +3 Goddess Hear My Plea, +1 Level of Divine Spellcasting Class
3. +1 +3 +1 +3 Maybe We Can Work Something Out, +1 Level of Divine Spellcasting Class
4. +2 +4 +1 +4 Enhanced Domain Ability, +1 Level of Divine Spellcasting Class
5. +2 +4 +1 +4 Goddess Hear My Plea, +1 Level of Divine Spellcasting Class
6. +3 +5 +2 +5 Maybe We Can Work Something Out, +1 Level of Divine Spellcasting Class
7. +3 +5 +2 +5 Enhanced Domain Ability, +1 Level of Divine Spellcasting Class
8. +4 +6 +2 +6 Goddess Hear My Plea, +1 Level of Divine Spellcasting Class
9. +4 +6 +3 +6 Maybe We Can Work Something Out, +1 Level of Divine Spellcasting Class
10.+5 +7 +3 +7 Greater Mass Sanctuary, +1 Level of Divine Spellcasting Class

Weapon Proficiencies: A Grandmother gains no new weapon or armor proficiencies.

Enhanced Domain Ability (Su): At 1st, 4th, and 7th level you may enhance one of your domains. At 1st level you gain one of the following benefits depending on which of the Domains you choose:

Earth: You can sacrifice one of your daily Turn Elemental attempts to spontaneously cast Nature's Rampart.
Good: You can cast Magic Circle Against Evil once per day as a Supernatural Ability.
Magic: For purposes of using Magic items via your Domain Ability your Wizard level is equal to your Cleric level.
Protection: The Protective Ward you generate affects your next 3 Saving Throw attempts.
Plant: You can sacrifice one of your daily Turn Plant attempts to spontaneously cast Plant Growth.
Summer: You can cast Daylight once per day as a Supernatural Ability.

At 4th level you may choose to augment your other Domain ability or enhance the one you have already chosen. If you wish to enhance the one you have already chosen you get a power from the following list:

Earth: You can sacrifice one of your daily Turn Elemental attempts to spontaneously cast Commune with Nature.
Good: You can cast Dispel Evil once per day as a Supernatural Ability.
Magic: You can cast Lesser Spell Matrix once per day as a Supernatural Ability.
Protection: You can cast Indomitability once per day as a Supernatural Ability.
Plant: You can sacrifice one of your daily Turn Plant attempts to spontaneously cast Tree Stride.
Summer: You can cast Blistering Radiance once per day as a Supernatural Ability.

At 7th level you may choose to augment your second Domain ability or enhance the one you have already chosen twice. If you wish to enhance the one you have already chosen you get a power from the following list:

Earth: You can sacrifice one of your daily Turn Elemental attempts to spontaneously cast Master Earth.
Good: You can cast Holy Word once per day as a Supernatural Ability.
Magic: You can cast Greater Arcane Sight once per day as a Supernatural Ability.
Protection: You can cast Dispelling Screen once per day as a Supernatural Ability.
Plant: You can sacrifice one of your daily Turn Plant attempts to spontaneously cast Animate Plants.
Summer: You can cast Blistering Radiance once per day as a Supernatural Ability.

Goddess Hear My Plea (Su): At 2nd level you may 'lose' any spell of 4th level or higher to spontaneously cast Divination.

At 5th level you may 'lose' any spell of 5th level or higher to spontaneously cast Commune.

At 8th level you may 'lose' and spell of 7th level or higher to spontaneously cast Resurrection.

Maybe We Can Work Something Out (Su): At 3rd level you may 'lose' any spell of 5th level or higher to spontaneously cast Mass Sanctuary.

At 6th level you may 'lose' any spell of 6th level or higher to spontaneously cast Geas/Quest.

At 9th level you may 'lose' any spell of 7th level or higher to spontaneously cast Renewal Pact.

Greater Mass Sanctuary (Su): At 10th level you may 'lose' any spell of 8th level or higher to spontaneously cast Mass Sanctuary as a Supernatural Ability. Unlike the normal spell, this one affects all Allies within 100', and lasts 1 minute per level.

PLAYING A GRANDMOTHER
You believe the best way to solve problems is to find out what caused them in the first place, and remedying it. While others simply charge forward with swords, you ask why the monsters are suddenly attacking a village, because if you find out that you may be able to halt their attacks without killing them, or putting anyone else at risk. And the villagers may gain them as allies if they are treated well enough. There are few truly evil beings that cannot be reasoned with or understood.
Combat: Violence only brings more violence. Kikanuti teaches that you should solve problems without it. And your tribe cannot risk your destruction as that would leave them without a connection to the Divine.
Advancement: Grandmothers in training will eventually be the leaders of their people responsible for protecting them and educating a new generation of priestesses. Therefore most concentrate on the skills they believe will best aid this design. Raw power is of less interest to them than knowing how to keep their charges safe.
Resources: As a leader of the village in training, you have access to just about anything they have. Assuming of course they have anything. Bhuka aren't known for being rich.

GRANDMOTHERS IN THE WORLD
"I don't know what we'd do without you."
Grandmothers tend to get respect from even some evil beings, so long as they live up to the duties of their station. Being as they are willing to give many beings a second chance (or a first) when all others push them aside, there are many who will not willingly go against the Grandmothers.
Daily Life: Your days are taken up by lessons from the current reigning Grandmother, and your duties to the village. Occasionally these duties even include missions ot the outside world for the good of the tribe.
Notables: Stikuchi (LG Female Bhuka Cleric 6/Grandmother 6) is a young woman learning to one day be the leader of her tribe, assuming it survives the various pogroms conducted against it by the Goblins.
Organizations: The Grandmothers are a loose affiliation. The reigning Grandmother of a village can decide to send the priestesses in training to help out other allies, and she hopes this help will be returned in times of need. But there is nothing in the way of a formal organization with rules.

NPC Reaction
NPC's tend to fawn over the Grandmothers if Bhuka, or at least respect them if they know who they are. Outsiders to the desert often consider them little more than savages, an attitude that won't get them far if they need help. Goblins and worshipers of Maglubiyet despise them.

GRANDMOTHERS IN THE GAME
The Grandmothers tend to prefer peace over violence, and will not do well in a campaign with players who are bloodthirsty savages. Campaigns involving war can still involve Grandmothers as they will be trying to stop it, but they won't do well if there are obviously revenge oriented PC's.
Adaptation: The Grandmothers are pretty much written for a serious campaign set in the deserts involving the Bhukas. If your campaign doesn't involve these things, well your players should probably try something else unless they want to do the 'fish out of water' thing.
Encounters: Grandmothers are always found at Bhuka villages, or on errands for them. They are also often found at the villages of their Crucian allies, or in any conflict involving nearby worshipers of Maglubiyet.

Sample Encounter
EL 12: "If you are looking for an ally to help you in the wastelands, you would do well to remember to be a little less condescending towards it's inhabitants. Especially when you've been caught trying to pilfer our supplies."


Stikuchi
LG Female Bhuka Cleric 6/Grandmother 6
Init +0, Senses: Listen +4, Spot +4
Languages Bhuka, Goblin
------------------------------------------------
AC 23, touch 14, flat-footed 23 (+4 Deflection, +6 Armor, +3 Natural)
hp 66 (12 HD)
Fort +11, Ref +4, Will +14
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Speed 30 ft. (6 squares)
Melee Light Mace +7/+2 (1d6)
Base Atk +7, Grp +7
Atk Options Turn Undead 5/day
Combat Gear
Spells Per Day 0: 6 (DC 14)
1st: 6 (DC 15)
2nd: 5 (DC 16)
3rd: 5 (DC 17)
4th: 4 (DC 18)
5th: 3 (DC 19)
6th: 2 (DC 20)
Caster Level 12
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Abilities Str 10, Dex 10, Con 13, Int 10, Wis 18, Cha 14
SQ Sure Feet, Glare Resistance, Water Sense, +2 on Saves vs. Heat and Dehydration, Domains (Protection, Summer)
Feats Drift Magic, Improved Heat Endurance, Leadership, Priest of the Waste, Sacred Boost, True Believer, Heat Endurance (B)
Skills Concentration +5, Diplomacy +6, Gather Information +6, Knowledge (History, Local, Religion) +4, Knowledge (Nature) +6, Sense Motive +8, Spellcraft +4, Survival +7
Possessions +4 Ring of Protection,+6 Bracers of Armor, +3 Amulet of Natural Armor, Masterwork Light Mace, 1 Planar Ally Scroll, 45 GP



EPIC GRANDMOTHERS

Hit Die: d8
Skills Points at Each Level : 4 + int
Spells The Grandmothers caster level continues to increase with Epic levels, but she does not gain additional spells per day.
Bonus Feats: The Epic Grandmother gains a Bonus Feat every 3 levels higher than 20th

Cieyrin
2009-09-03, 10:16 AM
KIKANUTI
Lesser God
Symbol: Clay pot painted with a stylized bird.
Home Plane:
Alignment: Neutral Good
Portfolio: Protection, fertility
Worshipers: Goblins
Cleric Alignments: LE, LN, NE
Domains: Earth, Good, Magic, Protection, Plant, Summer
Favored Weapon: Mace

There's a discrepancy between Kikanuti's alignment and that of her clerics, as she's Neutral Good, yet her priests are all at least 2 steps away from her alignment. Either her alignment should be Lawful Evil or her priests should be NG, LG, CG or TN.

Bhu
2009-09-04, 05:30 AM
Sorry. That was a copy/paste oopsie on my part. I shall fix.

Bhu
2009-09-05, 04:09 AM
OK guys my PC is getting old, and starting to crap out on me. I should have the money to make a new one this coming week, but I'm not sure how well it'll be working in the mean time. Until it stops (or I begin the switch over to the new one) I'll try posting what I can, but I may be off a few days.

Bhu
2009-09-07, 07:11 AM
Minor update to Grandmother. Still fighting my darn PC.

Bhu
2009-09-09, 04:58 AM
The Grandmother is just about done except for the NPC and hte class abilities.

Bhu
2009-09-10, 04:58 AM
Minor update to Kikanuti.

Any thoughts on her home Plane? In Sandstorm it says she led her people from the Underworld, and still resides there but it doesn't say where that is.

Cieyrin
2009-09-10, 01:23 PM
All I could find in Sandstorm is mention of Kikanuti leading the Bhuka from the Lower World to the Upper World, which to me best translates to from the Underdark to the surface world. Given she's antagonistic to Maglubiyet, I would assume they don't reside on the same plane. I would think she would probably reside somewhere where she has free access to the sky to send her spirits to aid the Bhuka from, so that best matches up with the Beastlands, I'd say.

Them's my 2 coppers. Take as you will.

Bhu
2009-09-11, 05:28 AM
The 3 options I'm considering are Elysium (too happy happy), teh Beastlands (too many Unicorns), and the Outlands (mildly neutral aligned, but not good or evil aligned). Optionally she does gain access to a small personal demiplane. I suppose I could use that.

Bhu
2009-09-13, 07:05 AM
Working on the abilities for the Grandmother (I have the names up at least anyway). Since they're the main Priests of the Bhuka I need to keep them at full caster levels, so I'm trying to make the abilities not so overpowering.

Bhu
2009-09-15, 07:47 AM
Any thoughts on what Kikanuti's mace should do? I mean she seems to be a pretty pacifist goddess, yet she does have mace as a favored weapon.

Cieyrin
2009-09-15, 03:20 PM
Any thoughts on what Kikanuti's mace should do? I mean she seems to be a pretty pacifist goddess, yet she does have mace as a favored weapon.

Merciful probably wouldn't be out of line, as well as Defending and Holy.

Bhu
2009-09-17, 06:57 AM
Kikanuti just needs Feats, Grandmother almost done.

Cieyrin
2009-09-18, 02:54 PM
Kikanuti just needs Feats, Grandmother almost done.

Healing type Divine feats from the Player's Handbook 2 and Complete Divine, as well as the Touch of Healing reserve feat from Complete Champion would probably work for her.

Bhu
2009-09-19, 05:39 AM
I now has my PC parts! The rebuild begins Saturday. Be back soon as I can.

Bhu
2009-09-20, 05:30 AM
Kikanuti is done. Any thoughts on the Grandmothers class abilities so far?

Bhu
2009-09-22, 05:58 AM
Any thoughts o nwhat you'd like to see next? More Goblins or shall I go back to Orcs?

Cieyrin
2009-09-23, 10:28 AM
This could be a good place to wrap up. You have more than enough material here to overflow a Races of the Horde, covering practically every system and subrace of goblin or orc currently in game.

Bhu
2009-09-24, 06:22 AM
I havent done anything for the Vril and Varag :smallbiggrin:

Cieyrin
2009-09-25, 10:35 AM
I havent done anything for the Vril and Varag :smallbiggrin:

Ooo, Vril! Yes!

Bhu
2009-09-27, 06:41 AM
work in progress

VRIL ESCAPEE

Picture URL

"Wait...that elf...is it an elf, or is it a Drow wearing lots of makeup?"

The Vril often have some serious problems. Basically magically engineered slaves of the Drow, the horrifyingly bloody training they undergo to weed out the weaker amongst them sometimes gives the survivors what could be considered anger issues. Eventually this growing anger leads some of the Vril slaves to say or do something unthinkable, and they are sentenced to death. A very lucky few manage to escape their fate, some of which die in the hazards of the Underdark. The Vril are pretty adaptive though, and the survivors are quite tough.

BECOMING A VRIL ESCAPEE
Escape the Drow and live. That's really just about it.

ENTRY REQUIREMENTS
Race: Vril
Skills: Climb 4 ranks, Listen 4 ranks, Survival 6 ranks
Feats: Improved Skinshift, Vril Drow Slayer
Class Features: Rage
BAB: +6


Class Skills
The Vril Escapee's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature, Dungeoneering)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Shrieking Rage
2. +2 +3 +0 +0 Enhanced Skinshifting
3. +3 +3 +1 +1 Drow Killer
4. +4 +4 +1 +1 Shrieking Rage
5. +5 +4 +1 +1 Enhanced Skinshifting
6. +6 +5 +2 +2 Drow Killer
7. +7 +5 +2 +2 Shrieking Rage
8. +8 +6 +2 +2 Enhanced Skinshifting
9. +9 +6 +3 +3 Drow Killer
10.+10 +7 +3 +3 WAAAAARGH!

Weapon Proficiencies: A Vril Escapee gains no new weapon or armor proficiencies.

Shrieking Rage (Ex): At 1st level the Vrils Shriek attack does an additional +1d6 damage when you are Raging, and you gain an additional daily use of your Shriek ability.

At 4th level you may use Rage and Shriek once more per day.

At 7th level you may use Rage and Shriek an additional time per day, and gain an additional daily use of Shriek as a Free Action on the round you die. Your dying Shriek does double the normal damage.

Enhanced Skinshifting (Ex): Beginning at 2nd level, the Vril Escapee can choose to Skinshift simultaneously whenever it Rages as a Free Action, and the Skinshift lasts as long as it's Rage would (meaning if the Escapee has the Extend Rage Feat it extends the Sinshift as well).

Beginning at 5th level whenever the Escapee SKinshifts it chooses two types of damage it's DR affects instead of just one.

At 8th level whenever the Escapee Skinshifts it gains DR/-.

Drow Killer (Ex): At 3rd level the Bonus you get on Attack rolls due to your Vril Drow Slayer Feat against the Drow (and related creatures) and spiders increases to +2.

At 6th level it increases to +4. The Save DC of your Shriek ability increases by +2 when used against Drow (or related creatures) or Spiders (this stacks with the Ability Focus Feat).

At 9th level it increases to +6.

WAAAAARGH! (Su): Your opponents no longer get a Saving Throw against your Shriek ability.

PLAYING A VRIL ESCAPEE
You aren't a nice guy. Life (well, the Drow really) has given you a pretty crappy deal. You live for the few moments something ticks you off and gives you the excuse to vent your pent up anger. Basically your a manic depressive psychopath with a hair trigger, but you come in handy. You'd have to for people to be willing to put up with you.
Combat: Like most Barbarians you tend to Rage and bodily fling yourself at enemies in combat, especially groups of them given your Shrieking ability. A good Shriek can hurt or take out a decent group of lower powered foes all at once. Even hurting you isn't such a good idea due to your reflexively screaming in pain.
Advancement: Escapees vary greatly. Many simply go the road of anger and bloodshed, but they tend to have myriad obsessions due to the tortures they have undergone. So there is a good deal of variety among them. A few even end up becoming cured (or at least as close as they get), and go on to lead decent lives.
Resources: Unless you've somehow gained a benefactor after fleeing the Drow, you're on your own. You probably have little or no money, no skills outside of killing, and no real knowledge of the outside world.

VRIL ESCAPEES IN THE WORLD
"Somebody really needs to have a talk with that guy. Not me though, I like living."
Vril Escapees are hated by the Drow, who irrationally assume that once they escape they'll try freeing their brethren (brethren they have had to fight against to stay alive their entire lives). They aren't exactly well loved by non-Drow who don't quite like their unpredictable outbursts of temper, lack of any social abilities, and unusual mental deviancies gained by a lifetime of torture. On the other hand those obsessed with exterminating the Drow adore you, and often tend to adopt you for your useful abilities in hunting down your former masters.
Daily Life: You spend most of the day polishing your pickaxe, and fantasizing about revenge. Or slowly enacting said revenge. Or slowly beating to death some poor fool in a bar cause he looked at you funny. Sometimes you spend it pestering the barmaid to teach you about flowers because there weren't any in the Underdark.
Notables: Angqos (CE Male Vril Barbarian 6/Vril Escapee 6) does not regret the hell he endured after fleeing his Mistress in the Underdark, He now spends his time organizing and leading war parties against the Drow.
Organizations: The Escapees almost always end up joining any organization devoted to killing the Drow. Not by choice, but because usually said organizations are the only ones who can help protect them from the wrath of their former owners. And are willing to put up with their problems. And teach them to live outside their former warrens.

NPC Reaction
NPC's generally don't like you. First, you're a goblinoid, which means trouble. Bad trouble. Second, the Drow want you dead. Which definitely means you're trouble. Third...you have some emotional issues. BIG emotional issues. People still talk about the day you burned down the bar trying to swat a persistent fly. Granted you helped rebuild the bar, so they didn't hang you, but they're still kinda uneasy...
VRIL ESCAPEES IN THE GAME
The Escapees should be easy to fit into any campaign involving the Drow. Without the Drow you'll need to substitute some master they have a dislike for, but that shouldn't be too big a problem.
Adaptation: The Escapee could go easily in a light or dark campaign. In the case of the former you have the explosive tempered hothead who cause no end of shenanigans. In the latter, you have an obsessed pychotic desperately clinging to his last shreds of normality and trying to put his life back together.
Encounters: PC's on the run from the Drow may run into an Escapee making a break for it himself. Or if they sign on to fight the Drow, or come upon a battle involving them they will also possibly see a Vril Escapee.

Sample Encounter
EL 12: "Awright. Due to my 'experience', I've been put in charge of this operation. We're goin' up against a full sized Drow war party. Now this means some of you are gonna die..."

"Screw this man, I'm outta here!"

"And the rest of you will be enjoying the affections of that guys wife when you return as war hero's."

"HEY!!"

"Sorry kid. War is hell."


Angqos
CE Male Vril Barbarian 6/Vril Escapee 6
Init +2, Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Goblin, Undercommon
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AC 27, touch 13, flat-footed 25 (+1 Size, +2 Dex, +4 Natural, +10 Armor)
AC Raging 25, touch 11, flat-footed 23 (-2 Rage, +1 Size, +2 Dex, +4 Natural, +10 Armor)
hp 126 (12 HD), 150 Raging
Fort +14 (+16 Raging), Ref +6, Will +4
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
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Speed 30 ft. (6 squares)
Melee +1 Greatsword +14/+9/+4 (1d10+2/19-20)
Melee Raging +1 Greatsword +16/+11/+6 (1d10+5+1d8/19-20)
Ranged +1 Javelin +14 (1d6+1)
Base Atk +12, Grp +9 (+11 Raging)
Atk Options Rage 2/day, Shriek 1/day, Shrieking Rage, Drow Killer
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 13 (17 Raging), Dex 14, Con 18 (22 Raging), Int 8, Wis 10, Cha 10
SQ Energy Resistance (Sonic) 5, Light Blindness, Skinshift 4/day, Fast Movement, Enhanced Skinshifting
Feats Improved Skinshift, Instantaneous Rage, Mad Foam Rager, Sudden Shriek, Vril Drow Slayer
Skills Balance +7, Climb +10 (+12 Raging), Hide +7, Intimidate +5, Jump +8 (+10 Raging), Listen +5, Move Silently +7, Spot +5, Survival +7
Possessions +5 Breastplate, +1 Berserker Brash Maiming Greatsword, +1 Distance Returning Javelin, Cloak of Stone, Heartseeking Amulet, 1 Potion of Cure Serious Wounds, 249 GP



EPIC VRIL ESCAPEE

Hit Die: d12
Skills Points at Each Level : 4 + int
Shrieking Rage Beginning at Level 21 and every 3 levels thereafter the Escapee gains an additional daily use of either Rage or Shriek.
Drow Killer Beginning at Level 24 and every 3 levels thereafter your Bonus against the Drow and Spiders increases by +2.
Bonus Feats: The Epic Vril Escapee gains a Bonus Feat every x levels higher than 20th

Bhu
2009-09-30, 05:02 AM
Minor update to the vril escapee

Bhu
2009-10-01, 04:46 AM
Escape is just about done.

Eikonos
2009-10-01, 06:24 AM
Greetings Bhu !!

I'm a great fan of yours, lurking here for some time now, and finally decided to join the boards :smallsmile:

I've been succesfully using many of your brilliant prestige classes, reworked some to fit my campaign (Forgotten Realms, I run mostly underdark or intrigue/mystery/detective adventures, but love flashy, difficult fights with lots of special effects - I'm addicted to Bleach and Naruto :smalltongue:) and generally love your work. Some of your classes have been a real source of inspiration for very interesting plots and twists :smallbiggrin:

I also have a question - will you try making one (or more :smallwink:) from the list below, as I've been waiting ages to see them :smalltongue:


Basher
Prerequisites: Any goblinoid, Rage, ranks in Knowledge religion
Possible Benefits: reigious berserker of some sort.

Tanarruk Flamer
Prerequisites: Tanarruk, Brimstone Blast
Possible Benefits: Fire related Invocations

Pandemonicus
Prerequisites: Tanarruk, ability to cast arcane spells, rage
Possible benefits: Can expend spells to gain demonic power while raging.

Tanarruk Demonsword
Prerequisites: Tanarruk, Arcane Chanelling
Possible Benfits: Add some spells to Duskblade spell list.

Hobgoblin Knight
Prerequisites: Hobgoblin, Knights Challenge
Possible Benefits: More challenge oriented abilities

Blue Sand Shaman
Prerequisites: Sunscorch Hobgoblin, Draconic Aura, Blue Dragon Totem
Possible Benefits: New abilities based on electricity

Bhu
2009-10-02, 04:48 AM
Lemme finish the two Vril PrC's I'm doing and I'll go for the ones you've been awaiting :D

Cieyrin
2009-10-02, 09:50 AM
Linking the actual Vril stats would probably be a service to people, considering they didn't make that book they're supposed to be in. <_<;; Here's the linky: http://www.wizards.com/default.asp?x=dnd/dnd/20070504a

criticalstriker
2009-10-02, 11:39 PM
Just popping in to say I love goblins and to a lesser extent orcs, and this thread is absolutely awesome! :smallbiggrin:

Bhu
2009-10-03, 07:02 AM
Just popping in to say I love goblins and to a lesser extent orcs, and this thread is absolutely awesome! :smallbiggrin:

Thank you!

