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Thread: Orc/Goblinoid Resources
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2011-05-11, 01:50 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Okay I got most of the crunch except cost and creation up. Let me peek an see if there's anything I can find on costs/creation for sets since I haven't done them before and I'll finish this up and get the next one.
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2011-05-13, 02:30 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Whilst I work up the costs and floof for the Juggernaut armor, which of the races would you guys like to see an item set for next?
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2011-05-13, 11:15 AM (ISO 8601)
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2011-05-15, 01:15 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Miner's Array Pieces and Abilities
Code:Piece Body Slot Price Miner's Helm Head Miner's Mask Face Miner's Pick - (Carried) Miner's Toolbelt Waist
Miners Array Collection Benefits
Code:Pieces Worn Collection Benefits 2 pieces worn You no longer need air as long as you are wearing at least 2 pieces of the set (one piece must be mask). 4 pieces worn You can cast Stoneskin upon yourself 3/day as an Immediate Action.
Price (Item Level): 60,360 GP
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC: 18) Divination
Activation: Swift (Mental)
Weight: 1/2 lb.
The Miner's Helm is a steel helmet with a golden disk prominently on the front. It's wearer can cast Continual Flame at will. Three times per day he may cast Scrying, which is usually used to find missing miners in the event of cave-in's.
Prerequisites: Craft Magic Arms and Armor, Continual Flame, Scrying
Cost to Create: 15,180 GP, 60 days, 2,414 XP
Miners Mask
Price (Item Level): 30,000 GP
Body Slot: Face
Caster Level: 5th
Aura: Faint; (DC: 18) Abjuration
Activation: - (Continuous)
Weight: 1/2 lb.
This form fitting steel face mask provides it's wearer with air as long as it is worn, allowing him to breathe in any circumstances whether underwater or underground and making him immune to attacks based on gas or smoke.
Prerequisites: Craft Magic Arms and Armor, Gas Mask
Cost to Create: 15,000 GP, 15 days, 1,200 XP
Gas Mask
Abjuration
Level: Sor/ Wiz 3
Components: V, S, F
Casting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Minute/Level
An invisible field of force covers your head providing you with oxygen and making you immune to tasks based on stench (Ghasts, Stinking Cloud), smoke, or gasses (including some breath weapon). Focus is a miniature representation of a gas mask.
Miners Pick
Price (Item Level): 73,446 GP
Body Slot: - (Carried)
Caster Level: 11th
Aura: Moderate; (DC: 20) Transmutation
Activation: Swift (Mental)
Weight: 6 lbs.
The wielder of this +1 Heavy Pick can cast Move Earth 3/day.
Prerequisites: Craft Magic Arms and Armor, Move Earth
Cost to Create: 36,723 GP, 74 days, 2.938 XP
Miners Toolbelt
Price (Item Level): 3,200
Body Slot: Waist
Caster Level: 1st
Aura: Faint; (DC: 15) Universal
Activation: Swift (Mental)
Weight: 6 lbs.
This Toolbelt contains enchanted mining tools. They provide a +4 Enchantment Bonus to Profession (Miner) Checks and Knowledge (Architecture and Engineering) Checks when used.
Prerequisites: Craft Magic Arms and Armor, 4 ranks in Profession (Miner) and Knowledge (Architecture and Engineering)
Cost to Create: 1,600 GP, 2 days, 128 XP
Lore
Characters who have Knowledge (Architecture or Engineering, Dungeoneering, History) or the Bardic Knowledge ability can research Miner's Arrays. When a character succeeds on a Check the following Lore is revealed, including that from lower DC's:
DC 15 Long in the past a large mining consortium had a problem. They wanted the mine too be profitable, so they skipped safety measures. Cave-in's became inevitable, costing them large swathes of their Dekanter slaves when they died trapped underground. So they had magic items designed that would allow for the survival of their slaves taskmasters (who would presumably use them to save their charges).
