Morty
2008-07-21, 03:36 PM
While I don't like 4ed very much, homebrewing is always fun, so I've created some goblinoid-related stuff for 4ed. Orcs also get some stuff.
Part first: new goblinoid enemies.
In 3ed, making new humanoid opponents is a simple matter of adding them class levels. In 4ed, it's not so easy. So I made few of them to unleash upon the snotty, better-than-thou adventurers(note: they're alignment: any because Always Chaotic Evil trope is stupid. If elves and dwarves can be of any alignment so can be goblins):
Goblin biters are frontline soldiers of goblin tribes, but rather than charging head-on, they prefer to fight dirty and clever.
{table=head]{colsp=2}Goblin Biter<br>Small Natural Humanoid |
Level 2 Soldier<br>XP 125
Initiative +4|{colsp=2}Senses Perception +2 Low-light vision
{colsp=3}HP 37; Bloodied 18<br>AC 17, Fortitude 13, Reflex 14, Will 11<br>Saving Throws +0<br>Speed 6
{colsp=3}BA Shortsword (Strandard; At-will) ♦ Weapon
{colsp=3}+7 vs AC; 1d6+3. +2 against prone enemies.
{colsp=3}Knee Slash (Standard; Recharge 5,6) ♦ Weapon
{colsp=3}+7 vs AC; 1d6+3. Make an additional attack: +7 vs. Ref, knock prone.
{colsp=3}Gang Up (Immediate Reaction; When an enemy within 5 squares falls prone)
{colsp=3}Shift 2 squares towards the enemy.
{colsp=3}Gang Up (Immediate Reaction; when missed by a melee attack)
{colsp=3}The goblin shifts one square
Alignment Any<br>Str 16 (+4)<br>Con 13 (+2)|Languages Common, Goblin Dex 14 (+3)<br>Int 10 (+0)|<br>Wis 12 (+1)<br>Cha 8 (+0)
{colsp=3}Skills Stealth +9, Thievery +9
{colsp=3}Equipment Hide Armor, Small Shield, Shortsword[/table]
Goblin Biter tactics: Goblin biters have a good grasp on tactics and fight smart; they try to knock a single enemy on the ground, gang up on him and stab him to death.
Goblins are experts in posionmaking and goblin darters make full use of it, aggravating the enemy with their poisonous missles.
{table=head]{colsp=2}Goblin Darter<br>Small Meduim Humanoid |
Level 1 Artillery XP 100
Initiative +4|{colsp=2}Senses Perception +1 Low-light vision
{colsp=3}HP 28; Bloodied 14<br>AC 17, Fortitude 12, Reflex 16, Will 11<br>Saving Throws +0<br>Speed 6
{colsp=3}BA Dagger (Standard; At Will) ♦ Weapon
{colsp=3}+2 vs AC; 1d4.
{colsp=3}BA Poison Dart (Standard; At Will) ♦ Weapon, Poison
{colsp=3}Ranged 10/20; +7 vs Fort; 1 poison damage and 2 ongoing poison damage(save ends).
{colsp=3}Special Poison (Standard; Twice/Encounter) ♦ Weapon, Poison
{colsp=3}Make a Poision Dart attack and if it hits, make a secondary attack: +7 vs. Fort, target gets -2 to attacks and defenses(save ends)
{colsp=3}Goblin Tactics (Immediate Reaction, when missed by a melee attacks)
{colsp=3}The goblin shifts one square
Alignment Any <br>Str 10 (+0)<br>Con 14 (+2)|Languages Common, Goblin Dex 18 (+4)<br>Int 10 (+0)|<br>Wis 13 (+1)<br>Cha 8 (-1)
{colsp=3}Skills Stealth +9, Thievery +9
{colsp=3}Equipment Leather armor, Blowgun, Darts, Poisons[/table]
Gobin Darter tactics: Goblin darters stay in the back, preferably hiding, and fire poisoned darts at the enemy. They use Special Posion on tough enemies to weaken them so their comrades can finish them off more easily. He uses Goblin Tactics to keep himself out of melee combat.
Goblin bombers excel at huring explosive and acidic products of their tribe hexers' alchemical experiments.
{table=head]{colsp=2}Goblin Bomber<br>Small Natural Humanoid |
Level 3 Artillery<br>XP 150
Initiative +#|{colsp=2}Senses Perception +2 Low-light vision
{colsp=3}HP 38; Bloodied 16<br>AC 17, Fortitude 13, Reflex 16, Will 11<br>Saving Throws +0<br>Speed 6
{colsp=3}[Type]BA Dagger (Standard; At Will) ♦ Weapon
{colsp=3}+6 vs AC; 1d4+3 damage.
{colsp=3}[Type]Sling (Standard; At Will) ♦ Weapon, Fire or Acid
{colsp=3}Ranged 5/10; +8 vs. Ref; 2d6+3 fire/acid damage and ongoing 3 fire/acid damage.
{colsp=3}Hurl Bomb (Standard; Encounter) ♦ Fire or Acid
{colsp=3}Area Burst 3 in 10; +5 vs Ref; 2d10+4 fire/acid damage to everyone. Miss: Half damage.
{colsp=3}Goblin Tactics (Immediate Reaction, when missed by a melee attacks)
{colsp=3}The goblin shifts one square
Alignment Any <br>Str 10 (+1)<br>Con 14 (+3)|Languages Common, Goblin <br>Dex 18 (+5)<br>Int 11 (+1)|<br>Wis 13 (+2)<br>Cha 8 (+0)
{colsp=3}Skills Thievery +10, Stealth +10 Acrobatics +10
{colsp=3}Equipment Leather armor, Sling, Explosive or acidic concoctions[/table]
Goblin Bomber tactics: Goblin bomber stays behind his comrades, hurling projectiles from his sling. When he thinks it's the right time, he hurls his bomb. He uses Goblin Tactics to stay out of danger.