ANd much thanks to Cieyren for the linky!

You guys think I should use Drow or Goblin names for the Vril?

Edge
2009-10-03, 08:12 AM
I'd go with a mash up of both. Goblinoid used for basic concepts and colloquial speech, Drow for advanced concepts and formal speech in the upper echelons of society, such as it is.

Bhu
2009-10-04, 05:57 AM
Escapee just needs two more class abilities statted out and tis done

Bhu
2009-10-05, 06:27 AM
Escapee is done, awaiting feedback as usual.

Cieyrin
2009-10-05, 10:19 AM
Huh, the capstone is pretty powerful, a no save daze effect to all those within 30' of them, which only gets better if they have Great Shriek. Pretty awesome, in my book.

Bhu
2009-10-06, 06:47 AM
well that sounds like no one hates it, so next PrC rollin' up




SHRIEKER

Picture URL

Mistress keeps telling me I'm 'disturbingly capable for one of the lesser races'. I just know I'm gonna haveta kill her now before she has me offed..."

Shriekers are Vril trained as Battle Mages for their Drow Mistresses. Since their style of magic tends to be loud and unsubtle they aren't really going to be much good as assassins, and the odds are they'll die before their restricted training allows them to become too much of a menace.

BECOMING A SHRIEKER
Most Shriekers begin as Sorcerers or Warmages before taking levels in this class.
ENTRY REQUIREMENTS
Race: Vril
Spells: Must be able to cast 2nd level Arcane spells, at least one of which has the Sonic descriptor
Skills: Concentration 8 ranks, Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks
Feats: Battle Caster, Dazing Shriek, Sudden Shriek


Class Skills
The Shrieker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana, Dungeoneering)(Int), and Spellcraft (Int).
Skills Points at Each Level : 2 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Extra Shriek, +1 Level of Arcane Casting Class
2. +1 +0 +0 +3 Shrieking Spell
3. +1 +1 +1 +3 Sonic Combat Training, +1 Level of Arcane Casting Class
4. +2 +1 +1 +4 Extra Shriek, +1 Level of Arcane Casting Class
5. +2 +1 +1 +4 Shrieking Spell
6. +3 +2 +2 +5 Sonic Combat Training, +1 Level of Arcane Casting Class
7. +3 +2 +2 +5 Extra Shriek, +1 Level of Arcane Casting Class
8. +4 +2 +2 +6 Shrieking Spell
9. +4 +3 +3 +6 Sonic Combat Training, +1 Level of Arcane Casting Class
10.+5 +3 +3 +7 Death Scream, +1 Level of Arcane Casting Class

Weapon Proficiencies: A Shrieker gains no new weapon or armor proficiencies.

Extra Shriek (Ex): At levels 1, 4, and 7 you gain one extra daily use of your Shriek ability.

Shrieking Spell (Su): At level 2 you may 'lose' one of your daily uses of your Shriek ability to modify a spell you are casting that has the Sonic descriptor. At level 2 the you may chose to cast the spell as though it had been cast with one of the following Metamagic Feats: Enlarge Spell, Extend Spell.

At level 5 you may also use it to cast a spell as though it had been cast with one of the following Metamagic Feats: Empower Spell, Explosive Spell.

At level 8 you may also use it to cast a spell as though it had been cast with one of the following Metamagic Feats: Maximize Spell, Widen Spell.

Sonic Combat Training (Su): At third level when preparing spells you may prepare any spell with the Sonic descriptor as a spell one level higher (or if you do not prepare spells you may cast it as a Full Round Action instead of a Standard Action). If your opponent doesn't Save successfully vs. this spell (or if it has no Save) he must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Dazed 1 round.

At 6th level if he fails the Save he is Dazed 1d3 rounds.

At 9th level he no longer casts the spell as a spell 1 level higher (or casts it as a Standard action like any spell if he doesn't prepare spells ahead of time).

Death Scream (Su): Once per encounter you may unleash the Death Scream: A 60' long cone of Sonic energy doing 1d6 damage per Hit Die you possess (Reflex Save for half damage, Save DC is 10 plus half Hit Dice plus Charisma modifier). Anyone damaged by it must also make a Second Save (Same DC) or be permanently Deafened and Dazed 1d3 rounds.

PLAYING A SHRIEKER NAME
Your mother always told you that you had a death wish, and an unholy attraction to elf women. Nothing else could explain your willingness to so obviously become cannon fodder in the service of someone who barely recognizes your existence. You'd explain to her your training will one day come in handy during the revolution, but Mistress may be listening...
Combat: You're made for combat. Or so your Mistress says. She gets you into fights before you've healed from the last one, uses you as a 'trap shield', barely feeds and equips you, and perversely wants you to be a competent enough killer to defend her yet not pose a threat to her existence. In return for this service you get to hang out with some crazy half naked Drow chick and occasionally learn new killin' spells. Hardly seems fair does it?
Advancement: Unless and until they can escape, Shriekers advance in whatever direction they're told to unless they can find training on the side away from their Mistress (which isn't likely).
Resources: Usually you are owned by a Drow who uses you as their own private cannon. So you have whatever resources they wish to give you, unless you've escaped, at which point you're initially dead broke. It ain't easy being a Goblinoid...

SHRIEKERS IN THE WORLD
"Do you sometimes get the feeling Teblice stares at me in an unnatural way?
Shriekers are poor creatures bred for nothing but battle, and who are smart enough to know it. many of them suffer from depression or odd mental quirks due to the stress of their situation, and usually die before they can get help. Once freed however, they are remarkably loyal to whoever is responsible, even if that person is of a Good alignment. You can just see the Lawful Good Paladin being followed by his Chaotic Evil wannabe sidekick. "I can change boss, no seriously..."
Daily Life: Your days are spent training, avoiding death at the hands fo your fellows, avoiding death at the hands of your Mistress, and avoiding death at the hands of her enemies. On the odd occasion you get to vent your frustration, bad stuff happens.
Notables: Teblice (CE Male Vril Warmage 6/Shrieker 6) is a budding revolutionary unwilling to admit his secret elf fetish (especially to his mom).
Organizations: Escaped Shriekers often band together to form anti drow groups, or at least for mutual protection. Otherwise the closest thing they have are the training camps back in the slave warrens. Which may one day be the center of a revolutionary uprising against the hated Drow.
NPC Reaction
NPC's tend to be on the business end of your sonic abilities, usually at the order of your Mistress. Which means they hate her, and you aren't exactly popular...

SHRIEKERS IN THE GAME
Shriekers are assumed to be (or at one point have been) slaves. This may make some players uncomfortable, so make sure they're okay with it.
Adaptation: Shriekers tend to be more for serious campaigns given their origins as slaves, but they could do in humorous ones as the sarcastic sidekick/minion.
Encounters: Shriekers are generally assigned to protect important Drow, or help with raiding parties. So PC's will see them twhen the Drow go to war, or the PC's try to sneak into a dark elf stronghold.

Sample Encounter
EL 12: The PC's are spying on a Drow caravan, wondering how best to take it, and looking for an opening. They notice a weird striped goblinoid who always seems to be near the Priestess in charge of it looks to be...enamored of her. Perhaps he likes other Elves as well. Now if only the party can talk the Elven Knight into chatting him up so they can gain some info...


Teblice
CE Male Vril Warmage 6/Shrieker 6
Init +2, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Goblin, Undercommon, Dwarven, Orc
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AC 28, touch 19, flat-footed 26 (+1 Size, +2 Dex, +9 Armor, +6 Shield)
hp 66 (12 HD)
Fort +6, Ref +6, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Morningstar +9/+4 (1d6+3)
Base Atk +6, Grp +1
Atk Options Shriek 1/day, Warmage Edge +2,
Combat Gear
Spells Per Day 0: 6 (DC 12)
1st: 7 (DC 13)
2nd: 7 (DC 14)
3rd: 6 (DC 15)
4th: 5 (DC 16)
5th: 3 (DC 17)
Caster Level 10
-----------------------------------------------
Abilities Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 14
SQ Skinshift 3/day, Light Blindness, Armored Mage (Light), Advanced Learning (Luminous Gaze, Wind Wall)
Feats Battle Caster, Dazing Shriek, Greater Spell Focus (Evocation), Spell Focus (Evocation), Sudden Shriek
Skills Concentration +17, Intimidate +17, Knowledge (Arcana) +17, Spellcraft +17
Possessions +5 Chain Shirt, +5 Light Steel Shield, +4 Morningstar, Bracers of the Blast Barrier, Dimension Stride Boots, 83 GP



EPIC SHRIEKER

Hit Die: d6
Skills Points at Each Level : 2 + int
Extra Shriek At level 21 and every 3 levels thereafter you gain 1 extra daily use of your Shriek ability.
Spells Your caster level continues to increase with Epic levels but you do not gain extra spells per day or learn new spells.
Bonus Feats: The Epic Shrieker gains a Bonus Feat every 3 levels higher than 20th

Bhu
2009-10-07, 04:16 AM
Any preferences on it using its spells to enhance its Shriek ability or using its Shrieks to enhance its spells?

Cieyrin
2009-10-07, 10:23 AM
Given Shrieks are normally 1/day, you wouldn't get as many uses as you would if you used spell slots, which are generally more prevalent.

Bhu
2009-10-08, 04:09 AM
Given Shrieks are normally 1/day, you wouldn't get as many uses as you would if you used spell slots, which are generally more prevalent.

Unless of course one of their class abilities was extra uses of shriek per day :smallbiggrin:

watsyurname529
2009-10-09, 10:19 AM
Hello Everybody!

I'm Back!

Bhu
2009-10-10, 04:40 AM
OMG Wats!!!!

I thought the bad things had taken you!!

How have you been?

Also, most of hte Shrieker class abilities are up.

watsyurname529
2009-10-10, 10:02 AM
Lol. I've been fine. Still busy with school until it cools down a bit in November. Anyway, I'll be postin' stuff now since I'm now actively back online.

The Gloom Razor (http://www.giantitp.com/forums/showpost.php?p=5701106&postcount=545) now has some abilities!

Bhu
2009-10-11, 05:35 AM
Excellent :smallbiggrin:

I was hoping you'd return to finish that!

watsyurname529
2009-10-11, 10:46 AM
Yup. A good number of the abilities have been filled out as well as two of the four major curses, not counting the Capstone curse.

Bhu
2009-10-13, 04:51 AM
My thoughts so far: just give them immunity ro all disease at level 4. No sense in splitting it up.

Also: The Save DC for the First Infection ability is too low. At 10th level in this class it would be DC 15 plus stat modifier. Most PC's at that level are gonna make that Save easily.


I also have the rest of the Shrieker abilities up for review :smallbiggrin:

Bhu
2009-10-14, 04:09 AM
Okay I was gonna go with a loss of 3 caster levels. THink thats okay?

Cieyrin
2009-10-14, 10:18 AM
Okay I was gonna go with a loss of 3 caster levels. THink thats okay?

Losing at 2nd, 5th and 8th, I assume? Sounds okay to me.

Bhu
2009-10-15, 05:20 AM
TANARRUK ARSONIST

Picture URL

"Burn a city, and it's people will follow it into the ashes.

Flamers are Tanarruks who have sold out to their demonic parents, and agreed to further the goals of the Abyss.

BECOMING A TANARRUK ARSONIST
Flamers begin as Warlocks, and usually develop a taste for fire...

ENTRY REQUIREMENTS
Race: Tanarruk
Eldritch Blast: 3d6
Invocations: Brimstone Blast, Eldritch Spear
Skills: Concentration 2 ranks, Intimidate 4 ranks, Knowledge (Arcana, Religion, The Planes) 2 ranks
Feats: Ability Focus (Eldritch Blast), Potent Eldritch Blast (see below)
Alignment: Cannot be Good.


Class Skills
The Tanarruk Arsonist's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (Arcana, Religion, The Planes)(Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each Level : 2 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Eldritch Blast, Improved Brimstone Blast
2. +1 +0 +0 +3 Resistances, Invocation (Least or Lesser)
3. +2 +1 +1 +3 Immunities
4. +3 +1 +1 +4 Resistances, Invocation (Least or Lesser)
5. +3 +1 +1 +4 Immunities
6. +4 +2 +2 +5 Resitances, Invocation (Least, Lesser, or Greater)
7. +5 +2 +2 +5 Immunities
8. +6 +2 +2 +6 Resistances, Invocation (Least, Lesser, or Greater)
9. +6 +3 +3 +6 Greater Brimstone Blast
10.+7 +3 +3 +7 Abyssal Blast, Invocation (Least, Lesser, Greater, or Dark)

Weapon Proficiencies: A Tanarruk Arsonist gains no new weapon or armor proficiencies.

Eldritch Blast: Your Tanarruk Arsonist and Warlock levels stack for purposes of how powerful your Eldritch Blast is.

Improved Brimstone Blast: From now one you may choose to make any of your Blasts Brimstone Blasts, and you may apply another Eldritch Essence Invocation to the Eldritch Blast if you want.

Resistances (Ex): At level 2 the Flamer gains Energy Resistance 5 (Cold). At level 4 it also gains Energy Resistance 5 (Acid). At level 6 it's Resistance to Cold becomes 10. At level 8 it's Resistance to Acid becomes 10.

Invocations: At each even numbered level the Arsonist learns a new Invocation. It can be from the Warlock or Arsonist Invocation list. Note that once you resume levels in Warlock you may now take an Invocation of any level or type if you gain a Warlock level that grants a new Invocation. Also, if you have at least 5 levels in this PrC, and take more levels in Warlock, you may take Invocations specific to this PrC with any Warlock level in which you learn new Invocations.

Immunities (Ex): At third level the Arsonist becomes immune to poison. At 5th level he becomes immune to fire. At 7th level he becomes immune to electricity.

Greater Brimstone Blast (Su): When using your Eldritch Blast as a Brimstone Blast from now on your opponent receives no saving throw and automatically catches fire.

Abyssal Blast (Su): You gain the Abyssal Blast Invocation.

PLAYING A TANARRUK ARSONIST
Some people just want to see the world burn, and you are one of them. Tired of the Orcs who wont accept you because of your tainted blood, and tired of the other humanoids who rightly regard you as a terrible monster, you have reached a point in your life where you'd do anything to just watch them all die screaming. And for a price, the Abyss will give you just that...
Combat: You are a Blaster devoted to fire. Many consider you a hazard because of this, as fire can get out of hand quickly, but your immunity makes you scoff at these notions. Good think you think friends are replaceable. You'll lose them to the inferno that results from your fights pretty often.
Advancement: Arsonists tend to be single minded in their devotion to fire and destruction (and to a somewhat lesser extent the schemes of their Demonic masters).
Resources: As an agent of the Abyss, you can occasionally call upon them for aid IF you are able to produce consistent results. Otherwise your best bets are the local demon worshiping cults and loonies. A mixed bag at best.

TANARRUK ARSONISTS IN THE WORLD
"Oh ____."
You prefer to interact with the world by bringing about it's end. Honestly, you are never happier than making others weep. Death by burning is something you consider only fitting for a world that has rejected you continuously, despite your blatantly deserving such shunning. In short, you are a madman who is used by others to burn down the Churches of opposing Gods or the houses of less divine rivals.
Daily Life: Most of the time you are left to your own devices unless the Demons have need of you. Unless you're a member of a cult or something (which is likely) in which case you'll have to put up with taking their orders. Until then, it's just burning everything in reach.
Notables:
Organizations: Most Arsonists belong to a cult or military of some sort if they belong to an organization. Crazed arsonists are notoriously unreliable, and with your parentage people are willing to believe the worst of you.

NPC Reaction
NPC's are generally horrified of you. they can't really help it as you're a sadistic killer who burns villages to the ground.

TANARRUK ARSONISTS IN THE GAME
This is a problematic class for DM's since using copious amounts of fire tends to create problems during and after combat, and the locals may not be as happy to see the PC's kill the local monster if they torch the city in the process.
Adaptation: This is intended mostly for serious campaigns, but crazy people making things go boom is also a staple of the humor genre.
Encounters: PC's will generally encounter Flamers burning people or other things into ash and laughing maniacally while doing so (especially churches). Sometimes it seems as if it's their goal to burn the entire world, despite the fact that they won't have any food if they succeed.

Sample Encounter
EL 15: "Pardon me sir. I know it isn't often you escape your mystic prison and all, but the mayor has sent me to inform you that if you don't cease and desist in burning the city down, he will have your arse handed to you by those four homeless ruffians wielding objects of significant magical power standing over there by the mead hall."


"_________"

"Profanity. Right. Well then, I'll alert the homeless people shall I?"


Name
CE Male Tanarruk Warlock 6/Arsonist 1
Init +4, Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Abyssal, Orc
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AC 32, touch 18, flat-footed 29 (+3 Dex, +4 Natural, +10 Armor, +5 Deflection)
hp 59 (12 HD)
Fort +7, Ref +9, Will +11
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Speed 20 ft. (4 squares)
Melee Bite +10 melee (1d6+1)
Melee +1 Spear +11/+6 (1d8+2 plus 1d6 Fire)
Ranged +1 Spear +14 (1d8 plus 1d6 Fire)
Base Atk +9, Grp +10
Atk Options Eldritch Blast 4d8, Improved Brimstone Blast
Combat Gear
Invocations Known Least: Eldritch Spear, Frightful Blast, Miasmic Cloud
Lesser: Brimstone Blast
-----------------------------------------------
Abilities Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 14 (20 w/Cloak)
SQ Fire Resistance 10, SR 26, Control Flame, Orc Blood, Detect Magic, DR 1/Cold Iron, Deceive Item
Feats Ability Focus (Eldritch Blast), Improved Initiative, Point Blank Shot, Potent Eldritch Blast, Precise Shot
Skills Concentration +7, Hide +11, Intimidate +14, Knowledge (Arcana, Religion, The Planes) +2, Listen +8, Move Silently +7, Search +8, Spellcraft +4, Spot +8, Use Magic Device +4
Possessions +1 Unholy Flaming Burst Returning Spear, +6 Chain Shirt, +5 Ring of Protection, +6 Cloak of Charisma, Type IV Necklace of Fireballs. 48 GP



EPIC TANARRUK ARSONIST

Hit Die: d6
Skills Points at Each Level : 2 + int
Eldritch Blast The Epic Tannaruk Arsonists Eldritch Blast increases by +1d6 every even numbered level, beginning at Level 22.
Invocations The Epic Tannaruk Arsonists caster level is equal to it's character level, but it does not learn any new Invocations.
Bonus Feats: The Epic Tanarruk Arsonist gains a Bonus Feat every 3 levels higher than 20th


NEW INVOCATIONS

Least

Frenzy of the Bulezau
Least; 2nd
You gain a Circumstance Bonus to all Attack and Damage Rolls with your Eldritch Blast equal to your Charisma Modifier for 24 hours.

Screech of the Vrock
Least; 2nd
Identical to the Sound Burst spell.

Arsonist's Weapon
Least, 2nd
Identical to the Burning Sword spell.

Arsonist's Cloak
Least, 2nd
Identical to the Body of the Sun spell.

Dancing Flame
Least, 1st
Identical to the Animate Fire spell.

Flare
Least, 2nd
Identical to Raging Flame spell.

Fuel
Least, 2nd
Identical to Slow Burn spell.

Dazing Blast
Least; 1st; Eldritch Essence
This Eldritch Essence Invocation allows you to change your Eldritch Blast into a Dazing Blast. Opponents successfully struck by it must make a Willpower Save or be Dazed for 1 round (they still take damage from the Blast whether they make the Save or not).

Eldritch Grenade
Least; 2nd; Blast Shape
This Blast Shape Invocation changes your Eldritch Blast into an Eldritch Grenade. The range is the same, but it affects a 5' area (damaging all in that square).


Lesser

Grip of the Glabrezu
Lesser; 4th
You gain huge pincers replacing your hands for (3 rounds plus 1 round per point of Charisma Modifier). They do 1d8 plus Charisma Modifier in damage, and you get two attacks with them on a full attack. If you successfully hit with a pincer you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Unholy Light of the Nalfeshnee
Lesser; 4th
Identical to the Rainbow Pattern spell.

Arsonist's Caress
Lesser, 4th
Identical to Flame Whips spell.

Burning Gate
Lesser, 4th
Identical to Fire Stride spell.

Demonic Blast
Lesser; 4th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Demonic Blast, doing an extra +2d6 damage against Lawful or Good beings.

Rending Blast
Lesser; 4th; Eldritch Blast
This Eldritch Essence Invocation lets you change your Eldritch Blast into an Rending Blast. If you successfully hit your target with this Blast, and that target is a Construct, this blast can still threaten a critical hit against it despite Constructs being immune to Criticals. If used against an object it ignores Hardness.


Greater

Whip of the Balors
Greater; 6th
Identical to the Howling Chain spell.

Arms of the Marilith
Greater; 6th
Identical to the Energy Spheres spell, except it summons 6 energy spheres one of which does Profane damage.

Arsonist's Blessing
Greater, 5th
Identical to the Mass Fire Shield spell, cannot use cold version.

Arsonist's Curse
Greater, 5th
Identical to the Greater Fireburst spell.

Chaotic Blast
Greater;6th;Eldritch Essence
This Eldritch Essence Invocation allows you to turn your Eldritch Blast into a Chaotic Blast. Good or Lawful Outsiders struck by this Blast must make a Willpower Save or be sent back to their home plane (they take damage regardless if they made the Save or not).

Seeking Blast
Greater; 6th; Blast Shape
This Blast Shape Invocation lets you turn your Eldritch Blast into a Seeking Blast. It does damage as per you normal Eldritch Blast but ignores concealment.


Dark

Roar of Baphomet
Dark; 9th
Identical to Quickened Fear spell.

Gaze of Demogorgon
Dark; 9th
Identical to the Dominate Monster spell.

Smile of Malcanthet
Dark; 8th
Identical to the Greater Bestow Curse spell.

Call of Orcus
Dark; 9th
Identical to the Plague of Undead spell.

Flail of Yeenoghu
Dark; 9th
Identical to the Black Blade of Disaster spell.

Spores of Zuggtmoy
Dark, 9th
Identical to the Mass Drown spell.

Burn the World
Dark, 9th
Identical to the Transmute Rock to Lava spell.

Abyssal Blast
Dark; 8th; Eldritch Essence
This Eldritch Evocation lets you turn your Eldritch Blast into an Abyssal Blast. The Abyssal Blast ignores Spell Resistance and does Vile Damage as opposed to it's usual damage.

Eldritch Explosion
Dark; 8th; Blast Shape
This Blast Shape Invocation lets you change your Eldritch Blast into an Eldritch Explosion. When you successfully hit the target with this Ray (the target can be a square), all opponents within 15' of that square must make a Strength Check against your Caster Level Check or be pushed to the outside of the blasts area of effect, which is 20'.


Potent Eldritch Blast
Your Eldritch Blast does a lot more damage than usual
Prerequisites: Eldritch Blast 2d6, Ability Focus (Eldritch Blast)
Benefits: Your Eldritch Blast uses d8 dice instead of d6 dice.

Bhu
2009-10-16, 07:01 AM
Got some of the fluff and class abilities of the Flamer up. SHould give you an idea where I'm going with it.

