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  1. - Top - End - #871
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    Murderkobolds all the way! Good. Stealthy as a feat prerequisite hurts a tad, though, especially on a dedicated martial heavy.



    Single natural weapons can be tricky to make good once iteratives are already on, but yeah, after a while this one does outdamage most Small weapons. I guess this would work.



    +2 and then +2 for a total of +4, or +2 and then +4 for a total of +6?
    Total of +6, I reworded it so it reads better.


    KOBOLD BOMBER



    "So he says to me, 'You gotta do something smart, baby. Something BIG! He says, 'You wanna be a super villain, right?' And I go yeah, baby, YEAH! YEAH! WHAT DO I GOTTA DO? He says, 'You got bombs, blow up the comet club, it's packed with super heroes, you'll go down in SUPER VILLAIN HISTORY!' And I go yeah, baby, 'cause I'm the Evil Midnight Bomber What Bombs at Midnight! Aaaaaa-hahahahaha!"

    What with their tendencies to be miners and or trapmakers Kobolds have a certain...proficiency with making things that go boom. Little buggers. Never can turn your back on them.

    BECOMING A KOBOLD BOMBER
    A Kobold pretty much just needs to meet the skill requirements and find someone crazy who makes explosives that's willing to teach him.

    ENTRY REQUIREMENTS
    Race: Kobold (although it could work on any trap obsessed species)
    Skills: Craft (Alchemy) 8 ranks, Disable Device 8 ranks
    Feats: Brew Potions, Create Wondrous Item
    Class Abilities: Must be able to create 3rd level Infusions
    Special: Must have been accepted by a veteran Kobold Bomber as an apprentice.


    Class Skills
    The Kobold Bomber's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana, Architecture and Engineering)(Int), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    [PRE] BAB Fort Ref Will Abilities
    1. +0 +0 +0 +2 Craft Explosives, Poison Use, Crafting
    2. +1 +0 +0 +3 Demolitions Expert
    3. +1 +1 +1 +3 The Most Bang For Your Buck
    4. +2 +1 +1 +4 Craft Explosives
    5. +2 +1 +1 +4 Demolitions Expert
    6. +3 +2 +2 +5 The Most Bang For Your Buck
    7. +3 +2 +2 +5 Craft Explosives
    8. +4 +2 +2 +6 Demolitions Expert
    9. +4 +3 +3 +6 The Most Bang For Your Buck
    10.+5 +3 +3 +7 I'm the Evil Midnight Bomber What Bombs at Midnight![/PRE]

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

    Craft Explosives (Ex): A Kobold Bomber can make Grenades at 1st level. These are 1 use Wondrous Items. He can choose from the following list of spells to use (all spells may be found in the PHB or Spell Compendium):
    1st: Ice Dagger (see Spell Compendium), Lesser Orb of Acid/Cold/Electricity/Fire/Sound (see Complete Arcane), Sonic Blast (see Spell Compendium)
    2nd: Blast of Force (see Spell Compendium), Cloud of Bewilderment (see Spell Compendium), Combust (See Spell Compendium), Firebust (Spell Compendium), Ice Knife, Malevolent Miasma (Spell Compendium), Melf's Acid Arrow, Pyrotechnics, Shatter
    3rd: Contagious Fog, Fireball, Flashburst (Spell Compendium), Scintillating Sphere (Spell Compendium), Shatterfloor, Stinking Cloud
    4th: Blistering Radiance (Spell Compendium), Defenestrating Sphere (Spell Compendium), Forcewave (Spell Compendium), Orb of Acid/Cold/Electricity/Fire/Force/Sound (Spell Compendium)
    The costs to make are as follows:
    1st: 50 GP, 1 day, 2 XP
    2nd: 300 GP, 1 day, 6 XP
    3rd: 900 GP, 1 day, 36 XP
    4th: 1400 GP, 2 days, 56 XP
    A grenade weighs 1 lb., and can be used by anyone. Pulling the pin and throwing it is a standard action, it activates when it hits something or 1 round later, whichever comes first. They affect a 5' area unless the spells Area of Effect is already greater. If the spell is normally a ranged touch attack it is now treated as a grenade like weapon, and a Reflex Save is allowed for half damage if you are within the Area of Effect. These spells are also added to the Artificers Infusions list, and he can make temporary grenades with them (usually destroying whatever item he infuses with the spell once it detonates. Mines and Bombs may also be made as Infusions.

    At 4th level the Bomber can make Mines. A mine weighs 5 lbs, and can be set as a pressure trap or proximity trap. If set as a pressure trap it is hidden in the floor/ground, and anything stepping on it that outweighs the mine causes it to go off. If set as a proximity trap, anything other than the creator and up to 1 ally per point of Intelligence Modifier (who must be designated during creation) approaching within 5' of the mine causes it to go off. Mines affect a 10' area unless the spells Area of Effect is already greater. The spell used can be any spell used for grenades, and any of the following:

    5th: Ball Lightning (Spell Compendium), Cacophonic Burst (Spell Compendium), Cloudkill, Greater Fireburst (Spell Compendium), Hold Monster, Mind Fog, Shard Storm (Spell Compendium), Vitriolic Sphere (Spell Compendium).
    The costs to make are as follows:
    5th: 2250 GP, 2 days, 90 XP

    At 7th level the Bomber can make actual bombs. Larger explosive devices that can hit big areas. Bombs weigh 25 lbs., and when activated the creator decides how long it will be before the bomb goes off (from 1 round to 1 day). Bombs affect a 30' area unless the spells Area of Effect is already greater. The spell used can be any of the spells used fro grenades or mines as well as the following:

    6th: Acid Fog, Acid Storm (Spell Compendium), Circle of Death, Otiluke's Freezing Sphere
    The costs to make are as follows:
    6th: 3300 GP, 3 days, 132 XP

    Poison Use (Ex): You may handle and use poisons with no chance of accidentally exposing yourself.

    Crafting (Su): Your Kobold Bomber and Artificer levels stack for purposes of determining his Craft Reserve, and for purposes of determining how many Infusions per day you get.

    Demolitions Expert (Ex): At 2nd level you can negate area of effect spells, spell-like abilities, or supernatural abilities (even if it's an item) as a Free Action if you can succeed in a level check. In the case of a power it's d20 plus your Effective Character Level versus the opponent spellcaster (or versus the Caster Level to make the item if it's an item, or Hit Dice is it's a SLA used by something that has it as a racial ability). The power/spell to be negated must be an Area of Effect that is a Radius or explosion of some sort, not a Line/Cone.

    At 5th level you do not set off magical traps that activate due to your proximity (such as Mines).

    At 8th level you gain a +4 Racial Bonus on all Saves against normal or magical explosions or area of effect attacks.

    The Most Bang For Your Buck (Ex): Beginning at 3rd level, you begin to learn to make the most of the materials at hand when making explosives. At 3rd level you lower the GP and XP cost by 5%. This increases to 10% at level 6, and 15% at level 9. This stacks with the Artisan Feats from the Eberron Handbook (so at level 9 you could have a 40% reduction). You only get these bonuses for your Craft Explosives class ability.

    I'm the Evil Midnight Bomber What Bombs at Midnight! (Su): The Save DC of all Explosives you create using your Class Ability are increased +4. They also gain a Bonus to damage rolls equal to your Intelligence Modifier. You gain Resistance 10 against all damaging spells, spell-like abilities, and supernatural abilities with an Area of Effect.

    PLAYING A KOBOLD BOMBER
    Inhaling fumes from the many poisonous ingredients you make your bombs from maaaaay have made you a lil bit crazy. Just maybe. I mean everyone else says you're crazy after blowing up the local orphanage, so who are you to disagree?
    Combat: You aren't much for brawling. If someone cheeses you off, you can always just blow up his house later. It'll be fun for the whole neighborhood. "Weenies, bring us weenies!". You can hear them singing now...
    Advancement: Kobold Bombers consider being able to make bigger and better things what goes boom to be true advancement. Everything else is pointless.
    Resources: Kobold Bombers almost always have someone in need of their resources. Governments, political nuts, ghosts wanting a non-subtle physical means of retribution, you name it. As quick as you can scrape out the bombs, the quicker you rakes in the cash.

    KOBOLD BOMBERS IN THE WORLD
    "That boys wound just a little too tight for me."
    Kobold Bombers interact with the world by watching it go up in flames, usually because of something they did. They kinda have some teensy anger management issues. Leaving them alone or just nodding and agreeing with them is generally for the best.
    Daily Life: You spend your days getting ingredients to make bombs, making bombs, researching how to make bigger bombs, and actually using them if you're lucky and haven't blown yourself to hell while working on them.
    Notables: Percy (CN Male Kobold Artificer 6/Kobold Bomber 6) is rightly regarded by his people as a complete lunatic. But he has his wartime uses...
    Organizations: Due to their unstable nature the Bombers have only the loosest of associations with each other. Get too many unstable personalities in one room and bad things happen.

    NPC Reaction
    NPC's are absolutely terrified of you.

    KOBOLD BOMBERS IN THE GAME
    This PrC will tend to draw forth your players more rotten tendencies. Be prepared for them to blow up whatever clues you put out.
    Adaptation: This could work in any style of campaign, although being as it's for Kobolds, silly ones probably work best.
    Encounters: PC's will encounter the handiwork of bombers more than they do the architects of it. The city should have a few scars on it before they find their elusive little fireworks manager.

    Sample Encounter
    EL 12: It's a lovely Sunday. You and the gang are having a nice brunch on the patio. A giggling Kobold runs past. There's an explosion down the rode. Dead fish rain from the sky. Apparently the little bastard blew up the Fish Market this time.


    Percy
    CN Male Kobold Artificer 6/Kobold Bomber 6
    Init +2, Senses: Listen +0, Spot +0, Dark Vision
    Languages Draconic, Common, Undercommon
    ------------------------------------------------
    AC 25, touch 13, flat-footed 23 (+1 Size, +2 Dex, +2 Natural, +10 Armor)
    hp 42 (12 HD)
    Fort +4, Ref +6, Will +10
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Morningstar +3/-2 melee (1d6-2 plus 1d6 fire)
    Ranged +1 Sling +8 (1d3 plus 2d6 fire)
    Base Atk +7, Grp +0
    Infusions 1st: 4
    2nd: 4
    3rd: 4
    4th: 2
    5th: 2
    -----------------------------------------------
    Abilities Str 4, Dex 15, Con 10, Int 16, Wis 10, Cha 16
    SQ Light Sensitivity, Craft Reserve 700, Artificer Knowledge (+9), Artisan Bonus, Disable Trap, Metamagic Spell Trigger, Item Creation, Retain Essence
    Feats Exceptional Artisan, Extraordinary Artisan, Legendary Artisan, Lucky Fingers, Survivor's Luck, Brew Potions (B), Craft Homunculus (B), Craft Magic Arms and Armor (B), Create Wondrous Item (B), Empower Spell (B)
    Skills Appraise +9, Concentration +15, Craft (Alchemy) +18, Craft (Trapmaking) +5, Disable Device +18, Knowledge (Architecture and Engineering) +7, Open Lock +17, Profession (Miner) +2, Search +10, Use Magic Device +18
    Possessions Explosive Sling, +5 Breastplate, +1 Flaming Burst Morningstar
    Type III Bag of Holding, 542 GP


    EPIC KOBOLD BOMBER

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Kobold Bomber gains a Bonus Feat every 2 levels higher than 20th


    KOBOLD BOMBER (Artificer Subclass)
    Kobold Bombers are both explosives experts, and trap disarmers.

    TOOL PROFICIENCY
    When you adopt this specialization at 3rd level, you gain proficiency with an Ordnance Kit. (An Ordnance Kit is 50 GP, and weighs 20 lbs. if it needs replacing).

    BOMBER SPELLS
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bomber Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

    Artificer Level Spells

    3rd Elemental Burst*, Fog Cloud
    5th Fireburst*, Rockburst*
    9th Fireball, Stinking Cloud
    13th Evard's Black Tentacles, Vitriolic Sphere
    17th Cloudkill, Here Comes The Boom*

    GRENADES
    When you reach 3rd level, whenever you finish a long rest, you can magically produce a batch of Grenades via your Ordnance kit. You may create a number of grenades equal to your Proficiency Bonus, and they do not all have to be the same type. As an action, you or another creature can throw the grenade at any square out to a range of 60 feet. The grenade detonates on impact, doing damage in it's area of effect.

    You can create additional grenades by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the grenade.

    Creating a grenade requires you to have an Ordnance Kit.

    When you reach certain levels in this class, you can make more grenades at the end of a long rest: +1 at 6th level and +2 at 15th level. At Level 9 you can create a Launcher, giving your Grenades a range of 320 feet. The Launcher is 8 lbs., and may be used by anyone who is Proficient with firearms. You can make the following Grenades:

    Damage. Damage Grenades do 2d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed (this increases to 3d6 at Level 6). The grenade has a 10 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison. At 6th Level you can also choose Cold, Lightning or Thunder. At 9th Level you can choose any damage type. Grenades do magical damage.

    Smoke. Smoke Grenades create smoke in a 10 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Otherwise it lasts 5 rounds. Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Stun. Stun grenades unleash light and sound in a 10 foot radius. Creatures in the area must make a Constitution Save or be Blinded and Deafened for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Glue. Glue grenades splash adhesive over a 10 foot radius. The glue is sticky for 5 rounds, unless it bonds to a creature. Creatures in the area must make a Dexterity Save or be Restrained for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Grease. Grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for 5 rounds. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).

    At 6th Level you can also make the following Grenades:

    Sleep Gas. Sleep Grenades create gas in a 10 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Otherwise it lasts 5 rounds. Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Stink. Stink Grenades are effectively identical to the Stinking Cloud spell, except that they only cover a 10 foot radius, and the cloud only lasts 5 rounds.

    At 6th Level you can also make Mines. Mines are placed just under the soil or hidden, and can be used by anyone with Proficiency in an Ordnance Kit. They can be set to detonate when stepped on directly, and even to require a set weight limit to detonate it (that way people set it off but squirrels don't). They can also be set to detonate when something approaches within the detonation range (i.e. if the mine explodes in a 10 foot radius, it will do so when something moves within 10 feet of it). Setting a Mine is an Action. Once set, you have from 1 Round to 1 Minute to move outside of range (you choose the duration when setting the mine). You can make the following Mines:

    Damage. Damage Mines do 4d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed. The mine has a 20 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison. At 9th Level you can also choose Cold, Lightning or Thunder. At 12th Level you can choose any damage type. Mines do magical damage.

    Smoke. Smoke Mines create smoke in a 20 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds. Otherwise it lasts 1 Minute. Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Stun. Stun Mines unleash light and sound in a 20 foot radius. Creatures in the area must make a Constitution Save or be Blinded and Deafened for 1 Minute (Save DC is equal to your spell save DC), or Blinded and Deafened for 1 Round if the Save succeeds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Glue. Glue Mines splash adhesive over a 20 foot radius. The glue is sticky for 1 Minute, unless it bonds to a creature. Creatures in the area must make a Dexterity Save or be Restrained for 1 Minute (Save DC is equal to your spell save DC), or Restrained for 1 Round if the save succeeds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Grease. Grease covers the ground in a 20-foot square centered on a point within range and turns it into difficult terrain for 1 Minute. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).

    Sleep Gas. Sleep Mines create gas in a 20 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds. Otherwise it lasts 1 Minute. Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Stink. Stink Mines are effectively identical to the Stinking Cloud spell, except that they last 1 Minute. A moderate wind (at least 10 miles per hour) disperses the gas in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds.

    At 9th Level you can also make Bombs. Bombs are placed just under the soil or hidden, and can be used by anyone with Proficiency in an Ordnance Kit. They can be set to detonate when stepped on directly, or via proximity like Mines. They can also be set to detonate via timer. The Bomb can be set to detonate in any time ranging from 1 round to 1 Week. Setting a Bomb is an Action. Once set, you have from 1 Round to 1 Minute to move outside of range before the settings take place (assuming of course that you aren't setting it to detonate via timer, also you choose the duration when setting the bomb). You can make the following Bombs:

    Damage. Damage Bombs do 8d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed. The bomb has a 30 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison. At 12th Level you can also choose Cold, Lightning or Thunder. At 15th Level you can choose any damage type. Bombs do magical damage.

    Smoke. Smoke Bombs create smoke in a 30 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds. Otherwise it lasts 10 Minutes. Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC), or until they leave the smoke filled area if they stay in it for longer than a Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Stun. Stun Bombs unleash light and sound in a 30 foot radius. Creatures in the area are Blinded and Deafened for 1 Minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success (Save DC is equal to your spell save DC).

    Glue. Glue Bombs splash adhesive over a 30 foot radius. The glue is sticky for 1 Minute, unless it bonds to a creature. Creatures in the area are Restrained for 1 Minute. The target can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success (Save DC is equal to your spell save DC).

    Grease. Grease covers the ground in a 30-foot square centered on a point within range and turns it into difficult terrain for 10 Minutes. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).

    Sleep Gas. Sleep Bombs create gas in a 30 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds. Otherwise it lasts 10 Minutes. Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Stink. Stink Mines are effectively identical to the Stinking Cloud spell, except that they last 10 Minutes, and cover a 30 foot radius. A moderate wind (at least 10 miles per hour) disperses the gas in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds.

    At 12th Level you can make detonators. These allow you to set a Mine or Bomb to explode via detonator, which can be done as a Bonus Action on your turn, or a Reaction on someone else's turn.

    DISPOSAL
    Beginning at 3rd level, you can make a DC 15 Intelligence Check to determine just exactly how and when a mine or bomb that you can see will detonate. As an Action you can make an DC 20 Intelligence Check to disarm it, and remove it's settings (you must have your Ordnance kit and be adjacent to the detonation range. I.e. if the Mine has a 20 foot range, you must be at least 25 feet from the mine). With another Action you can reset the settings (you must have your Ordnance Kit, and be Adjacent to the mine or bomb).

    EOD
    Starting at 5th level, you are considered to always have Counterspell prepared, and you can cast it without a spell slot a number of times equal to your Proficiency Bonus per long rest. This can only be used to counter spells with an area of effect that is physical in nature (in short it will work against Fireball or Wall of Stone or Fog Cloud, but not against Illusions or Enchantment spells).

    SAFETY FIRST
    At 9th Level you gain Resistance to Poison and Acid damage, and Immunity to the Poisoned Condition. You no longer trigger magical traps that you are aware of, and may interact wit them without danger.

    VETERAN
    At 15th Level, if you are aware of an attack you may make a Constitution Saving Throw (Save DC is equal to the damage dealt) to take only half damage if the attack is successful. The Save DC of Grenades/Mines/Bombs you make (if any) increases by +1.




    Elemental Burst
    1st Level Evocation
    Casting Time: 1 Action
    Range: 60 feet (10 foot radius)
    Components: V, S
    Duration: Instantaneous
    You cause an explosion of elemental material in a 10 foot radius causing one of the following effects:

    Air: 1d10 Bludgeoning damage, plus the targets must make a Strength Save or be Shoved 10 feet in any direction.
    Fire: 1d10 Fire damage, plus the targets must make a Strength Save or be Blinded for 1 round.
    Stone: 1d10 Slashing damage, plus the targets must make a Constitution Save or be unable to use Reactions for 1 round.
    Water: 1d10 Cold damage, and the targets must make a Strength Save or be knocked Prone.
    Wood: 1d10 Piercing damage, plus the targets must make a Constitution Save or be Poisoned for 1 round.