Goblin wardancers are the elite warriors of the goblinkind. Many adventurers died surprised at their fighting prowess.
{table=head]{colsp=2}Goblin wardancer<br>Small Natural Humanoid |
Level 4 Elite Skrimisher<br>XP 350
Initiative +8|{colsp=2}Senses Perception +13; Low-light vision
{colsp=3}HP 69; Bloodied 34<br>AC 18, Fortitude 16, Reflex 18, Will 16<br>Saving Throws +2<br>Speed 6<br>Action Points 1
{colsp=3}BA Shortsword (Standard; At Will) ♦ Weapon
{colsp=3}+9 vs AC; 1d6+4 damage.
{colsp=3}Wardance (Standard; Encounter) ♦ Weapon
{colsp=3} +9 vs AC; 1d6+4, goblin wardancer shifts up to three squares and make a secondary attack. Secondary attack: same as first, goblin shifts up to three squares.
{colsp=3}Combat Advantage
{colsp=3} Goblin wardancer deals an additional 1d6 damage to any enemy he's got combat advantage against.
{colsp=3}Hunter's Quarry (Minor; At will)
{colsp=3} Once per round, Goblin wardancer designates an enemy you deal additional 1d6 damage to.
{colsp=3}Twin Strike (Standard; At Will) ♦ Weapon
{colsp=3} +9 vs. AC; 1d6 damage, make a secondary identical attack
{colsp=3}Thunderduck Boar Strike (Standard; Encounter) ♦ Weapon
{colsp=3}Goblin wardancer makes two shortsword attack and push enemy 1 square. If both attacks hit the same creature, push it 3 squares.
{colsp=3}Yield Ground (Immediate Reaction; When hit by a melee attack; Encounter)
{colsp=3} Goblin wardancer shifts 2 squares, gain +2 to defenses until the end of his next turn
{colsp=3}Jaws of the wold (Standard; Daily) ♦ Weapon
{colsp=3}Two attacks: +9 vs. AC 2d6+4 Miss: Half damage per attack
{colsp=3}Goblin tactics (Immediate Reaction; When missed by a melee attack)
{colsp=3}The goblin shifts one square
Alignment Any <br>Str 16 (+5)<br>Con 13 (+3)|Languages Common, Goblin<br>Dex 14 (+4)<br>Int 10 (+2)|<br>Wis 14 (+4)<br>Cha 8 (+1)
{colsp=3}Skills Stealth +15, Thievery +15 Dungeoneering +11 Perception +13
{colsp=3}Equipment Hide Armor, two Shortswords[/table]
Goblin wardancers lead the rest of tribe's warriors, using their wide array of tricks and attacks to mercilessly slash at their foes with their swords.
Goblin beguilers are masters of the illusion and deceptive magic.
{table=head]{colsp=2}Goblin Beguiler<br>Small Natural Humanoid |
Level 6 Controller<br>XP 250
Initiative +3|{colsp=2}Senses Perception +10; Low-ligh vision
{colsp=3}Befuddling Aura (Charm) Aura 1; Enemies in the aura are dazed<br>HP 67; Bloodied 33<br>AC 17, Fortitude 14, Reflex 18, Will 17<br>Saving Throws +0<br>Speed 6
{colsp=3}BA Dagger (Standard; At Will) ♦ Weapon
{colsp=3}+7 vs. AC; 1d4+2 damage.
{colsp=3}Shadow Bolt (Standard; At Will) ♦ Implement
{colsp=3}Ranged 10/20; +10 vs. Will; 1d6+4 and the target is blinded(save ends)
{colsp=3}Confusion (Standard; Encounter) ♦ Implement, Charm
{colsp=3}Area Burst 2; +8 vs. Will; One enemy makes a melee attack against a random ally; others are slid 2 squares.
{colsp=3}Distraction (Standard; Recharge 5,6) ♦ Implement, Charm
{colsp=3}Ranged 10; +10 vs. Will, when the target tries to move until the end of Beguiler's next turn, it instead moves in opposite direction
{colsp=3}Vanish (Minor; Encounter) ♦ Charm
{colsp=3}Goblin Beguiler Becomes invisible until the end of his next turn; attacking breaks the invisibility.
Alignment Any <br>Str 8 (+2)<br>Con 13 (+4)|Languages Common, Goblin <br>Dex 11 (+3)<br>Int 18 (+7)|<br>Wis 14 (+5)<br>Cha 10 (+3)
{colsp=3}Skills Stealth +7, Perception +10
{colsp=3}Equipment Grey robes, wand, dagger[/table]
Goblin Beguiler tactics: Goblin beguilers hide behind their allies while attempting to break the enemies rank with their spells. They often develop a liking for humilating their opponents in combat.
Goblin shadowbosses are the supreme leaders of goblin communities. They rarely lead mixed goblinoid societies, but with their astonishing cunning and more pragmatic approach than bugbear and hobgoblin chieftains they're often grey eminencies of the hordes.