Bhu
2009-10-18, 06:46 AM
Got most of the class abilities up

Eikonos
2009-10-19, 01:28 AM
Ahh, a very interesting approach you have there, hmm...I'll definitely try to incorporate this into my next combat encounter :smallbiggrin:

Bhu
2009-10-19, 03:55 AM
Ahh, a very interesting approach you have there, hmm...I'll definitely try to incorporate this into my next combat encounter :smallbiggrin:

lemme get the new Invocations up first :smallbiggrin:

Bhu
2009-10-21, 05:24 AM
Okay this guy only gets 5 new Invocations for his PrC levels. Do you want 2 or 3 new invocations of each type to choose from?

Also, in the Fiends book it says 'some' demons are capable of mating and creating half fiends, but isn't specific. Anyone know if it's based on power level or soemthing else? I wanted to tie the Flamers Invocations into it's parentage.

Bhu
2009-10-22, 05:56 AM
I have a few potential thoughts edited in as to possible Invocation names. Just need to decide what they do now.

Eikonos
2009-10-22, 01:09 PM
Although I find this class very cool and interesting, I must sadly confess that my knowledge regarding warlocks is null, as I have never used one in my game - my players said a unified "no, thank you" to both Warlock, truenaming, mysteries and incarnum. Only the binder survived the cut, and still as a PrC (with a VERY low level requirements). :smallfrown:

Nevertheless, I will find a use for this class one way or another :smallsmile:

Jergmo
2009-10-22, 01:19 PM
I've been fiddling around with Orc and Goblin attributes in my homebrewed campaign; should I share my alternative racials for orcs? (Goblins are Fey in my setting, so Orcs are the only one of the two that are still humanoids)

Vizzerdrix
2009-10-22, 01:27 PM
I'm a fan of the Vril. Brave goblinoids with a sonic attack and DR of your choice.

Bhu
2009-10-23, 05:07 AM
I've been fiddling around with Orc and Goblin attributes in my homebrewed campaign; should I share my alternative racials for orcs? (Goblins are Fey in my setting, so Orcs are the only one of the two that are still humanoids)

Be mah guest :smallbiggrin:

Set
2009-10-23, 06:16 AM
Love the Tannaruk Flamer (not the name so much. Perhaps Earthburner or Skyscorcher or something?).

A Hezrou inspired Nauseating Blast or a Bebilith inspired Rending Blast (that ignores hardness for destroying items) could be neat.

But my favorite would be some sort of Marilith-inspired Sixfold Blast that isn't available until the Warlock can do at least 6d6 EB damage. The sixfold blast would split into six blasts, which make a single attack roll and compare it to the AC of up to six targets within the the range and line of effect (the Warlock can turn her head as she's aquiring targets and do an Iron Man thing where she just fires off six blasts that arc in all directions, even to hit foes behind her). The blast is *not* split into six 1d6 blasts, because that would be weak. Instead she does 2d6 Eldritch Blast damage to each target, but can't hit any one target with more than two blasts.

When she gains the ability to cast a 7d6 EB, her Sixfold Blast does 2d6+1 damage for each of the six blasts. When she can perform an 8d6 EB, her Sixfold Blast does 2d6+2 for each of the six blasts. When she gains the ability to perform a 9d6 Eldritch Blast, her Sixfold Blast does 3d6 damage per blast, and when she gains the final 10d6 EB (and regardless if she somehow goes over this number), her Sixfold Blast does 3d6+1 damage per blast.

Bhu
2009-10-24, 02:17 AM
Noxious Blast already causes Nausea, but I'll give the other a shot.

Cieyrin
2009-10-24, 12:49 PM
Changing the name to something that's more reminiscent of its demon heritage would probably be better than calling it a Flamer. Something like Tannaruk Heritor or Tannaruk Ascendant or something, since it does much more than just burn people, plus Flamer sounds kinda silly.

Jergmo
2009-10-24, 01:05 PM
Alrighty, here're the orcs in my campaign. :smallsmile:

Orcs
+2 Con, -2 Int
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
Orc base land speed is 30 feet.
Low-Light Vision: An orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Orcs receive the Exotic Weapon Proficiency feat for the Orcish Goleyo.
+2 racial bonus on saving throws against poison.
+2 racial bonus on Climb, Swim, Listen and Spot checks.
Favored Class: Barbarian (male) or Druid (female).

Goleyo: 2d4 damage, 19-20 x2 critical. 10 ft. range increment, 2 lbs., slashing damage. The Goleyo doubles as a set of artisan's tools.

Bhu
2009-10-25, 06:33 AM
what exactly is the goleyo?

Jergmo
2009-10-26, 01:54 AM
what exactly is the goleyo?

It's another name for the hunga munga, basically. It just seemed like a really cool and fitting weapon.

Bhu
2009-10-26, 04:56 AM
Got most of the Flamers Blast SHape and Eldritch Essence Invocations up. How abotu i change the name to Tannaruk Arsonist?

Cieyrin
2009-10-26, 12:26 PM
Got most of the Flamers Blast SHape and Eldritch Essence Invocations up. How abotu i change the name to Tannaruk Arsonist?

The class is less about setting fires and more about cultivating their demonic heritage, so I don't think Arsonist is quite right, either.

Bhu
2009-10-27, 06:00 AM
The class is less about setting fires and more about cultivating their demonic heritage, so I don't think Arsonist is quite right, either.

True but they do rely on Brimstone Blast a lot. And they are used as arsonists by their masters.

Bhu
2009-10-28, 06:29 AM
Does Eldritch Reel seem okay? If not I'm gonna remove it and replace the Rendng Blast there.

Bhu
2009-10-29, 04:17 AM
Got most of the new Invocations up (may add some fire related ones). Also still trying to decide where to put hte Rending Blast.

Bhu
2009-10-30, 06:44 AM
3 more Invocations to figure out and we can start the next one :smallbiggrin:

Bhu
2009-10-31, 05:53 AM
Got the Flamer (now the Arsonist) done. On to the Pandemonicus!


PANDEMONICUS

Picture URL

"It's not rage that drives me, it's competition."

Many Tanarruk are perfectly willing to be ordinary Berserkers like their Orcish brethren. Some however feel the calling of heir demonic ancestry, and begin to dabble in the powers all Tanarruk have lying within them. Eventually they end up more Demon than Orc, and they either leave this world for the Abyss, or cause much grief before they die.

BECOMING A PANDEMONICUS
Any Tanarruk Barbarian who eventually turns to spontaneous arcane spellcasting can become a Pandemonicus.

ENTRY REQUIREMENTS
Race: Tanarruk
Class Abilities: Rage
Spellcasting: Must be able to cast Arcane spells without preparation
Skills: Knowledge (Arcana, Religion, The Planes) 2 ranks, Spellcraft 4 ranks
Feats: Extend Rage, Instantaneous Rage
Alignment: Must be Chaotic Evil


Class Skills
The Pandemonicus' class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Religion, The Planes), Listen (Wis), Spellcraft (Int), and Survival (Wis)
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Demonic Rage
2. +1 +3 +0 +3 Demonic Power, +1 Level of Arcane casting class
3. +2 +3 +1 +3 Demonic Endurance, +1 Level of Arcane casting class
4. +3 +4 +1 +4 Demonic Rage
5. +3 +4 +1 +4 Demonic Power, +1 Level of Arcane casting class
6. +4 +5 +2 +5 Demonic Endurance, +1 Level of Arcane casting class
7. +5 +5 +2 +5 Demonic Rage
8. +6 +6 +2 +6 Demonic Power, +1 Level of Arcane casting class
9. +6 +6 +3 +6 Demonic Endurance, +1 Level of Arcane casting class
10.+7 +7 +3 +7 Demonic Transformation, +1 Level of Arcane casting class

Weapon Proficiencies: A Pandemonicus gains no new weapon or armor proficiencies.

Demonic Rage (Su): Your Pandemonicus and Barbarian levels stack for purposes of determining how many times per day you can Rage. You also gain some new abilities while Raging: At 1st level when Raging, your Spell Resistance increases by an amount equal to your Charisma Modifier. You also become immune to poison whether you're raging or not.

At 4th level you get Damage Reduction x/Good or Cold Iron while raging, where x is equal to your Charisma score (maximum DR 15).

At 7th level you are immune to electricity while raging.

Demonic Power (Su): As a Free Action, while Raging you may "lose" a spell to enhance the offensive abilities you have gained from your demonic parentage (or that are waiting latently within your system). At 2nd level you can "lose" a spell with the Chaos descriptor to temporarily turn all weapons (including natural weapons, grapples, and unarmed strikes) you wield for the next x rounds (where x is equal to the spells level) as Anarchic weapons. You may only use Demonic Power while Raging.

At 5th level you can "lose" a spell with the Evil descriptor to temporarily turn all weapons (including natural weapons, grapples, and unarmed strikes) you wield for the next x rounds (where x is equal to the spells level) as Unholy weapons. You may also "lose" 2 such spells at the same time to have Anarchic and Unholy attacks.

At 8th level you can "lose" a spell with the Chaos or Evil descriptor to temporarily increase the damage of all weapons (including natural weapons, grapples, and unarmed strikes) you wield for the next x rounds (where x is equal to the spells level) if they make a successful critical. All critical confirmation rolls get a Profane Bonus equal to the level of the spell lost, and if they successfully critical they do an additional 1d6 Profane damage per level of the spell.

Demonic Endurance (Su): As a Free Action, while Raging you may "lose" a spell to enhance the defensive abilities you have gained from your demonic parentage (or that are waiting latently within your system). At 3rd level you can "lose" a spell to gain Energy Resistance x to any 1 type of energy of your choice for the duration of your Rage (you can choose to lose up to 3 spells at a time, thus choosing up to 3 energy types per Rage). X is equal to the spells level plus your Charisma Modifier. You may only use Demonic Endurance while Raging.

At 6th level you can "lose" a spell to gain a Profane Bonus on one type of Saving Throw for the Duration of your Rage. You can lose three spells to gain a Bonus to all three Saving Throw types.

At 9th level you can "lose" a spell to gain Fast Healing equal to the level of the spell (i.e. a first level spell gives you Fast Healing 1) for the duration of your Rage.

Demonic Transformation (Ex): The Pandemonicus becomes a demon at level 10, gaining the Chaotic, Evil, Extraplanar, and Tanar'ri Subtypes (and losing the Native Subtype). It also gains a permanent +4 increase to both Strength and Charisma. Once per day it may attempt to Summon a Dretch or 2 Manes with a 50% chance of success.

PLAYING A PANDEMONICUS
Mercy is for the weak. You don't need love or compassion, or acceptance. Your hate keeps you company in the lonely hours, and it your one true friend. Hate was with you from the day you were born screaming into the world, and hate will be there when you are lain into your grave. No one else can or will be there for you with that kind of dedication.
Combat: The Pandemonicus relish combat, and fling themselves happily into any fight that comes their way. Believing their powers give them an edge over mortal opponents, they have faith that evil will always overcome good, because of goods many inherent weaknesses.
Advancement: Most Pandemonicus walk a pretty similar path of violence and bloodshed before being murdered either by religious crusaders, victims who were more powerful than they looked, or their own fellows.
Resources: Most Pandemonicus are trained as warriors, and will have connections to their tribes military. But they have also forsaken Gruumsh for the Abyss, which places them at odds with the usual Orcs religious fanaticism. Tribal deserters often become members of demonic cults as they think of it as their new tribe.

PANDEMONICUS IN THE WORLD
"Most people need to confront their inner demons, not embrace them."
You wield power granted by your demonic ancestry. The second people connect you to Demons, it's all over for you in most civilized lands. Being Orcih certainly doesn't help your case either.
Daily Life: Pandemonius spend their days wreaking havoc. Whether it's doing something they've been ordered to, or they just went looking for trouble out of boredom, it's never pretty. It also leads to htem keeping a much higher profile than they should.
Notables: Char (CE Female Tanarruk Barbarian 5/Sorcerer 1/Pandemonicus 1) is a loyal, but not too incredibly bright enforcer of a cult dedicated to Malcanthet. Rather an odd choice for a Tanarruk, but she's made herself passably useful at murdering the cults enemies.
Organizations: All Pandemonicus worship Demon Lords, and are often found belonging to cults. Those choosing to remain among the Orcs must at least pretend fealty to Gruumsh if they wish to not be killed or exiled, and htey are never accepted by the church.

NPC Reaction
NPC's are terrified of the Pandemonicus, and for good reason. Most of the Tannaruk are already pretty dark, but the Pandemonicus are looking past this world towards the next. They don't care how much damage they take or receive here, because they intend to leave the Prime behind them when they move on towards what they consider to be their destiny.

PANDEMONICUS IN THE GAME
This is a pretty dark class, and it ends in the PC becoming a Demon. Meaning it might be better off for PC's in some campaigns.
Adaptation: This is definitely meant for darker campaigns.
Encounters: Pandemonicus can be encountered in fights with the Tanarruk or Demon cults. Rarely they are sent on missions away from supervision, but their scorched earth type of fighting makes their handlers reluctant to turn them loose.

Sample Encounter
EL 15: "Of course killing children is wrong. But if I hadn't killed them it would have been a tragedy. Whats the point of letting a bunch of ignorant peasants with no life in front of them grow up to make more ignorant peasants?"

"Besides the looks on the faces of their parents when I pulled them limb from limb was just too delicious to pass up."


Char
CE Female Tanarruk Barbarian 5/Sorcerer 1/Pandemonicus 1
Init +6, Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Abyssal, Orc
------------------------------------------------
AC 29, touch 17, flat-footed 27 (+2 Dex, +4 Natural, +8 Armor, +5 Deflection)
AC Raging 27, touch 15, flat-footed 25 (-2 Rage, +2 Dex, +4 Natural, +8 Armor, +5 Deflection)
hp 62 (12 HD)
Fort +11 (+13 Raging), Ref +7, Will +8 (+10 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +1
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Bite +14 melee (1d6+4) or +1 Great Axe +15/+10 (1d12+5)
Melee Raging Bite +16 melee (1d6+6) or +1 Great Axe +17/+12 (1d12+7+1d8)
Base Atk +10, Grp +14
Atk Options Rage 5/day, Demonic Rage
Combat Gear 2 Potions of Cure Serious Wounds
Spells Per Day 0: 6 (DC 12)
1st: 4 (DC 13)
-----------------------------------------------
Abilities Str 18 (22 raging), Dex 14, Con 13 (17 raging), Int 8, Wis 8, Cha 14
SQ Fire Resistance 10, SR 26, Control Flame, Orc Blood, Fast Movement
Feats Extend Rage, Extra Rage, Improved Initiative, Instantaneous Rage, Mad Foam Rager
Skills Climb +6, Concentration +3, Hide +10, Intimidate +10, Jump +5, Knowledge (Arcana, Religion, The Planes) +1, Listen +7, Search +7, Sense Motive +0, Spellcraft +3, Spot +7, Survival +1
Possessions +1 Berserker Brash Unholy Surge Great Axe, +5 Ring of Protection, +8 Bracers of Armor, Ring of Spell-Battle, 2 Potions of Cure Serious Wounds, 180 GP



EPIC PANDEMONICUS

Hit Die: d8
Skills Points at Each Level : 2 + int
Rage You gain one additional daily use of Rage at level 24, and every 4 levels thereafter.
Spells Your caster level continues to increase with Epic levels, but you do not gain new spells per day, or learn new spells.
Bonus Feats: The Epic Pandemonicus gains a Bonus Feat every x levels higher than 20th

Bhu
2009-10-31, 05:54 AM
oops, double post

Bhu
2009-11-01, 04:21 AM
Okay I got the first update of the Pandemonicus up. Should be obvious what I'm going for here.

Cieyrin
2009-11-01, 10:55 AM
I suppose there won't be any actual casting involved with this class, just burning slots for abilities. Just be careful when making the abilities that its feasible for them to do so while in a rage, as that whole "No Concentration" thing can kick you in the ass mighty quickly if you're careless.

Bhu
2009-11-02, 06:12 AM
No worries. Had that in mind. Got the fluff up for the most part, just need to put up the abilities.

Bhu
2009-11-03, 07:23 AM
ANy thoughts on Demonic Rage as written?

Bhu
2009-11-04, 07:12 AM
Pandemonicus just needs capstone and tis done.

Cieyrin
2009-11-04, 11:12 AM
ANy thoughts on Demonic Rage as written?

I find it a little odd to base the bonii off of Charisma, which kinda forces the poor Tanarukk into Monk level MADness. If Demonic Rage natively granted a Charisma bonus, I'd think it was okay but, well, it doesn't. :smallannoyed:

Bhu
2009-11-05, 06:44 AM
I find it a little odd to base the bonii off of Charisma, which kinda forces the poor Tanarukk into Monk level MADness. If Demonic Rage natively granted a Charisma bonus, I'd think it was okay but, well, it doesn't. :smallannoyed:
Perchance might you feel better now that I have added the capstone?

Cieyrin
2009-11-05, 01:58 PM
The capstone helps a bit, yes.

Set
2009-11-05, 03:56 PM
It's another name for the hunga munga, basically. It just seemed like a really cool and fitting weapon.

While I love those weapons (http://www.mambele.be/search_result.php?jczn=Throwing) (especially the top left and bottom left examples, from the linked page), what sort of artisan's tools would they serve as? They also should weigh at least 4 or 5 lbs, IMO.

Bhu
2009-11-07, 06:21 PM
TANARRUK DEMONSWORD

Picture URL

"One sword keeps another in the sheath."

With all the conflict between Orcs and Elves it was inevitable that one day some enterprising Orcs would learn the secrets of the Elven Duskblades. The Tannaruk just got there first given their connection to the Abyss. It's a lot easier to learn magic when your Demon parent can simply torture it out of someone.

BECOMING A TANARRUK DEMONSWORD
Demonswords all begin as Duskblades, and eventually learn to access new powers due to their demonic ancestry.

ENTRY REQUIREMENTS
Race: Tannaruk
Class Features: Spell Power +2
Skills: Concentration 6 ranks, Knowledge (Arcana, Religion, The Planes) 6 ranks, Spellcraft 6 ranks
Feats: Battle Caster, Spell Focus (Any school)


Class Skills
The Tanarruk Demonsword's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (any)(Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Enchant Weapon, +1 level of Arcane spellcasting class
2. +2 +3 +0 +3 Advanced Learning, +1 level of Arcane spellcasting class
3. +3 +3 +1 +3 Enchant Armor, +1 level of Arcane spellcasting class
4. +4 +4 +1 +4 Enchant Weapon, +1 level of Arcane spellcasting class
5. +5 +4 +1 +4 Advanced Learning, +1 level of Arcane spellcasting class
6. +6 +5 +2 +5 Enchant Armor, +1 level of Arcane spellcasting class
7. +7 +5 +2 +5 Enchant Weapon, +1 level of Arcane spellcasting class
8. +8 +6 +2 +6 Arcane Channeling (Full Attack), +1 level of Arcane spellcasting class
9. +9 +6 +3 +6 Enchant Armor, +1 level of Arcane spellcasting class
10.+10 +7 +3 +7 Sword of the Abyss, +1 level of Arcane spellcasting class

Weapon Proficiencies: A Demonsword gains no new weapon or armor proficiencies.

Enchant Weapon (Su): At 1st level the Demonsword begins to gain the ability to "lose" a spell to temporarily enchant a weapon he wields with a magical ability for 1 round plus 1 round per level of the spell (i.e. 1 round for a 0 level spell, 2 rounds for a 1st level spell, etc). Or he may lose a spell to gain a bonus to attack and damage rolls with the weapon equal to the spells level (duration is same, this stacks with any Enhancement Bonus the weapon may already have from being magic itself, but not from those given by spells/powers/effects). For some of these he may not have a spell of the appropriate descriptor at the time he gains this ability, but he can still use the options requiring them once he gains an appropriate spell. All weapon properties mentioned may be found in either the DMG or the Magic Item Compendium:

Bane: Lose any 1 spell from the Conjuration school.
Corrosive: Lose any 1 spell with the Acid descriptor.
Defending: Lose any 1 spell from the Abjuration school.
Eager: Lose any 1 spell from the Divination school.
Flaming: Lose any 1 spell with the Fire descriptor.
Frost: Lose any 1 spell with the Cold descriptor.
Ghost Touch: Lose any 1 spell from the Necromancy school.
Illusion Bane: Lose any 1 spell from the Divination school.
Keen: Lose any 1 spell from the Transmutation school.
Magebane: Lose any 1 spell from the Evocation school.
Maiming: Lose any 1 spell from the Transmutation school.
Mindfeeder: Lose any 1 spell from the Necromancy school.
Paralyzing: Lose any 1 spell from the Enchantment school.
Screaming: Lose any 1 spell with the Sonic descriptor.
Shattermantle: Lose any 1 spell from the Divination school.
Shock: Lose any 1 spell with the Electricity descriptor.
Sundering: Lose any 1 spell from the Transmutation school.
Throwing: Lose any 1 spell from the Transmutation school.
Thundering: Lose any 1 spell with the Sonic descriptor.
Warning: Lose any 1 spell from the Divination school.
Weakening: Lose any 1 spell from the Necromancy school.


At 4th level he may lose any spell of 3rd level or higher to gain Weapon properties from the following list:

Acidic Burst: Lose any 1 spell with the Acid descriptor.
Anarchic: Lose any 1 spell with the Chaos descriptor.
Collision: Lose any 1 spell from the Transmutation school.
Domineering: Lose any 1 spell from the Necromancy school.
Doom Burst: Lose any 1 spell from the Necromancy school.
Enervating: Lose any 1 spell from the Necromancy school.
Fiercebane: Lose any 1 spell from the Conjuration school.
Flaming Burst: Lose any 1 spell with the Fire descriptor.
Ghost Strike: Lose any 1 spell from the Necromancy school.
Icy Burst: Lose any 1 spell with the Cold descriptor.
Impedance: Lose any 1 spell from the Abjuration school.
Paralytic Burst: Lose any 1 spell from the Enchantment school.
Parrying: Lose any 1 spell from the Abjuration school.
Screaming Burst: Lose any 1 spell with the Sonic descriptor.
Shocking Burst: Lose any 1 spell with the Electricity descriptor.
Unholy: Lose any 1 spell with the Evil descriptor.
Vampiric: Lose any 1 spell from the Necromancy school.
Wounding: Lose any 1 spell from the Necromancy school.

At 7th level he may lose any spell of 4th level or higher to gain Weapon properties from the following list:

Cursespewing: Lose any 1 spell from the Necromancy school.
Ethereal Reaver: Lose any 1 spell from the Necromancy school.
Implacable: Lose any 1 spell from the Necromancy school.
Soulbreaker: Lose any 1 spell from the Necromancy school.
Souldrinking: Lose any 1 spell from the Necromancy school.
Speed: Lose any 1 spell from the Transmutation school.
Unholy Surge: Lose any 1 spell with the Evil descriptor.

Advanced Learning (Ex): At 2nd level the Demonsword learns 1 spell per point of Intelligence Score above 10 from the Sorcerer/Wizard spell list of any level he can currently cast (ie. if he can cast up to 3rd level Duskblade spells, he can learn any Sorcerer/Wizard spell of up to third level). He cannot actually cast these spells, but he can use a spell slot to sacrifice them to use his Enchant Weapon or Enchant Armor abilities.

At 5th level he adds additional spells equal to (Int Score-10).