    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).


    Rockburst
    2nd Level Evocation
    Casting Time: 1 Action
    Range: 120 feet (20 foot radius)
    Components: V, S
    You cause one stone object within range to explode, causing everything within a 20 foot radius to make a Dexterity Save. The spell does 3d6 Piercing or Slashing damage (choose one) on a failed Save, with half as much damage on a successful one.


    Fireburst
    2nd Level Evocation
    Casting Time: 1 Action
    Range: Self (10 ft. radius)
    Components: V, S, M (a pinch of sulfur)
    Duration: Instantaneous
    This spell does 3d8 Fire damage in a 10 foot radius emanating from you, and the target must make a Dexterity Save or burn for an additional 1d6 Fire damage at the beginning of each of it's turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success (or can take an Action to put the fire out).

    At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


    Here Comes The Boom
    5th Level Evocation
    Casting Time: 1 Action
    Range: Self
    Components: V, S, M (a small pinch of gunpowder)
    Duration: Concentration, up to 10 Minutes
    While this spell is in effect, anytime you cast a ranged, single target damage spell (Chaos Bolt, Chromatic Orb etc.), any creature or object adjacent to the original target takes half damage. For example if a spell does 6 damage to the target, all adjacent creatures/objects take 3 damage. This only extends to damage, not any other effects the spell may have.
    Last edited by Bhu; 2023-09-16 at 04:42 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
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  2. - Top - End - #872
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    KOBOLD BOMBER
    Well, it's quite fitting. Isn't there a kind of explosive crafted and used by Kobolds in RotD?

    I'm the Evil Midnight Bomber What Bombs at Midnight!
    Heh. I like this name more than I probably should.

    At 4th level the Bomber can make Mines. A mine weighs 5 lbs, and can be set as a pressure trap or proximity trap. If set as a pressure trap it is hidden in the floor/ground, and anything stepping on it that outweighs the mine causes it to go off. If set as a proximity trap, anything other than the creator and up to 1 ally per point of Intelligence Modifier (who must be designated during creation) approaching within 5' of the mine causes it to go off. Mines affect a 10' area unless the spells Area of Effect is already greater. The spell used can be any spell used for grenades, and any of the following:

    5th: Ball Lightning (Spell Compendium), Cacophonic Burst (Spell Compendium), Cloudkill, Greater Fireburst (Spell Compendium), Hold Monster, Mind Fog, Shard Storm (Spell Compendium), Vitriolic Sphere (Spell Compendium).
    The costs to make are as follows:
    5th: 2250 GP, 2 days, 90 XP
    I wonder how well these compare to Blast DisksHoB, I think? Maybe MIC too?. I suspect the answer's very well.


    I'm the Evil Midnight Bomber What Bombs at Midnight! (Su): The Save DC of all Explosives you create using your Class Ability are increased +4. They also gain a Bonus to damage rolls equal to your Intelligence Modifier. You gain Resistance 10 against all damaging spells, spell-like abilities, and supernatural abilities with an Area of Effect.
    [EVIL laughter.] Yeah. Now, that's a capstone!

  3. - Top - End - #873
    Ogre in the Playground
    Join Date
    May 2013

    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    Well, it's quite fitting. Isn't there a kind of explosive crafted and used by Kobolds in RotD?
    Ditherbombs, Move Action to start a 1d3 round timer for them to go off. Deals Acid damage, coming in 1d6 5 ft. burst (Ref DC 10 half) for 100 GP, 1d4x1d6 10 ft. burst (Ref DC 12 half) for 300 GP, and 1d6x1d8 15 ft. burst (Ref DC 15 half) for 1,000 GP and double the weight.

  4. - Top - End - #874
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    Quote Originally Posted by Morphic tide View Post
    Ditherbombs, Move Action to start a 1d3 round timer for them to go off. Deals Acid damage, coming in 1d6 5 ft. burst (Ref DC 10 half) for 100 GP, 1d4x1d6 10 ft. burst (Ref DC 12 half) for 300 GP, and 1d6x1d8 15 ft. burst (Ref DC 15 half) for 1,000 GP and double the weight.
    That's the one! (And man, is it even more underwhelming than I remembered, especially given that it is supposed to be used to help with breaching the hardness 8 of stone!)

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    Quote Originally Posted by Metastachydium View Post
    Well, it's quite fitting. Isn't there a kind of explosive crafted and used by Kobolds in RotD?



    Heh. I like this name more than I probably should.
    It's an homage to the original: https://www.youtube.com/watch?v=KkzptjhCkbs
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    http://en.wikipedia.org/wiki/One-man_band

    THE OOMPAH KOBOLD



    "And ah-one, and ah-two..."

    Kobolds are small, and as such don't have tremendous lung power. Therefore some Kobold bards in order to be heard more readily become one man bands playing an accordion or string instrument, some sort of drum, and a mouth harp simultaneously. While many marvel at their skill, some question the point of burdening themselves with all those instruments, especially as Bards will often find themselves in situations where they need to run. That is, until they feel the might of the one-man Oompah Kobold firsthand.

    BECOMING AN OOMPAH KOBOLD
    Not many Kobolds try to become Bards, and those that do must study hard, and practice endlessly to become a one man band.

    ENTRY REQUIREMENTS
    Race: Kobold
    Skills: 4 ranks in at least 3 different Perform skills from the following list: Percussion, Keyboards, Wind, or Singing.
    Feats: Arcane Flourish (PHBII), Versatile Performer (Complete Adventurer)
    Class Abilities: Bardic Music


    Class Skills
    The Oompah Kobold's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    [PRE] BAB Fort Ref Will Abilities
    1. +0 +0 +0 +2 One Kobold Band, Bardic Music
    2. +1 +0 +0 +3 Wall of Sound, +1 Level of Bardic Casting Class
    3. +2 +1 +1 +3 Surprisingly Unnoticeable, +1 Level of Bardic Casting Class
    4. +3 +1 +1 +4 One Kobold Band, +1 Level of Bardic Casting Class
    5. +3 +1 +1 +4 Wall of Sound
    6. +4 +2 +2 +5 Surprisingly Unnoticeable, +1 Level of Bardic Casting Class
    7. +5 +2 +2 +5 One Kobold Band, +1 Level of Bardic Casting Class
    8. +6 +2 +2 +6 Wall of Sound, +1 Level of Bardic Casting Class
    9. +6 +3 +3 +6 Surprisingly Unnoticeable, +1 Level of Bardic Casting Class
    10.+7 +3 +3 +7 EVERYBODY RUMBAH!, +1 Level of Bardic Casting Class[/PRE]

    Weapon Proficiencies: An Oompah Kobold gains no new weapon or armor proficiencies (they don't have the room with all those instruments).


    One Kobold Band (Su): Beginning at 1st level whenever you make a Perform check to use one of your Bardic Music Abilities, you may roll one Perform check for each instrument you are playing (plus one more if you can sing, up to a maximum of 3 checks) and use the best of the three results. You can play up to 3 instruments at once, or two instruments if singing as a Standard Action.

    At 4th level whenever you make a Perform check to use one of your Bardic Music Abilities, you may roll one Perform check for each instrument you are playing (plus one more if you can sing, up to a maximum of 3 checks) and your opponent must make a Save against all 3 DC's (this may not be combined with your level 1 ability). If he fails 1 or more Saves, he is affected as if he had failed his Saving Throw against the ability.

    At 7th level when you may use your Bardic Music to Inspire Stupidity. All opponents within 30 feet of you take a -2 penalty on all rolls for as long as you play, and for 5 rounds thereafter.

    Bardic Music: Your Bard and Oompah Kobold levels stack for purposes of determining your Bardic Music abilities.

    Wall of Sound (Su): At 2nd level your ability to magically coordinate your musical powers pays off. You may expend 1 daily use of your Bardic Music ability to cause all Listen rolls or sound or language based effects within 60 ft. of you to fail unless the maker of said roll/effect succeeds in a Fortitude Saving Throw (Save DC is 10 plus half Hit Dice plus your Charisma Modifier). This ability lasts as long as the Bard plays plus an additional 5 rounds, any being within range must make a Save each round they are within the Area of Effect.

    At 5th level if the Saving throw is Failed, all potential targets are permanently Deafened. If the Save is successful they are simply unable to use sound or language based effects as no one can hear them over the noise, and all Listen rolls automatically fail.

    At 8th level if the Saving Throw is failed all targets are permanently deafened as well as taking 1d6 Sonic damage per Hit Dice the Oompah Kobold has.

    Surprisingly Unnoticeable (Su): Somehow you have mastered the art of hiding in plain sight. You and so many others like you spend so much time playing in the streets for money people have come to accept you as part of the terrain, sort of like loud potholes that ask for spare coins while playing a tuba. At 3rd level, while you are playing more than one instrument (basically performing your act), and doing nothing else, wealthy patrons toss coins at you out of habit (you are a street performer after all). As long as you can make a DC 20 Perform Check when a being who can exist comfortably despite giving you money comes within 30 feet of you they must make a Willpower Save (Save DC is 10 plus half HD plus Charisma Bonus) or give you their coinpurse along with it's contents. They will also have to make a Willpower Save (same DC) if asked later what you looked like. If they don't make it they give the vaguest possible description (they don't even remember you were a Kobold!). You may use your Bardic Music while using this ability, but you may not use your Wall of Sound ability.

    At 6th level you may use this ability to Hide in Plain Sight while playing. So long as you are playing and within an urban area you may make Hide checks even while being observed or have no cover.

    At 9th level you have so become part of the background on the street that while playing you are Invisible as per the spell.

    EVERYBODY RUMBAH! (Su): At 10th level you may expend 1 daily use of your Bardic Music to cast Otto's Irresistible Dance (except the range is all opponents within 60 feet).

    PLAYING AN OOMPAH KOBOLD
    Sure the Elven Bards are attractive by humanoid standards. But they don't have class. They don't have chutzpah. They can't play a drum and a tuba while yodeling "nearer My God to Thee" during a thunderstorm while helping fight off a Zombie attack. Their total wimps. You don't know why anyone hires 'em.
    Combat: People don't hire you for your abilities to fight. They hire you to find out stuff, cause a little sabotage,and maybe ruin someones day. But if people want to get picky you've always got your Wall of Sound.
    Advancement: Most Oompah Kobolds concentrate on whatever is bringing them money and power (not necessarily fame, fame can be a burden).
    Resources: Oompah Kobolds are an acquired taste among some races, and if they have a patron usually it's a wealthy nut. Or a cultist. Or a spy. You seem to fall in with the oddest people. Maybe it's the bagpipes...

    OOMPAH KOBOLDS IN THE WORLD
    Man, look at that little booger go..."
    Most Kobolds are hated in the cities but you are welcomed due to the general oddity of your act. People always seem to find you exotic enough to watch perform, but mundane enough to never really question you. It's the perfect combination if you wanted to be a spy or something. Hehehehehe...
    Daily Life: Much of your day is spent performing for coin on the streets (sometimes they even pay you to go away). Coincidentally you do a lot of spying while earning your daily coin. After all you fade into the background so well people don't watch what they say in front of you.
    Notables: Snitchel (N Male Kobold Bard 6/Oompah Kobold 6) is a local street performer who hires out to the private parties of nobles. Foolish humanoid nobles with much money and little brains...
    Organizations: A great many Oompah Kobolds seem to get drafted, or at least approached, by Thieve's Guilds, military's, spy organizations, cults, political parties, what have you. They must like the tuba.

    NPC Reaction
    People love gimmick acts, and you're no exception. Now some of them may like you quite a bit less after you've moved on and they pick up on the bad stuff you did while you were in town, but there's always more towns...

    OOMPAH KOBOLDS IN THE GAME
    The Oompah Kobold isn't really the type to make players cringe (although there may be some eye rolling) so it shouldn't be a problem introducing it.
    Adaptation: This is definitely meant for silly campaigns, but could possibly be adapted to darker campaigns with tweaking.
    Encounters: PC's are most likely to encounter Oompah Kobolds playing alongside Kobold military or nobles, or just performing on the streets minding their own business. Minding their own business outside the city mint...

    Sample Encounter
    EL 12:

    "GIT OFF THA STAGE!!"

    " And for my first number ladies and gentleman I'd like to play a classical little ditty called "Drunken Bastard in the Audience Gets What's Coming to Him."

    "YOU'RE SMALL!! HAHAHAHA!"

    "You're broken powers of observation have no meaning here sir."

    Snitchel
    N Male Kobold Bard 6/Oompah Kobold 6
    Init +4, Senses: Listen +6, Spot +7, Dark Vision 60'
    Languages Draconic
    ------------------------------------------------
    AC 18, touch 10, flat-footed 18 (+1 Natural, +7 Armor)
    hp 54 (12 HD)
    Fort +5, Ref +7, Will +11
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Thundering Rapier +8/+3 (1d4/18-20)
    Melee +1 Shortbow +8 (1d4+1)
    Base Atk +8, Grp +3
    Atk Options
    Combat Gear 2 Potions of Cure Serious Wounds
    Spells Per Day 0: 3 (DC 14) Daze, Detect Magic, Light, Message, Read Magic, Summon Instrument
    1st: 4 (DC 15) Distract, Expeditious Retreat, Focusing Chant, Insidious Rhthym
    2nd: 4 (DC 16) Battle Hymn, Delusions of Grandeur, Harmonic Chorus, Sound Burst
    3rd: 3 (DC 17) Charm Monster, Creaking Cacophony, Dissonant Cord, Speechlink
    4th: 1 (DC 18) Cacophonic Shield, Celebration
    Caster Level 10
    -----------------------------------------------
    Abilities Str 9, Dex 10, Con 12, Int 10, Wis 12, Cha 18
    SQ Light Sensitivity, Bardic Music 12/day, Bardic Knowledge +6,
    Feats Arcane Accompaniment, Arcane Flourish, Improved Initiative, Versatile Performer, Weapon Finesse
    Skills Concentration +7, Craft (Trapsmith) +2, Gather Information +6, Hide +10, Knowledge (Arcana, Local, Nobility) +5, Listen +6, Move Silently +6, Perform (Accordion, Mouth Harp, Foot Drum) +19, Profession (Miner) +3, Search +2, Sense Motive +7, Spot +7
    Possessions (Foot) Drum of Panic, Accordion (Harp) of Charming, Mouth Harp (Pipes) of the Sewers, +5 Studded leather, Bow of Songs, +1 Thundering Rapier, Ring of Communication, 2 Potions of Cure Serious Wounds, 25 GP



    EPIC OOMPAH KOBOLD

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Bonus Feats: The Epic Oompah Kobold gains a Bonus Feat every 2 levels higher than 20th


    OOMPAH KOBOLD (Bard Subclass).
    You are a one Kobold polka party.

    ONE KOBOLD BAND
    At 3rd Level, when a friendly creature uses an Inspiration Die you have given it, it rolls 3 dice and takes the highest roll.

    WALL OF SOUND
    At 6th Level, as long as you keep playing your instruments (no DC check necessary, you just have to play, not play well), any spell or effect that requires the target to hear you fails (as well as Wisdom: Listen Checks), as you are so loud it blots out all other sound. The range of this ability is a 60 foot radius from you, and any creature hostile to you within that range must make a Constitution Saving Throw (Save DC is your spellcasting modifier, or be Deafened for 1 Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Duration of this ability is Concentration, and you can do this a number of times equal to your Charisma modifier per Long Rest.

    SURPRISINGLY UNNOTICEABLE
    At 14th Level you can Hide as a Bonus Action while you are playing your instruments, even if you are being observed (and have no possible obscurement or cover). You just sort of fade into the background.
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  7. - Top - End - #877
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    GORGON RANCHER



    "Never approach a bull from the front, a horse from the rear, or a fool from any direction."

    Things were bad when yer kin was forced from the forest. But the scaly bulls out on the prairie gave you a new lease on life. They were your friends and protectors. Occasionally you had to stop them from stoning potential food, but overall life is good on the Gorgon Ranch. You don't even have much cleanup because they poop rocks.

    BECOMING A GORGON RANCHER
    The appropriate skills and a Gorgon companion will do.

    ENTRY REQUIREMENTS
    Race: Kobold
    Animal Companion: Must have the Animal Companion Class Ability or the Wild Cohort Feat
    Feats: Mounted Combat, Trample
    Skills: Handle Animal 6 ranks, Ride 6 ranks
    BAB: +8


    Class Skills
    The Gorgon Rancher's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +2     +0    Gorgon Companion
    2. +2    +3     +3     +0    Charge! +1d8
    3. +3    +3     +3     +1    Bullfighting
    4. +4    +4     +4     +1    Gorgon Companion
    5. +5    +4     +4     +1    Charge! +2d8
    6. +6    +5     +5     +2    Bullfighting
    7. +7    +5     +5     +2    Gorgon Companion
    8. +8    +6     +6     +2    Charge! +3d8
    9. +9    +6     +6     +3    Bullfighting
    10.+10   +7     +7     +3    Master Rancher
    Weapon Proficiencies: Gorgon Ranchers gain no new weapon or armor proficiencies.

    Gorgon Companion (Ex): At 1st Level your Animal Companion is replaced with a Gorgon. Your Effective Level for determining your Animal companions Abilities is -12, but your Ranger or Druid Levels stack with your Gorgon Rancher Levels for purposes of determining the abilities of your Animal Companion. If this results in you having negative levels, you still have a Gorgon Companion, it's abilities just don't advance until your class levels are positive again for purposes of determining it's abilities.

    At 4th Level your Effective Level for determining your Animal companions Abilities is -6.

    At 7th Level your Effective Level for determining your Animal companions Abilities is -3.

    Charge! (Ex): At 2nd Level your mount does +1d8 damage on a Charge Attack. This increases to +2d8 at Level 5, and +3d8 at Level 8.

    Bullfighting (Ex): At Levels 3, 6, and 9 you may choose a Bonus Feat you qualify for from the following list: Bullfighter, Cavalry Charger, Improved Mounted Archery, Improved Mounted Combat, Improved Trample, Mounted Archery, Mounted Casting, Ride-By Attack, or Spirited Charge.

    Master Rancher (Ex): At 10th Level your Effective Level for determining your Animal companions Abilities is -0. Repeated accidental stonings have left you immune to Petrification.

    PLAYING A GORGON RANCHER
    You like the quiet life. Grazing cattle. Beans and coffee. Gentle tumbleweeds blowing in the wind. Statuary in awkward positions with terrified expressions. What more could a short scaly man ask for?
    Combat: You generally fight from the back of a riding bull via lance and bow. It's not fair really, but it's so much fun to watch your enemies get mashed under your Gorgon's hooves. It's what they get for starting trouble.
    Advancement: You hope to own your own ranch someday. And maybe wipe out the humans. Wiping out the humans would be just awesome. They keep killing your cattle. "In self defense" they claim.
    Resources: Ranch hands are generally poor, but you kinda make your own luck. Stuff seems to fall into place when you need it most.

    GORGON RANCHERS IN THE WORLD
    "Behind every successful rancher is a wife who works in town."
    Your fairly respected, among your own people at least because you do a job generally seen as foolhardy in that it has a greater than average chance of you becoming a statue. Granted your job occupies much of your time so you don't really get to socialize much, but there's some pretty epic bar fights when you do.
    Daily Life: You pretty much herd cattle and fart. Or whatever the hell it is that cattle ranchers do, I'm not really an expert on cowboys.
    Notables:
    Organizations: You generally work for a Gorgon ranch. Most aren't very big, but the ones that are can be quite an experience. Mostly because they're run by sociopathic scumbags.