{table=head]{colsp=2}Goblin shadowboss<br>Small Natural Humanoid |
Level 6 Elite Lurker(Leader)<br>XP 500
Initiative +8|{colsp=2}Senses Perception +4; Low-light vision
{colsp=3}Go for the knees Aura 5; Allies in the aura deal additional 5 damage with combat advantageHP 97; Bloodied 48<br>AC 20, Fortitude 14, Reflex 18, Will 16<br>Saving Throws +2<br>Speed 6<br>Action Points 1
{colsp=3}BA Black Blade (Standard; At Will) ♦ Weapon, Poison
{colsp=3}+11 vs AC; 1d6+4 damage and ongoing 5 poison damage(save ends)Miss: Goblin shadowboss shifts one square.
{colsp=3}Excellent Goblin Tactics (Immediate Reaction; When missed by melee attack)
{colsp=3}Goblin shadowboss makes a shortsword attack and shifts one square
{colsp=3}Fight for life (When first bloodied; Encounter)
{colsp=3}Goblin shadowboss makes two shortsword attacks and shifts two squares.
{colsp=3}Combat Advantage
{colsp=3}Goblin shadowboss deals additional 2d6 damage to an enemy against whom he has combat advantage.
Alignment Any <br>Str 10 (+3)<br>Con 13 (+4)|Languages Common, Goblin<br>Dex 18 (+7)<br>Int 10 (+3)|<br>Wis 12 (+4)<br>Cha 16 (+6)
{colsp=3}Skills Bluff +11, Diplomacy +11 Insight +9 Stealth + 12
{colsp=3}Equipment Hide Armor, Black blade[/table]
Goblin shadowboss tactics: Goblin shadowboss cleverly manuevers on the battlefield, keeping close to his allies so they can get the benefits of his aura and shifting constantly to gain combat advantage.
Hobgoblin maulers have more individual fighting style than most hobgoblins; they march in the front and crush their enemies with their mauls.
{table=head]{colsp=2}Hobgoblin Mauler<br>Medium Natural Humanoid |
Level 5 Brute<br>XP 200
Initiative +6|{colsp=2}Senses Perception +4; Low-light vision
{colsp=3}HP 78; Bloodied 39<br>AC 17, Fortitude 16, Reflex 11, Will 14<br>Saving Throws +0<br>Speed 5<br>
{colsp=3}Maul (Standard, At Will) ♦ Weapon
{colsp=3}+6 vs AC; 2d6+4 damage.
{colsp=3}Sweeping Strike (Standard, Encounter) ♦ Weapon
{colsp=3}Hobgoblin mauler makes two maul attacks
{colsp=3}Hobgoblin resilience (Immediate Interrupt; When hobgoblin mauler suffers an effect a save can end; encounter)
{colsp=3}The hobgoblin mauler makes a saving throw against the tirggering effect.
Alignment Any <br>Str 18 (+6)<br>Con 18 (+6)|Languages Common, Goblin<br>Dex 12 (+3)<br>Int 10 (+2)|<br>Wis 14 (+4)<br>Cha 8 (+1)
{colsp=3}Skills Endurance +11
{colsp=3}Equipment Maul, Scale Armor[/table]
Hobgoblin Mauler tactics: Hobgoblin maulers rush towards their enemies, crushing them with their mauls and waiting for other hobgoblin troops to come.
Hobgoblin spearfighters are lightly armored hobgoblin auxilliary troops armed with long spears.
{table=head]{colsp=2}Hobgoblin Spearfighter<br>Medium natural humanoid |
Level 5 Lurker<br>XP 200
Initiative +11|{colsp=2}Senses Perception +4; Low-light vision
{colsp=3}HP 56; Bloodied 28<br>AC 18, Fortitude 15, Reflex 15, Will 14<br>Saving Throws +0<br>Speed 6<br>
{colsp=3}BA Longspear (Standard, At-Will) ♦ Weapon
{colsp=3}+10 vs. AC, 1d10+5, reach 1
{colsp=3}Spear Lunge (Standard; Encounter) ♦ Weapon
{colsp=3}+10 vs. AC, 2d10+5, push 1 square, reach 1
{colsp=3}Keep The Distance (Immediate Reaction; when hit by a melee attack; recharge 4,5,6) ♦ Weapon
{colsp=3}+8 vs. Ref, attack misses and hobgoblin spearfighter shifts 1 square away.
{colsp=3}Hobgoblin resilience (Immediate Interrupt; When hobgoblin spearfighter suffers an effect a save can end; encounter)
{colsp=3}The hobgoblin spearfighter makes a saving throw against the tirggering effect.
Alignment Any <br>Str 16 (+5)<br>Con 14 (+4)|Languages Common, Goblin<br>Dex 16 (+5)<br>Int 10 (+2)|<br>Wis 12 (+3)<br>Cha 8 (+1)
{colsp=3}Skills Endurance + 9
{colsp=3}Equipment Hide Armor, Longspear[/table]
Bugbear Spearfighter tactics: Bugbear spearfighters try to exploit their long reach as much as they can, striking from behind formations of soldiers or maulers. They use Keep the distance to stay away from the enemy.
Bugbear bloodcasters turn bugbears' love for hunt and bloodshed into an unique type of magic as well as honor Bane's exarch and bugbear hero Hruggek.