Enchant Armor (Su: At 3rd level the Demonsword begins to gain the ability to "lose" a spell to temporarily enchant any armor he wears (or shield he wields) with a magical ability for 1 round plus 1 round per level of the spell (i.e. 1 round for a 0 level spell, 2 rounds for a 1st level spell, etc). Or he may lose a spell to gain a bonus to AC equal to the spells level (duration is same, this stacks with any Enhancement Bonus the armor may already have from being magic itself, but not from those given by spells/powers/effects). For some of these he may not have a spell of the appropriate descriptor at the time he gains this ability, but he can still use the options requiring them once he gains an appropriate spell. All armor properties mentioned may be found in either the DMG or the Magic Item Compendium:

Acidic: Lose any 1 spell with the Acid descriptor.
Bashing: Lose any 1 spell from the Transmutation school.
Blinding: Lose any 1 spell from the Evocation school.
Ghost Ward: Lose any 1 spell from the Necromancy school.
Light Fortification: Lose any 1 spell from the Abjuration school.
Styptic: Lose any 1 spell from the Necromancy school.


At 6th level he may lose any spell of 3rd level or higher to gain Armor properties from the following list:

Animated: Lose any 1 spell from the Transmutation school.
Arrow Deflection: Lose any 1 spell from the Abjuration school.
Axeblock: Lose any 1 spell from the Abjuration school.
Energy Immunity: Lose any 1 spell with the appropriate Energy descriptor.
Hammerblock: Lose any 1 spell from the Abjuration school.
Retaliation: Lose any 1 spell from the Necromancy school.
Shadow: Lose any 1 spell from the Illusion school.
Silent Moves: Lose any 1 spell from the Illusion school.
Spearblock: Lose any 1 spell from the Abjuration school.

At 9th level he may lose any spell of 4th level or higher to gain Weapon properties from the following list:

Ghost Touch: Lose any 1 spell from the Necromancy school.
Invulnerability: Lose any 1 spell from the Abjuration school.
Moderate Fortification: Lose any 1 spell from the Abjuration school.


Arcane Channeling (Su): Identical to the ability 13th level Duskblades gain on page 20 of PHB II.

Sword of the Abyss (Su): Once per day at 10th level you may lose any 1 spell of fifth level to transform your weapon into an Abyssal Blade for the duration of the encounter. An Abyssal Blade is a +5 Anarchic Unholy Surge Weapon. It cannot be Sundered or Disarmed.

PLAYING A TANARRUK DEMONSWORD
As a professional killer, you earn a much better living than most mercenaries, and definitely a much better living than the other members of your tribe. Your connections in the merc world also allow you to travel freely, acting as a spy for the Abyss as well as performing your duties for paying clients.
Combat: Demonswords prefer melee combat where they gain the full use of their powers, but they do save a few spells back for the occasional ranged opponent. And unlike many melee fighters they don't have as much need to acquire a magic weapon.
Advancement: Most concentrate on their combat skills as that's what gets them hired and allows them to carry out acts of subterfuge for their demonic ancestors.
Resources: The Demonswords are killers for hire, and as a mercenary group they almost always enjoy a patron of some kind. Usually one with lots of money, and little in the way of scruples.

TANARRUK DEMONSWORDS IN THE WORLD
"Watch that Orc over there, if he is an Orc. There have been reports he has a blade made of lightning and fire."
Despite usually being Chaotic Evil, most Demonswords have more self control than the average CE mercenary, and refrain from pointless acts of violence in order to continue their charade of professionalism. In reality they're just as crazy as their brethren, they just find ways to channel that for their own purposes.
Daily Life: Usually you're either guarding someone important (or at least rich), ir killing someone else on their behalf. Unless the Demons want you to do something in which case you have to achieve their goals without it looking like you're doing a job on the side.
Notables: Kiba (CE Female Tanarruk Duskblade 6/Tanarruk Demonsword 1) is a local celebrity, hired to guard the richest (and most depraved) nobles from the peasants who would see them meet their all too deserving end. Ironically the local Demonic cults would also like to see the nobles deposed, and she works for their cause in secret.
Organizations: The Demonswords are a professional mercenary organization with a large (and rich) clientele, although they will work for less if they believe the client is deserving of their help (i.e. their Demonic masters tell them to). Many struggle with the need to seem less evil than they really are, and are eager for the day they can cast off their charade of civility for endless days of slaughter.

NPC Reaction
NPC's aren't sure what to think of you. You act a lot different than other mercenaries, and even seem helpful sometimes. On the other hand you're still an Orc. A decidedly odd looking one at that. And your employers are...well some of them make the Orc tribes look respectable.

TANARRUK DEMONSWORDS IN THE GAME
Being as the Demonswords work for Demons, the PC will either have to be Evil, or an unknowing pawn (which is unlikely). Make sure the group doesn't have a problem with this before allowing the class.
Adaptation: This is possibly adaptable to various styles of campaigns, but it's probably suited for darker ones better.
Encounters: As a mercenary group, the Demonswords can be found just about anywhere there is the potential for conflict. They also frequently hire out as bodyguards or enforcers, and can be found in urban environments as well.

Sample Encounter
EL 15: The PC's have been told a local Duke has blackmailed a group of foreign Orcish mercenaries into serving him, and been tasked with the job of finding out what it is he has on them so the locals can get them on their side. Boy are they in for a surprise.


Kiba
(CE Female Tanarruk Duskblade 6/Tanarruk Demonsword 1)
Init +6, Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Abyssal Orc, Common, Undercommon
------------------------------------------------
AC 40, touch 23, flat-footed 38 (+2 Dex, +4 Natural, +13 Armor, +6 Shield, +5 Deflection)
hp 66 (12 HD)
Fort +12, Ref +8, Will +10
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Bite +16 melee (1d6+4) or +5 Longsword +21/+16/+11 (1d8+9/19-20)
Base Atk +12, Grp +16
Atk Options Arcane Channeling, Enchant Weapon
Combat Gear 6 Potions of Cure Serious Wounds
Spells Per Day 0: 6 (DC 12)
1st: 7 (DC 13)
2nd: 6 (DC 14)
-----------------------------------------------
Abilities Str 18, Dex 14, Con 13, Int 15, Wis 8, Cha 8
SQ Fire Resistance 10, SR 21, Control Flame, Orc Blood, Arcane Attunement, Armored Mage (Medium), Quick Cast 1/day, Spell Power +2
Feats Battle Caster, Greater Spell Focus (Necromancy), Improved Initiative, Power Attack, Spell Focus (Necromancy), Combat Casting (B)
Skills Concentration +13, Hide +10, Intimidate +7, Knowledge (Arcana, Religion, The Planes) +8, Listen +7, Search +10, Spellcraft +8, Spot +7
Possessions +5 Light Steel Shield, +5 Full Plate, +5 Longsword, +5 Ring of Protection, Boots of Temporal Acceleration, 6 Potions of Cure Serious Wounds, 376 GP



EPIC TANARRUK DEMONSWORD

Hit Die: d8
Skills Points at Each Level : 2 + int
Spells: The Tanarruk Demonswords caster level continues to improve with Epic levels, but he does not gain extra spells per day or learn new spells.
Enchant Weapon: Beginning at level 21 the Tanarruk Demonsword may lose any spell of 5th level or higher to gain Weapon properties from the following list:

Brilliant Energy: Lose any 1 spell from the Evocation school.

Enchant Armor: Beginning at level 21 the Tanarruk Demonsword may lose any spell of 5th level or higher to gain Armor properties from the following list:

Improved Shadow: Lose any 1 spell from the Illusion school.
Improved Silent Moves: Lose any 1 spell from the Illusion school.
Radiant: Lose any 1 spell from the Abjuration school.

Bonus Feats: The Epic Tanarruk Demonsword gains a Bonus Feat every 4 levels higher than 20th

Gamerlord
2009-11-07, 06:43 PM
Wow. Bhu you have waaaaaaaaaaaaaaay to much free time on your hands.

Bhu
2009-11-07, 06:44 PM
Wow. Bhu you have waaaaaaaaaaaaaaay to much free time on your hands.

Actually I really dont. I just need a distraction from things every so often, and this is it.

Gamerlord
2009-11-07, 06:50 PM
I see, well I have to say some of this stuff looks veeeeeeery interesting, also, any plans to make PDFs for all this stuff? (I just wish the cat burglar PDF wasn't so large, or i would print it out)

Jergmo
2009-11-08, 12:19 AM
While I love those weapons (http://www.mambele.be/search_result.php?jczn=Throwing) (especially the top left and bottom left examples, from the linked page), what sort of artisan's tools would they serve as? They also should weigh at least 4 or 5 lbs, IMO.

I had considered making them heavier, but I wasn't certain; I just made them the same weight as a throwing axe. And from what I learned online, they're used as farming tools and used in construction.

Bhu
2009-11-08, 01:54 AM
I see, well I have to say some of this stuff looks veeeeeeery interesting, also, any plans to make PDFs for all this stuff? (I just wish the cat burglar PDF wasn't so large, or i would print it out)

Eventually. Some of these definitely arent up to snuff for a .pdf. Plus I have to get teh revision of the Cat Burglar .pdf out of the way.

Bhu
2009-11-09, 06:02 AM
Was there ever any PHB II errata? It mentions Duskblades get a certain amount of 0 level spells from their spell list. but looking at their list it doesn't mention any 0 level spells.

Cieyrin
2009-11-10, 04:34 PM
Was there ever any PHB II errata? It mentions Duskblades get a certain amount of 0 level spells from their spell list. but looking at their list it doesn't mention any 0 level spells.

The PHB2 Errata doesn't mention anything about 0-level spells, either.:smallannoyed:

As for the Tanarruk Demonsword, it would actually make a bit more sense for them to be Hobgoblins, who have an established Duskblade tradition (at least according to MM IV or V, anyways, where statted Hobgoblin Duskblades appear). Or I suppose that the Tanarruks could have learned from the Hobgoblins, which makes some sense as well.

Bhu
2009-11-11, 07:20 AM
So should I errata them to have access to all 0 level spells on the Wizard list do you think?

Bhu
2009-11-12, 08:07 AM
Well heck with it, I need to keep moving. Got Advanced Learning up, and part of Enchant Weapon. Should give you an idea where I'm going with this.

Cieyrin
2009-11-13, 03:56 PM
So should I errata them to have access to all 0 level spells on the Wizard list do you think?

I don't think all cantrips are necessarily appropriate for Duskblades, as I wouldn't necessarily give them Illusion or Enchantment spells.

Bhu
2009-11-13, 09:08 PM
They only have 4 apparently and theyre all in the PHB. Someone else told me to look through the class a lil closer. Apparently they arent listed on the spell list for Duskblades, but they are in the class entry somewhere.

Massive D'oh! moment...

Bhu
2009-11-14, 08:13 AM
Okay it should be obvious Enchant Armor is pretty much gonna be just like Enchant weapon, but for defense. Think it deserves more than 3 levels of caster loss as is?

Cieyrin
2009-11-14, 12:04 PM
Honestly, I think the class could live at full casting, considering the limitations Duskblades already have, casting-wise.

Bhu
2009-11-15, 07:25 AM
I just have to figure out the proper spells for each armor/weapon ability, and do the capstone and this one is pretty much done.

Bhu
2009-11-17, 07:37 AM
OK everyone like the ENchant abilities as is? I just have to figure out what spell level to sacrifice and those two abilities are good.

Bhu
2009-11-18, 07:41 AM
Demonsword is done cept for example npc. Thoughts?

The Tygre
2009-11-18, 09:41 AM
Looks awesome as always, Bhu.

Eikonos
2009-11-19, 12:58 AM
Good thing I asked you to tinker with those classes :smallcool:

Bhu
2009-11-20, 07:43 AM
Well then whilst I finish up the Demonsword NPC I might as well pop up the beginning of the next critter:

KNIGHT OF THE CRIMSON SWORD

Picture URL

“Kill a man, and you are a murderer. Kill millions of men, and you are a conqueror. Kill everyone, and you are a god.”

The Knights of the Crimson Sword are a company of Knights exclusive to the Hobgoblin race. Their purpose is to destroy the enemies of the Goblinoid races by any means necessary, and they are often used as shock troops in times of war. Meant for offense instead of defense, the Knights are never held in reserve to defend the people, they are sent to crush opposition or weaken enemy defenses in preparation for the Hobgoblins main army moving in. Many of their missions are suicidal at best.

BECOMING A KNIGHT OF THE CRIMSON SWORD
All Knights of the Crimson Sword begin as experienced Knights, and must be accepted by a current member of the order.

ENTRY REQUIREMENTS
Race: Hobgoblin
Class Abilities: Knight's Challenge, Vigilant Defender
BAB: +6
Skills: Intimidate 6 ranks, Knowledge (War) 3 ranks, Ride 6 ranks
Feats: Combat Reflexes, Intimidating Strike
Special: Must be sponsored by a current member of the Order.

Class Skills
The Knight of the Crimson Sword's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nobility, War)(Int), Ride (Dex), and Swim (Str)
Skills Points at Each Level : 2 + int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Fear is the 1st Key to Victory, Knights Challenge
2. +2 +3 +0 +0 Being Willing to Die the 2nd
3. +3 +3 +1 +1 And Skill at Arms the 3rd
4. +4 +4 +1 +1 Fear is the 1st Key to Victory
5. +5 +4 +1 +1 Being Willing to Die the 2nd
6. +6 +5 +2 +2 And Skill at Arms the 3rd
7. +7 +5 +2 +2 Fear is the 1st Key to Victory
8. +8 +6 +2 +2 Being Willing to Die the 2nd
9. +9 +6 +3 +3 And Skill at Arms the 3rd
10.+10 +7 +3 +3 For Hates Sake I Spit My Last Breath at Thee

Weapon Proficiencies: A Knight of the Crimson Sword gains no new weapon or armor proficiencies.

Knights Challenge: Your Knight and Knight of the Crimson Sword levels stack for purposes of determining how many times per day you can use your Knight's Challenge ability.

Fear is the 1st Key to Victory (Ex): At 1st level you get a +4 Competence Bonus on Intimidate Checks.

At 4th level when you successfully use your Intimidating Strike Feat, your opponent is Frightened for 1d3 rounds in addition to being Shaken for the duration of the encounter.

At 7th level when you successfully use your Intimidating Strike Feat, your opponent is Panicked for 1d3 rounds in addition to being Shaken for the duration of the encounter.

Being Willing to Die the 2nd (Ex): At 2nd level you can willingly lose your Dexterity Bonus to Armor Class at the beginning of your round as a Free Action. You may regain it as a Free Action as well, but not until the beginning of your next turn. While your Dex Bonus to AC is voluntarily lowered you gain a Circumstance Bonus on all Damage Rolls equal to your Effective Character Level.

At 5th level you get this Bonus to all Attack Rolls as well.

At 8th level, if you successfully confirm a Critical hit on an opponent while your Ac is voluntarily lowered, he must make a Fortitude Save (DC is 10 plus half HD plus Str Modifier) or die immediately. If he is successful, he instead takes maximum damage from your strike (you do not need to roll).

And Skill at Arms the 3rd (Ex): At level 3 you get Improved Vigilant Defender: You may expend a use of your Knights Challenge to make an Attack of Opportunity against any opponent who would normally be immune to one, such as from the Mobility or Improved Grapple Feats, or one making a tumble Check.

At level 6 you may expend a use of your Knights Challenge ability to avoid provoking an Attack of Opportunity when you make an Attack that would normally do so (i.e. trying t pass an enemy, making a Grapple, Trip or other attack that provokes an attack of opportunity).

At level 9 you may expend a use of your Knights Challenge ability to Smite one opponent who has damaged an Ally. If this attack successfully hits, the opponent must make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Str Modifier) or be Dazed for 1d3 rounds.

For Hates Sake I Spit My Last Breath at Thee (Ex): At 10th level, you may fight and act normally below 0 hp, and may continue to fight until you are at negative hit points equal to 10 plus your Con score (i.e. if you have a Con of 15 you may fight until -25 hp). If you can be healed above 0 hp within this time you will not die, otherwise you will expire when you reach the appropriate negative hp. Note that you do not stabilize, and ocntinue to lose 1 hp per round below 0 hp.

PLAYING A KNIGHT OF THE CRIMSON SWORD
Protecting the Goblinoid races takes precedence, and the best way to protect them is to eradicate anything that could be a potential threat (even before it becomes one). This may lead you to occasionally make some odd partners, and work with races that wouldn't otherwise make peaceful contact with your people. it also leads to occasional conflict. For example if you work with the Humans to solve a mutual threat, you're pledged not to betray the humans if they aren't currently enemies, because that would make them enemies of the Hobgoblins. But the Hobgoblin military may order you to.
Combat: The Knight's are almost suicidal in combat, often calling out the most powerful opponent on the other side to single combat. If there are no worthy opponents, and the situation doesn't call for them to die to complete their mission, they are fairly good schemers. But if dying is the only way, the Knights rarely hesitate to do so.
Advancement: The Knights are required to be among the best combatants their society has to offer. If they slouch they end up dead on a mission, or drummed out in disgrace. For that reason most Knights tend to concentrate on their fighting abilities.
Resources: Being a Knightly Order, the Knights usually enjoy the support of Hobgoblin society (and the other Goblinoids as well to a lesser extent). They can often find shelter or supplies, although said supplies are often of indifferent quality or stolen as many Goblinoids are not the most greatest artisans.

KNIGHTS OF THE CRIMSON SWORD IN THE WORLD
"If it weren't for the Knights the Elves and Humans would've run us out long ago."
The Knights of the Crimson Sword are an odd bunch in many ways. You're expected to die in combat, in defense of many people who will gladly let you do so in order to escape that fate themselves. You are expected to endure hardships, and experiences alien to your kind in order to ensure the survival of your race. You are told to conduct yourself honorably, when you come from among a race that doesn't place that high a value on honorable deeds compared to results.
Daily Life: Your daily life is filled with training and duties for the Order. Unless you have been given a mission, in which case you are kept busy with that. You have no downtime but for moments in the mission when you are waiting for events to unfold properly.
Notables: Durum (LE Male Hobgoblin Knight 6/Knight of the Crimson Sword 5) is a fairly well known Knight in the communities close to the Hobgoblin fiefdom. He's also the Hobgoblins chief muscle if something needs done (most specifically someone needs killed).
Organizations: The Knights of the Crimson Sword are their own organization, and a fairly well funded one. They aren't incredibly large, as few Hobgoblins meet the prerequisites to join, and many members are killed on missions.

NPC Reaction
NPC's are torn regarding the Knights. On the one hand the Knights seem fairly honorable, and can even be helpful if it's for the benefit of the Hobgoblin race. On the other hand, their suicidal warriors willing to die at a moments notice. Granted this is only if the NPC's race and the Hobgoblins aren't already at war. If they are, then they hate the Knights with a passion.

KNIGHTS OF THE CRIMSON SWORD IN THE GAME
The Knights can work with other races, which means that if players wish to be a Hobgoblin in a mixed race campaign, this PrC gives them a way to do that without you adjusting how the races work if Hobgoblins are still evil militants.
Adaptation: The Knights fit best in a military campaign, or in a diplomatic one between races. They're also one of the few Hobgoblin warrior cliques willing to work outside the normal boundaries of their race.
Encounters: PC's can always encounter the Knights in time of ware or trouble, and beyond that they are rarely seen except on the odd mission that involves them being quiet and unobtrusive.

Sample Encounter
EL 12: A horde of Phase Spiders is overwhelming the Hobgoblin homeland, and have begun swarming out into the human lands as well. The PC's have been asked to team with a group of Hobgoblin Knights to go and find the source of their sudden numbers and ferocity.


Durum
LE Male Hobgoblin Knight 6/Knight of the Crimson Sword 5
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 26, touch 10, flat-footed 26 (+9 Armor, +7 Shield)
hp 104 (11 HD)
Fort +9, Ref +3, Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Longsword +17/+12/+7 (1d8+6)
Base Atk +11, Grp +13
Atk Options Knights Challenge 8/day (Fighting Challenge +1, Test of Mettle), Fear is the 1st Key to Victory, Being Willing to Die the 2nd (+12)
Combat Gear 6 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 14, Dex 10, Con 16, Int 10, Wis 13, Cha 16
SQ Armor Mastery (Medium), Vigilant Defender, Shield Ally, Bulwark of Defense, Shield Block +1, Knights Code
Feats Combat Reflexes, Hold the Line, Intimidating Strike, Phalanx Fighting, Endurance (B), Mounted Combat (B)
Skills Climb +4, Diplomacy +5, Intimidate +13, Knowledge (War) +5, Knowledge (Geography, Nobility) +2, Move Silently +4, Ride +6
Possessions +5 Breastplate, +5 Heavy Steel Shield, +4 Longsword, 6 Potions of Cure Serious Wounds, 665 GP



EPIC KNIGHT OF THE CRIMSON SWORD

Hit Die: d12
Skills Points at Each Level : 2 + int
Knights Challenge You continue to gain daily uses of your Knights Challenge ability.
Bonus Feats: The Epic Knight of the Crimson Sword gains a Bonus Feat every 3 levels higher than 20th

Acanous
2009-11-20, 08:30 AM
0.o

How did this go so very far from Orcs and Goblinoids D:

dsmiles
2009-11-20, 08:54 AM
Love me some goblins. But I use a certain type of goblin...small, sneaky, cowardly...and...BRILLIANT! Well, maybe not brilliant, but goblins are the Tinker Gnomes (DL Reference) of my campaign world. Kind of Warcrafty goblins mixed with Warhammery gretchin (or grotz, if you prefer). This has carried over into my 4e campaign world as well.
I also had a PrC for goblins, but it may already have been worked here: The 'Goblin Sapper.' I would detail it, but I suck at BB code, so I don't quite get the whole table-making thing.

Bhu
2009-11-21, 06:40 AM
Love me some goblins. But I use a certain type of goblin...small, sneaky, cowardly...and...BRILLIANT! Well, maybe not brilliant, but goblins are the Tinker Gnomes (DL Reference) of my campaign world. Kind of Warcrafty goblins mixed with Warhammery gretchin (or grotz, if you prefer). This has carried over into my 4e campaign world as well.
I also had a PrC for goblins, but it may already have been worked here: The 'Goblin Sapper.' I would detail it, but I suck at BB code, so I don't quite get the whole table-making thing.

I have a template for the code if you want.

Bhu
2009-11-21, 06:41 AM
0.o

How did this go so very far from Orcs and Goblinoids D:

Im not sure what you mean. All of the races PrC's are meant for are either Goblinoids or Orcs (although some like the Tanarruk are half Orcs).

Bhu
2009-11-22, 05:25 AM
Okay all of the fluffy bits are up for the Knights. WIll have the crunch started on Monday if work lets me out in time

imp_fireball
2009-11-22, 05:33 PM
Just wondering, with the content filling up this thread, if the OP can format the links? That is, sectionalize it into PRCs, base classes, deities, races, etc.?
------

Also, I'm wondering if this will ever move onto ogres, trolls, ettin, etc., just to expand the possibilities for those LA races?

IMO, ogres and trolls are also 'green skins' and ettin are where the line is pretty much drawn (the most extreme; this assumes that ettin aren't merely two headed ogres).

Also, what about warcraft trolls? The cunningly evil, lanky practicioners of voodoo and axe-throwing?

This is pretty exciting, considering it makes it a lot easier to start an adventure involving 'kill the humans' rather than 'slay the orcs and save the day' without immediately involving evil alignment issues and having to resolve potential party back stabbing.

Finally: I don't know whether or not bugbears got enough love. I was looking at my avatar just now. :smallamused:

Bhu
2009-11-23, 07:43 AM
I can format the links, but keep in mind 95% of them are PrC's.

Ettins and Trolls will be in a Giant Thread I'm considering after this one.

Bugbears will be getting more stuff.