    NPC Reaction
    You're riding a huge scaly monster bull that petrifies people who get too close. It's safe to say that you are not popular other than among other huge scaly monster bull enthusiasts.

    GORGON RANCHERS IN THE GAME
    Your pet bull maaaay just cause some trouble whenever you and the PC's go to town. Or at the least people will seriously crap themselves in fear over it.
    Adaptation: This is meant for silly campaigns. It's possible to wring some seriousness out of this concept I suppose, but you're more adept at this than me if you can come up with an idea.
    Encounters: Gorgon Ranchers are usually encountered on ranches or cattle drives, or wherever and whatever it is cowboys usually do.

    Sample Encounter
    EL 12: The PC's are asked to prevent some local cattle theft. Their hirer casually forgot to mention the cattle can turn people to stone...


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC GORGON RANCHER

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Bonus Feats: The Epic Gorgon Rancher gains a Bonus Feat every 2 levels higher than 20th



    Bullfighter
    You are expert at fighting while riding cattle or cattle-like beings.
    Prerequisites: Mounted Combat, Bull or Gorgon Companion, Trample
    Benefits: Bullfighter gives you the use of the following tactical maneuvers when mounted on a bull, bison, or gorgon:

    Spinal Dancing When trampling a prone opponent your mount takes a perverse joy in jumping up and down on him. Instead of making the usual Hoof Attack during a Trample the Mount can make a Grapple Check. If successful it does hoof damage each round it maintains the Grapple.

    Steamroll As a Full Attack your Gorgon mount can use it's breath weapon as part of a Charge Attack.

    Back Kick You can order your Mount to kick an opponent behind you if it is standing still. This does damage equal to the normal Hoof attack x2, and the victim must make an Opposed Strength Check or be knocked Prone.

    Improved Mounted Combat
    You fight significantly better against infantry when mounted.
    Prerequisites: Mounted Combat
    Benefits: At the beginning of your Turn you may make a Ride Check, and your AC becomes the result of that Check until the beginning of your next turn.

    Improved Trample
    Your Mount has gotten better at trampling foes.
    Prerequisites: Trample
    Benefits: Your mount does double damage with it's hoof attack during a Trample (Gorgon's normally do 1d8+Str with a hoof attack)


    GORGON RANCHER (Ranger Subclass)
    Gorgon Ranchers have a certain love for danger.

    FIND STEED
    At 3rd Level you always have the Find Steed spell prepared, but can only use it to summon a Cow or an Ox.

    CHARGE!
    At 7th Level as a Bonus Action, you can order you steed to charge. If it moves at least 20 feet straight towards a creature, that creature must make a Strength Save against your spell Save DC, or be knocked Prone. If it is successful, it gets a second attack versus the prone victim for free.

    MOUNTED COMBAT
    At 11th Level you get Mounted Combatant as a Bonus Feat.

    IMPROVED FIND STEED
    At 15th Level you always have the spell Find Greater Steed prepared. If upcast as a 5th Level spell, you can summon a Gorgon as your steed, but doing so changes the spells duration to Concentration, up to 1 Hour. You also become immune to Petrification.
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  8. - Top - End - #878
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    Quote Originally Posted by Bhu View Post
    GORGON RANCHER
    BAB: +8
    Well, at any rate, I do welcome options for making Ranger Animal Companions worthwhile…


    Gorgon Companion (Ex): At 1st Level your Animal Companion is replaced with a Gorgon. Your Effective Level for determining your Animal companions Abilities is -12, but your Ranger or Druid Levels stack with your Gorgon Rancher Levels for purposes of determining the abilities of your Animal Companion. If this results in you having negative levels, you still have a Gorgon Companion, it's abilities just don't advance until your class levels are positive again for purposes of determining it's abilities.

    At 4th Level your Effective Level for determining your Animal companions Abilities is -6.

    At 7th Level your Effective Level for determining your Animal companions Abilities is -3.
    …so I'm happy about this. But let me tell you, when I saw the table, I thought it's called a RANCHER because it gets MORE Gorgons as the li'l Kobold levels. And that was a beautiful mental image.

    Master Rancher (Ex): At 10th Level your Effective Level for determining your Animal companions Abilities is -0. Repeated accidental stonings have left you immune to Petrification.
    Very thoughttful! I approve.

    Advancement: You hope to own your own ranch someday. And maybe wipe out the humans. Wiping out the humans would be just awesome.
    I can relate!

    Improved Mounted Combat
    You fight significantly better against infantry when mounted.
    Prerequisites: Mounted Combat
    Benefits: At the beginning of your Turn you may make a Ride Check, and your AC becomes the result of that Check until the beginning of your next turn.
    And yes, mounted combat is another thing that needs some love. Approved once more.

  9. - Top - End - #879
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    KOBOLD GNOME WHACKER



    "Feckin' gnomes..."

    Gnome Whackers are priests of the head Kobold God, Kurtulmak. They dedicate themselves to vengeance in the name of their God for the supposed prank the Gnome deity performed on their deity. Or they use it as an excuse to mess with the local Gnomes in ever increasing prank wars. They're also the defenders of the local Kobold population.

    BECOMING A GNOME WHACKER
    Being a priest Kurtulmak is all that's necessary.

    ENTRY REQUIREMENTS
    Race: Kobold
    Patron: Kurtulmak
    Skills: Knowledge (Religion) 6 ranks, Profession (Mining) 4 ranks
    Spellcasting: Must be able to cast spells from the Cleric list of at least 3rd Level and have access to the Kobold Domain
    Feats: Domain Focus, Weapon Focus (Spear)


    Class Skills
    The Gnome Whacker's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana, Architecture & Engineering, Dungeoneering, Religion) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Gnome-Proofing +1, +1 Level of existing Divine Casting Class
    2. +1    +3     +0     +3    Kurtulmak's Sting, +1 Level of existing Divine Casting Class
    3. +2    +3     +1     +3    The Earth Goes to War, +1 Level of existing Divine Casting Class
    4. +3    +4     +1     +4    Gnome-Proofing +2, +1 Level of existing Divine Casting Class
    5. +3    +4     +1     +4    Kurtulmak's Sting, +1 Level of existing Divine Casting Class
    6. +4    +5     +2     +5    The Earth Goes to War, +1 Level of existing Divine Casting Class
    7. +5    +5     +2     +5    Gnome-Proofing +3, +1 Level of existing Divine Casting Class
    8. +6    +6     +2     +6    Kurtulmak's Sting, +1 Level of existing Divine Casting Class
    9. +6    +6     +3     +6    The Earth Goes to War, +1 Level of existing Divine Casting Class
    10.+7    +7     +3     +7    Humorless, +1 Level of existing Divine Casting Class
    Weapon Proficiencies: A Gnome Whacker gains no new weapon or armor proficiencies.

    Gnome-Proofing (Ex): At 1st Level you gain a +1 Bonus on Willpower Saves against spells of the Enchantment and Illusion Schools. This increases to +2 at Level 4, and +3 at Level 7.

    Kurtulmak's Sting (Su): At 2nd Level you can poison your weapon a number of times per day equal to your Charisma Modifier as a Standard Action. This must be your deities Favored Weapon. This poison lasts until you successfully damage an opponent with that weapon. Injury, Fortitude Save (DC is 10 plus 1/2 HD, plus Cha Modifier), Initial and Secondary damage is 1d6 hit points.

    At 5th Level you can poison your weapon as a Swift Action, and damage increases to 2d4 hit points.

    At 8th Level your poison lasts until you successfully do damage a number of times equal to your Charisma Modifier.

    The Earth Goes to War (Su): At 3rd Level you may add any 1st-4th Level spell with the Earth descriptor to your spell list.

    At 6th Level you may add any 1st-5th Level spell with the Earth descriptor to your spell list.

    At 9th Level you may add any 1st-7th Level spell with the Earth descriptor to your spell list.

    Humorless (Su): At 10th Level whenever you make a successful save against any attack or ability that originates from a Gnome or mimics a spell from the Illusion School, the Opponent who used it must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier). If he fails he is Frightened for 2d6 rounds.

    PLAYING A GNOME WHACKER
    Gnome Whackers represent all things Kobold: mining, industry, and destroying all things Gnome. Particularly that last bit. Gnome Whackers have little in the way of humor when they're being mocked, even less when it's their patron deity. You will feel their tiny, pointy wrath.
    Combat: Gnome Whackers aren't complacent priests who set in the back and band aid the party fighters. They buff up and wade into the fight. They really don't understand Clerics who waste their spells healing 'meat shields'. They often refer to them as 'timid'.
    Advancement: Gnome Whackers tend to advance according to the tenets of their religion. The ones who are inveterate pranksters, however, tend to become whatever is necessary to finance their ever more elaborate ribs.
    Resources: Gnome Whackers are avid miners, and often members of mining or metals consortiums, as well as priests. Consequently the church is quite wealthy, and willing to share when you are on missions for them.

    GNOME WHACKERS IN THE WORLD
    "Ah don't give a dam bout dem pointy headed lil' dragon wannabe's, this is mah mine!"
    You're stunningly serious, even for a Kobold. The big folk have learned not to mistake your amusing squeaking voice for weakness after several painful incidents of violence though. No one profanes your God, or trespasses on your mine. Nobody. Or, conversely, you live for pranks and have a reckless sense of humor that gets you into trouble if you don't confine your activities to the locals enemies.
    Daily Life: All your time is concerned with religious and business duties until the gnomes rear their heads, Then you suddenly shift into righteous fury mode and begin leading the troops.
    Notables: Buttslapper Jones (N Male Kobold, Cleric 6/Gnome Whacker 6) loves pranks. Almost to the point the Church considers him more trouble than he's worth. "Iron" Bill (LE Male Kobold, Cleric 6/ Gnome Whacker 6) is a humorless, some would say 'prickly', man. He's more obsessed with counting his weeath than pranking the locals.
    Organizations: Gnome Whackers all belong to Kurtulmak's church, and some sort of mining group. That pretty much takes up all their time really.

    NPC Reaction
    Gnome Whacker's are somewhat respected by NPC's, mostly due to their habits of going into inarticulate rages if offended, or their vengeful pranks if they aren't the serious type..

    GNOME WHACKERS IN THE GAME
    Having a humorless religious fanatic as a party member might not be the ball of laughs you expect. Make sure the party is ok with it. The same goes if he's the type to tick off people with his shenanigans if he's not the humorless type.
    Adaptation: This is meant for largely Kobold campaigns, or ones in which Gnomes are the main enemy.
    Encounters: Gnome Whackers are seen leading rituals on holy days, supervising the mines, and indulging their less serious sides wherever there are Gnomes to be found.

    Sample Encounter
    EL 12: The PC's are negotiating for some mining ore with a recalcitrant Gnome when a Kobold steps into the street and the bazaar goes quiet. Suddenly everyone is pulling crossbows and wands...and then the Kobold pulls out a perfectly harmless flower...


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions



    EPIC GNOME WHACKER

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    SPellcasting The Gnome Whacker’s caster level is equal to his or her class level. The GW's number of spells per day does not increase after 20th level
    The Earth Goes To War At 22nd Level, and every 3rd Level there after, you may add any 1st-9th Level spell with the Earth descriptor to your spell list.
    Bonus Feats: The Epic Gnome Whacker gains a Bonus Feat every 3 levels higher than 20th



    GNOME WHACKER
    You are Kurtulmak's first line of offense against the hated Gnome Gawd. Of course by offense, we mean messing with them less than actual combat.

    Gnome Whacker Spells
    Cleric Level Spells
    1st: Create Trap*, Disguise Self
    3rd: Invisibility, Pollen Trap* aka Gnome Blight
    5th: Erupting Earth, Nondetection
    7th: Confusion, Stone Sphere*
    9th: Mislead, Transmute Rock

    THE EARTH GOES TO WAR
    At 1st Level you add Earth Tremor and Magic Stone to your spell list.

    CHANNEL DIVINITY: KURTULMAK'S STING
    At 2nd Level you may expend one use of your Channel Divinity to poison a weapon. The next time you successfully damage someone with this weapon, you do additional Poison damage equal to (5 + twice your Cleric Level).

    GNOME-PROOFING
    At 6th Level you gain Advantage on Saving Throws against spells or magical effects, but only ones from the Enchantment or Illusion schools.

    ENHANCED STING
    At 8th Level when you use Kurtulmak's Sting, you envenom a number of attacks equal to your Proficiency Bonus.

    HUMORLESS
    At 17th Level, if you succeed in making a Saving Throw against a spell or magical effect from the Enchantment or Illusion schools, your attacker must make a Wisdom Saving Throw against your Spell Save DC, or be Frightened of you for 1 Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


    Create Trap
    1st Level Conjuration
    Casting Time: 1 Action
    Range: 90 feet
    Components: V, S, M (a miniature bronze gear)
    Duration: 8 Hours (or until triggered)
    You trap one 5 foot square in range. The next creature who enters that space must make a Dexterity Save, or take 3d8 piercing or slashing damage (choose when you cast the spell).


    Stone Sphere
    4th Level Evocation
    Casting Time: 1 Action
    Range: 90 feet
    Components: V, S, M (a stone sphere 1 inch across)
    Duration: Concentration, up to 1 Minute
    A 5-foot-diameter sphere of stone appears in an unoccupied space of your choice within range and lasts for the duration. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make a Dexterity saving throw against the sphere's damage (3d6 bludgeoning damage on a failed Save, half as much on a successful one), and the sphere stops moving this turn. If the Save is failed the creature is also knocked prone.

    When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.


    Pollen Trap
    3rd Level Conjuration
    Casting Time: 1 Action
    Range: 60 feet
    Components: V, S, M (pinch of flower pollen)
    Duration: Concentration, up to 1 Minute
    You create a 10-foot-radius sphere of nasty pollen centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature is Poisoned for as long as it remains within the cloud, and for 1 round after. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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    Backup threads available here

  10. - Top - End - #880
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Orc/Goblinoid Resources

    The 5e version is still being worked on, I'll have it up by next week.

    KOBOLD MAINTENANCE MAN



    "Awright...who left this fetid pile of ___ in the hall for me to clean up?"

    You are a maintenance man, janitor, trapsmith, craftsman, and smuggler all rolled into one.

    BECOMING A KOBOLD MAINTENANCE MAN
    Most Kobold Maintenance Men start out in a class that has lots of skills (i.e. Rogue, but could be another class)

    ENTRY REQUIREMENTS
    Race: Kobold
    Skills: Craft (any 3) 4 Ranks, Disable Device 4 Ranks, Knowledge (Architecture and Engineering) 4 Ranks, Open Lock 4 Ranks, Profession (any) 4 Ranks, Use Magic Device 4 Ranks
    Feats: Jack of All Trades, Low Key (see below)


    Class Skills
    The Kobold Maintenance Man's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Knowledge (Architecture and Engineering, Local, Things Man Was Not Meant To Know)(Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).
    Skills Points at Each Level : 8 + int

    Hit Dice: d6

    [PRE] BAB Fort Ref Will Abilities
    1. +0 +0 +2 +2 Alien Diplomacy
    2. +1 +0 +3 +3 Wrench Warfare
    3. +2 +1 +3 +3 "Clean That ____ Up"
    4. +3 +1 +4 +4 A True Professional
    5. +3 +1 +4 +4 Desperate Times
    6. +4 +2 +5 +5 "We're Inhaling What?"
    7. +5 +2 +5 +5 Duct Tape
    8. +6 +2 +6 +6 Friends In Unusual Places
    9. +6 +3 +6 +6 Hazmat Crew
    10.+7 +3 +7 +7 Occupational Specialty[/PRE]

    Weapon Proficiencies: Kobold Maintenance Men gain proficiency with one Exotic Weapon.

    Alien Diplomacy (Ex): You are often exposed to odd cultures and individuals. Some of them are...a little high strung. Some think of you as food traditionally. Some usually have no method of truly communicating with you under normal circumstances. And some are homicidal psychopaths. By making a DC 20 Diplomacy check against any being with an Intelligence higher than 3, you may stop it from immediately attacking (assuming none of your party members are racial enemies or completely stupid, or have attacked it already). This doesn't mean it's an enemy. It just means it realizes you are a bootlicking peon, and possibly of no real significant threat value, but might have some useful knowledge, or be persuadable to abandon your current master for it. The Diplomacy check buys you one minute of peaceful negotiations, unless someone on your side attacks or is insulting (they should let you do the talking).

    Wrench Warfare (Ex): You may wield Improvised Weapons without any penalty, and may take weapons Feats like Improved Critical for Improvised weaponry.

    "Clean That ____ Up"(Ex): You are used to being exposed to really nasty spills of god knows what. You are now immune to Contact Poisons, and have Acid Resistance 3.

    A True Professional (Ex): You are so used to giant monsters escaping and wreaking havoc, things blowing up, etc that you are now immune to Fear and Morale penalties.

    Desperate Times (Ex): The boss has told you the new trap needs done tonight, or you and everyone you know is dead. The time you require for Craft checks is halved.

    "We're Inhaling What?"(Ex): You've graduated from cleaning up monster poo, corpses, and slime to chemical spills and gasses. You are immune to Inhaled Poisons and any similar effect such as Ghast Stench and Troglodyte Stench. Acid Resistance increases to 5.

    Duct Tape (Ex): Out of desperation you can substitute whatever you have on hand, no matter how unlikely, to solve a problem temporarily. Perhaps you need to plug a leak to prevent the boat from sinking. Maybe you need to get a trap working in a hurry. You can make a DC 20 Craft check to repair ANYTHING for 1d6 hours after which it will break down again.

    Friends In Unusual Places (Ex): Whenever you are captured by a bad guy, get into trouble with the law (or a noble), or basically have a run-in with anyone famous, there is a chance you have worked for them before, and done well (DC 20 Charisma check). If the check is successful they remember you fondly and are inclined to let you go (You are +4 on all Diplomacy checks regarding them). At 10th level this also applies to minions, hired muscle, guards, etc as you have gotten their bacon out of the fire with the boss a couple times.

    Hazmat Crew (Ex): You've cleaned up things that would make jesus puke. You are now immune to disease (magical or otherwise), all poisons, and may make a Fortitude Save (DC is 10 plus damage dealt) to ignore Acid damage.

    Occupational Specialty: You have practiced a specific specialty, and are now a leading member of your field. You may request double the normal payment fro work you are asked to do. Specialties include:

    Plumber (Ex): You have long constructed water based traps, plumbing, aqueducts, and other such things. You no longer take armor check or weight penalties to Swim checks, and may always Take 10 on a Swim check. You may use the Run action while swimming in a straight line. You may also speak Aquan, and hold your breath twice as long as normal before you risk drowning. Prerequisites: Knowledge (Architecture and Engineering) 10 ranks.