{table=head]{colsp=2}Bugbear Bloodcaster<br>Medium Natural Humanoid |
Level 6 Controller(Leader)<br>XP 250
Initiative +4|{colsp=2}Senses Perception +8; Low-light vision
{colsp=3}HP 68; Bloodied 34<br>AC 19, Fortitude 15, Reflex 17, Will 17<br>Saving Throws +0<br>Speed 6
{colsp=3}BA Ritual Battlexe (Standard, At Will) ♦ Weapon
{colsp=3} +7 vs. AC, 1d12+4
{colsp=3}Blood Boil (Standard; recharge 5,6) ♦ Fire
{colsp=3}Close Burst 4; +7 vs. Fort; All enemies in burst take 1d10+4 damage and are weakened
{colsp=3}Blood Surge (Minor; Encounter)
{colsp=3}Close burst 5; all bugbears in burst can make basic attack as a free action.
{colsp=3}Hunting Call (Standard; Encounter)
{colsp=3}Close burst 5 ;All bugbears in burst regain their uses of Predatory Eye.
{colsp=3}Predatory Eye (Minor, Encounter)
{colsp=3}The bugbear bloodcaster deals additional 1d6 damage on a next attacks he makes with combat advantage. He must apply this bonus before the end of his next turn.
Alignment <br>Str 12 (+4)<br>Con 14 (+5)|Languages<br>Dex 12 (+4)<br>Int 16 (+6)|<br>Wis 10 (+3)<br>Cha 18 (+7)
{colsp=3}Skills Perception +8, Stealth +9
{colsp=3}Equipment Hide armor, Ritual battleaxe, severed head of a humanoid[/table]
Bugbear bloodcaster tactics: Bugbear bloodcasters start combat by casting Blood Boil and then rushing to battle along with the warriors. When the time is right, they cast Blood Rage to call the rain of blows upon the enemy. As the battle draws long, they cast Hunting Call so that their allies can fight with renewed strenght.
Bugbear chieftains rule bugbear tribes with an iron fist.
{table=head]{colsp=2}Bugbear Chieftain<br>Medium Natural Humanoid |
Level 7 Elite Brute(Leader)<br>XP 600
Initiative +4|{colsp=2}Senses Perception +4; Low-light vision
{colsp=3}HP 196; Bloodied #<br>AC 18, Fortitude 19, Reflex 16, Will 14<br>Saving Throws +2<br>Speed 6<br>Action Points 1
{colsp=3}BA Heavy Flail (Standard; At Will) ♦ Weapon
{colsp=3} +11 vs. AC, 2d8+5 damage
{colsp=3}Crushing Blow (Standard; Encounter) ♦ Weapon
{colsp=3} +11 vs. AC, 6d8+5 damage and knock prone
{colsp=3}Trample the weak (Immediate Reaction; When an adjacent enemy misses with an attack; Encounter) ♦ Weapon
{colsp=3}+11 vs. AC, 4d8+5 damage
{colsp=3}Don't Give Up (Immediate Reaction; when an ally becomes bloodied; encounter)
{colsp=3}The ally can spend a healing surge
{colsp=3}Bloodied Roar (Minor; Usable when bloodied, Encounter) ♦ Fear
{colsp=3}Close burst 1, +7 vs. Will, push one square and give -2 to attacks and defenses until the end of chieftain's next turn.
{colsp=3}Predatory Eye (Minor, Encounter)
{colsp=3}The bugbear chieftain deals additional 1d6 damage on a next attacks he makes with combat advantage. He must apply this bonus before the end of his next turn.
Alignment Any <br>Str 20 (+8)<br>Con 18 (+7)|Languages Common, Goblin <br>Dex 14 (+5)<br>Int 8 (+2)|<br>Wis 12 (+4)<br>Cha 10 (+3)
{colsp=3}Skills Stealth +10, Endurance +12
{colsp=3}Equipment Hide Armor, Heavy Flail[/table]
Bugbear chieftain tactics: Bugbear chieftain charges into battle side by side with his warriors, aiding them with his abilities.
Part two: orcish goblinoid racial feats:
While goblinoids get playable stats in Monster Manual and hobgoblins and bugbears are finally playable, no monster race get any racial feats. So while WoTC wastes time making feats for warforged, I made some for goblins and orcs:
Opportunist
Prerequisite: Goblin
Benefit: You gain +1 to AC against the enemy you've got combat advantage against.
Leap Out Of Danger
Prerequisite: Goblin, Goblin Tactics racial power
Benefit: You can use Goblin Tactics when missed by a ranged attack from 4 squares or closer
Superior Resilience
Prerequisite: Hobgoblin, Hobgoblin Resilience racial power
Benefit: You get +2 to saves made using Hobgoblin Resilience.
Formation Strike
Prerequisite: Hobgoblin
Benefit: You get +2 to attack and damage when at least one of your allies in adjacent to you.
Joy of the hunt
Prerequisite: Bugbear
Benefit: You get +2 to attacks and damage after killing an enemy until you miss with an attack.
Ambush Expertise
Prerequisite: Bugbear
Benefit: Allies within 10 squares get +1 to Stealth checks.
Warrior's Determination
Prerequisite: Orc, Warrior's Surge racial power
Benefit: When using Warrior's Surge, you gain additional HP equal to your Con or Str(whichever's higher) modifier
Unstoppable
Prerequisite: Orc
Benefit: You get +2 to saving throws agains effects with Sleep, Fear and Charm keywords.
Bane's Conquest[Divinity]
Prerequisite: Channel Divinity class feature, must worship Bane.
Benefit: You can use Bane's Conquest power.
Channel Divinity: Bane's Conquest Feat Power
Bane rewards those who earn their power by crushing the weak.
Encounter ♦ Divine
Immediate Interrupt Ranged 5
Trigger: You or an ally bloody an enemy
Effect: You or the ally can make additional basic attack against that enemy
Special: You have to take Bane's Conquest feat to use this power.