The Tygre
2009-11-23, 03:56 PM
Ettins and Trolls will be in a Giant Thread I'm considering after this one.



YEEEEEEEEEEEEEEEEEEEEES!YES!YES!YES!YES!YES!YES!YE S!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YEEEEEEE EEEEEEEEEEEEEES!

Sorry. I just joygasmed.

Bhu
2009-11-24, 08:39 AM
YEEEEEEEEEEEEEEEEEEEEES!YES!YES!YES!YES!YES!YES!YE S!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YEEEEEEE EEEEEEEEEEEEEES!

Sorry. I just joygasmed.

Someone likes his Giants...:smallwink:

Cieyrin
2009-11-24, 02:43 PM
Sorry. I just joygasmed.

tmi TMI! @_@

Bhu
2009-11-26, 05:07 AM
Okay the Knights 1st two abilities are up. Think they're over the top?

Mulletmanalive
2009-11-26, 07:38 AM
YEEEEEEEEEEEEEEEEEEEEES!YES!YES!YES!YES!YES!YES!YE S!YES!YES!YES!YES!YES!YES!YES!YES!YES!YES!YEEEEEEE EEEEEEEEEEEEEES!

Sorry. I just joygasmed.

Bhu, don't worry. He does that a lot. :smallbiggrin:

And no, i don't think the abilities are overpowered, just that as it is, they don't grant any continuation of the Knight features, making me wonder exactly why they were prerequisites.

Perhaps the Fear one should cost Knight's Challenge uses and add the levels together for the purposes of how many you get each day.

Bhu
2009-11-28, 08:48 AM
Theoretically the Knight is now done except for the example NPC. Any thoughts on the abilities now?

Bhu
2009-12-01, 07:28 AM
BLUE SAND SHAMAN

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“If you must speak ill of another, do not speak it, write it in the sand near the water's edge.''

Blue Sand Shamans are the minions of the evil Blue Dragons, used to corrupt and sabotage any nearby kingdoms or towns not under its sway. They forgo much of the usual powers of their kind to channel their abilities elsewhere. The Rite of Blue Sands gives them unique powers they can use to spy upon and disrupt the efforts of their masters enemies.

BECOMING A BLUE SAND SHAMAN
A prospective Dragon Shaman must be sponsored by a current Blue Sand Shaman or Blue Dragon in order to undergo the Rite of Blue Sands (and being a tad racist they only accept Sunscorch Hobgoblins). The Rite takes 24 hours, and at it's conclusion the participant is left with only 1 hit point. But he may now take levels in Blue Sand Shaman.

ENTRY REQUIREMENTS
Race: Sunscorch Hobgoblin
Skills: Intimidate 4 ranks, Knowledge (Nature) 4 ranks
Feats: Sandskimmer, Sand Camouflage (see Sandstorm for these Feats)
Dragon Totem: Blue
Class Features: Touch of Vitality
Special: Must undergo the Rite of Blue Sands


Class Skills
The Blue Sand Shaman's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each Level : 2 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 One With the Sand
2. +1 +3 +0 +3 The Curse of Blue Sand
3. +2 +3 +1 +3 Corrupt Vitality
4. +3 +4 +1 +4 One With the Sand
5. +3 +4 +1 +4 The Curse of Blue Sand
6. +4 +5 +2 +5 Corrupt Vitality
7. +5 +5 +2 +5 One With the Sand
8. +6 +6 +2 +6 The Curse of Blue Sand
9. +6 +6 +3 +6 Corrupt Vitality
10.+7 +7 +3 +7 Breath of Sand

Weapon Proficiencies: A Blue Sand Shaman gains no new weapon or armor proficiencies.

One With the Sand (Su): At 1st level you permanently gain the benefits of the Waste Strider spell on your person (see Sandstorm).

At 4th level you may cast the spell Soul of the Waste at Will (See Sandstorm).

At 7th level you may cast the spell Sandform (see Sandstorm) 5/day.

The Curse of Blue Sand (Su): At 2nd level you may cast Dispel Water and Slipsand 3/day.

At 5th level you may cast Choking Sands 3/day, and cast Mummify and Sandstorm 1/day.

At 7th level you may convert an appropriately large patch of sand into a Devil Dune (see Sandstorm page 20) once per week. You may now also cast Dispel Water and Slipsand at will, Choking Sands 5/day, and Sandstorm 3/day.

Corrupt Vitality (Su): The Blue Sand Shamans PrC levels stack with his
Dragon Shaman levels to determine the amount of damage you can heal with your Touch of Vitality, and what effects you have access to (i.e. removing conditions and such).
At level 3, any creature you use your Touch of Vitality on must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or become addicted to the ability. For rules on addiction see the Book of Vile Darkness page 41, this has an Addiction rating of high. You also gain an additional 5 points of healing per day.

At level 6, any creature addicted to your Touch whose addiction rating passes above high (i.e. has been addicted 2 months or more) now can no longer heal wounds normally without your Touch of Vitality or by magical means. You also gain an additional 5 points of healing per day.

At level 9, any creature addicted to your Touch whose addiction rating passes above high (i.e. has been addicted 2 months or more) now can no longer heal wounds normally without your Touch of Vitality, including magic.
This addiction can be cured by the following spells: Break Enchantment, Limited Wish, Miracle, or Wish. You also gain an additional 5 points of healing per day.

Breath of Sand (Su): At 10th level when you use your Breath Weapon or Draconic Aura abilities on someone addicted to your Touch of Vitality your Blue Sand Shaman and Dragon Shaman levels stack for purposes of determining their power. For example a Dragon Shaman 6/Blue Sand Shaman 10 has a Breath Weapon doing 8d6 electricity damage in a 60' Line with a Save DC of (18 + Con Modifier), and the Bonus from it's Draconic Aura is +4. The Shaman also has Fast Healing 3 so long as it remains in contact with sand.

PLAYING A BLUE SAND SHAMAN
the Great Dragon has blessed you with powers unavailable to all but a few, and you owe him your life for it. He has made you a Power on the world, even if you are a Power subservient to him, who is in turn subservient to a greater Power yet. Even if your tribe had not turned from the Old Gods long ago, you would still choose this path. For what has Maglubiyet ever done but sacrifice his children to further his own goals?
Combat: Blue Sand Shamans are powers behind the throne type guys. They work out of sight behind the scenes, and avoid physical combat. Being forced to participate in it is generally considered a sign of weakness among them because it means you have risked too mcuh and exposed yourself.
Advancement: Blue Sand Shamans advance as their patron Dragon wishes them to, most usually as spies and assassins to further his own goals.
Resources: Blue Sand Shamans can draw upon the resources of their cult and their Dragon if it's to further his goals. Even on the rare chance they are acting on their own goals, they have enough status among their tribe that they can command help.

BLUE SAND SHAMANS IN THE WORLD
"All sin tends to be addictive, and the terminal point of addiction is what is called damnation."
The Shamans are quite hated. They poison water supplies, curse people with addiction to their healing powers, blight crops, kill livestock, and even cause the death or malformation of the unborn. They are considered by most (other than their tribe) to be a curse on the world.
Daily Life: The Shamans do as they have been directed. If not on some mission, they will be studying their powers, or toiling at the behest of their cults mortal leaders.
Notables: Kurn (LE Male Sunscorch Hobgoblin Dragon Shaman 6/Blue Sand Shaman 5) has traveled well along the path to his own damnation, currently having annihilated several villages of differing peoples form within.
Organizations: The Blue Sand Shamans are a loose brotherhood, each cell belonging to the control of an individual Blue Dragon. While they help and support one another in theory, they owe their allegiance to their patron and no other.

NPC Reaction
NPC's usually attempt to kill you on sight if they know who and what you are.

BLUE SAND SHAMANS IN THE GAME
This is a pretty nasty PrC. If you want to let PC's use this, best you make it an all evil campaign.
Adaptation: This is meant for darker campaigns. It's possible to use it in a humorous one, but it would be pretty twisted.
Encounters: Blue Sand Shamans can be found just about anywhere on errands for their masters, particularly in any place which has defied him.

Sample Encounter
EL 12: The PC's have been asked to investigate a series of crimes, all apparently committed by drug addicts. looking closer they find soemthing of a much darker nature however.


Kurn
LE Male Sunscorch Hobgoblin Dragon Shaman 6/Blue Sand Shaman 5
Init +1, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Goblin, Draconic
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AC , touch , flat-footed (+1 Dex, )
hp 93 (11 HD)
Fort +12, Ref +4, Will +12
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Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +9
Atk Options Breath Weapon (3d6 30' Line of Electricity, DC 16)
Combat Gear
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Abilities Str 14, Dex 12, Con 16, Int 10, Wis 10, Cha 14
SQ Dragonblood Subtype, +2 Racial Bonus on Saves vs Heat exposure, Totem Dragon (Blue), Draconic Aura +2 (Power, Presence, Resistance, Toughness, Vigor), Cast Ventriloquism at will as a Spell-Like Ability, Immune to Paralysis and Sleep Effects, Immune to the Frightful Presence of Dragons, Touch of Vitality (29 points)
Feats Diehard, Endurance, Sandskimmer, Sand Camouflage, Steadfast Determination, Skill Focus (Bluff)(B)
Skills Bluff +7, Climb +4, Hide +7, Intimidate +6, Knowledge (Geography, Nature) +4, Search +2, Spellcraft +2
Possessions



EPIC BLUE SAND SHAMAN

Hit Die: d10
Skills Points at Each Level : 2 + int
Corrupt Vitality Beginning at level 23 and every 3 levels thereafter you gain an additional 5 points of healing per day.
Bonus Feats: The Blue Sand Shaman gains a Bonus Feat every 3 levels higher than 20th

Eikonos
2009-12-02, 01:12 AM
Those classess of yours are just so damn cool :smalltongue:

I wouldn't be myself If I didn't ask you - will you be doing some more goblinoid classes before starting the giant classes ?? If yes, will it be something from the list or do you have a batch of new ideas ?? (If no, would you take some more requests ? :smallredface:)

Bhu
2009-12-02, 08:23 AM
I still have GOblin stuff waiting to be done, and yes I take requests :smallbiggrin:

Bhu
2009-12-03, 07:40 AM
Got most of the fluff up, and the 1st class ability.

Bhu
2009-12-05, 06:19 AM
Got the rest of the class abilities up. If you like, I shall do the next PrC.

Mulletmanalive
2009-12-05, 10:48 AM
Winner.

Knight of the Red Sword is now a nifty mage-hunter thanks to the first rank of "And skill at arms the 3rd," if combined with Pierce Magical Protection. "I cast Defensively, no AoO for you! Gurgle, slump..."

I like the reincorporation of the Knight's Challenge: it's now worth buying the prerequisites [unlike the whole Toughness as a prerequisite thing]. You haven't put the normal boilerplate that standard actions don't cause more damage when using "For hate's sake" so you're taking 2 bleeding damage every turn. Was this intentional?

Eikonos
2009-12-05, 03:29 PM
If you have any ideas you would like to try, go ahead, I'll accept everything coming from under your keyboard :smallsmile:

If you want to try one of those: :smalltongue:


Basher
Prerequisites: Any goblinoid, Rage, ranks in Knowledge religion
Possible Benefits: reigious berserker of some sort.

Gaijin Marshall
Prerequisites: Hobgoblin, Samurai
Possible Benefits: You get sent to do the dirty work other samurai wont touch.

Orog Juggernaut
Prerequisites: Orog, Heavy Armor Proficiency, Warmage Edge
Possible Benefits: Can cast spells in the heaviest of armor.

Swords of Ilneval
Prerequisites: Any Orcish, Ilneval as Patron, Divine spellcaster
Possible benefits: Discharge spells through sword, some enhanced divination

Horns of Amon
Prerequisites: Any Orcish, ability to Bind Amon
Possible Benefits: You specialize in binding Amon, and get extra abilities when doing so

Ashen Swords
Prerequisites: Any goblinoid, ability to Bind Marchosias
Possible Benefits: Assassins who specialize in binding Marchosias

The Called
Prerequisites: Any Orcish, ability to Bind Vestiges, contacted peacefully by orcish vestige
Possible Benefits: The Called are contacted by an orc turned vestige. in life he was shunned by his tribe, and he calls upon similar outcasts.

Btw., thanks a lot for actually fulfilling my previous request :smallsmile:

Bhu
2009-12-06, 08:07 AM
Btw., thanks a lot for actually fulfilling my previous request :smallsmile:

Hey I woulda done them eventually anyway :smallbiggrin:

Bhu
2009-12-07, 06:20 AM
well as no one has objected to the BSS's abilities... (PS changed the name to penitent from Basher. sounded a lil better).

GOBLIN PENITENT

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"AAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRGGGGGGGH!!!"

Goblin Penitents are culled from the more religious of the poorer tribes (or criminals), convinced they have offended the Gods, and then brainwashed into making up for their imagined 'sins' by serving as expendable killers for the Church of Maglubiyet. Driving themselves into a fury, they throw themselves at the enemy, dying on their blades as often as they take the enemy with them.

BECOMING A GOBLIN PENITENT
An appropriate religious background is all that is needed, as well as a certain lack of emotional restraint. Being crazy helps too, and you will be soon after taking this PrC if you aren't already.

ENTRY REQUIREMENTS
Race: Any Goblinoid
Feats: Instantaneous Rage, Intimidating Rage, True Believer
Skills: Climb 4 ranks, Jump 4 ranks, Knowledge (Religion) 4 ranks
Class Features: Rage
Special: Must survive being kidnapped, tortured, and brainwashed by the Church of Maglubiyet


Class Skills
The Goblin Penitent's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Survival (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d12


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Terrifying Rage
2. +2 +3 +0 +0 Ever Increasing Madness (-2/+2)
3. +3 +3 +1 +1 Painless Rage
4. +4 +4 +1 +1 Terrifying Rage
5. +5 +4 +1 +1 Ever Increasing Madness (-4/+6)
6. +6 +5 +2 +2 Painless Rage
7. +7 +5 +2 +2 Terrifying Rage
8. +8 +6 +2 +2 Ever Increasing Madness (-6/+6)
9. +9 +6 +3 +3 Painless Rage
10.+10 +7 +3 +3 Self-Sacrifice

Weapon Proficiencies: Goblin Penitents gain no new weapon or armor proficiencies.

Terrifying Rage (Ex): At levels 1, 4, and 7 the Penitent gains an additional daily use of Rage. He also becomes terrifying to see when Raging.
At Level 1 any opponent attacked by the Penitent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the duration of the encounter. A successful Save means the opponent is immune to this particular Penitents Terrifying Rage for 24 hours.

At 4th level all opponents within 10' must make the Willpower Save to avoid being Shaken.

At 7th level if the Penitent successfully critically hits a Shaken opponent while Raging the opponent is Panicked for 1d4 rounds (he gains no additional Save to avoid this effect).

Ever Increasing Madness (Ex): The toll from the misery of the Penitents existence, and constant brainwashing eventually begin to manifest. At second level the Penitent takes a -2 Competence Penalty on all Wisdom and Charisma Based skill checks (except Intimidate), but gains a +2 Morale Bonus on all Attack and Damage rolls (including critical confirmation rolls and opposed checks for combat maneuvers such as Bull Rush, Grapple, etc.). The Penalty/Bonus increases to -4/+4 at level 5, and -6/+6 at level 8.

Painless Rage (Ex): The Penitent becomes ever more immune to pain and effects involving the nervous system when Raging. At 3rd level the Penitent gains a +2 Resistance Bonus on Saves against anything that causes one of the following Conditions: Dazed, Nauseated, Non Lethal Damage, Paralyzed, Stunned, or spells/effects that cause penalties due to Pain (such as Wrack or Symbol of Pain.

At 6th level the bonus increases to +4. The Penitent also becomes increasingly more difficult to stop, and gets a +2 Resistance Bonus on effects that cause the following conditions: Blown Away, Checked, Exhausted, Fatigued, or Knocked Down.

At 9th level the Penitent becomes immune to the Dazed, Nauseated, Paralyzed, or Stunned Conditions while Raging, as well as pain based effects. It's Bonus against being Blown Away, Checked, Exhausted, Fatigued, or Knocked Down becomes +4.

Self-Sacrifice (Ex): If you provoke an Attack of Opportunity you may let your attacker automatically hit you to do the same amount of damage to him, plus an additional 20 points of damage.

PLAYING A GOBLIN PENITENT
You are a suicidal psychotic intended to be cannon fodder. Used as a weapon of terror against the enemy you break their ranks though sheer faith that you will win out over greater odds (or occasionally with your inspiring death). At least the Church hopes so. If you live to be old enough to question your place in the scheme of things, you may be a bigger threat to the Church than all the Elves in the world...
Combat:Get angry, and run at the enemy screaming while foaming at the mouth. Seriously this is what you do for a living. Mouth foamer. Won't look good on a resume, but it does okay on the battlefield.
Advancement: Most Penitents die, so they really don't get much of time to consider options for the future.
Resources: Pretty much whatever you're able to take from opponents after crushing their head with a flail. The Church considers you throwaway conscripts, so they give you the minimum you need to exist (along with some psychedelic mushrooms to keep you in line on occasion).

GOBLIN PENITENTS IN THE WORLD
"How many arrows does it take to kill this little bastard?"
Your exposure to the world outside of your training and brainwashing sessions consists of distracting your enemy by flinging yourself on his spear in order to get close enough to kill him. You see the worlds in terms of "goblins" and "stuff that must die". It doesn't exactly garner you fame, even among your fellow Goblins.
Daily Life: You spend much time reading scripture, training, and psyching yourself up for the big day. Also, you tend to be completely out of your mind on shrooms. A lot. It helps prevent you from thinking "Wait...wtf am I DOING?".
Notables: Pancreas Devouring Bob (NE Male Goblin Barbarian 6/Goblin Penitent 6) is a young penitent who has made a name for himself by devouring a particular organ from slain foes...
Organizations: The Church of Maglubiyet sponsors (creates) the Penitents, and sees to their welfare (brainwashing). They can occasionally (almost never) ask the Church for aid (if it's in the Churches own self interests), or maybe food an shelter (a fried rat on a stick, fungus beer, and a cot in the common room).

NPC Reaction
NPC reactions can be summed up as "Holy ____, run for your lives!"

GOBLIN PENITENTS IN THE GAME
This is a PrC for mentally unstable religious fanatics. Needless to say, think it over before allowing it for that reason.
Adaptation: Goblin Penitents can be put in either serious or silly campaigns.
Encounters: Penitents can be encountered in any war or combat situation involving Goblinoids, particularly if the Church of Maglubiyet is involved.

Sample Encounter
EL 12: "Abner...this Goblin appears to be attempting to crush my groin with a large wad of string. Y'know killing him almost seems bad seeing as he's all crazy and such. Poor lil feller."


Pancreas Devouring Bob
NE Male Goblin Barbarian 6/Goblin Penitent 6
Init +2, Senses: Listen -4, Spot -4, Dark Vision 60'
Languages Common, Goblin
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AC 26, touch 13, flat-footed 24 (+1 Size, +2 Dex, +10 Armor, +3 Natural)
AC Raging 24, touch 11, flat-footed 22 (-2 Size, +1 Size, +2 Dex, +10 Armor, +3 Natural)
hp 102 (12 HD), 126 Raging
Fort +12 (+14 Raging), Ref +6, Will +4 (+6 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
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Speed 40 ft. (8 squares)
Melee +2 Heavy Flail +18/+13/+8 (1d10+9)
Melee Raging +2 Heavy Flail +20/+15/+10 (1d10+11)
Base Atk +12, Grp +14 (+16 Raging)
Atk Options Rage 4/day, Terrifying Rage, Ever Increasing Madness (-4/+4), Painless Rage
Combat Gear
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Abilities Str 14 (Str 18 Raging), Dex 15, Con 14 (Str 18 Raging), Int 8, Wis 10, Cha 12
SQ Fast Movement
Feats Extend Rage, Instantaneous Rage, Intimidating Rage, Mad Foam Rager, True Believer
Skills Climb +6 (+8 Raging), Hide +10, Intimidate +16, Jump +6 (+8 Raging), Knowledge (Religion) +3, Move Silently +10, Survival -2, Tumble +6
Possessions +2 Collision Heavy Flail, +5 Silent Moves Shadow Breastplate, +3 Amulet of Natural Armor, Keoghtoms Ointment, 1 Potion of Cure Serious Wounds, 85 GP



EPIC GOBLIN PENITENT

Hit Die: d12
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Goblin Penitent gains a Bonus Feat every 2 levels higher than 20th

Bhu
2009-12-08, 07:16 AM
Got the fluff up for the Penitent

Cieyrin
2009-12-08, 03:33 PM
That's a creepy PRC, right there. 0_0

Bhu
2009-12-09, 06:56 AM
That's a creepy PRC, right there. 0_0

Well I cant make all the Gobbin PrC's funny ones :smallwink:

Cieyrin
2009-12-09, 06:35 PM
Well I cant make all the Gobbin PrC's funny ones :smallwink:

Not expecting you to, either. Sometimes you have to have interesting/awesome ones, too.

Bhu
2009-12-10, 07:02 AM
Not expecting you to, either. Sometimes you have to have interesting/awesome ones, too.

I can but hope this is one of those. Editing in some of the abilities now.

Cieyrin
2009-12-10, 04:06 PM
Hmm, from what I can see, the minimum level to get into this PRC is as your 10th class level, not counting Flaws, as 4 feats, none of which are valid Fighter Bonus feats, means you'd have to get them all in your normal feat slots at 1st, 3rd, 6th and 9th, which kinda invalidates the current sample NPC.

Bhu
2009-12-12, 05:08 AM
Minor oopsie on my part. Fixing that, and adding in last of the class abilities now.

Cieyrin
2009-12-13, 03:26 PM
You have a typo in Ever Increasing Madness, as you give a penalty on all Wisdom and Charisma checks except for Charisma. I assume you meant to write Intimidate.

Bhu
2009-12-14, 05:45 AM
Yeah. Can't believe I missed that.

THE ASHEN SWORDS

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"Do you like my fiery crown? I take great pride in it, for rare indeed is the head of a Goblin that has worn a crown of any sort."

Few Goblins are willing to forsake their deities for something they have little knowledge and even less racial talent for such as Binding. Those few who do embrace the Binders path at some point summon Marchosias. It's as if they're draw to him somehow. Odd considering his hatred of other assassins and thieves (which the Goblin race is seemingly almost too well predicated towards becoming). It's theorized he'd like some measure of vengeance on the souls of the damned who made him a vestige, and the Ashen Swords are to be the force that delivers said vengeance. Odd and seemingly unlikely as the Goblins have rarely been known for producing armies willing to assault Hell itself. However they are thought of as generally being a token mook race (which would make their having serious power a real surprise), and they are power hungry which would make them blind enough to believe a supernatural entity who might not have their own best interests in mind. Whatever the reason Marchosisas has demanded they only accept their own as new members, and they have obliged.

BECOMING AN ASHEN SWORD
The Ashen Swords accept any Goblin who has become a strong enough Binder to Bind Marchosias.