    Electrician (Su): You specialize in traps and equipment involving electricity. As a result of being blasted many times over the years you gain Energy Resistance 15 (Electricity), and a +4 Bonus on Saving throws vs all spells or effects involving electricity. Prerequisites: Use Magical Device 10 ranks

    Carpenter (Ex): You are well known for creating stuff. Despite the name you might be a Stonemason, a Carpenter, a Goldsmith, etc. You are simply well known in your field (probably even famous). You may make a DC 20 Craft check to repair broken or malfunctioning magic items if you have the appropriate craft skill (woodworking for most staves/wands, weaponsmith for weapons, etc.). Prerequisites: Craft (Any) 6 ranks, Use Magic Device 6 ranks

    Monster Wrangler (Ex): Your responsible for maintenance, care, feeding, etc of the various guard beasties. You may use the Handle Animal skill on Abberations, Magical Beasts, Oozes, Plants, Undead, and Vermin that have an Int score of 3 or less. If they are smarter then they're initial attitude towards you is no worse than Indifferent. Prerequisites: Diplomacy 6 ranks, Handle Animal 6 ranks.

    Exterminator (Ex): You keep the secret base of operations vermin free, and put down any escaped experiments as well. You never need to worry about accidentally exposing yourself to poison as you are proficient with it's use. Poisons you make have their Save DC's increased by +5.
    Prerequisites: Craft (Poisons) 10 ranks.

    Trapsmith (Ex): You are an expert trapmaker. When creating a trap you may add +5 to two of the following: the Search DC, the Disable DC, or the Saving Throw DC. Prerequisites: Craft (Trapmaking) 10 ranks.

    Alien Wrangler (Ex): Any time the bosses need something from the Far Realms or some obscure part of the universe cleaned, repaired, looked after, etc., you get the job. When using your Use Magic Device skill you do not trigger mishap if you fail by 10 or more, and do not trigger magic items or artifacts by being in close proximity or touching them. You may handle Cursed items freely wit ha DC 25 Use Magic Device check to avoid being cursed by them. Prerequisites: Knowledge (Things Man Was Not Meant To Know) 6 ranks, Use Magic Device 6 ranks.

    PLAYING A KOBOLD MAINTENANCE MAN
    You are the overworked, the underpaid, and the often overlooked. You do a variety of thankless tasks no one else will touch, and never even get any thanks. You get swindled by your bosses, railroaded by the unions, attacked by adventurers, and eaten by the experiments gone wrong of sadistic madmen. And despite it all you still do your job. Why? Because you know all teh secrets of the BBEG's lair. Because you built them. And since he's a complete fool who got by on charisma instead of wisdom, he hasn't realized you're selling him out to the pair of adventurers who are the highest bidders. And then backstabbing them by giving them the wrong information.
    Combat: Your a tinker, not a fighter. Other people do that. Fighting isn't in the Union Contract. If they want your help fighting they need to cough up some more money.
    Advancement: Kobold Maintenance Men make excellent trapfinders and skill monkeys. They can also be capable face men as many will need to know local laws to do their job, and usually try to network extensively.
    Resources: There's always an organization supporting you. They hire you out for maintenance, to make traps, to clean up messes they don't want to deal with, i.e. the lowly peon crap. Meanwhile they never seem to notice what you're up to...

    KOBOLD MAINTENANCE MEN IN THE WORLD
    "Where's the runt? I gotta fetid pile of ____ I need cleaned up by the Manshark tank."
    You tend to be ignored and spat upon by your bosses till stuff goes wrong, and only you can fix it. Then, oh how you are showered with praise. Use these moments to get the little things. Like new tools, or better equipment. Or just stick the snobs for some money. And if they refuse, screw 'em. See how they like having to do the daily cleanup after the mansharks eat 4 kids with mayo in the public square.
    Daily Life: Most of your days will be busy work. Cleaning, maintenance, fixing problems, putting up with crap from people who think they know better than you. But every so often you get to build a new place, or do something fun like fix an adventurer problem because the Orc mercenaries have told the boss to shove it.
    Notables: Gordon Freewyrm (LN Male Kobold Rogue 6/Kobold Maintenance Man 6) is the local trapmaker of choice for most evil madmen (and a few non-evil madmen as well, but Gordon tries to not admit to that).
    Organizations: There are various Unions and Guilds devoted to your cause. After all everyone needs fortress/secret hideout/laboratory design and maintenance help. And that's where you come in. The keep with beartraps dropping from the ceiling? That was you. The castle with the zombie catapults? That was you. The underwater castle defended by impertinent, catcalling mansharks? Well that wasn't you. Not that your admitting anyway...

    NPC Reaction
    NPC's generally tend to love or hate you based on the amount of money they have to spend on your service (or are required to spend getting past them).

    KOBOLD MAINTENANCE MEN IN THE GAME
    This gives Kobolds a more prominent role than simple cannon fodder at the lowest end of the pecking order.
    Adaptation: Despite being a comic PrC this one could be readily converted to a more serious campaign of sorts. Every mad scientist needs an Igor. Every megalomaniac needs a number 2.
    Encounters: Kobold Maintenance Men can often be found supervising or working on the construction or repair of the lairs of mad scientists, evil wizards, and BBEG's of all stripes.

    Sample Encounter
    EL 12: "So let me get this straight. You 4 dust and blood covered drifters of ill repute, who may or may not have murdered the town mayor, who may or may not have been a Rakshasa, want me to build you a base of operations."

    "Pilgrims...it's gonna cost ya..."


    Gordon Freewyrm
    LN Male Kobold Rogue 6/Kobold Maintenance Man 6
    Init +3, Senses: Listen +8, Spot +8, Dark Vision 60'
    Languages Draconic, Common, Undercommon
    ------------------------------------------------
    AC 18, touch 14, flat-footed 15 (+1 Size, +3 Dex, +1 Natural, +3 Armor)
    hp 42 (12 HD)
    Fort +4, Ref +13, Will +7
    Evasion, Uncanny Dodge
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Crowbar +8/+3 (1d4)
    Melee +1 Wrench +8/+3 (1d6/19-20, x3)
    Melee +1 Hammer +8/+3 (1d6, x3)
    Base Atk +8, Grp +3
    Atk Options Sneak Attack +3d6
    Combat Gear 1 Potion of Cure Light Wounds
    -----------------------------------------------
    Abilities Str 8, Dex 16, Con 11, Int 15, Wis 10, Cha 8
    SQ Trapfinding, Trap Sense +2, Light Sensitivity, Alien Diplomacy, Wrench Warfare, A True Professional, Desperate Times, Clean That ____ Up, We're Inhaling What?
    Feats Jack of All Trades, Low Key, Exotic Weapon Proficiency (Repeating Heavy Crossbow, B)
    Skills Appraise +6, Bluff +3, Craft (Alchemy, Blacksmithing, Carpentry, Stonemasonry) +10, Craft (Trapmaking) +12, Diplomacy +3, Disable Device +10, Forgery +6, Gather Information +3, Knowledge (Architecture and Engineering, Local) +10, Listen +8, Open Lock +7, Profession (Miner) +2, Profession (Trapsmith) +8, Search +12, Sense Motive +4, Sleight of Hand +7, Spot +8, Survival +4, Use Magic Device +7
    Possessions Maintenance Toolbox (isn't fully loaded yet), Wrench of Nipple Twisting, Hammer of Bashing Things Till They Work, Crowbar of Bashing Things Till They Stop Working, Mop of Cleaning, Skeleton Key, Magic Multi-Tool, Daern's Instant Measuring Tool, Anti-Goober Sign, Arcane Thieve's Tools, 2 rolls of Duct Tape of Repair, +1 Fire Resistance Leather Armor, 1 Potion of Cure Light Wounds, 654 GP


    EPIC KOBOLD MAINTENANCE MAN

    Hit Die: d6
    Skills Points at Each Level : 8 + int
    Bonus Feats: The Epic Kobold Maintenance Man gains a Bonus Feat every 2 levels higher than 20th



    Maintenance Toolbox
    Price (Item Level): 10,000 GP
    Price with all items: 177,816 GP
    Body Slot: - (carried)
    Caster Level: 9th
    Aura: Moderate; (DC:19) Conjuration
    Activation: Swift (command)
    Weight: 25 lbs

    This metal toolbox effectively functions the same as a Bag of Holding IV, but it is slightly different. The toolbox comes pre-equipped with several items listed below, and living creatures may not be placed in it. Al objects are shrunken into strange widgets, only identifiable to the boxes owner (i.e. once they're in the box, you'll have to ask him or pull them all out at random to find them. Only the most favored or well rewarded members of he Maintenance Department get one of these toolboxes.
    Prerequisites: Craft Wondrous Item, Leomund's Secret Chest
    Cost to Create: 5000 GP, 5 days, 200 XP

    The box contains:

    1 set of Arcane Thieves Tools (MIC page 150)
    2 Blast Disks (MIC page 152)
    5 Blessed Bandages (MIC page 152)
    1 Daern's Instant Tent (MIC page 155)
    1 Daern's Instant Coffee Pot
    1 Daern's Instant Vending Machine
    1 Superior Rope of Climbing (MIC page 176)
    1 Wrench of Nipple Twisting
    1 Hammer of Bashing Things Until They Work
    1 Crowbar of Bashing Things Until They Stop Working
    2 Rolls of Duct Tape of Repair
    1 Mop of Cleaning
    1 Skeleton Key
    1 Magic Multi-Tool
    1 Chainsaw of Fun
    1 Daern's Instant Facemask
    1 Daern's Mystic Measuring Tool
    1 Daern's General Purpose Personal Defense Boomstick
    1 Daern's Instant Shack
    1 Jar of Dust of Dryness
    1 pair of Goggles of Minute Seeing
    1 Animated Shovel
    1 Jar of Salve of Slipperiness
    1 Jar of Sovereign Glue
    1 Jar of Universal Solvent
    1 Anti-Goober Sign



    Daern's Instant Coffee Pot
    Price (Item Level): 200 GP (2nd)
    Body Slot: - (carried)
    Caster Level: 1st
    Aura: Faint; (DC:15) Conjuration
    Activation: Standard (Command)
    Weight: 2 lbs.

    3 times per day when you utter the correct command word, this pot (it looks like a thermos actually) fills with fresh coffee (black or with cream/sugar).

    Prerequisites: Craft Wondrous Item, Create Water
    Cost to Create: 100 GP, 1 day, 8 XP


    Daern's Vending Machine
    Price (Item Level): 3600 GP (8th)
    Body Slot: - (carried theoretically)
    Caster Level: 5th
    Aura: Faint; (DC:17) Conjuration
    Activation: Standard (Manipulation)
    Weight: 400 lbs.

    This 6 ft. tall by 3 ft. wide by 3 ft. thick metal box has a display on front with pictures of foodstuffs and drinks (with prices listed next to them) that change on a random basis (sometimes by the hour, sometimes by the month). By inserting up to 1 Silver in coins, you get enough food for one meal. The machine does not provide change since the original creator was apparently an utter bastard. Rumor has it the creators have made some machines that teleport the coins to their location as a means of earning a steady income. The cost of making one of these machines tends to make this unlikely.

    Prerequisites: Craft Wondrous Item, Coins to Food
    Cost to Create: 1800 GP, 2 days, 72 XP


    Coins to Food
    Transmutation
    Level: Sorcerer/Wizard 1
    Components: V, S. M
    Casting Time: 1 Minute
    Range: Close (25 ft. plus 5 ft./2 levels)
    Effect: Creates enough food and drink for one person for either a meal or a day
    Duration: 24 hours

    Material component is any coin of legal monetary value. Even though it says 1 Silver piece to feed you for a day on the scroll you got it from, you may use any combination of coins that amount to 1 SP, or even more expensive coins like gold (you do not get change back). You may sacrifice 4 copper pieces to get fed one meal. Or 1 silver piece to eat for a day. The coins convert to food and drink of whatever sort you wish, but it is only good for 24 hours (except for water, it doesn't spoil).


    Wrench of Twisting
    Price (Item Level): 18,312 GP
    Body Slot: - (carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Transmutation
    Activation: - (Use-activated)
    Weight: 3 lbs.

    This appears to be a normal +1 Wrench. When striking a humanoid opponent the wielder gets to make an immediate Grapple Check as a Free Action without provoking an attack of opportunity. If he succeeds with the Grapple Check, the Wrench latches on, animates, and violently twists the soft part of the body it has latched on to causing incredible pain. This effect is identical to the Tweak spell. Duration lasts until the victim makes a DC 20 Str check to pull the wrench free (Incidentally doing 1d6 damage in the process).

    Prerequisites: Craft Magic Arms and Armor, Tweak Nipple
    Cost to Create: 9156 GP, 9 days, 366 XP


    Tweak
    Transmutation
    Level: Sorcerer/Wizard 4
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Close (25 ft. plus 5 ft./2 levels)
    Target: One Creature
    Duration: Concentration (up to 1 round/level)
    Saving Throw: Will Negates
    Spell Resistance: No

    An invisible telekinetic force grabs hold of one of your opponents soft parts, twists hard, and pulls. Until it lets go the target has a -4 penalty to all rolls. This does not work on any creature with no discernable anatomy or that is immune to criticals.


    Wrench
    One Handed Exotic Weapon
    Cost: 12 GP
    Dmg (S): 1d6
    Dmg (M): 1d8
    Critical: 19-20, x3
    Weight: 1 lb.
    Type: Bludgeoning

    Wrenches add a +2 Bonus to Str checks for loosening up bolts and such.


    Hammer of Bashing Things Till They Work
    Price (Item Level): 8,312 GP
    Body Slot: - (carried)
    Caster Level: 5th
    Aura: Faint; (DC:17) Transmutation
    Activation: -
    Weight: 5 lbs.

    This is to all intents and purposes a +1 Claw Hammer, though it is used more as a tool than a weapon. It's true purpose is a result of the "if it doesn't work, just give it a whack" theory of mechanics. By striking any mechanical device that has more than 2 moving parts (note mechanical does not imply metal, it can be made of wood or other substances except flesh) you get a Repair check. You are attempting to beat a DC of 20, and your check is 10 plus the damage rolled on your striking the object with the hammer. If you successfully make the DC, the object begins functioning normally again for 2d6 hours (i.e. enough time to usually do a proper repair, or make it last a bit longer to get something specific done). If you don't make the DC, the object isn't damaged any further by the hammer as the dents from the strike magically heal instantly.

    Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Repair Serious Damage
    Cost to Create: 4,156 GP, 5 days, 166 XP


    Claw Hammer
    One Handed Exotic Weapon
    Cost: 12 GP
    Dmg (S): 1d6
    Dmg (M): 1d8
    Critical: x3
    Weight: 1.5 lbs.
    Type: Bludgeoning OR piercing

    Even though it has been sharpened to use as a weapon on its prying end, this can still function as a claw hammer. It still gives a +2 to Strength checks for prying open doors/chests, shattering chains, etc.


    Crowbar of Bashing Things Till They Stop Working
    Price (Item Level): 18,312 GP
    Body Slot: - (carried)
    Caster Level: 3rd
    Aura: Faint; (DC:16) Evocation
    Activation: - (and Free, Command)
    Weight: 5 lbs.

    This is a +1 Breaking Crowbar.

    Prerequisites: Craft Magic Arms and Armor, Shatter
    Cost to Create: 9156 GP, 9 days, 366 XP


    Breaking
    Price: +2 bonus
    Property: Bludgeoning melee weapon
    Caster Level: 3rd
    Aura: Faint; (DC:16) Evocation
    Activation Free (Command)

    3 times per day as a Free Action a Breaking weapon may be used to immediately cast Shatter as a Free Action on any object it has just struck successfully.

    Prerequisites: Craft Magic Arms and Armor, Shatter
    Cost to Create: varies


    Crowbar
    One Handed Exotic Weapon
    Cost: 12 GP
    Dmg (S): 1d4
    Dmg (M): 1d6
    Critical: x2
    Weight: 3 lbs.
    Type: Bludgeoning OR piercing

    Even though it has been sharpened to use as a weapon on its prying ends, and is heavier, this can still function as a regular crowbar. It still gives a +2 to Strength checks for prying open doors/chests, shattering chains, etc. Because of it's shape it also grants a +2 on opposed rolls to trip or disarm an opponent.


    Duct Tape of Repair
    Price (Item Level): 450 GP (3rd)
    Body Slot: - (carried)
    Caster Level: 1st
    Aura: Faint; (DC:15) Transmutation
    Activation: Standard (Manipulation)
    Weight: less than a pound

    This magic brand of duct tape can repair damaged objects and vehicles. When a 5-foot strip of the duct tape is applied to the damaged area, the duct tape disappears and the object regains 1d8+1 hit points instantly.

    Duct tape of repair comes in a standard-size roll and can be used 14 times before the roll is exhausted.
    Prerequisites: Craft Wondrous Item, Repair Light Damage
    Cost to Create: 225 GP, 1 day, 18 XP
    Original Concept by DebiHuman


    Mop of Cleaning
    Price (Item Level): 500 GP (3rd)
    Body Slot: - (carried)
    Caster Level: 3rd
    Aura: Faint; (DC:17) Transmutation
    Activation: - (Use-Activated)
    Weight: 4 lbs.

    This mop can clean virtually any substance up at the rate of one 5 ft. square per round. It is unknown where the cleaned up fluids and other noxious substances go...
    The mop can even clean up acid or toxic substances without problem, and can remove a Grease spell.

    Prerequisites: Craft Wondrous Item, Neutralize Poison, Prestidigitation
    Cost to Create: 250 GP, 1 day, 10 XP

    Clean Water Spell by DebiHuman
    Transmutation
    Level: Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 minute
    Range: Close (25 feet plus 5 ft./2 levels)
    Target: 10-foot area/level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This transmutation cleanses any flat surface area that has been corrupted by acid, poison, or other noxious substance by turning it into an equal amount of water. It cannot clean the air, and the liquid cannot be deeper than one foot. Material component is a few flakes of soap.


    Skeleton Key
    Price (Item Level): 5000 GP (9th)
    Body Slot: - (carried)
    Caster Level: 3rd
    Aura: Faint; (DC:16) Transmutation
    Activation: Swift (Manipulation)
    Weight: -

    This key can be used to open any lock as a Swift Action, even if it is locked by the spell Arcane Lock.

    Prerequisites: Craft Wondrous Item, Instant Locksmith, Knock
    Cost to Create: 2,500 GP, 3 days, 100 XP


    Magic Multi-Tool
    Price (Item Level): 1000 GP (4th)
    Body Slot: - (carried)
    Caster Level: 9th
    Aura: Moderate; (DC:19) Transmutation
    Activation: Swift (Command)
    Weight: 1 lb.

    This 3 ft. metal rod can become any masterwork tool as a Swift Action by uttering the command word.

    Prerequisites: Craft Wondrous Item, Fabricate
    Cost to Create: 500 GP, 1 day, 20 XP


    Summon Tool
    Conjuration
    Level: Sor/Wiz 1
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: 0 ft.
    Effect: Unattended, non magical object of non living matter
    Duration: 1 hour per level
    Saving Throw: None
    Spell Resistance: No

    You temporarily create one Masterwork tool of any kind, that can be held in the casters hands (i.e. no bigger than a sledgehammer or saw). If you attempt to use this tool as a spell component or break it, the spell ends. Focus is a 1 foot steel rod.


    Chainsaw of Fun
    Price (Item Level): 25868 GP (16th)
    Body Slot: - (carried)
    Caster Level: 3rd
    Aura: Faint; (DC:17) Conjuration
    Activation: Standard (Manipulation)
    Weight: 5 lbs.

    3 times per day this saw can become a Mordenkainen's Force Saw.