DC 20 It worked fairly well for the mining companies for some time. At least until escaped slaves brought word of the magic items back to the Goblin military. Their use in underground warfare was obvious, and the slave rebellion was on.
DC 25 The military eventually codified the first true sets of Miner Arrays, making small elite groups all but immune to cave-in's.
DC 30 A check of 30 or higher reveals the location of another piece of the set.Last edited by Bhu; 2011-09-12 at 06:57 PM.
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2011-05-19, 02:50 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Juggernaut Plate has base prices. Usually the DMG is a lil off so lemme know if you think they're too spensive.
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2011-05-20, 02:20 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
I reduced the mask based on feedback elsewhere. The armor is also quite expensive so unless I've over priced it bad, i may need to reduce it's power.
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2011-05-21, 02:44 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Juggernaut Plate is revised and repriced. Any thoughts?
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2011-05-26, 01:30 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
SHould I go back to the PrC's?
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2011-05-26, 08:02 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
I do not dislike the juggernaut plate.
As for Cieyrin's suggestion for hobgoblin armour sets:
Hobgoblin Heavy Cavalry set
This armour is heavier even than dwarven mountain plate, designed as it is to be solely used by the hardiest of the hobgoblin knights, mounted on massive creatures which make horses and similar creatures look puny. The smallest creature which hobgoblins have been seen using this equipment on would be the bloodstriker dinosaur - most other less-than-huge animals are not strong enough to bear one wearing this equipment. Note that this set it too heavy for flying creatures which are smaller than gargantuan.
- If at least three items are used, of which one is the saddle, the concealment acts as per standard, with enemies receiving a 20% miss chance.
- If at least three items are used, of which one is the shield, anyone who can recognize the crest via a knowledge (noblity) check will instantly know if the person wearing the suit of armour is (one of) its rightful owner(s) or not, even if the wearer is helmeted or disguised.
- If at least four items are used, of which one is the barding, the fortification on the barding is treated as medium.
- If at least three components are used, of which one is the set of legwear, knights who do have the 'ride by attack' feat may elect to use the kick as a ride-by attack and still be able to end their move with a charge a different target. They still receive the penalties which fighting with multiple weapons bring, but obviously can use a shield.
- If at least three items are used, of which one is the lance AND the user is fighting directly on the behalf of the church of Nomog-Geaya and/or Maglubiyet, the weapon also has the 'bane' enchantment, directed towards whatever principal foe the church has at the moment. In the case of a civil war or crusade against a different goblinoid religion, goblinoid is not an acceptable focus for the bane effect, but if the enemy has a very prominent ally or backer (such as some form of outsider), those might be targeted instead.
- If at least three items are used, of which one is the suit of plate mail, the immunity to bleeding extends to the mount.
If the entire set is used by the rightful owner who must be a hobgoblin, the user also receives medium fortification, the armour bonus on the mount's barding increases by +1, both the rider and mount become immune to constitution damage and both have their critical threat range doubled on a charge or ride-by attack (this works with the lance's blessed nature).
Monster-Rider Saddle.
Bridging the gap between a normal saddle and an armoured howdah, this piece of equipment includes a large metal screen that rises from before the gulletmost of the way to the rider's torso and a similar arrangement at the back. These solid steel barrier combined with a slight magical enhancement grant the rider limited concealment, granting enemies a 10 % miss chance. The saddle also mitigates most ride penalties derived from the creature's unique aspects such as the bloodstriker's spiked skin and grant the rider a +4 to ride checks to stay in the saddle (as opposed to the normal military saddle's +2). In other respects, this can be seen as a normal military saddle.
Say, 3850 gp
The armour plates are often decorated with goblinoid holy symbols and grant the riders additional magical effects which vary depending on the knightly order and patron deity of the noble who originally commissioned this item.