ENTRY REQUIREMENTS
Race: Goblin
Special: Ability to Bind Marchosias, must kill an assassin whose CR is equal to your own once per year (assassin being defined as any opponent with the Sneak Attack, Sudden Strike, Death Attack, or Skirmish abilities, or that can produce a Save or Die effect)
Feats: Favored Vestige (Marchosias), Ignore Special Requirements
Skills: Diplomacy 12 ranks, Gather Information 12 ranks


Class Skills
The Ashen Sword's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, History, Local, Nobility, Religion)(Int), Move Silently (Dex), and Sense Motive (Wis).
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Sword of Ash, +1 Effective Binder Level
2. +1 +3 +0 +3 Crown of Flame, +1 Effective Binder Level
3. +2 +3 +1 +3 Cloak of Cinders, +1 Effective Binder Level
4. +3 +4 +1 +4 Scepter of Flame, +1 Effective Binder Level
5. +3 +4 +1 +4 Master Killer, +1 Effective Binder Level

Weapon Proficiencies: Ashen Swords gain proficiency with all martial weapons.

Sword of Ash (Su): At 1st level you can summon a longsword made of burning ash at will as a Free Action anytime you have successfully bound Marchosias. It acts as a +1 Flaming Burst, Bane, Fiercebane (See Magic Item Compendium), Implacable (again, see MIC) Longsword. The Bane and Fiercebane abilities work against any opponents with the Sudden Strike, Sneak Attack, or Skirmish abilities (or any opponent able to provide a Save or Die effect). This sword may only be used by you, and if it is sundered or disarmed it disappears and you may simply make another as a Free Action. You may only use this ability while Marchosias is bound to you, and the sword disappears as soon as this is not the case.

Crown of Flame (Su): At 2nd level, any time you have Marchosias bound, you may 'mark' any one opponent once per round as a Swift Action. That opponent loses any immunity or Resistance it has to Fire damage if it fails a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) for 24 hours. If it succeeds it is immune to this Ashen Swords Crown of Flame ability for 24 hours. Whenever you use this ability a literal crown of fire appears around your head, hence the name.

Cloak of Cinders (Ex): At 3rd level, any time when you have Marchosias bound and are using his Smoke Form ability any creature entering your square must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated as long as he is within your square and for 1d4 rounds after he leaves. He also takes 1d4 Fire damage from burning cinders as long as he is within your square if he has the Skirmish, Sudden Strike, or Sneak Attack abilities, or can cause a Save or Die effect.

Scepter of Flame (Su): At 4th level, any time you have Marchosias bound you can summon a flaming scepter at will as a Free Action. It is immaterial to all but you, and cannot be sundered or disarmed, but neither can you make sunder or disarm attempts with it. You gain an additional attack each round at your highest Base Attack Bonus with it, and it does 2d6 fire damage. If your opponent has the Sudden Strike, Skirmish, or Sneak Attack abilities, it does fire damage equal to the amount of dice they have in that ability instead to a minimum of 2d6 (i.e. if your opponent has +7d6 Sneak Attack, the scepter does 7d6 Fire damage on a successful hit). The scepter can do critical hits against opponents with the Sudden Strike/Sneak Attack/Skirmish abilities on a roll of 20, doing double damage. You may only use this ability while Marchosias is bound to you, and the scepter disappears as soon as this is not the case. The scepter is considered a light weapon and you are considered proficient with it.

Master Killer (Su): At 5th level any opponent who has the Skirmish, Sudden Strike, or Sneak Attack abilities no longer gets a Save against your Crown of Flame ability. If you successfully hit such an opponent with your Sword of Ash you always threaten a critical hit, even if the opponent is immune to criticals.

PLAYING AN ASHEN SWORD
You are a paradox. An assassin able to Bind (and some would say even befriend) a Vestige well known for his hatred of such. Granted you'd swear Marchosias is up to something, you just have no idea what. Until then the power he grants you is more than enough to make you take the risks associated with him. Now if only you didn't have to make that yearly tithe...
Combat: You prefer the assassins traditional method of combat: killing opponents who are unaware of you. Why fight what you can ambush?
Advancement: The Ashen Swords become obsessed with bettering their skills as assassins, and some may even take levels in more rogue-ish classes.
Resources: The Ashen Swords are a small but tight knit group, and are occasionally willing to help each other out so long as it isn't time for the tithe (at which point other members may consider you an applicable target). They are fairly wealthy as there are always patrons for supernatural killers.

ASHEN SWORDS IN THE WORLD
"We do not speak of them. Or at least I don't. Ask someone else."
The Ashen Swords interact with each other, not the world. They kill their targets, and other assassins, and the rest of the world can jump off a cliff for all they care.
Daily Life: Life is training and missions, and hiding from the retribution of others. Seriously thats all you do. Pretty much forever, or until you die, or Marchosias reveals whatever the hell he's up to.
Notables: Dust (NE Male Goblin Binder 15/Ashen Sword 1) is a new member of the Ashen Swords eagerly looking for a target to prove himself.
Organizations: The Ashen Swords are competing to be the best of the best in the assassination biz, and actively take out other Guilds and organizations in the same business. They require members to make a yearly tithe of at least one individual in the business, the top targets being any members who have left the organization. In general during the tithing week members avoid one another out of fear they may kill each other, whether they've done anything or not (because there is ample precedent for members settling scores without repercussion at this time, especially if they can't find any other assassins of a high enough CR). members can feel free to take levels in other classes, but they are still considered members of the organization even then, and will be killed if they fail to remain in contact.

NPC Reaction
Most NPC's have no idea the Ashen Swords exist, and wouldn't be too upset if they did. They may be godless abominations worshiping vestiges, but they kill rogues and assassins. No one else does that, so most common folk give them a buy.

The rich and powerful crap themselves a lot though.

ASHEN SWORDS IN THE GAME
This class will make the player a bit of a target. Be sure they can handle the pressure.
Adaptation: This is best for darker campaigns. Or maybe not (see below).
Encounters: Unless they're a qualifying target for the yearly tithe, or an Ashen Sword has been assigned to off him, it's rare that a PC will see an Ashen Sword unless he walks in on them doing a job.

Sample Encounter
EL 16: The PC's are calmly eating lunch on the patio of a local cafe when a goblin with a flaming head appears in a puff of smoke and violently beats to death a local drug lord with what appears to be a small sword made form ashes. Either the local brew has some non-standard ingredients, or they've just seen something they shouldn't...


Dust
NE Male Goblin Binder 15/Ashen Sword 1
Init +6, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin
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AC 31, touch 18, flat-footed 29 (+1 Size, +2 Dex, +8 Armor, +5 Deflection, +5 Natural)
hp 104 (16 HD)
Fort +13, Ref +7, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Sword of Ash +14/+9/+4 (1d6-1 plus 1d6 fire/19-20) or +1 Sickle +14/+9/+4 (1d4-1)
Ranged +3 Javelin +16 (1d4+1)
Base Atk +11, Grp +5
Atk Options Sword of Ash
Combat Gear
Supernatural Abilities Soul Binding (3 Vestiges), Pact Augmentation (3 abilities), Binder Level 16
-----------------------------------------------
Abilities Str 6, Dex 15, Con 14, Int 10, Wis 12, Cha 16
SQ Soul Guardian (Immune to Fear, Slippery Mind, immune to energy drain and negative levels), Suppress Sign
Feats Favored Vestige (Marchosias), Improved Critical (Longsword), Improved Initiative, Power Critical (Longsword), Weapon Finesse, Ignore Special Requirements (B), Skilled Pact making (B)
Skills Bluff +5, Concentration +4, Diplomacy +15, Gather Information +15, Hide +8, Intimidate +6, Knowledge (Arcana) +2, Move Silently +6, Ride +6, Sense Motive +4
Possessions +5 Ring of Protection, +8 Bracers of Armor, +5 Amulet of Natural Armor, +3 Returning Distance Seeking Javelin, +1 Wounding Sickle, Type 2 Bag of Holding, 393 GP



EPIC ASHEN SWORDS

Hit Die: d8
Skills Points at Each Level : 2 + int
Effective Binder Level Your Effective Binder Level continues to increase with Epic levels
Pact Augmentation At 24th level, an Epic Ashen Sword gains a sixth ability from the pact augmentation list. She gains additional abilities from the list every 4 additional levels (7 at 28th, 8 at 32nd, and so on). This functions in all other ways as the ability of the same name described in the Tome of Magic.
Bonus Feats: The Epic Ashen Swords gains a Bonus Feat every 3 levels higher than 20th

Bhu
2009-12-16, 07:18 AM
Got most of the fluff up for the Ashen Swords. Gonna be a tricksy one to do...

Bhu
2009-12-17, 07:05 AM
You think the yearly killing requirement is oka?

Cieyrin
2009-12-17, 07:02 PM
I don't know how you're going to be able to determine whether they have the ability or not but that seems more an application of Gather Information and if you're playing to Marchosias' flavor, you should be killing rogue-types on a regular basis, anyways.

Bhu
2009-12-19, 06:02 AM
I don't know how you're going to be able to determine whether they have the ability or not but that seems more an application of Gather Information and if you're playing to Marchosias' flavor, you should be killing rogue-types on a regular basis, anyways.

True but this way they have to kill one of their CR. Thats a lil more challenging.

Bhu
2009-12-19, 07:36 AM
Got all the class abilities up cept the capstone

Cieyrin
2009-12-21, 07:14 PM
Ashen Swords don't seem specifically Gobby, just a Marchosias Specialist Binder. I don't see a particular reason for that particular racial to be stuck to them, given Marchosias isn't even a Goblinoid originally.

Also, holy specialized sword, Batman! Fiery Burst Fiercebane Implacable, indeed.

Another thing, either your Scepter example is wrong or your explanation text is, as the scepter seems like it should be doing equal damage (a.k.a. 7d6 for Sneak +7d6).

Them's my 2 coppers. Take as you will.

Bhu
2009-12-22, 05:34 AM
Ashen Swords don't seem specifically Gobby, just a Marchosias Specialist Binder. I don't see a particular reason for that particular racial to be stuck to them, given Marchosias isn't even a Goblinoid originally.

Also, holy specialized sword, Batman! Fiery Burst Fiercebane Implacable, indeed.

Another thing, either your Scepter example is wrong or your explanation text is, as the scepter seems like it should be doing equal damage (a.k.a. 7d6 for Sneak +7d6).

Them's my 2 coppers. Take as you will.

Ill be working on it again soon. Work is killing me and one of my friends just had a heart attack so Im a bit frazzled right now.

Cieyrin
2009-12-22, 06:27 PM
Ill be working on it again soon. Work is killing me and one of my friends just had a heart attack so Im a bit frazzled right now.

RL comes before Forumsing, so take care of what you gotta. The thread will still be here when you come back. =3

The Tygre
2009-12-22, 08:25 PM
Good luck, Bhu. Hope you and your friend come out ahead.

sigurd
2009-12-22, 09:31 PM
I appreciate your creations but would feel terrible if you didn't take care of yourself first.

Good luck.


Sigurd

Bhu
2009-12-23, 07:41 AM
Thanks guys *hugz*

Bhu
2009-12-24, 06:29 AM
I needed a distraction, and altered some of the text, and added a capstone. Any thoughts on Binder levels?

Cieyrin
2009-12-25, 09:52 AM
Perhaps I'm wrong but it would appear to me that a Binder could enter the PRC for their 10th character level, provided the skills are in fact class skills (at my parents,' so AFB). If not, they couldn't finish the PRC till epic, which probably isn't desirable.

You may want to add on the Favored Vestige ability of the Knight of the Seal PRC or something like it, as if you're going to focus on a vestige, you may as well never fail to bind it.

Bhu
2009-12-26, 12:53 AM
They are class skills, but they cant bind marchosias until level 15 unless they take a Feat. I was just pondering if the PrC should increase their effective Binding level.

Cieyrin
2009-12-26, 02:45 PM
Oh, yeah, definitely increase effective Binder level, as the features are nice but I don't think they're any better than the other Binder PRCs, which, IIRC, all provide full Binding advancement.

Bhu
2009-12-27, 04:44 AM
kewl. There arent any Epic rules for Binders yet are there?

Bhu
2009-12-28, 07:17 AM
Found Epic stuff for Binders on Wizards and adapted it for my evil purposes. Will begin new PrC tomorrow if I get off work in time

Cieyrin
2009-12-28, 06:41 PM
Found Epic stuff for Binders on Wizards and adapted it for my evil purposes. Will begin new PrC tomorrow if I get off work in time

The Squidacolypse shall be amazing! =D

Bhu
2010-01-01, 05:28 AM
Batu, the Traitor (also called Batu the Atheist)
Batu was an Orc tired of endless warfare who led like-minded Orcs on a pilgrimage to find a new home.
Vestige Level: 3
Binding DC: 25
Special Requirement: Yes
Legend: Born blind in one eye and horribly disfigured, Batu was largely considered either blessed or cursed by Gruumsh (no one could ever really agree one way or the other initially). Not well suited for war he was drafted into the priesthood at a young age, but showed little aptitude for it. It was therefore quickly decided he was less blessed, and more of a wretched abomination. Left to his own devices Batu became one of the least likely (and most looked down upon) professions in Orc society: a scholar.

Whenever his kin ransacked a town or city, Batu made sure to get all of the records. He claimed it was to help do his part by seeing if he could find something useful, but in reality he was just curious and had nothing else to do to make himself look useful. Eventually Batu found out about Vestiges, and began researching them as much as he could given his limited resources. His travel down the path of the Binder began with his successfully summoning Naberius.

With the aid of Naberius' powers, Batu quickly managed to accrue further knowledge, and each new vestige made his life easier. Batu knew he was risking the wrath of the Orc church by summoning vestiges, but he was able to keep it concealed for quite some time. At least until his own ego became his undoing.

Being somewhat outside the mainstream of Orc society looking in, Batu had been able to see what kind of harm Gruumsh's eternal war had cost his people. He couldn't see the race surviving if they kept up the pace, and secretly he began to recruit like-minded followers (i.e. other societal outcasts), and fled, looking for a new homeland. He intended to build a base of operations to increase his own knowledge and that of his followers (including Binding) while attempting to convert new recruits.

Obviously the church wouldn't stand for this. Gruumsh's followers made it their obsession to destroy the traitor, and ironically Batu condemned himself and his followers to a long life of slaughter and flight instead of the peace they sought. The Orcs pursued them where ever they went, killing them all one by one, eventually driving Batu mad. Desperate to influence the world even after his death (which he knew was coming) Batu consulted all the vestiges he knew, and enacted a daring plan to set off a magical ritual that would not only annihilate Batu himself, but also the Orcs chasing him and what few followers he had left, while alienating the Gods as well. Apparently the spell disrupted the souls normal progression in the afterlife, potentially robbing the Gods of followers.

Much to everyone's surprise it worked. No God wanted Batu in their afterlife after his transgression, and not truly being Evil he couldn't be condemned to the lower planes in the afterlife either. Gruumsh himself decided to crush Batu's soul in the end. Batu, however, has had the last laugh. As a vestige he still inspires Orc Binders to turn their back on the traditions of their society.

Special Requirement: Batu will not allow himself to be bound by anyone worships the Orcish pantheon, or anyone who has befriended someone who does.
Manifestation: The circle floods with blood as a screaming skeleton claws it's way up from the gore. Tendons and other bits of flesh begin inching their way up the skeleton like some abnormal parasitic growth, eventually being covered over with skin and forming an incredibly deformed Orc.
Sign: Your right eye clouds over and appears to have been blind from birth (although you can see through it normally).
Influence: While under the influence of Batu hate the Gods, and are required to work against them. You are only required to attack worshipers of the Orcish pantheon on sight. Worshipers of other deities and pantheons don't require you to immediately physically attack them, but neither are you allowed to aid them.
Granted Powers: In life Batu was obsessed with knowledge, putting an end to the Orcs eternal War, and (eventually) opposing the Gods. As a vestige he grants his followers similar abilities.

Batu's Scholarship: Upon Binding Batu choose any one Int-based skill you do not have ranks in, and you gain a +2 on Checks with that skill and may use it as though you were trained.

Batu's Calming Influence: Anyone coming within 10' of you when you have Batu bound to you that is using Rage or Frenzy (or subject to a similar condition such as the Rage spell) must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or come out of the Rage/Frenzy immediately. If they have further daily uses of Rage/Frenzy they must make another Save to use one while they are within range, and even if they are successful each round they remain within range they must make another Save to avoid having it turned off again.

Batu's Hatred: You gain a +2 Bonus on all rolls made against followers of the Orcish Pantheon.

Atheism: You gain a +2 Resistance Bonus on all Saving Throws against Divine spells.

Cieyrin
2010-01-02, 04:59 PM
Ooo, a new prestige! Should be interesante, me be thinking.:smallbiggrin:

Bhu
2010-01-04, 05:45 AM
Got Batu up cept one ability. ANy thoughts?

Cieyrin
2010-01-05, 07:32 PM
I'd make the bonii Con-based and possibly give more unique powers, as it's kinda bland currently in comparison to the fluff.

Bhu
2010-01-06, 07:07 AM
I'd make the bonii Con-based and possibly give more unique powers, as it's kinda bland currently in comparison to the fluff.

Being a 3rd level Vestige he's not all that powerful unfortunately. I tried to make abilities that fit in with the fluff somehow. Oh and the Calm ability is up.

I can make the abilities more interesting with the PrC :belkar:

Bhu
2010-01-07, 05:31 AM
BATU'S DISCIPLES

Picture URL

"Nothing will end war unless the people themselves refuse to go to war."

Orcs who choose the path of the Binder usually find themselves relentlessly pursued by Gruumsh's priests. It is inevitable that they discover Batu and learn to Bind him. Almost all Orcish Binders eventually become one of the Disicples, so long as they reject the typical ways of Orc society.

BECOMING A DISCIPLE
Being born an outcast in Orc society who becomes a Binder is all that's really required. Most Binders who are Orcs find their way to Batu eventually, almost as if they are drawn to him.

ENTRY REQUIREMENTS
Race: Any Orcish
Special: Cannot worship the Orcish pantheon
Binding: Must be able to Bind Batu
Skills: Bluff +4, Diplomacy +4, Knowledge (History) +4
Feats: Favored Vestige (Batu)


Class Skills
The Disciple's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Geography, History, Religion, The Planes)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Survival (Wis).
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Atheist
2. +1 +3 +0 +3 Diplomat
3. +2 +3 +1 +3 Reluctant Warrior
4. +3 +4 +1 +4 Atheist
5. +3 +4 +1 +4 Diplomat
6. +4 +5 +2 +5 Reluctant Warrior
7. +5 +5 +2 +5 Atheist
8. +6 +6 +2 +6 Diplomat
9. +6 +6 +3 +6 Reluctant Warrior
10.+7 +7 +3 +7 Herald

Weapon Proficiencies: A Disciple gains no new weapon or armor proficiencies.

Atheist (Su): Whenever you Bind Batu the ability he grants to resist Divine Magic gradually increases in power. Beginning at 1st level you gain Spell Resistance equal to 10 plus your Disciple Level plus your Charisma Modifier, but only against Divine Magic.

At 4th level whenever your Spell Resistance is successful in stopping a Divine Magic spell, you magically heal hit points equal to the spells level x2.

At 7th level if you are required to make a Save against a Divine Magic spell to halve damage (or if it has a partial effect with a successful Save), you take no damage (or effect) on a successful Save.

Diplomat (Su): Whenever you Bind Batu, the abilities he grants you to influence others is increased. At 2nd level the range of your Batu's Calming Influence Ability is increased to 20'. It increases again to 40' at level 5, and 60' at level 8.

Reluctant Warrior (Su): Batu's Disciples prefer to avoid combat, but are not by any means pacifist. Beginning at level 3, whenever they have Batu bound, they gain a +2 Enhancement Bonus to all attack and damage rolls against any opponent who initiates a fight against them without provocation. At level 6 they also gain a +2 Deflection Bonus to AC against these same foes. At level 9 the Bonuses increase to +4.

Herald (Su): When Binding Batu, your opponents no longer get a Saving Throw against the Calming Influence he grants you, and you can reroll an Attack or Damage roll a number of times per day equal to your Charisma Modifier against any opponent who initiates a fight against you.

PLAYING A DISCIPLE
You hate your brother Orcs. They've mistreated and hounded you for all your life calling you a weakling. Calling you useless. And what happens the moment you discover a little bit of power? They accuse you of apostasy and use it as an excuse to hunt you like a dog. Jealous, all of them.
Combat: Except for your enemies you try to avoid combat. Your enemies of course being worshipers of the Orcish Pantheon (and to an extent any worshiper of the Gods really). Them you'll fight, but preferably from ambush or using traps. They do vastly outnumber you after all.
Advancement: Disciples value knowledge above all, as well as the building of a safe homeland for the Orcs who do not wish to participate in Grummsh's endless war against the other races. These two ideals drive virtually all their decisions.
Resources: The Disciples really only have each other to rely on, and quite honestly none of them are wealthy (most are dirt poor).

DISCIPLES IN THE WORLD
"HEATHENS!"
The Disciples want peace for their kin, but realize most won't accept it. For now they are content to be living in exile hiding from their brethren. But as t heir numbers increase that will not be possible, and they have no other allies in the world. Life will become increasingly tough for them.
Daily Life: Much of your time is spent studying the art of Binding in secret, and spying on the outside world. Past events have shown many of you that allies outside your own circle are unreliable, so rarely do you offer aid to others or seek it from them. You are neutral observers waiting for the right moment. The right moment for what you're unsure of, but you hope you recognize it when it comes.
Notables: Singh (CN Male Orc Binder 6/Batu's Disicple 6) is the local leader of a cell of Disciples. He finds himself in the unenviable position of being allowed to stay within the walls of a human fortress as long as he can advise them on dealing with the local Orc threat (i.e. the tribe most of his people left behind).
Organizations: The Disciples are their own organization, and one horribly underfunded and with little political or temporal power. There are much more powerful organizations dedicated to opposing both them (the Church of Gruumsh) and Binders (The Order of Seropaenes).

NPC Reaction
NPC's are usually frightened by your abilities, especially if religious. The Orcs hate you, many Paladins are sworn to hunt you down, and your only allies are the few rejects who don't fit into mainstream Orc society.

DISCIPLES IN THE GAME
Being as they are Binders, and of a stereotypically Evil race, the Disciples are in for a hard life. make sure players know this when they become one.
Adaptation: This is probably better off for darker campaigns where the Orcs are a significant presence.
Encounters: Disciples can sometimes be found raiding Orc villages to free their kindred or like minded individuals. Other than that they try to stay in hiding unless desperate.

Sample Encounter
EL 12: The PC's have been asked to bodyguard for an Orc who will be trying to negotiate with the Orc horde surrounding the city.


Singh
CN Male Orc Binder 6/Batu's Disicple 6
Init +0, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Orc
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AC 23, touch 13, flat-footed 23 (+10 Armor, +3 Deflection)
hp 78 (12 HD)
Fort +12, Ref +5, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +3 Morningstar +13/+8 (1d8+5)
Base Atk +8, Grp +10
Atk Options Reluctant Warrior (+2)
Combat Gear 3 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 14, Dex 10, Con 14, Int 10, Wis 11, Cha 14
SQ Soul Binding, Pact Augmentation (2 Abilities), Suppress Sign, Soul Guardian (Immune to Fear), Atheist (SR 18), Diplomat (40'),
Feats Favored Vestige (Batu), Armor Proficiency (Medium)(B)
Skills Bluff +8, Diplomacy +8, Gather Information +5, Hide +3, Intimidate +7, Knowledge (History) +4, Listen +3, Move Silently +3, Sense Motive +4 (+14 w/Mask)
Possessions +5 Breastplate, +3 Defending Morningstar, +3 Ring of Protection, Crystal Mask of Discernment, 3 Potions of Cure Serious Wounds, 92 GP



EPIC BATU'S DISCIPLE

Hit Die: d8
Skills Points at Each Level : 2 + int
Atheist Your Spell Resistance continues to increase with Epic levels.
Bonus Feats: The Epic Disciple gains a Bonus Feat every 3 levels higher than 20th

Bhu
2010-01-09, 04:44 AM
Following some advice on the BG forums, I have redid one of Batu's granted powers. You likee?