    Prerequisites: Create Magic Arms and Armor, Craft Wondrous Item,
    Cost to Create: 12934 GP, 13 days, 517 XP


    Mordenkainen's Force Saw
    Conjuration
    Level: Sorcerer/Wizard 2
    Components: V, S. F
    Casting Time: 1 Standard Action
    Range: Personal
    Effect: 1 Chainsaw
    Duration: 1 round per level
    Saving Throw: No
    Spell Resistance: No

    When cast this summons a mystical chainsaw. It can cut through just about anything eventually. It cuts through 2 inches of any material of Hardness 5 or less in 1 round. It will cut through 1 inch of anything Hardness 6-8 in 2 rounds. It will cut through 1 inch of anything Hardness 9-15 in 3 rounds. It cannot cut through Hardness 16 or higher. If used as a weapon it is a Two handed +1 weapon that does 1d8 force damage (plus spellcasting ability modifier) as a melee touch attack. Focus is a miniature pewter chainsaw.


    Daern's Instant Face Mask
    Price (Item Level): 4,500 GP (9th)
    Body Slot: Face
    Caster Level: 5th
    Aura: Faint; (DC:17) Transmutation
    Activation: - (Use-Activated)
    Weight: -

    While wearing this face mask the owner is immune to inhaled poisons, and can breathe whether or not there is oxygen available. The wearers eyes are also shaded from bright light, and he has a +4 circumstance bonus to Saves against being blinded by light.

    Prerequisites: Craft Wondrous Item, Delay Poison, Eye Shades, Water Breathing
    Cost to Create: 2,250 GP, 3 days, 90 XP


    Eye Shades
    Abjuration
    Level: Sorcerer/Wizard 1
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 Minute/Level

    For the Duration of the spell you have a +4 Bonus on all Saving Throws against spells or effects based on flashes of light that would temporarily Daze or Blind you.


    Daern's Mystic Measuring Tool
    Price (Item Level): 100 GP (1st)
    Body Slot: - (carried)
    Caster Level: 1st
    Aura: Faint; (DC:15) Divination
    Activation: Standard (Command)
    Weight: 1 lb.

    As a Standard Action you can automatically learn:

    The distance between any 2 points within line of sight.
    Measure any object (volume, weight, length, etc).
    Mark a line between 2 points.
    Effectively it's a measuring tape, level, ruler/marker, all in one. If the wielder wishes it will generate a line of any color between 2 points permanently.

    Prerequisites: Craft Wondrous Item, Arcane Mark, Daern's Instant Measurement
    Cost to Create: 50 GP, 1 day, 2 XP


    Daern's Instant Measurement
    Divination
    Level: Sorcerer/Wizard 1
    Components: V, S, Focus
    Casting Time: 1 Standard Action
    Range: Close (25 ft. plus 5 ft. per level), but see below
    Target: You
    Duration: 1 Round/Level

    For the duration of the spell you can measure any 1 object of any size within range. You can learn height, length, weight, volume, etc. Whatever measurement you require this spell will perform. Optionally you may learn the exact distance between any two points you can actually see. Focus is a measuring device of any sort.


    Daern's General Purpose Personal Defense Boomstick
    Price (Item Level): 30,000 GP (21st)
    Body Slot: - (carried)
    Caster Level: 7th
    Aura: Moderate; (DC:18) Conjuration
    Activation: Standard (Manipulation)
    Weight: 8 lbs.

    This appears to be a 4 foot long metal tube with a trigger at one end. By pulling the trigger anyone holding the Boomstick can fire a blast that's equivalent to an Orb of Sound cast by a 7th level caster. The Boomstick can be used 5 times per day.

    Prerequisites: Craft Magic Arms and Armor, Create Wondrous Item, Orb of Sound, Use Magic Device 4 ranks
    Cost to Create: 15,000 GP, 15 days, 600 XP


    Daern's Instant Shack
    Price (Item Level): 15,000 GP (21st)
    Body Slot: - (carried)
    Caster Level: 7th
    Aura: Moderate; (DC:18) Conjuration
    Activation: Standard (Command)
    Weight: 1 lb.

    Throwing this wooden cube to the ground and speaking the command word creates a small wooden shack with a sign on front that says "Maintenance: Knock before entering". The shack is otherwise Identical to the dwelling created by the Leomund's Secure Shelter spell. A different command word returns it to cube form, assuming there are no living beings inside. It will remain in shack form till empty of life. The cube takes 1 round to change forms.

    Prerequisites: Craft Wondrous Item, Leomund's Secure Shelter
    Cost to Create: 7,500 GP, 8 days, 300 XP


    Animated Shovel
    Price (Item Level): 9,312 GP
    Body Slot: - (carried)
    Caster Level: 11th
    Aura: Moderate; (DC:20) Transmutation
    Activation: Standard (Command)
    Weight: 3 lbs.

    This appears to be an ordinary +1 Shovel. When speaking the command word the shovel will animate by itself, and begin digging according to instructions (the effect is identical to the Move Earth spell). It will stop when the command word is repeated, or when the limits of the spell are reached. It may be used in this manner 3 times per day.

    Prerequisites: Create Magic Arms and Armor, Craft Wondrous Item, Animate Object, Move Earth
    Cost to Create: 4656 GP, 5 days, 186 XP


    Shovel
    Two Handed Exotic Weapon
    Cost: 12 GP
    Dmg (S): 1d8
    Dmg (M): 1d10
    Critical: 19-20
    Weight: 3 lbs.
    Type: Bludgeoning OR Slashing


    Anti-Goober Sign
    Price (Item Level): 3600 GP
    Body Slot: - (carried)
    Caster Level: 11th
    Aura: Moderate; (DC:21) Enchantment
    Activation: - (Use-activated)
    Weight: 1 lb.

    Once per day as a Swift action the owner can command this sign to present any message of up to 25 words for 24 hours. Any living creature viewing it will be compelled to obey the message of the sign (basically identical to the Suggestion spell) unless they succeed on one of 3 Will Saves. All 3 are made upon reading the sign. The owner is immune to the effects of the sign, as well as anyone he specifically designates to be immune from it (who must be present when he sets the signs message).

    Prerequisites: Craft Wondrous Item, Illusory Script, Mass Suggestion
    Cost to Create: 1800 GP, 2 days, 72 XP


    Big Ole' Whackin' Wrench
    Two Handed Exotic Weapon
    Cost: 48 GP
    Dmg (S): 1d8
    Dmg (M): 1d10
    Critical: x3
    Weight: 6 lbs.
    Type: Bludgeoning


    Low Key [General]
    You are nondescript and generally unnoticeable unless you make a special effort to draw attention to you. Alternatively, you are good at keeping a low profile and avoiding notice when you would rather not be seen.
    Benefit: You gain a +2 competence bonus to Hide checks. In addition, when a creature has an equal chance to hit both you and another target adjacent to you, such as your friends, it tends to ignore you. You may make a Hide check opposed by the attacker's Spot. On a successful check, the creature attacks someone adjacent rather than you. If you are the only available target or the creature would have to roll higher to hit all its other possible targets, it may attack you as normal.
    Special: If every potential target has this feat, they cancel each other out, and the attacker can choose who to hit as per normal. Determine the creature's target as normal.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  11. - Top - End - #881
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    KOBOLD GNOME WHACKER
    I'm not gonna lie, I expected this will be more about whacking Gnomes. It's probably more powerful than a martial PrC that does that, but that's mostly the full casting progression doing the heavy lifting.

    In actual fact, it mostly just helps resisting (predominantly metaphorical) whacking attempts made by Gnomes in minor ways, and not even the stupid Gnomes' stupid bonuses against Kobolds is negated there. The only thing strictly for whacking it has is the posion, but Gnomes have a bonus to CON. I'm sad.

  12. - Top - End - #882
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
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    Hell itself (Ohio)
    Gender
    Male

    Default Re: Orc/Goblinoid Resources

    and now the 5e versions of the maintenance man

    MAINTENANCE MAN
    You are a maintenance man, janitor, trapsmith, craftsman, and smuggler all rolled into one. You are the overworked, the underpaid, and the often overlooked. You do a variety of thankless tasks no one else will touch, and never even get any thanks. You get swindled by your bosses, railroaded by the unions, attacked by adventurers, and eaten by the experiments gone wrong of sadistic madmen. And despite it all you still do your job. Why? Because you know all teh secrets of the BBEG's lair. Because you built them. And since he's a complete fool who got by on charisma instead of wisdom, he hasn't realized you're selling him out to the group of adventurers who are the highest bidders. And then backstabbing them by giving them the wrong information. You're a tinker, not a fighter. Other people do that. Fighting isn't in the Union Contract. If they want your help fighting they need to cough up some more money.

    TOOL PROFICIENCY
    When you adopt this specialization at 3rd level, you gain proficiency with any one set of tools.

    MAINTENANCE SPELLS
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tactician Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

    Artificer Level Spells

    3rd Tenser's Floating Disc, Unseen Servant
    5th Borrowed Knowledge, Immovable Object
    9th Nondetection, Sending
    13th Control Water, Death Ward
    17th Passwall, Wall of Stone

    ALIEN DIPLOMACY
    When you reach 3rd level, you are often exposed to odd cultures and individuals. Some of them are...a little high strung. Some think of you as food traditionally. Some usually have no method of truly communicating with you under normal circumstances. And some are homicidal psychopaths. By making a DC 20 Charisma (Persuasion or Deception) check against any being with an Intelligence higher than 3, you may stop it from immediately attacking (assuming none of your party members are traditional enemies or completely stupid, or have attacked it already). This doesn't mean it's an enemy. It just means it realizes you are a minion, and possibly of no real significant threat value, but might have some useful knowledge, or be persuadable to abandon your current master for it. The Diplomacy check buys you one minute of peaceful negotiations, unless someone on your side attacks or is insulting (they should let you do the talking). You also gain Proficiency with either Deception or Persuasion.

    DUCT TAPE
    Beginning at 3rd level, out of desperation you can substitute whatever you have on hand, no matter how unlikely, to solve a problem temporarily. Perhaps you need to plug a leak to prevent the boat from sinking. Maybe you need to get a trap working in a hurry. You can make a DC 20 Intelligence check to repair ANYTHING for 1d6 hours after which it will break down again.

    WRENCH WARFARE
    Beginning at 3rd level, you are proficient with all Maintenance Weapons and Improvised Weapons.

    FRIENDS IN UNUSUAL PLACES
    Starting at 5th level, whenever you are captured by a bad guy, get into trouble with the law (or a noble), or basically have a run-in with anyone famous, there is a chance you have worked for them before, and done well (DC 20 Charisma check). If the check is successful they remember you fondly and are inclined to let you go (You have Advantage on all Persuasion checks regarding them). At 10th level this also applies to minions, hired muscle, guards, etc as you have gotten their bacon out of the fire with the boss a couple times.

    CONSUMMATE PROFESSIONAL
    Starting at 5th level, you are immune to the Charmed and Frightened Conditions.

    HAZMAT CREW
    At 9th level, you are used to being exposed to chemicals, poisons, gasses, unusual substance, monster poo, etc. You are immune to diseases, poison damage and the Poisoned Condition.

    OCCUPATIONAL SPECIALTY
    At 15th level, you specialize in one form of activity:

    Artifact Cataloguer: You are adept at handling magic items, and can handle cursed items with no ill effect.

    Crafter: If you have your tools, you may take 10 minutes to make a DC 20 Intelligence Check. If you succeed, you may repair one broken or malfunctioning magic item.

    Electrician: You specialize in traps or equipment involving electricity. You gain Resistance to Lightning Damage.

    Exterminator: You keep the BBEG's lair vermin free, and put down escaped experiments. You add your Intelligence modifiers to all spell damage.

    Monster Wrangler: You take care of the experimental or captured critters and guard monsters. As a result they are sometimes well disposed towards you, seeing as you feed them and give them pats. A successful Charisma (Persuasion) Check allows you to calm a creature, or convince it that you mean it no harm (DM decides DC based on how said creature has been treated).

    Plumber: You have long constructed water based traps, plumbing, aqueducts, and other such things. You gain a Swim speed equal to your land speed, and can hold your breath for 15 minutes.


    Maintenance Weapons

    Wrench: Costs 10 GP, 1d6 Bludgeoning damage, weighs 1 lb., Properties: Light, Special (is considered a tool for purposes of Artificer abilities)

    Claw Hammer: Costs 12 GP, 1d6 Bludgeoning or Piercing damage, weighs 1.5 lbs., Properties: Light, Special (is considered a tool for purposes of Artificer abilities)

    Crowbar: Costs 15 GP, 1d8 Bludgeoning or Piercing damage, weighs 3 lbs., Properties: Special (is considered a tool for purposes of Artificer abilities), Versatile

    Shovel: Costs 12 GP, 1d8 Bludgeoning or Slashing damage, weighs 3 lbs., Properties: Special (is considered a tool for purposes of Artificer abilities), Two-Handed

    Big Ole Whackin' Wrench Costs 15 GP, 2d6 Bludgeoning damage, weighs 6 lbs., Properties: Heavy, Special (is considered a tool for purposes of Artificer abilities), Two-Handed


    New Artificer Spells


    Coins to Food
    Conjuration Cantrip (Ritual)
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (coins of 1 silver piece or less)
    Duration: Instantaneous
    Material component is any coin of legal monetary value. Even though it says 1 Silver piece to feed you for a day on the scroll you got it from, you may use any combination of coins that amount to 1 SP, or even more expensive coins like gold (you do not get change back). You may sacrifice 4 copper pieces to get fed one meal. Or 1 silver piece to eat for a day. The coins convert to food and drink of whatever sort you wish, but it is only good for 24 hours (except for water, it doesn't spoil).


    Clean Water
    1st Level Transmutation (Ritual)
    Casting Time: 1 Action
    Range: 30 feet (10 foot radius)
    Components: V, S, M (a few flakes of soap)
    Duration: Instantaneous
    This transmutation cleanses any flat surface area that has been corrupted by acid, poison, or other noxious substance by turning that substance into an equal amount of water. It cannot clean the air, and the liquid cannot be deeper than one foot.


    Daern's Instant Measurement
    Divination Cantrip
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: Concentration up to 1 minute
    For the duration of this spell, choose any 1 object you can see and you can learn height, length, weight, volume, etc. Whatever measurement you require this spell will perform. Optionally you may learn the exact distance between any two points you can actually see. It can also mark a straight line between two points you can see.


    [size=12pt]Eye Shades[/size]
    1st Level Abjutation (Ritual)
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: 10 Minutes
    For the duration of the spell, you have Advantage on any Saving Throws to avoid being Blinded.


    Leomund's Secure Shelter
    4th Level Conjuration (Ritual)
    Casting Time: 1 Minute
    Range: Self (20 foot by 20 foot area)
    Components: V, S, M ( a mix of ground up lime, sand, rock and wood)
    Duration: 8 Hours
    You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

    The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling is resistant to fire damage. It is immune to non-magical bludgeoning, piercing or slashing damage.

    The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked (as per the spell) and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

    The secure shelter contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk.


    Mordenkainen's Force Saw
    2nd Level Conjuration
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: 1 Minute
    When cast this summons a mystical chainsaw. It can cut through just about anything eventually. It cuts through 2 inches of wood or softer material in 1 round. It will cut through 1 inch of stone in 2 rounds. It will cut through 1 inch of steel or mithral in 3 rounds. It cannot cut through Adamantine. If used as a weapon it is a two handed weapon that uses your spellcastig ability modifier for attack and damage rolls, and does 2d6 force damage.

    At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot levels above the 2nd.


    Summon Tool
    Conjuration Cantrip
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: 8 Hours
    You create any single tool, including weapons that are used as tools.


    Tweak
    4th Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration up to 1 minute
    An invisible telekinetic force grabs hold of one of your opponents soft parts, twists hard, and pulls. Until it lets go the target has Disadvantage on all attack rolls, ability checks and saving throws.


    New Magic Weapons

    Animated Shovel: Weapon (shovel), Rare (requires attunement) You can use a bonus action to toss this magic shovel into the air and speak the command word. When you do so, the shovel begins to hover, flies up to 30 feet, and begins digging at your command until you tell it to stop, or 1 Hour has passed. It then flies 30 feet towards you into your hands (or at your feet if your hands are full).

    Chainsaw of Fun: Weapon, Very Rare (requires attunement) 3/Day you can turn this into a Mordenkainen's Force Saw for 1 Minute as an Action.

    Crowbar of Bashing Things Till They Stop Working: Weapon (crowbar), Very Rare (requires attunement) This magical crowbar allows you to cast Shatter 3 times per long rest as a Reaction. You must cast it after you have successfully struck an object or a construct, and only the object/creature you have attacked takes the damage and makes a Saving Throw. Save DC is (9 + Proficiency Bonus) + your highest mental ability score modifier).

    Hammer of Bashing Things Till They Work: Weapon (any hammer), Rare This is to all intents and purposes a magical Claw Hammer, though it is used more as a tool than a weapon. It's true purpose is a result of the "if it doesn't work, just give it a whack" theory of mechanics. By striking any mechanical device that has more than 2 moving parts (note mechanical does not imply metal, it can be made of wood or other substances except flesh) you get a Repair check. You are attempting to beat a DC of 20, and your check is 10 plus the damage rolled on your striking the object with the hammer. If you successfully make the DC, the object begins functioning normally again for 2d6 hours (i.e. enough time to usually do a proper repair, or make it last a bit longer to get something specific done). If you don't make the DC, the object isn't damaged any further by the hammer as the dents from the strike magically heal instantly.

    Wrench of Tweaking: Weapon (wrench), Very Rare This appears to be a normal magical Wrench. When striking a humanoid opponent the wielder gets to make an immediate Grapple Check as a Free Action without provoking an attack of opportunity. If he succeeds with the Grapple Check, the Wrench latches on, animates, and violently twists the soft part of the body it has latched on to causing incredible pain. This effect is identical to the Tweak spell. Duration lasts until the victim makes a DC 20 Str check to pull the wrench free (Incidentally doing 1d6 damage in the process).


    New Wondrous Items (well, new to 5e anyway)

    Anti-Goober Sign: Wondrous Item, Uncommon Once per day as a Bonus action the owner can command this sign to present any message of up to 25 words for 24 hours. Any living creature viewing it will be compelled to obey the message of the sign (basically identical to the Suggestion spell) unless they succeed on a DC x Willpower Save. The owner is immune to the effects of the sign, as well as anyone he specifically designates to be immune from it (who must be present when he sets the signs message).

    Blast Disk: Wondrous Item, Rare This jet-black, 8-inch-diameter plate bears a bas relief humanoid skull surrounded by runes and sigils. Its other side is perfectly smooth and flat. A blast disk can be set to explode through proximity or on a timer. In either case, when the disk activates it explodes, destroying the blast disk and dealing 5d6 points of fire damage to all creatures and objects within 10 feet (Dexterity Save DC 15 for half damage). If set to explode through proximity, a blast disk must be set down in a square on the battlefield. The next creature of Small or larger size to enter that square (either on the ground or airborne within 5 feet) sets off the blast disk. That creature receives Disadvantage on the save against the blast. A blast disk can also be set to automatically explode up to 10 rounds after placement. A character can make a DC 20 Wisdom (Perception) Check to spot a disk, and a DC 20 Dexterity Check to disable it.

    Blessed Bandages: Wondrous Item, Common When these bandages are applied to a creature with 0 hit points it stabilizes immediately, and is not required to make Death Saving Throws.