Sharpened Sabaton
A bit of a misnomer as a pair of cuisses and poleyns are also included in this entry, this set of heavy legwear is again designed with knights in mind. Gaps between plates are small and there is chain mail underneath, granting the knight an additional +2 to armour class. Additionally, these allow knights to deliver a secondary kick attack via kicking foes with sabatons that have been sharpened and reinforced to the point that they deal damage as a 1d6 (x3) one-handed weapon. The sabatons are designed solely for mounted combat and as such cannot be used when dismounted. They also impose an additional movement speed penalty of 5 to the wearer when dismounted.
Cost: As per +2 armour. 4250 gp.
Hobgoblin cavalry shield.
A larger version of the normal rider's shield (races of stone), this shield comes with a +3 additional bonus to armour, of which +2 is a magical deflection bonus and +1 an extraordinary increase to the shield's basic statistics (this is added to the +2 from a basic rider's shield and marked separately as shields' effectiveness is often increased in homebrew settings). This shield also has the arrow catching special trait and is blazoned with the proper owner's signature crest.
Hmm... This'd be a +4 or +5 item? Perhaps should be lowered to a +3...
Beast's Barding.
This piece of barding is designed with the monsters' natural armour in mind and only covers the vulnerable portions that the natural armour and saddle do not grant sufficient protection to. It thus acts as a +1 breastplate of light fortification for that species of creature.
Cost: 1100+(+2) = 5100 Gp
Spear of Supremacy.
This exceptionally long +2 lance is blessed by a high priest of Nomog-Geaya and is treated as if it had an effect similar to the 'bless weapon' spell, though aligned evil or lawful (depending on the original owner's preference) instead of good in the hands of a hobgoblin. As the goblinoids most often see themselves as rightfully dedicated to their gods, the spells are still seen as 'bless weapon', rather than a corruption.
Cost: As +3 lance (standard: 18310 gp)
Plate of The Unbloodied.
This suit of Heavy Plate (Races of Stone) comes with an especially thick gorget and chain mail in the joints, as well as a minor magical enhancement. It acts as a +1 Heavy Plate of Light Fortification, which makes the wearer immune to Bleeding attacks and other forms of persistent bloodloss, as all wounds seal immediately. Note that this suit comes with an extra set of legwear which provides no separate enhancement, but is not as cumbersome as the Sharpened Sabatons and therefore tends to be equipped if the knight expects to be dismounted for extended periods of time.
Cost: As +2 Heavy Plate +1200 gp (7350 gp)
And done.Last edited by Icedaemon; 2011-06-19 at 08:26 AM.
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2011-05-28, 09:49 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Since your set of armor talks about it being heavier than mountain plate and lacks any central armor, I would indeed add a set of armor, probably Battle Plate.
Also, it should be noted that there is an evil version of bless weapon already, Corrupt Weapon, which is a blackguard spell.
Finally, the Monster Rider Saddle seems...a bit confusing with directional concealment, given D&D did away with most directional effects in the conversion from 3.0 to 3.5. Especially with the lack of facing, it seems like a rules mess waiting to happen. I'd reflavor and make the concealment omnidirectional and think up a new collection benefit where the Saddle is concerned.
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2011-05-31, 04:51 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
It does need some armor, and we'd need to work out a price.
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2011-05-31, 07:55 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Did someone say Goblin?
On a quest to marry Asmodeus, lord of the Nine Hells, or die trying.
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2011-06-03, 03:52 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
That picture begs for a PrC...
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2011-06-03, 05:31 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
I'll probably go with plain old full plate or possibly Heavy Plate. I am designing this primarily to fit Walufar, where battle plate represents Gothic Plate and other types of plate mail of that era, while plate mail indicates the earliest forms of full plate and heavy plate as something in between. The idea is that hobgoblins, while more advanced than most human civilisations, are not quite on par with dwarves when it comes to metalcrafting.
Thank you. Does anyone happen to know if a lawful variant exists as well?
Hmm... I might just have the basic amount of concealment be halved (10% miss chance) which would rise to proper concealment when the partial set bonus is active.Last edited by Icedaemon; 2011-06-03 at 05:39 AM.
Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play.
Indeed, here is the recruitment thread for the first run.
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2011-06-05, 01:12 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Initiate of Toprakla
Prerequisites:Bugbear, Ability to cast 3rd level divine spells, patron deity Toprakla
Benefit:As a swift action, you gain the abilities of the spell spider climbing and the special quality of tremorsense as long as you are underground in a natural cave or cavern for up to 1 minute per caster level. This ability can be used a number of times a day equal to his Charisma bonus(minimum 1 )
In addition, you may add the following spells to your spell list.
1: Rolling Stones
2: Create Cave
3: Spiked Cave
4: Earth Skin
5: Hungry Cave
6: Safe Cave
7: Master Earth(SC)
8: Heart of Stone(SC)
9:Rockfall
Rolling Stones
Transmutation[Earth]
Level: Initiate of Toprakla 1
Components: V,S, DF
Casting Time: 1 standard action
Range: Medium
Effect: up to three stones
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
This spell animates up to three small sized stones to attack nearby foes. Each stone can roll up to a maximum of 50 feet. The spell gives them a +1 profane bonus on attack and damage rolls. The caster makes a normal attack for each stone. Each stone that hits deals 1d6+1 points of damage (including the spell's profane bonus). Each creature of medium size or smaller that takes damage is effected by a bull rush with a strength of 16(+2) and a profane bonus of +2 + caster level.
Create Cave
Transmutation[Earth]
Level: Initiate of Toprakla 2
Components: V,S, DF
Casting Time: 1 standard action
Range: Medium
Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No
This spell digs a 10-foot-by-10-foot cave with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the cave on a flat, natural dirt and rock surface of sufficient size and depth or the spell fails. If you cast this spell on the ground, any creature standing or otherwise touching or resting in the area where you first create the cave must make a Reflex saving throw to avoid falling into it. In addition, the edges of the cave are sloped, and any creature ending its turn on a square adjacent to the cave must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the cave take falling damage as normal. The caves
coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the cave are gently pushed out as the matter fills back in, over the course of a single round.
Spiked Cave:
Transmutation[Earth]
Level: Initiate of Toprakla 3
Components: V,S, DF
Casting Time: 1 standard action
Range: Medium
Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No
This spell functions as the spell Create Cave, except that the cave is lined with wickedly sharp stone spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the cave take falling damage as normal, plus 2d6 points of piercing damage from the stone spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit's walls have a Climb DC of 20.
Earth Skin:
Transmutation[Earth]
Level: Initiate of Toprakla 4
Components: V,S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Creature Touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
When you cast this on a creature, its skin turns partly into dirt and earth gains several benefits. While under the effects of the spell, the creature gains fast healing 5, earth resistance 20, damage reduction of 5 and a +2 profane bonus to its armor class.
Hungry Cave:
Transmutation[Earth]
Level: Initiate of Toprakla 5
Components: V,S, DF
Casting Time: 1 standard action
Range: Medium
Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No
This spell functions as Create Cave, except that the cave has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the cave take falling damage as normal. In addition, anyone within the cave, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the cave are quite difficult to scale and have a Climb DC of 35.
Safe Cave
Transmutation[Earth]
Level: Initiate of Toprakla 6
Components: V,S, DF
Casting Time: 1 standard action
Range: Touch
Target: Caster plus 1 creature/level
Duration: 1 hour/level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
This spell digs into the earth, creating a tunnel that leads to a cave just large enough to accommodate the caster and 1 medium sized creature/level. This burrow can accommodate a huge creature, treating it as 8 medium sized creatures. large creature, treating it as 4 creatures, while every 2 steps below medium a creature counts as ½ a medium sized one. Creatures with in the cave gain the effects of the spells calm emotions, magic circle vs good, and healthful rest.
The burrow entrance must be placed in either an unoccupied square or the caster’s square.