Whew, that was long. What do you think? I was also considering making goblinoid-specific paragon paths, but maybe later.
Part first: new goblinoid enemies.
In 3ed, making new humanoid opponents is a simple matter of adding them class levels. In 4ed, it's not so easy. So I made few of them to unleash upon the snotty, better-than-thou adventurers(note: they're alignment: any because Always Chaotic Evil trope is stupid. If elves and dwarves can be of any alignment so can be goblins):
Goblin biters are frontline soldiers of goblin tribes, but rather than charging head-on, they prefer to fight dirty and clever.
{table=head]{colsp=2}Goblin Biter<br>Small Natural Humanoid |
Level 2 Soldier<br>XP 125
Initiative +4|{colsp=2}Senses Perception +2 Low-light vision
{colsp=3}HP 37; Bloodied 18<br>AC 17, Fortitude 13, Reflex 14, Will 11<br>Saving Throws +0<br>Speed 6
{colsp=3}BA Shortsword (Strandard; At-will) ♦ Weapon
{colsp=3}+7 vs AC; 1d6+3. +2 against prone enemies.
{colsp=3}Knee Slash (Standard; Recharge 5,6) ♦ Weapon
{colsp=3}+7 vs AC; 1d6+3. Make an additional attack: +7 vs. Ref, knock prone.
{colsp=3}Gang Up (Immediate Reaction; When an enemy within 5 squares falls prone)
{colsp=3}Shift 2 squares towards the enemy.
{colsp=3}Gang Up (Immediate Reaction; when missed by a melee attack)
{colsp=3}The goblin shifts one square
Alignment Any<br>Str 16 (+4)<br>Con 13 (+2)|Languages Common, Goblin Dex 14 (+3)<br>Int 10 (+0)|<br>Wis 12 (+1)<br>Cha 8 (+0)
{colsp=3}Skills Stealth +9, Thievery +9
{colsp=3}Equipment Hide Armor, Small Shield, Shortsword[/table]
Goblin Biter tactics: Goblin biters have a good grasp on tactics and fight smart; they try to knock a single enemy on the ground, gang up on him and stab him to death.
Goblins are experts in posionmaking and goblin darters make full use of it, aggravating the enemy with their poisonous missles.
{table=head]{colsp=2}Goblin Darter<br>Small Meduim Humanoid |
Level 1 Artillery XP 100
Initiative +4|{colsp=2}Senses Perception +1 Low-light vision
{colsp=3}HP 28; Bloodied 14<br>AC 17, Fortitude 12, Reflex 16, Will 11<br>Saving Throws +0<br>Speed 6
{colsp=3}BA Dagger (Standard; At Will) ♦ Weapon
{colsp=3}+2 vs AC; 1d4.
{colsp=3}BA Poison Dart (Standard; At Will) ♦ Weapon, Poison
{colsp=3}Ranged 10/20; +7 vs Fort; 1 poison damage and 2 ongoing poison damage(save ends).
{colsp=3}Special Poison (Standard; Twice/Encounter) ♦ Weapon, Poison
{colsp=3}Make a Poision Dart attack and if it hits, make a secondary attack: +7 vs. Fort, target gets -2 to attacks and defenses(save ends)
{colsp=3}Goblin Tactics (Immediate Reaction, when missed by a melee attacks)
{colsp=3}The goblin shifts one square
Alignment Any <br>Str 10 (+0)<br>Con 14 (+2)|Languages Common, Goblin Dex 18 (+4)<br>Int 10 (+0)|<br>Wis 13 (+1)<br>Cha 8 (-1)
{colsp=3}Skills Stealth +9, Thievery +9
{colsp=3}Equipment Leather armor, Blowgun, Darts, Poisons[/table]
Gobin Darter tactics: Goblin darters stay in the back, preferably hiding, and fire poisoned darts at the enemy. They use Special Posion on tough enemies to weaken them so their comrades can finish them off more easily. He uses Goblin Tactics to keep himself out of melee combat.
Goblin bombers excel at huring explosive and acidic products of their tribe hexers' alchemical experiments.
{table=head]{colsp=2}Goblin Bomber<br>Small Natural Humanoid |
Level 3 Artillery<br>XP 150
Initiative +#|{colsp=2}Senses Perception +2 Low-light vision
{colsp=3}HP 38; Bloodied 16<br>AC 17, Fortitude 13, Reflex 16, Will 11<br>Saving Throws +0<br>Speed 6
{colsp=3}[Type]BA Dagger (Standard; At Will) ♦ Weapon
{colsp=3}+6 vs AC; 1d4+3 damage.
{colsp=3}[Type]Sling (Standard; At Will) ♦ Weapon, Fire or Acid
{colsp=3}Ranged 5/10; +8 vs. Ref; 2d6+3 fire/acid damage and ongoing 3 fire/acid damage.
{colsp=3}Hurl Bomb (Standard; Encounter) ♦ Fire or Acid
{colsp=3}Area Burst 3 in 10; +5 vs Ref; 2d10+4 fire/acid damage to everyone. Miss: Half damage.
{colsp=3}Goblin Tactics (Immediate Reaction, when missed by a melee attacks)
{colsp=3}The goblin shifts one square
Alignment Any <br>Str 10 (+1)<br>Con 14 (+3)|Languages Common, Goblin <br>Dex 18 (+5)<br>Int 11 (+1)|<br>Wis 13 (+2)<br>Cha 8 (+0)
{colsp=3}Skills Thievery +10, Stealth +10 Acrobatics +10
{colsp=3}Equipment Leather armor, Sling, Explosive or acidic concoctions[/table]
Goblin Bomber tactics: Goblin bomber stays behind his comrades, hurling projectiles from his sling. When he thinks it's the right time, he hurls his bomb. He uses Goblin Tactics to stay out of danger.