Debihuman
2010-01-09, 05:14 PM
Knowing as little as I do about vestiges in general, I still think Batu is very cool. And I totally dig the name.

Debby

Bhu
2010-01-11, 06:36 AM
Finished fluff for the Disciples. Powers comin tomorow if i get out of work early nuff.

Bhu
2010-01-12, 06:39 AM
Atheist ability is up.

Cieyrin
2010-01-12, 07:07 PM
I'm thinking the Disciples should probably be completely atheist, not just from the Orcish pantheon. Just my copper piece.:smallsmile:

Bhu
2010-01-13, 07:12 AM
I'm thinking the Disciples should probably be completely atheist, not just from the Orcish pantheon. Just my copper piece.:smallsmile:

They are. They just have a chip on the shoulder via the Orcish gods.

Bhu
2010-01-14, 05:38 AM
Got everything up cept capstone. Any thoughts on the abilities?

Bhu
2010-01-16, 07:28 AM
Disciples are done other than example NPC (well it needs a few feats). If you guys like it I shall start the next PrC.

Bhu
2010-01-17, 07:15 AM
Okay after this one there may be an Epic PrC or two as I have promised them to Eikonos (among others)

THE HORNS OF AMON

Picture URL

"The sun has not yet set for all time."

Not all Orc Binders who reject Gruumsh's plan for their race end up as Disciples of Batu. Many meet a Vestige more to their liking long before they learn to Bind him. Amon is a violent, angry Vestige, which is appealing to the Orc heart. Just because one disagrees with Gruumsh doesn't imply that he is a pacifist, or has given up violence as a way of solving problems if it is necessary. The Horns of Amon are well versed in violence...

BECOMING A HORN
Being an Orc Binder able to Bind Amon and being accepted by the Cult is all that's necessary.

ENTRY REQUIREMENTS
Race: Orcish
Binding: Must be able to Bind Amon, Cannot Suppress Amon's Sign when Binding him (if you do, you cannot Bind him again for 24 hours)
Feats: Favored Vestige (Amon), Favored Vestige Focus, Rapid Recovery
Skills: Knowledge (Arcana, Religion) 4 ranks


Class Skills
The Horn's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcane, History, Religion, The Planes)(Int), and Sense Motive (Wis).
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Breath of the God, +1 Effective Binder Level
2. +1 +3 +0 +3 Wisdom of the God, +1 Effective Binder Level
3. +2 +3 +1 +3 Protection of the God, +1 Effective Binder Level
4. +3 +4 +1 +4 Breath of the God, +1 Effective Binder Level
5. +3 +4 +1 +4 Wisdom of the God, +1 Effective Binder Level
6. +4 +5 +2 +5 Protection of the God, +1 Effective Binder Level
7. +5 +5 +2 +5 Breath of the God, +1 Effective Binder Level
8. +6 +6 +2 +6 Wisdom of the God, +1 Effective Binder Level
9. +6 +6 +3 +6 Protection of the God, +1 Effective Binder Level
10.+7 +7 +3 +7 Priest of the God, +1 Effective Binder Level

Weapon Proficiencies: A Horn of Amon gains no new armor proficiencies, but does become proficient with any one martial weapon.

Breath of the God (Su): At 1st level when Binding Amon you need only wait 3 rounds to use the Fire Breath ability he grants, and the range increases by +10'.

At 3rd level you need only wait 2 rounds to use the Fire Breath ability he grants, and the range increases by +20'.

At 3rd level the damage of the Fire Breath ability changes from Fire to untyped.

Wisdom of the God (Su): At 2nd, 5th, and 8th levels you gain access to a Domain. You can cast one Domain spell of each level you have access to as a Cleric of your Binder level (you choose at the beginning of the day which Domain it comes from). You gain access to the Fire Domain at 2nd level, the Sun Domain at 5th, and the Wrath Domain at 8th.

Protection of the God (Su): At 3rd level you no longer suffer from Light Sensitivity, and gain Fire Resistance 3.

At 6th level your Fire Resistance increases to 5, and you are immune to being Blinded.

At 9th level you become immune to Fire and heat damage.

Priest of the God (Su): Whenever you Bind Amon now, your type becomes Outsider with the Fire, Native, and Chaos subtypes. His BAB also increases to become equal to his HD, and all his Saves become good Saves until Amon is no longer bound.

PLAYING A HORN
The Horns of Amon have it in their heads that by converting enough beings to his worship they can resurrect the former God from his Vestige status. Obviously they haven't thought this through very well considering Amon has significant anger management issues, not to mention it would lead the Order of the Seropaenes to believe their worst fears were justified...
Combat: You rely on your granted abilities in combat, fighting with weapons only if you must. Until the cult gains more members and societal influence you actually wish to avoid fighting. no sense drawing attention to yourself.
Advancement: Being religious fanatics of a sort, the Horns of Amon devote themselves to being better priests of the God they wish to resurrect.
Resources: The Horns of Amon are basically a small cult among the Orcs as of this moment. They have whatever resources their individual members can pool together (which isn't much).

HORNS IN THE WORLD
"Shan likes fire a little too much for my taste."
The other Orcs consider you misguided at best, and a heretic needing death if they discover what you're really up to. To other humanoids outside the tribe...well you're still just a filthy Orc rapist. Basically getting people to trust you isn't easy. You're hanging out with Vestiges doesn't help much.
Daily Life: Your day is taken up by various activities for the cult, much of which requires you to go on various errands. And what better way to disguise what you're up to than by hooking up with an adventuring party going the same way as your goal.
Notables: Shan (CN Male Orc Binder 6/Horn of Amon 6) is an outcast from the Orc tribes trying to make it in the outside world as a mercenary. He's had some success, but must stay a step ahead of a great deal of enemies.
Organizations: The Horns of Amon are a small cult, and as of now they only have a very few members among the Orc race. It's possible they'll expand to the other humanoids someday, but for now it's current members have difficulty trusting non Orcish Humanoids.

NPC Reaction
Your an Orc. Even worse you're an odder Orc than usual. Everyone assumes you were cast out for the Gods know what unmentionable deeds. So take the usual hesitance/disgust shown towards Orcs and magnify that.

HORNS IN THE GAME
The Horns will have a lot of enemies who want them dead. And their 'God' will want them to do 'holy missions'. Translation: They may end up dominating play time if you let them since everyone will constantly have to fend off attacks meant to kill them.
Adaptation: This is possibly meant for a dark campaign best depending on how you as a DM play Amon.
Encounters: The Horns can be found almost anywhere on bizarre errands for Amon. They have no diea what they're doing or why, just that they need to.

Sample Encounter
EL 12: A local mercenary company has been devastated, and the PC's need cash. You can see where this is going. They sign up, and one of the few surviving members is one of the oddest Orcs they've ever seen...


Shan
CN Male Orc Binder 6/Horn of Amon 6
Init +3, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Orc, Common
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AC 23, touch 12, flat-footed 23 (-1 Dex, +9 Armor, +3 Deflection, +2 Natural)
hp 78 (12 HD)
Fort +12, Ref +3, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Falchion +13/+8 (2d4+7 plus 1d6 Fire)
Base Atk +8, Grp +12
Atk Options Breath of the God
Combat Gear 4 Potions of Cure Serious Wounds, 1 Potion of Haste
-----------------------------------------------
Abilities Str 18, Dex 9, Con 14, Int 8, Wis 10, Cha 14
SQ Wisdom of the God (Fire and Sun Domains), Protection of the God (Fire Resistance 5, Immune to being Blinded, no longer has Light Sensitivity), Pact Augmentation (2 abilities), Soul Binding, Suppress Sign, Soul Guardian (Immune to Fear)
Feats Empower Supernatural Ability (Fire Breath), Favored Vestige (Amon), Favored Vestige Focus, Improved Initiative, Rapid Recovery, Martial Weapon Proficiency (Falchion)
Skills Concentration +6, Intimidate +3, Knowledge (Arcana, Religion) +3
Possessions +1 Charging Flaming Burst Falchion, +5 Chain Shirt, +3 Ring of Protection, +2 Amulet of Natural Armor, 4 Potions of Cure Serious Wounds, 1 Potion of Haste, 625 GP



EPIC HORNS OF AMON

Hit Die: d8
Skills Points at Each Level : 2 + int
Binding Your Binder level continues to increase with Epic Level.
Bonus Feats: The Epic Horn gains a Bonus Feat every 2 levels higher than 20th

Bhu
2010-01-19, 03:42 AM
Got most of the Horns class abilities up, and a little of the fluff.

Bhu
2010-01-20, 06:05 AM
The Horns just need a capstone and they're done.

Bhu
2010-01-21, 06:19 AM
The Horns are done in theory. If you guys like the ability, I shall move on to the first Epic PrC.

The Tygre
2010-01-21, 11:27 AM
The Horns are done in theory. If you guys like the ability, I shall move on to the first Epic PrC.

YEEEEEEES. NOOOOOOW. DO IT NOOOOW.

I mean... Yeah, the Horns looks good from where I'm standing.

Cieyrin
2010-01-21, 05:38 PM
Priest of the God requiring recalculation doesn't make much sense, as most Orckies who take the PRC aren't gonna have racial hit dice to recalculate, since they'll all be class levels. Most transformation type PRCs either do a gradual transformation or change type without changing stats according to the type, so having this seems weird and unnecessary in my eyes.

Bhu
2010-01-23, 04:28 AM
I reworded it to make it clearer

Bhu
2010-01-24, 02:50 AM
I need a little time to recuperate from minor surgery. Till then you can guess what I'm up to with this:

SCARRED VETERAN

Picture URL

Why have you come here? It is well known that I do not wish to be disturbed."

"The Elven armies are marching out of the North Forests again. Their Gods have demanded retribution for our recent raids."

"Raiding is a futile effort."

"We had no choice! We needed the food!"

"And in the process you took more than their food I'd wager. And enjoyed it as well. The problem with raiding for food is that it doesn't solve your initial predicament, it just provides a short term fix while granting you new enemies. You'd have done better to trade with them, or learn their agriculture"

"Trade?!? The Elves have been our enemies since the dawn of time! They have killed countless thousands of our people! How can someone who is considered the hero of the Dawning Wars even speak of such a thing?"

"Listen to me well boy. I am old. Far older than any Orc has any right to be. I have seen countless wars in Gruumsh's name, none of which furthered the cause of our people or brought us anything to show for the countless dead lost in them. We created enemy after enemy, murdered everything in out path, and raped the women of other races in the hopes of breeding them out of existence. Our people have created so much suffering in the world it is unlikely we will ever be forgiven. You called me a hero. I am not. I am considered such because I am the only living thing to have survived the last battle of the Dawning Wars, and on that day I swore that I would never fight in the name of our Gods again. Gods look after their own wants and needs, not those of mortals. You would do better to put aside what Gruumsh demands of you, and make peace with the Elves while you can."

"I will not listen to such blasphemy! I was sent here to get your help against an old foe, and I find you weak in your old age! It is disgusting that you would turn your back on the enemies that murdered your fellow tribesmen!"

"The Elves did not kill anyone in the last battle."

"What? How is that possible? The elders say it is so?"

"Your elders repeat what has been told to them. More specifically what I told them. I knew the wars would never end, so I told them the Elves were too powerful. The Elves didn't kill our warriors, I did. And when I finished I butchered the Elves as well to ensure that they didn't press the issue and come out of the forests to pursue us. Neither side had any warrior powerful enough to fight me. The Elves didn't consider pursuing what was left of our tribe to be worth the cost, and our tribe thought the Elves were too strong to face again. I created peace for what I hoped would be several generations. Long enough for both sides to see the wars were pointless. And in a few weeks time you have ruined that. There is a price to pay for intruding on my solitude, and you will have paid it in spades before your spirit departs this realm boy. And if you are lucky I will not send your family to the Abyss directly behind you..."


Orcs live short lives. With the constant fighting they're likely to die before seeing any kind of old age, and even if they don't die on the field they're just as likely to die being challenged by one of their own to a duel, being poisoned by a slave, or die from starvation or from eating tainted food because it's the only thing available.

But some Orcs are lucky. Lucky and smart, and incredibly tough. They survive the wars, they beat all the challengers that come for them, and they're tough enough to eat any poison and come through it okay. Their endurance comes at a price. Living longer than other Orcs mean they learn much more. They get to see some of the truth about the world around them, and their place in it. It's inevitable most turn their back on the Orcs never ending racial war against the Elves and other Humanoids. They know it will end in death. They live on as protectors of their people, but they no longer identify with them. They are lost souls who feel they have no place in the world, and they are very dangerous people...

BECOMING A SCARRED VETERAN
Simple survival is how most orc warriors achieve this class, and there are perhaps a handful in the world at any given moment. Their tendencies to challenge Gruumsh inevitably get the better of them...

ENTRY REQUIREMENTS
Race: Orc
BAB: +30
Base Fort Save: +22
Damage Reduction: DR 20/-
Feats: Extend Rage, Instantaneous Rage, Mad Foam Rager, Mage Slayer, Pierce Magical Protection
Epic Feats: Damage Reduction x3, Epic Fortitude, Epic Reflexes, Epic Will, Extended Lifespan x 2
Skills: Intimidate 30 ranks, Survival 30 ranks

Class Skills
The Scarred Veteran's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (History, Local, War), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d12


Abilities
1. Legendary Killer
2. Legendary Toughness
3. Legendary Rage
4. Legendary Killer
5. Legendary Toughness
6. Legendary Rage
7. Legendary Killer
8. Legendary Toughness
9. Legendary Rage
10. Godslayer

Weapon Proficiencies: A Scarred Veteran gains no new weapon or armor proficiencies.

Legendary Killer (Ex): Beginning at 1st level you threaten a critical with any attack which rolls a natural 12 or higher. You also have a 50% chance to cause a critical hit on any creature immune to criticals if you confirm it successfully on one.

At 4th level you automatically threaten a critical with any successful hit, and may now critically hit any creature normally immune to critical hits.

At 7th level with any successful hit your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier for melee attacks or Dex modifier for Ranged attacks) or die. If the Save is successful he automatically takes the maximum damage you could do (and it's doubled do to the successful critical). You may now successfully critically hit deities (though they are still immune to the instant death effect).

Legendary Toughness (Ex): Beginning at 2nd level you are immune to disease, poison, sleep effects, stunning, or being dazed.

At 5th level your DR affects all damage that isn't done by an energy source, not just weapon attacks.

At 8th level your DR changes to Invulnerability, and is subtracted from all damage (energy included) done to you.

Legendary Rage (Ex): Beginning at 3rd level you are immune to Critical Hits and Death Effects while Raging.

At 6th Level you are immune to Mind Affecting Effects while Raging.

At 9th level you automatically succeed on all Fortitude Saves while Raging.

Godslayer (Ex): You now permanently gain the benefits of Rage with none of the drawbacks (i.e. AC penalty, limited actions, etc). If you can actually personally slay a God in combat you may take his place as a Deity with Divine Rank 1.

PLAYING A SCARRED VETERAN
You have seen every atrocity the world has to offer, and quite probably committed many of them yourself. Nothing fazes you anymore, but after years of warfare your mind has taken more than it can handle. Perhaps you find solace in remaining apart from everyone, performing your deeds in secret. Some of you have become serial killers, seeking to lose the pain of their existence by taking the lives of others away from them. Others are little more than feral beasts or delusional madmen. A few have even taken it upon themselves to take down the very Gods responsible for creating your race.
Combat: A Scarred Veteran is all about combat. That's what you've done all your life, and what you always believed you'd do in the afterlife. You've learned enough of the world to realize that war isn't the best answer, but you yourself rarely use anything but violence to solve your problems. Some say the long life of killing has unhinged you. Others realize your insanity may be the reason you've made it this far. You were simply a far better murderer than your fellow tribesmen.
Advancement: Scarred veterans almost always fall foul of the clergy of the Orc Pantheon, usually because they've abandoned it's cause. Or because they've made killing the Gods so the Orcs can get some peace a personal hobby. Because good or evil, almost all Scarred Veterans have the same goal: personally killing Gruumsh, along with the rest of the Gods.
Resources: You have whatever wealth you have gained from a life of adventuring, or plundered in nonstop warfare in the name of your former gods. A few of you may have even set yourselves up as minor kings among your kind, but usually the few existing Orc veterans are loners.

SCARRED VETERANS IN THE WORLD
"One day he'll come back to rescue us all and destroy the Elves. You'll see."
Scarred veterans have usually withdrawn from the world. Alienated from their own kind, and shunned by everyone else they feel they have no place in the world. Most are insane from the things they have witnessed or done. They may help those they find worthy, or they may devour everything in their path if disturbed.
Daily Life: Veterans are dangerously unstable, and many of them prefer the life of hermits. And as long as everyone else accepts that, things will be fine. If anyone disturbs them, and reminds them the world may not necessarily be willing to leave them alone however, bad things will happen. Nearby villages will have to accept that the powerful warrior will be spending his days picking fruit in his garden, or picking his knives out of their dead and dying bodies.
Notables: Tarn (CN Male Orc Barbarian 20/Epic Barbarian 20/Scarred Veteran 5) is a fairly unstable Orc who has achieved worldwide fame among his kind. If they knew his secrets, he'd be famous for different reasons.
Organizations: A few Scarred Veterans head their own organization, but most dislike belonging. They're too independent to want to be tied down to a bureaucracy or chain of command.

NPC Reaction
NPC's tend to either worship Veterans as heroes, or fear them. It's almost always the latter though. The Veterans are too unpredictable for the hero worship to last once people realize they're not entirely sane.

SCARRED VETERANS IN THE GAME
Make sure your players are comfortable with someone playing a lunatic. A Veteran is crazy enough that if the player decides to kill all the other members of the team in their sleep, it wouldn't be out of character. So this might be best as an NPC PrC.
Adaptation: This is definitely meant for gritty campaigns, and is fairly high level. High enough that most groups won't be playing one, though they may encounter one as an 'end boss' so to speak.
Encounters: Scarred Veterans are rarely seen, and if they are it's most likely because the PC's have accidentally stumbled on their home. At first they probably won't realize the old Orc fumbling about in his garden is any real danger. If he gets angry that will change quickly. The only other time they're encountered is when one of them finally loses it and decides to travel the Planes to personally challenge Gruumsh.

Sample Encounter
EL 45: The PC's have come across an Orc village burned to the ground a few days away from where they encountered a field littered with the corpses of an Elven battalion. Eventually they find a small cottage in the woods with an old Orc male living there. He seems to old to be a threat, and his memory is going. They decide he's of no help and ride on. At least until they notice the scare crow standing in his crops is the corpse of a young Orc warrior...


Tarn
CN Male Orc Barbarian 20/Epic Barbarian 20/Scarred Veteran 5
Init +4, Senses: Listen +34, Spot +1, Dark Vision 60'
Languages Common, Orc
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AC 44, touch 20, flat-footed 44 (+14 Armor, +10 Deflection, +10 Natural)
AC Raging 42, touch 18, flat-footed 42 (-2 Rage, +14 Armor, +10 Deflection, +10 Natural)
hp 517 (45 HD), 697 Raging
Fort +29 (+33 Raging, +39 w/Cloak, +43 w/Cloak and Raging), Ref +20 (+30 w/Cloak), Will +17 (+21 Raging, +27 w/Cloak, +31 w/Cloak and Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +13, Indomitable Will
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Speed 30 ft. (6 squares)
Melee +18 Greataxe +60/+55/+50/+45 (1d12+25, x3)
Melee Raging +18 Greataxe +64/+59/+54/+49 (1d12+31, x3)
Base Atk +37, Grp +42 (+46 Raging)
Atk Options Rage 11/day, Mighty Rage, Tireless Rage, Legendary Killer, Legendary Rage
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 20 (28 Raging), Dex 10, Con 21 (29 Raging), Int 10, Wis 12, Cha 10
SQ Light Sensitivity, Fast Movement, Illiteracy, DR 20/-, Legendary Toughness
Feats Damage Reduction x3, Daylight Adaptation, Epic Fortitude, Epic Reflexes, Epic Will, Extended Lifespan x2, Extend Rage, Great Constitution x3, Improved Initiative, Instantaneous Rage, Mad Foam Rager, Mage Slayer, Pierce Magical Protection, Terrifying Rage
Skills Climb +23 (+27 Raging), Hide +10, Intimidate +30, Jump +23 (+27 Raging), Listen +34, Move Silently +10, Ride +18, Spellcraft +2, Survival +34, Swim +23 (+27 Raging)
Possessions +6 Greater Spell Resistance (SR 27) Negating Full Plate, +10 Ring of Epic Protection, +10 Cloak of Epic Resistance, +10 Amulet of Epic Natural Armor, +18 Greataxe, Ring of Rapid Healing, Winged Boots, 2 Potions of Cure Serious Wounds, 100 GP

Bhu
2010-01-26, 04:43 AM
By the way, I'm thinking of polishing up these classes to make into a .pdf when I get them all done. Anyone interested? If so I'll be eventually be revising these once I get them all done.

Bhu
2010-01-28, 04:26 AM
FInally got chance to update the Scarred Veteran a little.

Cieyrin
2010-01-28, 06:29 PM
Hmm, so Scarred Veteran is enterable at 40th level, huh? That's what I'm gathering by my count, as it'd take about 20 epic levels to advance BAB and Fort that far. Is that intended or were you aiming at earlier entry than that?

Bhu
2010-01-29, 06:09 AM
Nope. You need to be 40th level to be one of these.

Cieyrin
2010-01-29, 06:13 PM
Nope. You need to be 40th level to be one of these.

Eh, fair enough. I just think you won't see anybody actually trying it out that far out in the power curve, honestly.

watsyurname529
2010-01-30, 06:45 PM
Okay, this time I'm going to force myself to stay on here for longer than a week.

Bhu
2010-01-30, 07:09 PM
Always nice to see you drop in brother :cool:

Bhu
2010-02-02, 05:10 AM
Got the fluff finished on Scarred Veteran.

Cieyrin
2010-02-03, 06:33 PM
Color me more intrigued by the Veteran and a pdf. I'd love to put some of these PRCs into play my games (The Treebender comes to mind...) and I'd like to see some polish on 'em.

Bhu
2010-02-04, 06:11 AM
Thanks Cieyrin. 1st class ability is up.

Bhu
2010-02-05, 08:24 AM
minor update to veteran

Cieyrin
2010-02-05, 06:03 PM
Y'know, I think this might possibly be better represented by an epic destiny, as it sounds a lot like the Blade of Ragnarok Epic Destiny (http://www.wizards.com/DnD/Article.aspx?x=dnd/drfe/20080428) (this is 3.5, by the way, not 4E. Just scroll down to the Blade of Ragnarok and you'll see what I mean.)

Bhu
2010-02-07, 07:15 AM
I'll be darned, I didn't think they did 3.5 stuff anymore. I wonder why I can see the article? All the others are blocked cause I'm not a subscriber.

Bhu
2010-02-08, 05:24 AM
Scarred Veteran updated

Cieyrin
2010-02-09, 02:49 PM
I'll be darned, I didn't think they did 3.5 stuff anymore. I wonder why I can see the article? All the others are blocked cause I'm not a subscriber.

That isn't actually recent, it's pre-4E, produced prior to its release. All the content from that era is still up and you don't need a subscription to get access to it. Wizards like never takes stuff down, either, so it'll be up a good long time, I think.