    Daern's General Purpose Personal Defense Boomstick: Wondrous Item, Rare This appears to be a 4 foot long metal tube with a trigger at one end. By pulling the trigger anyone holding the Boomstick can fire a blast that does 3d8 thunder damage out to a range of 90 feet. The Boomstick can be used 5 times per day.

    Daern's Instant Coffee Pot: Wondrous Item, Common 3 times per day when you utter the correct command word, this pot (it looks like a thermos actually) fills with fresh coffee (black or with cream/sugar).

    Daern's Instant Face Mask: Wondrous Item, Rare While wearing this face mask the owner is immune to inhaled poisons, and can breathe whether or not there is oxygen available. The wearers eyes are also shaded from bright light, and he has Advantage on Saves against being Blinded by light.

    Daern's Instant Shack: Wondrous Item, Uncommon Throwing this wooden cube to the ground and speaking the command word creates a small wooden shack with a sign on front that says "Maintenance: Knock before entering". The shack is otherwise Identical to the dwelling created by the Leomund's Secure Shelter spell. A different command word returns it to cube form, assuming there are no living beings inside. It will remain in shack form till empty of life. The cube takes 1 round to change forms.

    Daern's Mystic Measuring Tool: Wondrous Item, Common 3/day this ruler let's you cast Daern's Instant Measurement.

    Daern's Vending Machine: Wondrous Item, Uncommon This 6 ft. tall by 3 ft. wide by 3 ft. thick metal box has a display on front with pictures of foodstuffs and drinks (with prices listed next to them) that change on a random basis (sometimes by the hour, sometimes by the month). By inserting up to 1 Silver in coins, you get enough food for one meal. The machine does not provide change since the original creator was apparently an utter bastard. Rumor has it the creators have made some machines that teleport the coins to their location as a means of earning a steady income.

    Duct Tape of Repair: Wondrous Item, Uncommon This magic brand of duct tape can repair damaged objects, constructs and vehicles. When a 5-foot strip of the duct tape is applied to the damaged area, the duct tape disappears and the object regains 1d8+1 hit points instantly.

    Maintenance Toolbox: Wondrous Item, Legendary This is a 3 foot long by 1.3 foot wide by 1.5 foot tall metal box with a handle and a lock. It functions as a Bag of Holding, but weighs 35 lbs. (even when fully loaded), and can contain a maximum of 1500 lbs., as long as it doesn't exceed 150 cubic feet. Living creatures cannot be placed within it, and each item is turned into a tiny widget fitted into one of the trays inside. You know what each one is, but anyone else must make a DC 20 Wisdom (Insight) Check to guess what each one's function is. Brand new Toolboxes come loaded with the following:

    1 set of Arcane Thieves Tools
    2 Blast Disks
    5 Blessed Bandages
    1 Daern's Instant Tent
    1 Daern's Instant Coffee Pot
    1 Daern's Instant Vending Machine
    1 Rope of Climbing
    1 Wrench of Twisting
    1 Hammer of Bashing Things Until They Work
    1 Crowbar of Bashing Things Until They Stop Working
    2 Rolls of Duct Tape of Repair
    1 Mop of Cleaning
    1 Skeleton Key
    1 All-Purpose Tool
    1 Chainsaw of Fun
    1 Daern's Instant Facemask
    1 Daern's Mystic Measuring Tool
    1 Daern's General Purpose Personal Defense Boomstick
    1 Daern's Instant Fortress
    1 Jar of Dust of Dryness
    1 pair of Eyes of Minute Seeing
    1 Animated Shovel
    1 Jar of Oil of Slipperiness
    1 Jar of Sovereign Glue
    1 Jar of Universal Solvent
    1 Anti-Goober Sign

    Mop of Cleaning: Wondrous Item, Common This mop can clean virtually any substance up at the rate of one 5 ft. square per round. It is unknown where the cleaned up fluids and other noxious substances go. The mop can even clean up acid or toxic substances without problem, and can remove a Grease spell.

    Skeleton Key: Wondrous Item, Uncommon This key can open any lock, including those locked by an Arcane Lock spell.

    Note that any of the above magic items may be replicated via the Replicate Magic Item Infusion. The Level at which they become available is listed below:

    2nd Level: Blessed Bandages, Daern's Instant Coffee Pot, Daern's Instant Measuring Tool, Mop of Cleaning, Daern's Instant Vending Machine

    6th Level: Anti-Goober Sign, Duct Tape of Repair, Skeleton Key

    10th Level: Animated Shovel, Daern's Instant Shack, Hammer of Bashing Things Till They Work

    14th Level: Blast Disk, Chainsaw of Fun, Crowbar of Bashing Things Till They Stop Working, Daern's General Purpose Personal Defense Boomstick, Daern's Instant Face Mask, Wrench of Tweaking
    Last edited by Bhu; 2023-10-20 at 11:46 PM.
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  13. - Top - End - #883
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    I'm not gonna lie, I expected this will be more about whacking Gnomes. It's probably more powerful than a martial PrC that does that, but that's mostly the full casting progression doing the heavy lifting.

    In actual fact, it mostly just helps resisting (predominantly metaphorical) whacking attempts made by Gnomes in minor ways, and not even the stupid Gnomes' stupid bonuses against Kobolds is negated there. The only thing strictly for whacking it has is the posion, but Gnomes have a bonus to CON. I'm sad.
    With a little luck I'll make up for it next week. I have a goodie I've been waiting to have the chance to revise.
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  14. - Top - End - #884
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    Default Re: Orc/Goblinoid Resources

    Sounds promising! Standing by.

  15. - Top - End - #885
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    MOTHERS AGAINST DUNGEON DELVERS ATTORNEY



    "Our attorneys would like to have a few words with you."

    Ever wonder what happens to the widows and orphans left behind when PC's go on a killing spree/"quest". Well wonder no further. They've organized, hired a few Fiendish attorneys, and they intend to sue you well into the afterlife.

    You can start running now...

    BECOMING A M.A.D.D.
    Usually your loved ones get offed by adventurers and you study the Dark Arts hoping to boil them in their own Spleen juices someday. If you look promising, M.A.D.D. will eventually come calling. Many also start as Rogues to get the skill points for the prerequisites.

    ENTRY REQUIREMENTS
    Race: Must be of a race not traditionally used for PC's in your campaign, but which is commonly used for enemies/minions.
    Special: Must have had your spouse/children/loved ones killed by PC's at some point in the past and be hellbent on revenge. Must have been accepted by a current M.A.D.D. member, and be willing to sign a contract with Devils for their use as Attorneys.
    Spells: Must be able to cast 3rd level Conjuration (Summoning) spells, one of which must be something that allows you to summon a LE Fiendish Animal or a Devil.
    Skills: Diplomacy 6 Ranks, Knowledge (Local) 6 Ranks

    Class Skills
    The M.A.D.D.'s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Listen (Wis), Profession (Agitator, Attorney)(Wis), Sense Motive (Wis) and Spot (Wis).
    Skills Points at Each Level : 4 + int

    Hit Dice: d4

    [PRE] BAB Fort Ref Will Abilities
    1. +0 +0 +0 +2 Paralegal, +1 Arcane Caster Level
    2. +1 +0 +0 +3 Legal Feat, +1 Arcane Caster Level
    3. +1 +1 +1 +3 Summon Legal Aid
    4. +2 +1 +1 +4 Junior Partner, +1 Arcane Caster Level
    5. +2 +1 +1 +4 Legal Feat, +1 Arcane Caster Level
    6. +3 +2 +2 +5 Summon Attorney
    7. +3 +2 +2 +5 Legal Feat, +1 Arcane Caster Level
    8. +4 +2 +2 +6 Senior Partner, +1 Arcane Caster Level
    9. +4 +3 +3 +6 Summon Legal Team
    10.+5 +3 +3 +7 Executive, +1 Arcane Caster Level[/PRE]

    Weapon Proficiencies: M.A.D.D.'s gain no new weapon or armor proficiencies.

    Paralegal: Once per week you may call in a favor from someone you have done legal work for in the past. At 1st level this is mostly an information gathering ability that gives you a +8 Bonus on any 1 Knowledge or Gather Information check. Optionally you may ask for any service up to 5 GP (food, lodging, borrowing a few cheap items).

    Legal Feat: At 2nd, 5th, and 7th levels the M.A.D.D. member gets a free Bonus Feat, whether she meets the prerequisites or not. She may choose Feats from the following list: Augment Casting, Battlecaster Defense, Charming, Brew Potion, Combat Casting, Combat Charm, Eschew Materials, Extend Spell, Greater Spell Focus, Mobile Spellcasting, Practiced Spellcaster, Spell Focus, Sudden Extend,

    Summon Legal Aid (Su): Once per day you can summon 1d4+1 Paralegal Imps. This works like Summon Monster V, but the duration is 1 court case (the Imps will not participate in combat for you, but will defend themselves, or sting people to lower their Wisdom), you may not use this ability again until the duration from your prior use has expired.

    Junior Partner: You may now ask for any service or item of up to 50 GP in value.

    Summon Attorney (Su): Once per day you can summon 1 Devilish Attorney. This works like Summon Monster VI, but duration is 1 court case (the Devilish Attorney will only participate in combat to defend itself or frame it's clients opponents). You may not use this ability again until the duration from your prior use has expired.

    Senior Partner: You may now ask for any service or item of up to 500 GP in value.

    Summon Legal Team (Su): Once per day you can summon 1d4+1 Devilish Attorneys. This works like Summon Monster VIII, but duration is 1 court case (The Devilish Attorneys will only participate in combat to defend themselves or frame their clients opponents). You may not use this ability again until the duration from your prior use has expired.

    Executive: You may now ask for any service or item of up to 5000 GP in value.

    PLAYING A M.A.D.D.
    You are damn sick and tired of never being able to go out looking for mushrooms or checking the pit traps without worrying that marauding bands of heavily armed drifters will be murdering your family. Again. It's time you took a stand. It's time you showed them you aren't gonna take it anymore. It's time they met your lawyer, that nice Mr. Asmodeus.
    Combat: M.A.D.D. attorneys themselves rarely participate in combat. it makes them look violent, which can hurt their court case. They have minions for that. Summoned minions with pointy brow horns.
    Advancement: M.A.D.D. generally specialize in helping others believe it or not. They like spells that buff or protect their minions or comrades, summoning for extra help, and utility spells that allow them to get jobs done quicker and more efficiently. Enchantment spells that help them with their court cases are good too.
    Resources: M.A.D.D. always have their fellow members to draw on for support and help (and possibly a few Devils too depending on their level).

    M.A.D.D. IN THE WORLD
    "I'm being sued for helping the local village with it's Kobold problem???"
    "No you're being sued for wiping out my family. Or you can just come quietly. Our lawyers will find you wherever you go."
    You are, to put it nicely, the champion of the oppressed minions of the world. Most races viewed as cannon fodder look up to you and would gladly die defending you. And since most of them are Evil they don't have a problem with you hiring Devils to represent you in court. And it's always nice to see the looks on the Paladins face when he realizes he's being sued...
    Daily Life: You spend much time organizing things, or participating in court. As a radical social activist there's always some kind of work that needs doing.
    Notables: Mother Hin (LE Female Kobold Rogue 3/Wizard 5/M.A.D.D. 4) is the local lawyer for the M.A.D.D. organization. She specializes in preventing raids by adventurers by legal means, and getting restraining orders put against them.
    Organizations: M.A.D.D. is an organization unto itself. You raise money by helping train warriors to be less minion and more seasoned butt whooper. And there are the trap sales, and bake sales. And you raise lots of money with the poisoning classes. There's always somebody wanting to poison someone. You also provide homes for orphaned monsters and people and raise them to join the coming army which you will send against the elves and humans and dwarves of the world. Who put them in charge anyway??

    NPC Reaction
    NPC reactions generally depend on what their race is, and if they're on the receiving end of a M.A.D.D. lawsuit.

    M.A.D.D. IN THE GAME
    Lawsuits will tend to make for sessions of little to no combat, but some possibly fun court scenes. Depending on your group this can be good or bad...
    Adaptation: This is very obviously a goofy PC. It's possible to adapt it to a serious campaign, but it'll take a little work.
    Encounters: PC's will generally encounter M.A.D.D. by being sued by them after wiping out an "infestation" of evil humanoids. Or possibly even during.

    Sample Encounter
    EL 12:
    Baalzebul: "As you can see your honor, the Paladin known as Solomon only holds legal powers to make arrests or take life if he remains in good stead as a Paladin. We aim to prove that he has not, thusly meaning he willfully murdered the relatives of my clients."
    Solomon: "What are you babbling about? I'm still a Paladin of St. Cuthbert!"
    Baalzebul: "Poaching is against the law. You were caught 'stealing' my clients goat on the night of the 24th, the night of the murders."
    Solomon: "Prove it."
    Baalzebul: "Your honor I'd like to call the goat Hezekiah to testify."
    Minutes later:
    Baalzebul: "Are you or are you not the abductee of the Paladin known as Solomon?"
    Hezekiah: "Yup."
    Baalzebul: "You see your honor he admits it!"
    Hezekiah: "He has the best carrots. I was less abductee and more curious follower."
    Baalzebul: "What?"
    Hezekiah: "Better food (beep)."
    Baalzebul: "Hmmm...."
    Hezekiah: "And the pound of mushrooms we shared that your about to mention are legal here too."
    Baalzebul: "Man, Lawful Good has changed since the old days..."
    Judge Bean: "Anything to add counsel? If not we'll have to let Solomon go."
    Baalzebul: "YES! Ahem...yes your honor. I believe in the legal code, scroll 24, paragraph 30 it mentions that narcotics purveyors are ineligible to be Paladins of St. Cuthbert. I believe we can prove Solomon is a drug dealer to the local Awakened wildlife."
    Solomon: "Oh come on!!Neither of us knew what those mushrooms were. And the Goat already said they were legal!"
    Baalzebul: "Are you saying we should listen to legal advice from unlicensed goats sir?"

    Mother Hin
    LE Female Kobold Rogue 3/Wizard 5/M.A.D.D. 4
    Init +2, Senses: Listen +4, Spot +2, Dark Vision 60'
    Languages Draconic, Common, Undercommon
    ------------------------------------------------
    AC 24, touch 17, flat-footed 22 (+1 Size, +2 Dex, +1 Natural, +6 Armor, +4 Deflection)
    hp 33 (12 HD)
    Fort +2, Ref +7, Will +9
    Evasion
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +2 Heavy Mace +8/+3 (1d6-1)
    Base Atk +6, Grp -1
    Atk Options +2d6 Sneak Attack
    Combat Gear 3 Potions of Cure Serious Wounds
    Spells Known 0 (DC 13, 4/day): All
    1st (DC 13, 5/day): Alarm, Erase, Expeditious Retreat, Hold Portal, Mage Armor, Protection from Good, Shield, Summon Monster I
    2nd (DC 13, 4/day): Arcane Lock, Blindness/Deafness, Detect Thoughts, Invisibility, Misdirection, Obscure Object, See Invisibility, Summon Monster II, Web, Whispering Wind
    3rd (DC 13, 4/day): Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Haste, Heroism, Hold Person, Illusory Script, Magic Circle Against Good, Nondetection, Secret Page, Shrink Item, Slow, Suggestion, Summon Monster III
    4th (DC 13, 4/day): Crushing Despair, Detect Scrying, Dimension Door, Fear, Greater Invisibility, Lesser Globe of Invulnerability, Scrying, Solid Fog, Stoneskin
    Caster Level 8.
    Supernatural Abilities Summon Legal Aid
    -----------------------------------------------
    Abilities Str 4, Dex 14, Con 10, Int 16, Wis 13, Cha 14
    SQ Trapfinding, Evasion, Snake Familiar (+3 Bluff), Paralegal,Junior Partner, Trap Sense +1
    Feats Scribe Scroll (B)
    Skills Appraise +6, Bluff +10, Concentration +6, Diplomacy +10, Forgery +8, Gather Information +10, Hide +11, Knowledge (Arcane) +8, Knowledge (Local) +11, Knowledge (Nobility) +7, Listen +4, Move Silently +7, Open Lock +4, Perform (Oratory) +7, Profession (Attorney) +9, Sense Motive +6, Spellcraft +4
    Possessions +6 Bracers of Armor, +4 Ring of Protection, Rod of the Viper, 3 Potions of Cure Serious Wounds, 750 GP



    EPIC M.A.D.D.

    Hit Die: d4
    Skills Points at Each Level : 4 + int
    Spellcasting: The Mother’s caster level continues to increase with Epic Levels. The Mother’s number of spells per day does not increase after 20th level. Each time the Mother achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).
    Familiar: The Mother’s familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.
    Summon Counselor: Once per week you can summon 1 COunselor. This works like Summon Monster IX, but duration is 1 court case (The Counselor will only participate in combat to defend themselves or frame their clients opponents). You may not use this ability again until the duration from your prior use has expired.
    Bonus Feats: The Epic M.A.D.D. gains a Bonus Feat every 3 levels higher than 20th



    MOTHERS AGAINST DUNGEON DELVERS ATTORNEY (Wizard Subclass)
    Ever wonder what happens to the widows and orphans left behind when PC's go on a killing spree/"quest". Well wonder no further. They've organized, hired a few Fiendish attorneys, and they intend to sue you well into the afterlife.

    You can start running now...


    ACTIVIST
    At 2nd Level, you gain double your Proficiency Bonus on all Intelligence Checks meant for legal matters.

    PARALEGAL IMP
    At 6th Level, when you cast Find Familiar, you can use it to summon a Paralegal Imp.

    SUMMON ATTORNEY
    At 10th Level, you can summon a Devilish Attorney once per day without using a spell slot or material components. Mechanically, this works like the Conjure Elemental spell, but it can only be used to summon a Devilish Attorney.

    FAMOUS
    At 14th Level, you can ask your organization for any goods or services worth up to 500 GP once per week, or you can borrow one magic item of Rare or lesser rarity.
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  16. - Top - End - #886
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    Default Re: Orc/Goblinoid Resources

    Ah, that really is some good stuff! Even getting an SM5-equivalent a level early (something I'd, perhaps, give the side eye otherwise) is really a feature here, and the "ask a favour" class features are delicious. One question: how do you define "1 court case" as a duration? As long as it can drag on, be it an hour or 4 years? Is it just one stage, until a verdict is reached, or all subsequent appeals and counterappeals also fall under it, until the verdict is final?

  17. - Top - End - #887
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    Default Re: Orc/Goblinoid Resources

    Until the court case is over.
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  18. - Top - End - #888
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    Default Re: Orc/Goblinoid Resources

    Heh. Judicial systems these days! [Begins putting together plans for the Trial of the Century (called so because it lasts for a literal century!).]

  19. - Top - End - #889
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    Default Re: Orc/Goblinoid Resources

    I'd think a Trial of the Century would be called that because you are putting the century on trial. I wonder what kind of peers would sit in the jury...

  20. - Top - End - #890
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    Default Re: Orc/Goblinoid Resources

    I'd expect a large body, and centuriate voting.

  21. - Top - End - #891
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    Default Re: Orc/Goblinoid Resources

    KOBOLD MAMA



    ”YIPYAP!! NO SLOUCHING!!STOP TEASING YOUR SISTER NOBBY!!WHO LEFT THIS ON THE FLOOR!?!?!”