Goblin wardancers are the elite warriors of the goblinkind. Many adventurers died surprised at their fighting prowess.
{table=head]{colsp=2}Goblin wardancer<br>Small Natural Humanoid |
Level 4 Elite Skrimisher<br>XP 350
Initiative +8|{colsp=2}Senses Perception +13; Low-light vision
{colsp=3}HP 69; Bloodied 34<br>AC 18, Fortitude 16, Reflex 18, Will 16<br>Saving Throws +2<br>Speed 6<br>Action Points 1
{colsp=3}BA Shortsword (Standard; At Will) ♦ Weapon
{colsp=3}+9 vs AC; 1d6+4 damage.
{colsp=3}Wardance (Standard; Encounter) ♦ Weapon
{colsp=3} +9 vs AC; 1d6+4, goblin wardancer shifts up to three squares and make a secondary attack. Secondary attack: same as first, goblin shifts up to three squares.
{colsp=3}Combat Advantage
{colsp=3} Goblin wardancer deals an additional 1d6 damage to any enemy he's got combat advantage against.
{colsp=3}Hunter's Quarry (Minor; At will)
{colsp=3} Once per round, Goblin wardancer designates an enemy you deal additional 1d6 damage to.
{colsp=3}Twin Strike (Standard; At Will) ♦ Weapon
{colsp=3} +9 vs. AC; 1d6 damage, make a secondary identical attack
{colsp=3}Thunderduck Boar Strike (Standard; Encounter) ♦ Weapon
{colsp=3}Goblin wardancer makes two shortsword attack and push enemy 1 square. If both attacks hit the same creature, push it 3 squares.
{colsp=3}Yield Ground (Immediate Reaction; When hit by a melee attack; Encounter)
{colsp=3} Goblin wardancer shifts 2 squares, gain +2 to defenses until the end of his next turn
{colsp=3}Jaws of the wold (Standard; Daily) ♦ Weapon
{colsp=3}Two attacks: +9 vs. AC 2d6+4 Miss: Half damage per attack
{colsp=3}Goblin tactics (Immediate Reaction; When missed by a melee attack)
{colsp=3}The goblin shifts one square
Alignment Any <br>Str 16 (+5)<br>Con 13 (+3)|Languages Common, Goblin<br>Dex 14 (+4)<br>Int 10 (+2)|<br>Wis 14 (+4)<br>Cha 8 (+1)
{colsp=3}Skills Stealth +15, Thievery +15 Dungeoneering +11 Perception +13
{colsp=3}Equipment Hide Armor, two Shortswords[/table]
Goblin wardancers lead the rest of tribe's warriors, using their wide array of tricks and attacks to mercilessly slash at their foes with their swords.
Goblin beguilers are masters of the illusion and deceptive magic.
{table=head]{colsp=2}Goblin Beguiler<br>Small Natural Humanoid |
Level 6 Controller<br>XP 250
Initiative +3|{colsp=2}Senses Perception +10; Low-ligh vision
{colsp=3}Befuddling Aura (Charm) Aura 1; Enemies in the aura are dazed<br>HP 67; Bloodied 33<br>AC 17, Fortitude 14, Reflex 18, Will 17<br>Saving Throws +0<br>Speed 6
{colsp=3}BA Dagger (Standard; At Will) ♦ Weapon
{colsp=3}+7 vs. AC; 1d4+2 damage.
{colsp=3}Shadow Bolt (Standard; At Will) ♦ Implement
{colsp=3}Ranged 10/20; +10 vs. Will; 1d6+4 and the target is blinded(save ends)
{colsp=3}Confusion (Standard; Encounter) ♦ Implement, Charm
{colsp=3}Area Burst 2; +8 vs. Will; One enemy makes a melee attack against a random ally; others are slid 2 squares.
{colsp=3}Distraction (Standard; Recharge 5,6) ♦ Implement, Charm
{colsp=3}Ranged 10; +10 vs. Will, when the target tries to move until the end of Beguiler's next turn, it instead moves in opposite direction
{colsp=3}Vanish (Minor; Encounter) ♦ Charm
{colsp=3}Goblin Beguiler Becomes invisible until the end of his next turn; attacking breaks the invisibility.
Alignment Any <br>Str 8 (+2)<br>Con 13 (+4)|Languages Common, Goblin <br>Dex 11 (+3)<br>Int 18 (+7)|<br>Wis 14 (+5)<br>Cha 10 (+3)
{colsp=3}Skills Stealth +7, Perception +10
{colsp=3}Equipment Grey robes, wand, dagger[/table]
Goblin Beguiler tactics: Goblin beguilers hide behind their allies while attempting to break the enemies rank with their spells. They often develop a liking for humilating their opponents in combat.
Goblin shadowbosses are the supreme leaders of goblin communities. They rarely lead mixed goblinoid societies, but with their astonishing cunning and more pragmatic approach than bugbear and hobgoblin chieftains they're often grey eminencies of the hordes.