EDIT: Also, wouldn't the last step of Legendary Toughness be that their DR changed to Hardness, b/c that's basically what it is.

Speaking of, shouldn't this perhaps continue Barbarian advancement, at least DR and Rage attempts, maybe Trap Sense?

Bhu
2010-02-10, 05:56 AM
That isn't actually recent, it's pre-4E, produced prior to its release. All the content from that era is still up and you don't need a subscription to get access to it. Wizards like never takes stuff down, either, so it'll be up a good long time, I think.

EDIT: Also, wouldn't the last step of Legendary Toughness be that their DR changed to Hardness, b/c that's basically what it is.

Speaking of, shouldn't this perhaps continue Barbarian advancement, at least DR and Rage attempts, maybe Trap Sense?

i didn't call it Hardness cause theres ways around Hardness :smallwink:

i was thinking of continuing rage and such, but it's already kinda powerful...

Bhu
2010-02-11, 05:38 AM
Capstone is up. If you guys like I shall move on.

The Tygre
2010-02-11, 09:07 AM
I'd prefer you finish the sample NPC, but 'like'? I'm in love.

Bhu
2010-02-12, 06:00 AM
At a guess im thinking a 45th level character has 22,600,000 for equipment. Am I off?

Cieyrin
2010-02-12, 08:46 PM
At a guess im thinking a 45th level character has 22,600,000 for equipment. Am I off?

Well, given the MIC ends WBL at 30th without providing how to increase from there, your guess is as good as mine.

Going back to an analysis I did a while back, studying the trend of WBL, it appears that, if the pattern is followed, a 45th level character should have 15,800,000 gp. Whether that's remotely correct or not, I have no idea but hey, I'll just go with the trends I'm seeing.

Them's my 2 coppers. Take as you will.

EDIT: Congratulations, you've paved the way for an Orcish Kratos. Just get him some Blades of Chaos from some Athena wannabe and we'll be in business.

Bhu
2010-02-13, 08:19 AM
Well its in the millions either way, so I'll go with your estimate. Lemme look up epic bling and i shall equip Tarn. And now to finish those other 3 requests so I can do the Epic Goblinoid PrC:

OROG JUGGERNAUT

Picture URL

"Force is always the most effective diplomacy."

The Orog Juggernauts are a specially trained military force designed to operate in siege situations to bring down walls, or on battlefields to wipe out massed troops. Since they won't have the advantage of protective spells they train hard in ever heavier forms of armor to protect themselves.

BECOMING AN OROG JUGGERNAUT
Most Juggernauts receive training as Warmages by their races military, and the best among them progress to this class.

ENTRY REQUIREMENTS
Race: Orog
Feats: Armor Proficiency (Heavy), Battle Caster, Extra Edge
Skills: Concentration +10 ranks, Intimidate +10 ranks, Knowledge (Arcana) +10 ranks
Spells: Must be able to cast 4th level Evocation spells without preparation.


Class Skills
The Orog Jugernaut's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana, War)(Int), Spellcraft (Int), and Spot (Wis).
Skills Points at Each Level : 2 + int

Hit Dice: d6


BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Unstoppable Force 1/encounter, +1 Level of Arcane casting class
2. +1 +0 +0 +3 Warmage Mail, +1 Level of Arcane casting class
3. +1 +1 +1 +3 Blaster training +1, +1 Level of Arcane casting class
4. +2 +1 +1 +4 Unstoppable Force 2/encounter, +1 Level of Arcane casting class
5. +2 +1 +1 +4 Warmage Mail, +1 Level of Arcane casting class
6. +3 +2 +2 +5 Blaster training +2, +1 Level of Arcane casting class
7. +3 +2 +2 +5 Unstoppable Force 3/encounter, +1 Level of Arcane casting class
8. +4 +2 +2 +6 Warmage Mail, +1 Level of Arcane casting class
9. +4 +3 +3 +6 Blaster training +3, +1 Level of Arcane casting class
10.+5 +3 +3 +7 Master Blaster

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

Unstoppable Force (Su) At 1st level, once per encounter as a Free Action the Juggernaut can declare that any opponents damaged by the spell he has just cast do not receive a Saving Throw. This increases to twice per encounter at Level 4, and three times per encounter at Level 7.

Warmage Mail (Su): Beginning at 2nd level you may subtract your Warmage edge from the check penalty you take while wearing armor. For example if the Armor Check penalty is -4, and your Warmage Edge is +3, you effectively have an Armor Check Penalty of -1.

At 5th level you do not take Movement penalties in Armor while you have at least one spell slot left.

At 8th level as a Free Action you may forego using your 2nd level Warmage Mail ability, and instead gain an Enhancement Bonus to your Armor Class (or increase the one you already have if wearing magical armor) equal to your Warmage Edge. This lasts until you switch it back as a Free Action (it cannot be changed back until the beginning of your next turn).

Blaster Training (Ex): At 3rd level you gain a +1 Competence Bonus to Attack rolls with spells. This increases to +2 at level 6, and +3 at level 9.

Master Blaster (Ex): Yes. It is a bad name.

At 10th level the Orog Juggernaut may choose any one Metamagic Feat she has currently taken. A number of times per day equal to her Charisma Modifier she can apply it to a spell without it increasing the level of the spell cast. For example a 3rd level spell cast with Explosive Spell (+2 level) would normally be a 5th level spell, but in this instance is still a 3rd level spell.

PLAYING AN OROG JUGGERNAUT
You're bad. And you know it. You make sure everyone else knows it too. You rely on force as the primary means of solving any problem, and are quick to blast anything or anyone with magic. You're more restrained in battle situations because you're a professional soldier, but outside of war you can be a real screw-up.
Combat: If something makes you made blast it. If it's in your way blast it. If it looks at you funny blast it. If anyone disagrees with you blast them. Not only is it good advice because it assures you that you're enemies are dead, but it burns off the massive stress you accumulate due to training and fighting.
Advancement: Most Juggernauts simply wish to accumulate Arcane power, particularly destructive power. How you get it isn't important, and if you feel the military can't take you any further, you won't feel the need to hang about once they've finished your basic training.
Resources: Being members of the Orog military special forces you can often request equipment or help as long as it benefits the military or you have reason to have it.

OROG JUGGERNAUTS IN THE WORLD
"His presence is a force on the battlefield. It causes the other side to be nervous in anticipation. that's where I want them."
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: You spend most of your days blowing stuff up. Seriously, it's like you have a fetish for it or something. Its like your the Evil Mad Bomber, What Bombs At Midnight, except you don't discriminate based on the time of day.
Notables: Kaan (CN Male Orog Warmage 8/Orog Juggernaut 3) is a fairly unstable member typical of his profession. Unlike most he is not as unrepentantly evil, and sometimes has guilt over his actions. At least when he can see things clearly.
Organizations: All Orog Juggernauts are members of their races military, or were at one time. It's rare that a Juggernaut can be said to 'retire' without dying, however, and many join other organizations if they quit the army.

NPC Reaction
NPC's do not like you. At all. Probably because you're responsible for their home bing a pile of ash and debris. And you appear to be a bit unstable. And lets not forget the whole 'orcish race' thingie...

OROG JUGGERNAUTS IN THE GAME
The fluff for this PrC kind of infers that the Juggernauts are military special forces. If you aren't running an Orog military campaign, you'll have to do some fiddling with the PrC or simply say it takes place after the PC escaped the army.
Adaptation: Military campaigns generally imply a serious tone, but they don't have to. Although a destruction happy madman is kind of hard to make funny in the long term.
Encounters: Orog Juggernauts can be encountered in any situation involving the Orog armed forces. About the only other time they're ever seen is if they've quit or been thrown out, and joined something or someone else.

Sample Encounter
EL 15: The PC's have been asked to man a lonely watchtower at the edge of civilization, and one day it blows up with them in it. As they regain consciousness and/or their footing the PC's notice some odd orc like critters nearby...


Kaan
CN Male Orog Warmage 8/Orog Juggernaut 3
Init -1, Senses: Listen -1, Spot +5, Dark Vision 120'
Languages Orc, Undercommon
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AC 23, touch 12, flat-footed 23 (-1 Dex, +2 Natural, +9 Armor, +3 Deflection)
hp 58 (13 HD)
Fort +4 (+7 w/Cloak), Ref +2 (+5 w/Cloak), Will +8 (+11 w/Cloak)
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Speed 30 ft. (6 squares)
Melee +2 Greatsword +11 (2d6+8/19-20)
Base Atk +5, Grp +9
Atk Options Unstoppable Force 1/Encounter, Blaster Training +1, Warmage Edge (+2)
Combat Gear 2 Potion of Cure Serious Wounds
Spells Prepared 0: 6 (DC 14)
1: 7 (DC 15)
2: 7 (DC 16)
3: 7 (DC 17)
4: 7 (DC 18)
5: 4 (DC 19)
Caster Level 11th
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Abilities Str 19, Dex 8, Con 12, Int 14, Wis 8, Cha 18
SQ Energy Resistance 5 (Cold, Fire), Orc Blood, Light Blindness, Warmage Mail (-2), Armored Mage (Medium), Advanced Learning (Ray of Flame, Chain Missile)
Feats Armor Proficiency (Heavy), Battle Caster, Empower Spell, Extra Edge, Spell Focus (Evocation), Sudden Empower (B)
Skills Concentrate +15, Craft (Armorsmithing, Weaponsmithing) +9, Intimidate +18, Knowledge (Arcana) +13, Profession (Soldier) +0, Spellcraft +16, Spot +5
Possessions +1 Retaliation Greater Blurring Heavy Plate, +3 Ring of Protection, +2 Greater Dispelling Greatsword, +3 Cloak of Resistance, 2 Potion of Cure Serious Wounds, 500 GP



EPIC OROG JUGGERNAUT

Hit Die: d6
Skills Points at Each Level : 2 + int
Spells Your caster level increases with Epic levels, but you do not gain additional spells per day.
Blaster Training Your Blaster Training Bonus increases an additional +1 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Orog Juggernaut gains a Bonus Feat every x levels higher than 20th

Bhu
2010-02-15, 08:06 AM
hadda work today so the only thing I got done was the prerequisites for the Juggernaut. More is coming I promise, I just ran out of time.

Bhu
2010-02-16, 06:21 AM
got most of the fluff up.

Yora
2010-02-16, 01:23 PM
Is this only PrCs?
Because I could use some ideas for alternative Half-Orc traits.

So far I've got a +2 to all Fortitude saves covered by the Endurance feat, and a +4 bonus to all Will saves against Fear effects.
But I really need at least one actual ability, to get them in line with my other race variants. The only one I usually find is Rage 1/day, which is just a class features and doesn't fit my idea of cunning warriors and hunters.

Cieyrin
2010-02-16, 03:48 PM
Is this only PrCs?
Because I could use some ideas for alternative Half-Orc traits.

So far I've got a +2 to all Fortitude saves covered by the Endurance feat, and a +4 bonus to all Will saves against Fear effects.
But I really need at least one actual ability, to get them in line with my other race variants. The only one I usually find is Rage 1/day, which is just a class features and doesn't fit my idea of cunning warriors and hunters.

Giving them some actual racial skill bonii would probably do well, so they don't seem left out. Half-orcs are semi-bestial in nature, though tempered somewhat by their Human side, which to me would translate to bonii to Handle Animal and Survival. They'd at least balance out the Charisma penalty for Handle Animal so that animals would sense a kindred spirit.

For something that's distinctly Half-Orcish so people would want to play a Half-Orc and not just play an Orc for the better Strength bonus, maybe we should tap on their tenacity and survivability, like giving them the ability to gain temporary hit points or a minor smite against somebody that hit you, based off of Con instead of Charisma.

Just some thoughts. Them's my 2 coppers. Take as you will.

Bhu
2010-02-17, 06:56 AM
It's for anything orcish/goblinoid in general. Originally it was the Gitp side of a project on Wizards to do a Races of the Horde book, but everyone lost interest cept me. I just kept going with the PrC's. So yes go ahead and post ideas ofr variants, they are most welcome.

Bhu
2010-02-18, 07:31 AM
Got the Juggernaut fluff up

Cieyrin
2010-02-18, 03:24 PM
Got the Juggernaut fluff up

So they're Orog Warmages? Might I suggest utilizing T.G. Oskar's Warmage redux as a base to build from? Linky is here: http://www.giantitp.com/forums/showthread.php?t=131346

Bhu
2010-02-19, 06:32 AM
I'd like to have full caster progression. What do you think about 3 blank levels?

Cieyrin
2010-02-19, 03:05 PM
I'd like to have full caster progression. What do you think about 3 blank levels?

Dead levels aren't generally fun ones, so I'd say go for something minor to fill in those spots.

Bhu
2010-02-20, 05:12 AM
Dead levels aren't generally fun ones, so I'd say go for something minor to fill in those spots.

How about a cumulative +1 to hit with spells requiring an attack roll?

Cieyrin
2010-02-20, 07:37 PM
How about a cumulative +1 to hit with spells requiring an attack roll?

That could work but sounds vaguely like Battlecaster Offense to me.

Bhu
2010-02-21, 05:12 AM
Yeah but BO require you to hit them first (and this kinda stacks with it). Just need to think up capstone now.

Bhu
2010-02-23, 06:06 AM
Capstone is up. THoughts o nthe Juggernaut?

Cieyrin
2010-02-23, 03:37 PM
Capstone is up. Thoughts on the Juggernaut?

Hey, looky there, it's DMM in a semi-controlled manner, though it's all or nothing, as opposed to turn uses equal to adjustment. Considering Warmages don't really have the buffs to Persist cheese, it seems fine. Though, on the other hand, this could get pretty awesome on an epic Rainbow Mage, since you then have cleric spells to Persist. This, of course, requires that you have 10 levels in 2 PRCs, plus the Warmage levels to get into both. Oh wells... :smallwink:

Bhu
2010-02-24, 07:25 AM
Looks like I'll finish it up then and start the next one. That may require some time. Things did not go well at work today, and I do not know if I have a job as of yet, and I need to see a doctor due to a reaction to some medication he put me on.

Bhu
2010-02-25, 05:41 AM
GAIJIN MARSHALL

Picture URL

"The true barbarian is he who thinks everything barbarous but his own tastes and prejudices."

Bushido is a code prone to certain hypocrisies. While the Samurai themselves are not allowed to commit certain acts, nor break the Code, it seems perfectly okay to order their subordinates to do so. For this reason many hire foreign mercenaries that are largely considered barbarians by their people. They can order the mercs to commit any act, and a terrified populace becomes even more terrified as the Daimyo who is normally allowed to murder them by law now has a sadistic monster he sends to perform that purpose. A monster who can commit atrocities even their Lord could not.

BECOMING A GAIJIN MARSHALL
Be a warrior of a foreign country or of a minority race in the land you live in, and be pitiless enough and dangerous enough to attract the attention of a rich Daimyo who needs such a servant.

ENTRY REQUIREMENTS
Class Features: Staredown
BAB: +6
Alignment: Lawful Evil
Skills: Intimidate 6 Ranks, Sense Motive 6 Ranks
Feats: Intimidating Strike, Kiai Shout


Class Skills
The Gaijin Marshall's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Local, Nobility)(Int), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 2 + int

Hit Dice: d10


BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Glare
2. +2 +3 +0 +0 Cull the Weak 1/encounter
3. +3 +3 +1 +1 Quick Tempered 1/encounter
4. +4 +4 +1 +1 Mass Staredown
5. +5 +4 +1 +1 Cull the Weak 2/encounter
6. +6 +5 +2 +2 Quick Tempered 2/encounter
7. +7 +5 +2 +2 Improved Staredown
8. +8 +6 +2 +2 Cull the Weak 3/encounter
9. +9 +6 +3 +3 Quick Tempered 3/encounter
10.+10 +7 +3 +3 A Peon No More

Weapon Proficiencies: Gaijin Marshall's gain no new weapon or armor proficiencies.

Glare (Ex): Beginning at 1st level, if you successfully use your Staredown ability on an opponent he is -2 on all rolls, not just the ones listed on page 76 of the PHB.

Cull the Weak (Ex): Beginning at 2nd level the Gaijin Marshall may Cull an opponent once per encounter if he fits one of the following criteria: His Strength score is less than that of the Marshall's, his Hit Dice are less than the Marshall's, or he has failed a Save against the Marshall's Staredown ability. The Culling must be announced before attempting a melee attack, and the strike gains a bonus to Attack and Damage rolls equal to your Gaijin Marshall level. You gain an additional daily use at levels 5 and 8.

Quick Tempered (Ex): Beginning at 3rd level whenever you take damage you automatically threaten a critical on your next successful attack. This ability may be used once per encounter (twice per encounter at level 6, three times at level 9).

Mass Staredown (Ex): Identical to the Samurai ability listed on page 10 of the Complete Warrior.

Improved Staredown (Ex): Identical to the Samurai ability listed on page 10 of the Complete Warrior.

A Peon No More (Ex): Beginning at 10th level you may now use your Cull the Weak ability on any opponent. Any opponent subject to a Fear or Morale effect that is successfully hit by you must make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned for 1 round.

PLAYING A GAIJIN MARSHALL
As long as you keep your Lord's favor, you can do just about anything you want. And that's good, because he's probably going to ask you to do more than a few things even you don't like. And you'd better do them because otherwise he'll have you tortured to death to keep you quiet and tie up loose ends.
Combat: It's rare that you have to engage in actual combat since you're usually sent to rape and murder peasants (or put down people barely armed and inexperienced). You're an instrument of terror. But your excesses (or more accurately the excesses ordered by your Daimyo) occasionally cause serious rebellions, so you'll need to keep those combat skills sharp.
Advancement: Advancement for you will depend on whether or not you wish to follow your Lord's wishes. After all if you don't bad things will happen to you. So he pretty much decides what you'll be doing (which will heavily influence what classes you'll be taking).
Resources: While on missions for your Lord you get whatever he assigns you. And you can commandeer things in his name as long as you don't go overboard. On personal missions you might be on your own as long as your interests don't overlap those of your patron.

GAIJIN MARSHALLS IN THE WORLD
"It sounds mercenary and it smacks of rats leaving the sinking ship. But get real, when everyone is bailing out, you don't want to be the last man standing."
You pretty much interact with the world in one of two ways: A subordinate taking orders, or a brutal monster carrying them out. You rarely have any 'off time' to be yourself, always having to maintain a certain facade of control. It's little wonder you're capable of horrifying acts with that level of stress.
Daily Life: Most of your day is spent performing whatever bloody act of retribution you've been ordered to do. It's actually somewhat of a relief because if you weren't out raping and killing you'd have to be playing sycophant to your Daimyo telling him how he's always right.
Notables: Crom (LE Male Hobgoblin Samurai 6/Gaijin Marshall 5) knows he is nothing more than a tool of his Daimyo. A blunt force instrument of terror and represion, and he chafes at being used. But he has a plan...
Organizations: You pretty much belong to your Daimyo's household, which is effectively an organization even if you don't perceive every part of it. You just know he's got some ninjas somewhere spying on you.

NPC Reaction
NPC's are horrified by you, even the Daimyo's staff. After all you're little more than a monster in their eyes, and should be a slave at best, yet you're the Daimyo's right hand man. Theoretically he can order him to kill you, and what greater shame than being killed by a beast.

GAIJIN MARSHALLS IN THE GAME
This is a pretty nasty piece of work, and it assumes the PC is willing to be a monster who kills for other monsters in human form. You might wanna discuss it with your player before allowing this.
Adaptation: This one is almost definitely for dark campaigns, especially tragic ones where good and evil isn't really easily decided.
Encounters: Gaijin Marshalls are usually encountered performing work for the Daimyo. In other words murdering innocents and putting down rebellions. They can also be seen at court, being quietly intimidating.

Sample Encounter
EL 12: "The Daimyo has asked me to escort you to his presence. You are to come now. In pieces if necessary. Get dressed."


Crom
LE Male Hobgoblin Samurai 6/Gaijin Marshall 5
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 27, touch 14, flat-footed 27 (+13 Armor, +4 Deflection)
hp 93 (11 HD)
Fort +12, Ref +3, Will +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +3 bastard Sword +16/+11/+6 (1d10+5/19-20)
Base Atk +11, Grp +13
Atk Options Quick Tempered +2, Cull the Weak 2/encounter, Two Swords as One, Kiai Smite 1/day, Staredown, Glare, Mass Staredown, Quick Tempered 1/encounter
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 16
SQ
Feats Greater Kiai Shout, Intimidating Strike, Kiai Shout, Power Attack, Exotic Weapon Proficiency (Katana)(B), Quick Draw (B)
Skills Concentration +6, Intimidate +13, Knowledge (Local, Nobility) +3, Move Silently +4, Ride +3, Sense Motive +7
Possessions +5 Full Plate, +4 Ring of Deflection, +3 Bastard Sword, Cape of the Mountebank, 1 Potion of Cure Serious Wounds, 185 GP



EPIC GAIJIN MARSHALL

Hit Die: d10
Skills Points at Each Level : 2 + int
Cull the Weak You gain an additional daily use at Level 22 and every 3 levels thereafter.
Quick Tempered The Bonus of this ability increases by an additional +2 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Gaijin Marshall gains a Bonus Feat every 3 levels higher than 20th

Cieyrin
2010-02-25, 04:32 PM
Gaijin Marshal? a PRC about leading Foreigners to Japan? How...interesting. :smalltongue:

Eikonos
2010-02-25, 04:43 PM
I've been absent for a long time, lurked a little since monday, and I can only say this - outstanding orc/goblinoid stuff Bhu !! :smallcool:

DracoDei
2010-02-26, 06:33 AM
First up we have the Orc's Orc
THE INCREDIBLE ORC


The Worlds Baddest Orc (Ex): When Raging you now have Regeneration 5 instead of Fast Healing 5. You gain a +8 Enhancement Bonus to all Strength Checks, and Strength Based skill checks. Your carrying capacity is that of a creature 2 Size classes bigger. You may now Rage 1 additional time per day.

Does anything bypass this?

Bhu
2010-02-26, 07:29 AM
Thanks Eikonos!

Got the prereqs and fluff up for newest one.

Bhu
2010-02-28, 05:51 AM
Does anything bypass this?

hehehehe

prolly nothing yet. I made the April Fool's day classes to be more funny than playable. Been meaning to correct that someday.

Bhu
2010-03-01, 06:36 AM
Rest of the GM's fluff is up, and I'm beginning to edit it class abilities now.

Bhu
2010-03-03, 06:08 AM
most of the class abilities are up!

Cieyrin
2010-03-03, 04:03 PM
I'm honestly not sure how much Quick Tempered helps you, as bonuses on initiative don't help you after combat starts.

DracoDei
2010-03-03, 04:15 PM
It might if you can move up in the initiative order, thus getting your turns slightly closer together in the cycle.

Bhu
2010-03-04, 06:39 AM
I'm honestly not sure how much Quick Tempered helps you, as bonuses on initiative don't help you after combat starts.

It helps if you are attacked in a surprise round as you'll be rolling initiative the next round. Not exactly powerful but the bonus to critical confirmations helps a little. Since it is a lil weak I'll prolly have to modify it.

Bhu
2010-03-05, 06:38 AM
Edited Gaijin Marshall. Like it better?

Cieyrin
2010-03-06, 04:35 PM
Edited Gaijin Marshall. Like it better?

Hmm, a reasonable 3.0 Power Critical. Perhaps, yeah. Makes more sense, anyways.