    Despite the name, this PrC is takeable by fathers as well. This class is for the stay at home minion who must defend the household while their spouse is out hoping not to be murderhobo'd.

    BECOMING A KOBOLD MAMA
    Becoming a Kobold Mother is pretty easy. Simply be a Kobold, and have children. Well, and gain a little experience. Adrenaline fueled rage will provide the rest.

    ENTRY REQUIREMENTS
    Race: Kobold (though any race stereotyped as 'minions' may do)
    Skills: Intimidate 8 Ranks
    Feats: Skill Focus (Intimidate)
    Base Save: Must have 1 Base Saving Throw at +5
    Special: Must be a parent.


    Class Skills
    The Kobold Mama’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    [PRE] BAB Fort Ref Will Abilities
    1. +0 +2 +0 +2 Using The Mom Voice
    2. +1 +3 +0 +3 Dont Push Your Luck
    3. +2 +3 +1 +3 I Must Protect The Children
    4. +3 +4 +1 +4 Apparently You Cant Hear Me...
    5. +3 +4 +1 +4 You Have Officially Unleashed The Fury
    6. +4 +5 +2 +5 I Must Protect The Children
    7. +5 +5 +2 +5 Say Hello To My Relatives In Hell
    8. +6 +6 +2 +6 Don't Make Me Say It Again
    9. +6 +6 +3 +6 I Must Protect The Children
    10.+7 +7 +3 +7 Beware The Power Of A Mother Scorned[/PRE]

    Weapon Proficiencies: Kobold Mama’s gain no new weapon or armor proficiencies.

    Using The Mom Voice (Ex): You gain a +4 Circumstance bonus on Intimidate checks, and once per day you may reroll any roll of "1" when making an Intimidate check.

    Dont Push Your Luck (Ex): You have become amazingly proficient with hitting people with whatever is at hand. You take no penalty when using improvised weapons and may actually take Feats such as Weapon Focus (Improvised Weapon).

    I Must Protect The Children: At 3rd level you may are considered to be flanking an opponent so long as there is a child or Kobold in any square adjacent to him.

    At 6th level you gain a Circumstance Bonus to all rolls when defending children. The bonus is equal to the number of children you are defending (maximum possible bonus equal to half your Kobold Mama level).

    At 9th level you may Smite Adventurer 1/day. You must declare this attack before rolling the dice, and if the attack misses it is still used. The attack adds your Kobold Mama level to the damage done. You may smite anyone attacking a child, or anyone you choose while defending a child.

    Apparently You Cant Hear Me...(Ex): As a move action you may speak so loudly you are capable of being heard up to 1 mile away. Good for getting people's attention, or shouting warnings.

    You Have Officially Unleashed The Fury (Ex): At 5th level when in defense of a child you may go into a Fury. This lasts 3 rounds plus 1 round per point of Constitution modifier. You may enter a Fury 1/day at 5th level, and 2/day at 7th level. The effects are identical to the spell "Tenser's Transformation".

    Say Hello To My Relatives In Hell(Ex): When fighting to defend children the critical threat range of any attack the Kobold Mama makes increases by 1 (i.e. if it normally criticals on a 20, it now criticals on a 19-20, etc), and she gets a +2 Circumstance modifier to damage rolls.

    Don't Make Me Say It Again: You may always reroll any result of "1" on Intimidate checks. If you successfully use Intimidate in a Duel of Wills or to Demoralize an opponent, his penalties last the rest of the encounter instead of 1 round.

    Beware The Power Of A Mother Scorned: When you enter your Fury you now are considered to have Powerful Build, and may wield unconscious/helpless/dead foes as an improvised weapon. Bodies are considered to be 2 handed weapons unless they are 2 Size Classes smaller than the Mama. They do Bludgeoning damage for an improvised weapon of their size. If still living they take 1d6 damage plus the Kobold Mamas Str Bonus every time they are successfully used to hit something. While in your Fury you gain DR x/-. x=the number of children within 60' you are defending (max DR 10/-).

    PLAYING A KOBOLD MAMA
    You take no sass, and you expect others to do as they’re told. You know best after all. Best for the kids, best for yourself, and best for that stupid Paladin. He needs to find a nice reptilian woman to wake him up to the realities of life. You’ll have to tell that dragoness down the road about him.
    Combat: You aren’t the most powerful of combatants. Unless the kids are threatened. Then people need to run.
    Advancement: Mama’s tend to advance down the road they always have, unless forced into a different life because she and her children are the only members of the tribe not wiped out.
    Resources: Kobold Mama’s have their family, and their friends (possibly other Mama’s) to rely on. Well sometimes. Every so often one of them just pisses you off.

    KOBOLD MAMAS IN THE WORLD
    "Aw man!! Aw man that's Yipyap's Mom!! Run before she sees us!"
    A Kobold Mama only wants what’s best for her children. Then herself, then her husband. She’s willing to make a deal as long as you back off from hurting the kids, but otherwise it’s gonna be a long day for you.
    Daily Life: Something always needs done, and you are always busy. Too busy for other people's foolishness.
    Notables: Yipyap’s Mom (LE Female Kobold Rogue 6/Kobold Mama 6). The Kobold known as Yipyap's Mom is an enigma. She showed up at the gates of Greyhawk one year demanding entry, and began looking for a job to support her infant. It was difficult to find a job given the prejudice against her species but after a short period of swift and blinding violence she found a job as a bar server. She eventually became the bouncer after proving remarkably capable of making the occasional example of someone who picked on her son. Very few people have died by being impaled on a brick, but somehow she pulled it off and made it happen. To this day no one knows her name, but everyone knows who you're talking about when you say Yipyap's Mom.
    Organizations: Kobold mama’s tend to stick together. But that's as close as they get to being organized, assuming they don't join M.A..D.D.

    NPC Reaction
    Most NPC’s will either be accepting or hateful depending on how they view your race. Some will still have pity cause your just a mom struggling to raise a family. An evil family, but a family nonetheless…

    KOBOLD MAMAS IN THE GAME
    PC’s will definitely learn to leave the Kobold “non-combatants” alone if you introduce this PrC.
    Adaptation: Not an entirely serious PrC, but it has some fun potential. Imagine that snobby Paladin being taken down a bit by a Kobold hausfrau. Enjoyable isn’t it?
    Encounters: PC’s will generally encounter Kobold Mamas when raiding a Kobold village or stronghold.

    Sample Encounter
    EL 12: Your husband is late coming home. Again. He’ll probably blame the local humans. Again. But you know better. Oh yes. Wait! There’s a human now! And he’s cornered little Yipyap!!! The time has come to unleash the fury…


    Yipyap’s Mom
    LE Female Kobold Rogue 6/Kobold Mama 6
    Init +5 (+7 during Fury), Senses: Listen +4, Spot +5, Dark Vision 60'
    Languages Common, Draconic
    ------------------------------------------------
    AC 27, touch 20, flat-footed 22 (+1 Size, +5 Dex, +1 Natural Armor, +4 Deflection, +6 Armor)
    AC during Fury 31, touch 20, flat-footed 26 (+1 Size, +5 Dex, +5 Natural Armor, +4 Deflection, +6 Armor)
    hp 60 (12 HD), 84 during Fury
    Fort +8 (+14 during Fury), Ref +12 (+14 during Fury), Will +7
    Evasion, Uncanny Dodge
    ------------------------------------------------
    Speed 30 ft. ( squares)
    Melee +1 Impact collision Club +11/+6 melee (1d4+6/19-20)
    Melee during Fury +1 Impact collision Club +15/+10 melee (1d4+8/19-20)
    Base Atk +8 (+12 during Fury), Grp +4 (+10 during Fury)
    Atk Options I Must Protect The Children, You Have Officially Unleashed the Fury 1/day, Dont Push Your Luck, Sneak Attack +3d6
    Combat Gear
    -----------------------------------------------
    Abilities Str 10 (14 during Fury), Dex 20 (24 during Fury), Con 12 (16 during Fury), Int 8, Wis 10, Cha 13
    SQ Using the Mom Voice, Apparently You Can't Hear Me, Trap Sense +2, Trapfinding
    Feats Brutal Strike, Daylight Adaptation, Intimidating Strike, Skill Focus (Intimidate), Power Attack
    Skills Climb +4 (+6 during Fury), Craft (Trapmaking) +5, Disable Device +3, Hide +17 (+19 during Fury), Intimidate +13, Knowledge (Local) +3, Listen +4, Move Silently +9 (+11 during Fury), Open Lock +9 (+11 during Fury), Search +5, Sense Motive +4, Spot +5, Tumble +9 (+11 during Fury)
    Possessions +4 Ring of Protection, +6 Bracers of Armor, +1 Collision Impact Club, Belt of One Mighty Blow, 200 GP


    EPIC KOBOLD MAMA

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    You Have Officially Unleashed the Fury: You may enter Fury an additional time per day at level 21, and every 3 levels thereafter.
    Bonus Feats: The Epic Kobold Mama gains a Bonus Feat every 3 levels higher than 20th


    KOBOLD MAMA (Rogue)
    This subclass is for the stay at home minion who must defend the household while their spouse is out hoping not to be murderhobo'd.

    USING THE MOM VOICE
    At 3rd Level you have both Proficiency and Advantage on Charisma (Intimidate) Checks. You may opt to speak loudly enough to be heard from 1 mile away.

    MUST PROTECT THE CHILDREN
    Starting at 9th level,

    YOU HAVE UNLEASHED THE FURY
    At 13th level, you may cast Tenser's Transformation once per long rest, without using a spell slot or material components.

    SAY HELLO TO MY RELATIVES IN HELL
    At 17th level, when you are under the effect of your 13th Level ability, your attacks now score a critical on a roll of 19 or 20, and your AC improves by +2.
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  22. - Top - End - #892
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    KOBOLD MINER



    "Pinky, I swear by my heathen Gawd if you don't back off I'm gonna bury this Pick in your..."

    Kobold Miners are working class diggers turned siege engineers. Their job is to dig underneath walls and cause them to collapse, or tunnel beneath defenses in times of war. They also put their skills to mischievous use when not in wartime...

    BECOMING A KOBOLD MINER
    Generally any class with lots of skill ranks will be able to meet this classes skill requirements.

    ENTRY REQUIREMENTS
    Race: Kobold (really, any race that does lots of mining)
    Skills: Craft (Alchemy) 6 ranks, Knowledge (Architecture and Engineering, Dungeoneering) 6 ranks, Profession (Miner) 6 ranks
    Feats: Kobold Foe Strike (see Races of Dragon), Kobold Tunneler (new feat)


    Class Skills
    The Kobold Miner's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Architecture and Engineering, Dungeoneering)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    [PRE] BAB Fort Ref Will Abilities
    1. +0 +2 +0 +0 Expert Tunneler +2, Poison Use
    2. +1 +3 +0 +0 Tunnel Fighter
    3. +2 +3 +1 +1 Pick Swingin' Fool
    4. +3 +4 +1 +1 Expert Tunneler +4, Stonecunning
    5. +3 +4 +1 +1 Tunnel Fighter
    6. +4 +5 +2 +2 Pick Swingin' Fool
    7. +5 +5 +2 +2 Expert Tunneler +6, Demolitionist
    8. +6 +6 +2 +2 Tunnel Fighter
    9. +6 +6 +3 +3 Pick Swingin' Fool
    10.+7 +7 +3 +3 Suhprise! Suhprise![/PRE]

    Weapon Proficiencies: Kobold Miners gain proficiencies with all Picks and Hammers, and the Shovel (see the Kobold Maintenance Man).

    Expert Tunneler (Ex): At 1st level the Kobold Miner gets a +2 Bonus on Profession (Miner) checks, and on Fortitude Saves made to avoid Fatigue/Exhaustion. This Bonus increases to +4 at level 4, and +6 at level 7. Whenever circumstances would cause the Kobold Miner to become Fatigued he can make a Fortitude Saving throw (DC 20) to avoid becoming Fatigued. If circumstances would make him exhausted he can make a DC 20 Fortitude Save to become Fatigued instead. You also know the Taps Language, a secret language known to the Miners made by tapping their tools on the mine walls.

    Poison Use (Ex): Kobold Miners often use poison weapons against opponents, and never risk accidentally exposing themselves.

    Tunnel Fighter (Ex): You do your best fighting in cramped tunnels. At 2nd level you gain the Tunnel Runner Feat (See Underdark page 27) whether you meet the prerequisites or not.

    At 5th level you gain the Tunnel Fighter Feat (See Underdark page 27) whether you meet the prerequisites or not.

    At 8th level when you are in a Crawl Navigable space (See Underdark page 111) you no longer take the attack penalty for light or one handed piercing weapons, and do not lose your Dexterity Bonus to AC.

    Stonecunning (Ex): Identical to the ability listed on page 14 of the PHB.

    Pick Swingin' Fool (Ex): Due to your hours of digging swinging away with a pick or shovel, you've gotten pretty quick at using one. At level 3 you gain an additional attack per round when making a Full Attack at your highest Base Attack Bonus with a pick or shovel, but all your attacks take a -2 penalty.

    At 6th level you gain another attack per round at your highest Base Attack Bonus.

    At 9th level you no longer take a -2 penalty to all your attacks when using this ability.

    Demolitionist (Ex): The Kobold Miner can now make acid or explosives with Craft (Alchemy) despite not being a spellcaster.

    Suhprise! Suhprise! (Su): At 10th level Constructs and objects are vulnerable to critical hits if the Kobold Miner is using a Pick as a weapon, and the critical threat range of all picks is increased by 1 when he wields one (i.e. if it normally criticals on a 20, it now criticals on a 19-20). This does not stack with other effects that increase critical threat range. Attacks made by the Kobold Miner are now considered Adamantine for purposes of overcoming Damage Reduction.

    PLAYING A KOBOLD MINER
    Your goal is to make assaults on the humanoid races safer for your people by undermining their defenses. The fighters in the infantry rely on you, since you do a dangerous occupation few are willing to enter into. Tunnels frequently collapse killing Miners if they aren't careful.
    Combat: Kobold Miners generally concentrate on siege combat as opposed to personal combat, but there are melees in tunnel fights. To offset their lack of brute force the Kobolds have developed many weapons to be used in the tunnels such as poison gasses which they blow towards the enemy with bellows.
    Advancement: Kobold Miners go down the path their employer wishes them to if they are employed by a formal military. They have a little more leeway working for mercs or organized crime, but not much.
    Resources: Since you will likely be employed by a mercenary company, Thieve's Guild, or Kobold Army, they will try to ensure you have whatever resources are necessary to pull of your job. You're still expected to do that job one way or the other.

    KOBOLD MINER IN THE WORLD
    "Martha!! Call the exterminator! We got Kobold's in the root cellar!"
    For the most part, you're just an ordinary miner. At least, in peace time. In war, you are at the fore of any siege.
    Daily Life: Much of your daily life is spent tinkering with inventions trying to figure out how to make ever deadlier weapons of war, or new ways to destroy fortifications. Which means even when you aren't fighting, your job is risky ("Hey Yak push this button, I wanna see what happens!").
    Notables: Ashy (LE Male Kobold Ranger 6/Kobold Miner 6) has made a bit of a name for himself by participating in a few wars. And spending a lot of time covered in volcanic ash the native soil is composed of.
    Organizations: The military is generally the only organization teaching the skills your class needs. Beyond them and the occasional organized criminal enterprise wanting to use you to tunnel into vaults, there aren't really any organizations devoted to you.

    NPC Reaction
    NPC's tend to find you incredibly useful, and maybe even heroic (the ones on your side), or they think your vermin who should be killed (they're on the other side).

    KOBOLD MINER IN THE GAME
    Miners tend to make standard military fortifications less useful, but Mages do too. So they won't be an earth shattering addition to your campaign.
    Adaptation: This is primarily a military class, and will be played in a military or mercenary campaign. Or if the Kobold is a criminal, he'll be playing a tunneler trying to get to treasure vaults. If your campaign isn't based on these themes, he'll be a bit left out.
    Encounters: PC's will usually encounter Miners in wars, or be hired to stop their thefts.

    Sample Encounter
    EL 12: The PC's are sitting calmly in their favorite bar, when an explosion opens a hole in the floor. A few ash covered Kobolds pop out, swear in their language, and dive back in.

    The bartender is unhappy.

    He's offering a reward for anyone bringing him the heads of the Kobolds.


    Ashy
    LE Male Kobold Ranger 6/Kobold Miner 6
    Init +1, Senses: Listen +9, Spot +9, Dark Vision 60'
    Languages Draconic, Undercommon, Taps
    ------------------------------------------------
    AC 22, touch 12, flat-footed 21 (+1 Size, +1 Dex, +1 Natural, +9 natural)
    hp 90 (12 HD)
    Fort +13, Ref +5, Will +5
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Light Pick +10/+5 (1d3+6)
    Melee +1 Light Pick +8/+8/+8/+3 (1d3+6)
    Base Atk +10, Grp +6
    Atk Options Pick Swingin' Fool, Poison Use, Tunnel Fighter
    Spells Per Day 1st: 2 (DC 12)
    -----------------------------------------------
    Abilities Str 10, Dex 12, Con 16, Int 12, Wis 13, Cha 8
    SQ Light Sensitivity, Favored Enemy (Human +4, Gnome +2), Expert Tunneler +4, Stonecunning, Wild Empathy, Animal Companion (Medium Viper)
    Feats Diehard, Improved Critical (Light Pick), Improved Favored Enemy (see Complete Warrior), Kobold Foe Strike, Kobold Tunneler, Kobold Endurance (B), Improved Two Weapon Fighting (B), Track (B), Two Weapon Fighting (B)
    Skills Balance +7, Climb +6, Craft (Alchemy) +9, Disable Device +9, Hide +13, Knowledge (Architecture and Engineering, Dungeoneering) +9, Listen +9, Move Silently +9, Profession (Miner) +9, Search +9, Spot +9, Tumble +6, Use Magic Device +7
    Possessions 2 +1 Collision Light Picks, +5 Chain Shirt, Blindhelm, 4 Exploding Spikes, Spool of Endless Rope, 1 Sleeping Spike, 242 GP



    EPIC KOBOLD MINER

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Expert Tunneler At level 21 and every 3 levels thereafter this Bonus increases by another +2.
    Bonus Feats: The Epic Kobold Miner gains a Bonus Feat every 3 levels higher than 20th


    Kobold Tunneler
    You thrive fighting in small narrow spaces.
    Prerequisites: Kobold, Profession (Miner) 6 ranks
    Benefits: When fighting in a narrow or low space (see Underdark page 111) you gain a +2 Bonus on attack rolls.


    KOBOLD MINER (Rogue)
    Kobold Miners are siege engineers for the kobold armies.

    LABORER
    At 3rd Level you become proficient with the Shovel (see Kobold Maintenance Man) and War Pick. You also gain Proficiency with Constitution Saving Throws.

    TUNNEL FIGHTER
    Starting at 9th level, you do not have Disadvantage on attack rolls while squeezing through a tight space, nor does it slow your movement.

    PICK SWINGIN' FOOL
    At 13th level, you gain one extra attack when taking the Attack Action, but only when wielding a Shovel or War Pick.