The tunnel opening is difficult to spot, requiring a DC 35 spot to locate (-8 if it can accommodate a huge creature, -4 DC if the burrow accommodates large creatures).
It takes a full round to crawl through the burrow, 2 full rounds if squeezing through and only 2 creatures may enter or exit the burrow in a round.
The burrow fails to form if there is not enough soil, if it would break into an open area or solid rock, or if it would impinge into enchanted soil. If the burrow is dispelled, all subjects in the burrow appear on top of the soil prone.
Rockfall
Evocation[Earth]
Level: Initiate of Toprakla 9
Components: V,S, DF
Casting Time: 1 standard action
Range: Long
Area: 120-ft.-radius spread (S)
Duration: 1 round
Saving Throw: Reflex half
Spell Resistance: Yes
This spell must be cast underground and causes an intense but highly localized tremor that rips through ground. The powerful shockwave created by this spell has several effects. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast.
The roof of the cave, tunnel or cavern collapses, dealing 12d6 points of damage to any creature caught under the cave-in (Reflex DC 18 half) and pinning that creature beneath the rubble. Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
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2011-06-08, 05:01 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
added Toprakla to front page list.
Icedaemon are you done editing the armor yet?Revised avatar by Trixie, New avvie by Crisis21!
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2011-06-09, 03:19 PM (ISO 8601)
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Re: Orc/Goblinoid Resources
Fair enough.
Thank you. Does anyone happen to know if a lawful variant exists as well?
Hmm... I might just have the basic amount of concealment be halved (10% miss chance) which would rise to proper concealment when the partial set bonus is active.
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2011-06-14, 02:52 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
ANy thoughts on what the Dekanter set should do? Should i go for tunnel warfare or survival?
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2011-06-15, 09:53 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
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2011-06-19, 02:52 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
breathing abilities for the mask, perception for the helm ,and maybe earth moving for the pick? sound okay?
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2011-06-23, 04:13 PM (ISO 8601)
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Re: Orc/Goblinoid Resources
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2011-06-24, 01:58 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
braething depite lack of air, for example gases and cave ins
i wasn't thinking tunnel warfare so much as survival if the mine collapsedRevised avatar by Trixie, New avvie by Crisis21!
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2011-06-24, 04:29 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
i wasn't thinking tunnel warfare so much as survival if the mine collapsed
It could give the wearer ability to survive without food and water, as the Ring of Sustenance.
It could emit vibrations in a wide area, that would allow wearer to locate empty spaces of considerable size, eg. caves, tunnels, to help him navigate after a cave-in.Last edited by Eikonos; 2011-06-24 at 04:30 AM.
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2011-06-26, 06:11 PM (ISO 8601)
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Re: Orc/Goblinoid Resources
gimme about three more days and the big job is done! Then hopefully ill be back to normal a bit.
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2011-06-30, 02:21 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
ok job is ovah! as long as my isp doesnt shut off its party time this weekend (meaning there will be updates)
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2011-06-30, 07:13 PM (ISO 8601)
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Re: Orc/Goblinoid Resources
Thought: we need hybrids. Goblin/hobgoblin, Goblin/Bugbear, and hobgoblin/bugbear.
prefferibly with stats to play them as a pc.Last edited by Draconi Redfir; 2011-06-30 at 07:15 PM.
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2011-06-30, 07:35 PM (ISO 8601)
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Re: Orc/Goblinoid Resources
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2011-07-01, 03:13 PM (ISO 8601)
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Re: Orc/Goblinoid Resources
Last edited by Bhu; 2011-07-02 at 01:53 AM.
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2011-07-04, 09:08 PM (ISO 8601)
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2011-07-04, 09:11 PM (ISO 8601)
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Re: Orc/Goblinoid Resources
Stoneskin might work too. I think I'll have to make a spell for the other unless theres some sort of drudic earth sight type thingie. Lemme peek through the various spellbooks and ill get started.
Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
Orcs and Goblins
Behold the Power of Kitteh!
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