{table=head]{colsp=2}Goblin shadowboss<br>Small Natural Humanoid |
Level 6 Elite Lurker(Leader)<br>XP 500
Initiative +8|{colsp=2}Senses Perception +4; Low-light vision
{colsp=3}Go for the knees Aura 5; Allies in the aura deal additional 5 damage with combat advantageHP 97; Bloodied 48<br>AC 20, Fortitude 14, Reflex 18, Will 16<br>Saving Throws +2<br>Speed 6<br>Action Points 1
{colsp=3}BA Black Blade (Standard; At Will) ♦ Weapon, Poison
{colsp=3}+11 vs AC; 1d6+4 damage and ongoing 5 poison damage(save ends)Miss: Goblin shadowboss shifts one square.
{colsp=3}Excellent Goblin Tactics (Immediate Reaction; When missed by melee attack)
{colsp=3}Goblin shadowboss makes a shortsword attack and shifts one square
{colsp=3}Fight for life (When first bloodied; Encounter)
{colsp=3}Goblin shadowboss makes two shortsword attacks and shifts two squares.
{colsp=3}Combat Advantage
{colsp=3}Goblin shadowboss deals additional 2d6 damage to an enemy against whom he has combat advantage.
Alignment Any <br>Str 10 (+3)<br>Con 13 (+4)|Languages Common, Goblin<br>Dex 18 (+7)<br>Int 10 (+3)|<br>Wis 12 (+4)<br>Cha 16 (+6)
{colsp=3}Skills Bluff +11, Diplomacy +11 Insight +9 Stealth + 12
{colsp=3}Equipment Hide Armor, Black blade[/table]
Goblin shadowboss tactics: Goblin shadowboss cleverly manuevers on the battlefield, keeping close to his allies so they can get the benefits of his aura and shifting constantly to gain combat advantage.
Hobgoblin maulers have more individual fighting style than most hobgoblins; they march in the front and crush their enemies with their mauls.
{table=head]{colsp=2}Hobgoblin Mauler<br>Medium Natural Humanoid |
Level 5 Brute<br>XP 200
Initiative +6|{colsp=2}Senses Perception +4; Low-light vision
{colsp=3}HP 78; Bloodied 39<br>AC 17, Fortitude 16, Reflex 11, Will 14<br>Saving Throws +0<br>Speed 5<br>
{colsp=3}Maul (Standard, At Will) ♦ Weapon
{colsp=3}+6 vs AC; 2d6+4 damage.
{colsp=3}Sweeping Strike (Standard, Encounter) ♦ Weapon
{colsp=3}Hobgoblin mauler makes two maul attacks
{colsp=3}Hobgoblin resilience (Immediate Interrupt; When hobgoblin mauler suffers an effect a save can end; encounter)
{colsp=3}The hobgoblin mauler makes a saving throw against the tirggering effect.
Alignment Any <br>Str 18 (+6)<br>Con 18 (+6)|Languages Common, Goblin<br>Dex 12 (+3)<br>Int 10 (+2)|<br>Wis 14 (+4)<br>Cha 8 (+1)
{colsp=3}Skills Endurance +11
{colsp=3}Equipment Maul, Scale Armor[/table]
Hobgoblin Mauler tactics: Hobgoblin maulers rush towards their enemies, crushing them with their mauls and waiting for other hobgoblin troops to come.
Hobgoblin spearfighters are lightly armored hobgoblin auxilliary troops armed with long spears.
{table=head]{colsp=2}Hobgoblin Spearfighter<br>Medium natural humanoid |
Level 5 Lurker<br>XP 200
Initiative +11|{colsp=2}Senses Perception +4; Low-light vision
{colsp=3}HP 56; Bloodied 28<br>AC 18, Fortitude 15, Reflex 15, Will 14<br>Saving Throws +0<br>Speed 6<br>
{colsp=3}BA Longspear (Standard, At-Will) ♦ Weapon
{colsp=3}+10 vs. AC, 1d10+5, reach 1
{colsp=3}Spear Lunge (Standard; Encounter) ♦ Weapon
{colsp=3}+10 vs. AC, 2d10+5, push 1 square, reach 1
{colsp=3}Keep The Distance (Immediate Reaction; when hit by a melee attack; recharge 4,5,6) ♦ Weapon
{colsp=3}+8 vs. Ref, attack misses and hobgoblin spearfighter shifts 1 square away.
{colsp=3}Hobgoblin resilience (Immediate Interrupt; When hobgoblin spearfighter suffers an effect a save can end; encounter)
{colsp=3}The hobgoblin spearfighter makes a saving throw against the tirggering effect.
Alignment Any <br>Str 16 (+5)<br>Con 14 (+4)|Languages Common, Goblin<br>Dex 16 (+5)<br>Int 10 (+2)|<br>Wis 12 (+3)<br>Cha 8 (+1)
{colsp=3}Skills Endurance + 9
{colsp=3}Equipment Hide Armor, Longspear[/table]
Bugbear Spearfighter tactics: Bugbear spearfighters try to exploit their long reach as much as they can, striking from behind formations of soldiers or maulers. They use Keep the distance to stay away from the enemy.
Bugbear bloodcasters turn bugbears' love for hunt and bloodshed into an unique type of magic as well as honor Bane's exarch and bugbear hero Hruggek.
{table=head]{colsp=2}Bugbear Bloodcaster<br>Medium Natural Humanoid |
Level 6 Controller(Leader)<br>XP 250
Initiative +4|{colsp=2}Senses Perception +8; Low-light vision
{colsp=3}HP 68; Bloodied 34<br>AC 19, Fortitude 15, Reflex 17, Will 17<br>Saving Throws +0<br>Speed 6
{colsp=3}BA Ritual Battlexe (Standard, At Will) ♦ Weapon
{colsp=3} +7 vs. AC, 1d12+4
{colsp=3}Blood Boil (Standard; recharge 5,6) ♦ Fire
{colsp=3}Close Burst 4; +7 vs. Fort; All enemies in burst take 1d10+4 damage and are weakened
{colsp=3}Blood Surge (Minor; Encounter)
{colsp=3}Close burst 5; all bugbears in burst can make basic attack as a free action.
{colsp=3}Hunting Call (Standard; Encounter)
{colsp=3}Close burst 5 ;All bugbears in burst regain their uses of Predatory Eye.
{colsp=3}Predatory Eye (Minor, Encounter)
{colsp=3}The bugbear bloodcaster deals additional 1d6 damage on a next attacks he makes with combat advantage. He must apply this bonus before the end of his next turn.
Alignment <br>Str 12 (+4)<br>Con 14 (+5)|Languages<br>Dex 12 (+4)<br>Int 16 (+6)|<br>Wis 10 (+3)<br>Cha 18 (+7)
{colsp=3}Skills Perception +8, Stealth +9
{colsp=3}Equipment Hide armor, Ritual battleaxe, severed head of a humanoid[/table]
Bugbear bloodcaster tactics: Bugbear bloodcasters start combat by casting Blood Boil and then rushing to battle along with the warriors. When the time is right, they cast Blood Rage to call the rain of blows upon the enemy. As the battle draws long, they cast Hunting Call so that their allies can fight with renewed strenght.
Bugbear chieftains rule bugbear tribes with an iron fist.
{table=head]{colsp=2}Bugbear Chieftain<br>Medium Natural Humanoid |
Level 7 Elite Brute(Leader)<br>XP 600
Initiative +4|{colsp=2}Senses Perception +4; Low-light vision
{colsp=3}HP 196; Bloodied #<br>AC 18, Fortitude 19, Reflex 16, Will 14<br>Saving Throws +2<br>Speed 6<br>Action Points 1
{colsp=3}BA Heavy Flail (Standard; At Will) ♦ Weapon
{colsp=3} +11 vs. AC, 2d8+5 damage
{colsp=3}Crushing Blow (Standard; Encounter) ♦ Weapon
{colsp=3} +11 vs. AC, 6d8+5 damage and knock prone
{colsp=3}Trample the weak (Immediate Reaction; When an adjacent enemy misses with an attack; Encounter) ♦ Weapon
{colsp=3}+11 vs. AC, 4d8+5 damage
{colsp=3}Don't Give Up (Immediate Reaction; when an ally becomes bloodied; encounter)
{colsp=3}The ally can spend a healing surge
{colsp=3}Bloodied Roar (Minor; Usable when bloodied, Encounter) ♦ Fear
{colsp=3}Close burst 1, +7 vs. Will, push one square and give -2 to attacks and defenses until the end of chieftain's next turn.
{colsp=3}Predatory Eye (Minor, Encounter)
{colsp=3}The bugbear chieftain deals additional 1d6 damage on a next attacks he makes with combat advantage. He must apply this bonus before the end of his next turn.
Alignment Any <br>Str 20 (+8)<br>Con 18 (+7)|Languages Common, Goblin <br>Dex 14 (+5)<br>Int 8 (+2)|<br>Wis 12 (+4)<br>Cha 10 (+3)
{colsp=3}Skills Stealth +10, Endurance +12
{colsp=3}Equipment Hide Armor, Heavy Flail[/table]
Bugbear chieftain tactics: Bugbear chieftain charges into battle side by side with his warriors, aiding them with his abilities.
Part two: orcish goblinoid racial feats:
While goblinoids get playable stats in Monster Manual and hobgoblins and bugbears are finally playable, no monster race get any racial feats. So while WoTC wastes time making feats for warforged, I made some for goblins and orcs:
Opportunist
Prerequisite: Goblin
Benefit: You gain +1 to AC against the enemy you've got combat advantage against.
Leap Out Of Danger
Prerequisite: Goblin, Goblin Tactics racial power
Benefit: You can use Goblin Tactics when missed by a ranged attack from 4 squares or closer
Superior Resilience
Prerequisite: Hobgoblin, Hobgoblin Resilience racial power
Benefit: You get +2 to saves made using Hobgoblin Resilience.
Formation Strike
Prerequisite: Hobgoblin
Benefit: You get +2 to attack and damage when at least one of your allies in adjacent to you.
Joy of the hunt
Prerequisite: Bugbear
Benefit: You get +2 to attacks and damage after killing an enemy until you miss with an attack.
Ambush Expertise
Prerequisite: Bugbear
Benefit: Allies within 10 squares get +1 to Stealth checks.
Warrior's Determination
Prerequisite: Orc, Warrior's Surge racial power
Benefit: When using Warrior's Surge, you gain additional HP equal to your Con or Str(whichever's higher) modifier
Unstoppable
Prerequisite: Orc
Benefit: You get +2 to saving throws agains effects with Sleep, Fear and Charm keywords.
Bane's Conquest[Divinity]
Prerequisite: Channel Divinity class feature, must worship Bane.
Benefit: You can use Bane's Conquest power.
Channel Divinity: Bane's Conquest Feat Power
Bane rewards those who earn their power by crushing the weak.
Encounter ♦ Divine
Immediate Interrupt Ranged 5
Trigger: You or an ally bloody an enemy
Effect: You or the ally can make additional basic attack against that enemy
Special: You have to take Bane's Conquest feat to use this power.
Whew, that was long. What do you think? I was also considering making goblinoid-specific paragon paths, but maybe later.