    SUHPRISE! SUHPRISE!
    At 17th level, the attacks you make with Shovels or War Picks are considered magical, and they score a critical on a 19 or 20.
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  23. - Top - End - #893
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    I'm running way behind this week due to work events and other problems. I'll have some stuff next weekend, promise.
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  24. - Top - End - #894
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    DEATHSEEKER



    "I suppose I should take some satisfaction in having destroyed the life of a human emperor. But after having seen to the death of everyone you held dear, I must say your death will be quite anticlimactic. Or perhaps not. I have your last remaining relative, your daughter Wilhelmina, in the room next to us. I have informed her of the reason for the death of everyone else she has ever known, and given her a choice: She can live, and in doing so remove what you laughingly refer to as your heart with the knife she has been given, or die with you. Either way it should be interesting."

    A Deathseeker has had everyone he has ever known destroyed. Most beings would give up in despair, especially a lone Kobold with no real way of obtaining help. But some Kobolds have their God on their side. At least that's what they believe initially. That's what they tell themselves as they pry the eyes from the children of their tribes murderers, or commit any of a dozen atrocities in the name of revenge.

    Once the desire for revenge takes hold the Deathseekers faith in his deity slowly burns away as he is consumed by hate. Eventually there's little left in the way of sanity or personality, and the Kobold devotes his (quite probably) short life to the destruction of his enemies before taking his own life to be with his kin. Very few Deathseekers ever live to any form of old age. They die because they're too overcome by their desire to kill their enemies, and inevitably get caught up in a situation they cant handle, or they lose the will to live once they finally succeed.

    BECOMING A DEATHSEEKER
    Deathseekers begin as Crusaders usually devoted to Kurtulmak, but their minds become poisoned after the death of their friends and loved ones.

    ENTRY REQUIREMENTS
    Race: Kobold (really, any 'minion' type race)
    Alignment: Must be Evil
    Class Abilities: Smite, must know at least 1 Devoted Spirit maneuver.
    Feats: Martial Study (must be used for Shadow Hand maneuver), Shadow Blade
    Skills: Balance 8 ranks, Concentrate 8 ranks, Intimidate 8 ranks
    Special: Must have survived having all your loved ones, your tribe, and quite possibly everyone you know slaughtered. Must also want revenge badly enough to dedicate your life to it.

    Class Skills
    The Deathseeker's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (Geography, Local, Religion)(Int), Martial Lore (Int), Move Silently (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    [PRE] BAB Fort Ref Will Abilities
    1. +1 +2 +0 +0 The Power of Darkness, Maneuvers
    2. +2 +3 +0 +0 One of Us
    3. +3 +3 +1 +1 A Changed Kobold
    4. +4 +4 +1 +1 The Power of Darkness
    5. +5 +4 +1 +1 One of Us
    6. +6 +5 +2 +2 A Changed Kobold
    7. +7 +5 +2 +2 The Power of Darkness
    8. +8 +6 +2 +2 One of Us
    9. +9 +6 +3 +3 A Changed Kobold
    10.+10 +7 +3 +3 Eternal Foe[/PRE]

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

    The Power of Darkness (Su): At 1st level anytime you successfully use your Smite or Furious Counterstrike Abilities your opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for the rest of the encounter as a feeling of doom overwhelms him.

    At 4th level Devoted Spirit Maneuvers that you successfully use that would normally grant healing instead cause a burst of negative energy. This makes the following changes:
    Crusaders Strike: You may heal yourself or 1 Undead ally or do (1d6+1/Initiator Level negative energy damage) to one enemy within 10 ft.
    Revitalizing Strike: You may heal yourself or 1 Undead ally or do (3d6+1/Initiator Level negative energy damage) to one enemy within 10 ft.
    Rallying Strike: You may heal yourself or all Undead allies or do (3d6+1/Initiator Level negative energy damage) to all enemies within 30 ft.
    Strike of Righteous Vitality: You or 1 Undead Ally within 10 ft. (or 1 enemy) gain the benefits (drawbacks) of a Harm spell.

    At 7th level whenever you perform a Shadow Hand or Devoted Spirit Maneuver, your weapon is considered a Profane Burst weapon (however you do not take Constitution damage from it's effects, see Magic Item Compendium).

    Maneuvers: At each even numbered level you gain 1 new Maneuver from the Devoted Spirit, Shadow Hand, or Stone Dragon Disciplines. Your Crusader and Deathseeker levels stack for purposes of determining your Initiator Levels and highest level of maneuver known. At 5th and 9th level you gain an additional Maneuver readied per day.

    One of Us (Su): At second level you become immune to negative energy damage, including Energy Drain.

    At 5th level Undead recognize you as one of them, or soon to be one of them. You don't register as Undead via abilities, but for whatever reason they regard you as kin. Even most intelligent Undead can;t seem to explain it well. They will not attack you unless you attack them first. You are now healed by negative energy instead of being immune to it.

    At 8th level Undead feel a unique kinship with you. Any Mindless Undead (or those with an Int of 8 or less) that see you attacked will immediately come to your aid, doing their best to attack your foes. If their Int is 9 or higher they will feel sympathetic but aren't compelled to aid you. You do however get a +4 Circumstance Bonus on all Charisma Based Skill Checks against them.

    A Changed Kobold (Ex): At 3rd level if you Smite an opponent who is responsible for the death of your tribe or loved ones it does not use a daily use of your Smite ability (i.e. you can Smite them at will).

    At 6th level you can Smite twice per day. When successfully attacked by an opponent responsible for the death of your tribe or loved ones, you may give up one daily use of your Smite Ability to negate that attack and take no damage or effects as a Swift Action.

    At 9th level you can Smite 3 times per day. If you successfully critical with a Smite Attack on an opponent responsible for the death of your tribe or loved ones it must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or die. If it succeeds in making the Save, it takes an extra point of damage per Deathseeker level instead.

    Eternal Foe (Ex): At 10th level you have become so corrupted by hate that if you perish you arise within 1d4 days as one of the Undead. Specifically you gain the Corpse Creature Template from the Book of Vile Darkness.

    PLAYING A DEATHSEEKER
    They will pay for what they've done. Someday. Their families and friends will pay first. Once they've been dealt with you can move on to anyone your target happens to know. He will beg for death long before you give it to him, and when you have destroyed all that he knows you may finally grant him release. Or perhaps you'll simply lock him alive in a tomb and wait for him to expire of starvation and madness.
    Combat: Many of a Deathseekers attacks and Maneuvers now generate negative energy. Were it not for the Undead being compelled to assist them they might have difficulty in fighting them. Indeed many Deathseekers end up becoming Undead themselves if they must fight foes who have already passed on.
    Advancement: Deathseekers rarely live long enough to really be making decisions about their career paths. Most die before achieving their goals, or take their own life. Some few persevere, and end up becoming terrors in the world.
    Resources: Deathseekers rarely have much in the way of resources behind them as everyone they know is dead. Some gain a patron if their enemy is a common foe, but few people can stand being associated with a murderous fanatic like the Deathseeker for very long.

    DEATHSEEKERS IN THE WORLD
    "Leave the Kobold at the end of the bar alone. He's suffered enough. And I'm not having a repeat of what happened last time."
    Deathseekers have given up on living, and no longer care what others think of them. All they see are the murdered faces of their kin asking them for vengeance on their behalf. Most are beyond help without the aid of magic. their hatred has grown to the point they actually open some sort of tie to the Negative Energy Plane, and thusly they become accepted by the Undead as one of their own in time.
    Daily Life: Deathseekers days are spent doing nothing but pursuing those they hate. Much time is spent obsessively investigating the targets of their rage before making a move, and capture or death is a constant risk. But it's worth it. You may not be able to bring your loved ones back, but perhaps you can make the world regret taking them from you enough that similar incidents do not happen in the future.
    Notables: Scar (LE Male Kobold Crusader 6/Deathseeker 6) survived the massacre of his tribe. Well most of him did. He left his sanity and quite probably his soul in the charred remains of his village.
    Organizations: Deathseekers usually cut all ties with any organization they belong to so they can pursue their quest for vengeance. Kobold churches will be sympathetic to them, but they know a Deathseeker means trouble they don't need. They tend to attract death wherever they go.

    NPC Reaction
    NPC's realize you're bad news for the most part. Even other evil NPC's. Your mumbled drunken rants about watching the world burn and the severed head on the bar next to you do little to convince them that your not as bad as they think either. Neither will murdering the city guard when they come for you.

    DEATHSEEKERS IN THE GAME
    Keep in mind the narrow minded zealotry necessary for this PrC can be off putting. Make sure your campaign (and players) can deal with a homicidal lunatic in the party.
    Adaptation: This is not meant for funny campaigns. Deathseekers are obsessed murderers hellbent on destroying anyone or anything they feel was involved in the destruction of their life. I mean theoretically you could put it in a campaign based on really dark humor, but still...
    Encounters: PC's will generally encounter Deathseekers after they've destroyed a Kobold "infestation", or somehow become involved with someone who has.

    Sample Encounter
    EL 12: The PC's have been staring at what appears to be an insane Kobold for several hours at the local tavern when a group of obvious brigands walk in. Then all hell breaks loose as the Kobold begins ripping them limb from limb and laughing all the while as tears stream from his eyes. Maybe there's a back door in the bar...


    Scar
    LE Male Kobold Crusader 6/Deathseeker 6
    Init +0, Senses: Listen +0, Spot +0, 60' Dark Vision
    Languages Draconic, Common
    ------------------------------------------------
    AC 31, touch 11, flat-footed 31 (+1 Size, +1 Natural, +2 Shield, +11 Armor)
    hp 90 (12 HD)
    Fort +11, Ref +4, Will +7
    Indomitable Soul, Zealous Surge
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Longsword +13/+8/+3 (1d6+1/19-20)
    Base Atk +12, Grp +8
    Atk Options Smite 1/day, Furious Counterstrike, Power of Darkness (DC 19)
    Combat Gear
    Maneuvers Known 1st: Charging Minotaur, Crusader Strike, Douse the Flames, Shadow Blade Technique, Stone Bones, Vanguard Strike
    2nd: Foehammer
    3rd: Revitalizing Strike, Shadow Garrote
    4th: Divine Surge, Obscuring Shadow Veil
    Stances Known 1st: Martial Spirit, Stonefoot Stance
    Initiator Level: 12 Maneuvers Readied: 6 (3)
    -----------------------------------------------
    Abilities Str 10, Dex 10, Con 12, Int 12, Wis 11, Cha 16
    SQ Light Sensitivity, Steely Resolve 10, One of Us, A Changed Kobold
    Feats Martial Study (Shadow Blade Technique), Shadow Blade,
    Skills Balance +10, Concentrate +10, Craft (Trapmaking) +3, Gather Information +9, Hide +9, Intimidate +10, Knowledge (Religion) +9, Martial Lore +9, Move Silently +9, Profession (Miner) +2, Search +3
    Possessions +1 Lawful Unholy Surge Longsword, +3 Menacing Full Plate, Wight Shield, Belt of Growth, Boots of Jumping, 376 GP



    EPIC DEATHSEEKER

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Initiator Level The Deathseekers Initiator level continues to increase with Epic Levels, but he does not gain new Stances or Maneuvers.
    Bonus Feats: The Epic Deathseeker gains a Bonus Feat every 2 levels higher than 20th



    THE OATH OF THE DEATHSEEKER (Paladin Subclass)
    You have sworn the slow, torturous death and dismemberment of those who took your loved ones from you. You will do whatever is necessary to see this through, no matter how far outside of morality or sanity it leads. You are a monster now, and you are here to do a monster's work.

    TENETS OF THE DEATHSEEKER
    The tenets for a Deathseeker are fairly simple: revenge at any price. There is no deviation from this. Once you start this bloodstained path, there is no turning back. The deeds you commit will haunt you for the rest of your existence. The events that cause one to take this oath, and the actions needed to succeed, ensure you will be hunted down.

    Revenge. Your revenge for the death of your fellows takes precedence over all, even your own welfare.

    Compassion Is For The Weak. Do not allow your emotions to dissuade you from doing what needs to be done. The ed justifies the means.

    Whatever The Cost. If success means losing your life, or even your soul, so be it.

    Make An Example. When you take your revenge, do it in such a way that it inspires others not to make the same transgressions your target did.

    Oath Spells
    Paladin Level Spells
    3rd: Bane, Inflict Wounds
    5th: Shadow Blade, Tasha's Mind Whip
    9th: Bestow Curse, Vampiric Touch
    13th: Shadow of Moil, Sickening Radiance
    17th: Enervation, Negative Energy Flood

    CHANNEL DIVINITY
    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Terrify Enemy. You can use your Channel Divinity to exude a terrifying presence when you attack. When making an Attack action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

    Scourge Enemy. As a Bonus Action, you can make your attacks drain your opponents life force for 1 Minute. Any time you make a successful melee attack during this time, the target’s hit point maximum is reduced by an amount equal to the damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. You heal damage equal to the damage done as well.

    CHANNEL DIVINITY
    At 3rd Level, your Divine Smite and spells you cast that do Radiant damage do Necrotic damage instead.

    BLESSING OF DEATH
    At 7th Level you become immune to Poison damage and the Poisoned condition.

    VENGEANCE
    At 15th Level you can use Divine Smite once per short rest, without expending a spell slot. It must be against someone on your kill list, or someone in their employ. You do an additional 5d8 Necrotic damage.

    ONE OF US
    At 20th Level your Type changes to Undead, and you become immune to Necrotic damage, and the Charmed, Exhaustion, Paralyzed and Frightened conditions.
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  25. - Top - End - #895
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    AGRUTHA BERSERKER



    "Swamp is mine."

    The Agrutha are famed for their territorial nature and their tempers. Many train them to be berserkers, and hire them on as enforcers. Their instincts to charge from hiding are honed to an art form..

    BECOMING AN AGRUTHA BERSERKER
    Most Agrutha warriors will probably qualify.

    ENTRY REQUIREMENTS
    Species: Agrutha
    Class Abilities: Rage, Trap Sense
    Feats: Improved Burt of Speed, Instantaneous Rage
    Skills: Hide 4 ranks, Survival 4 ranks


    Class Skills
    The Agrutha Berserker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Berserker, Mighty Charge
    2. +2    +3     +0     +0    Bonus Feat
    3. +3    +3     +1     +1    Potent Rage
    4. +4    +4     +1     +1    Mighty Charge
    5. +5    +4     +1     +1    Bonus Feat
    6. +6    +5     +2     +2    Rushing Rage
    7. +7    +5     +2     +2    Mighty Charge
    8. +8    +6     +2     +2    Bonus Feat
    9. +9    +6     +3     +3    Tireless Rage
    10.+10   +7     +3     +3   Juggernaut
    Weapon Proficiencies: A Berserker gains no new weapon or armor proficiencies.

    Berserker: Your Barbarian and Agrutha Berserker Levels stack for purposes of determining how often you can Rage per day.

    Mighty Charge (Ex): Beginning at 1st Level, you ignore difficult terrain when Charging.

    At 4th Level you can make a Full Attack after a Charge.

    At 7th Level you gain a +4 Resistance Bonus on Checks to avoid being Bull Rushed, Checked, Grappled, Overrun or Tripped.

    Bonus Feat: At Levels 2, 5 and 8 you gain a Bonus Feat you qualify for from the following list: Destructive Rage (Complete Warrior), Extend Rage (Complete Warrior), Extra Rage (Complete Warrior), Frightful Presence (see Draconomicon), Greater Powerful Charge (Miniature's Handbook), Mad Foam Rager (PHBII), Powerful Charge (Miniature's Handbook), Reckless Charge (Miniature's Handbook).

    Potent Rage (Ex): At 3rd Level, when Raging, your Natural Weapons Critical threat range improves by +1 (i.e. if you normally threaten a crit on a 20, you now do so on a 19-20).

    Rushing Rage (Ex): At 6th Level, when Raging, if you succeed on an attack made with the Power Attack Feat when charging, you add double the damage the Feat would normally give you.

    Tireless Rage (Ex): At 9th Level, you no longer get Fatigued at the end of your Rage.

    Juggernaut: At 10th Level, you permanently gain the benefits of the Freedom of Movement spell. Additionally, if the first attack you make after a Charge hits, you can make a Trip attempt as a Free Action without provoking an attack of opportunity. If the attempt fails, your opponent does not get to try to Trip you back.

    PLAYING AN AGRUTHA BERSERKER
    You struggle with impulse control. The boss says it's because you're an ambush predator who relies on speed for hunting. Whatever. He thinks too much of himself.
    Combat: You tend to charge right in. He who acts decisively wins.
    Advancement: You're usually left to do as you please, given your aggression.
    Resources: Unless you've hired on as a merc, you're probably dead broke.

    AGRUTHA BERSERKERS IN THE WORLD
    "WOAH! Woah there son, I'm here with your pay."
    You were hired to protect someone's shinies. Occasionally you are sent on a mission of some sort. But the food is good, and no one troubles you much.
    Daily Life: You spend most of your time guarding your charge, unless ordered otherwise.
    Notables: Ogga ( N Male Agrutha Barbarian 3/Agrutha Berserker 2) is a typical ovice berserker, who has hired out as muscle.
    Organizations: Your people are frequently hired as shock troops.

    NPC Reaction
    Given that you're bigger and meaner than the average Lizardfolk, you tend to make others nervous.

    AGRUTHA BERSERKERS IN THE GAME
    This class assumes one of the players has temper issues, and happens to be somewhat prone to being culturally stereotyped. Be sure not to offend players.
    Adaptation: This class assumes it's a swamp set campaign of various Lizardfolk, or a mercenary group that you're running. It might require adaptation otherwise.
    Encounters: PC's generally encounter you in your home swamp, or when they cross your employer.

    Sample Encounter
    EL 12: The PC's are enjoying a quiet drink, when a giant Lizardfolk Kool-Aid Man's his way through the flimsy wall of the tavern, and attacks the next table. They desperately hope this is the floot show. And then the leg ricochets off the Fighters helmet...


    Ogga
    N Male Agrutha/Barbarian 3/Agrutha Berserker 2
    Init +6, Senses: Listen +3, Spot +3, Darkvision 60 ft.
    Languages Draconic
    ------------------------------------------------
    AC 26, touch 16, flat-footed 24 (+2 Dex, +5 Natural, +5 Armor, +4 Deflection)
    hp 99 (9 HD)
    Fort +12, Ref +7, Will +6
    ------------------------------------------------
    Speed 20 ft. (4 squares), 30 ft. Swim
    Melee Slam +18 melee (1d4+10)
    2 Slams +18 melee (1d4+10) and 1 Bite +13 melee (1d6+6) and 1 Tail Slap +13 melee (1d10+6)
    Base Atk +9, Grp +21
    Atk Options Rage 2/day, Berserker, Mighty Charge
    Combat Gear 3 Potions of Protection from Arrows (15/Magic), 2 Potions of Cure Serious Wounds, 1000 GP
    -----------------------------------------------
    Abilities Str 26, Dex 14, Con 20, Int 6, Wis 12, Cha 4
    SQ Burst of Speed, Hold Breath, Fast Movement, Illiteracy, Uncanny Dodge, Trap Sense +1
    Feats Improved Burt of Speed, Improved Initiative, Instantaneous Rage, Power Attack, Powerful Charge (B)
    Skills Climb +8, Hide +3 (+7 in water, +17 underwater), Intimidate +1, Jump +8, Listen +3, Spot +3, Survival +5, Swim +16
    Possessions +2 Amulet of Mighty Fists, +5 Bracers of Protection, +4 Ring of Protection



    EPIC AGRUTHA BERSERKER

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


    Agrutha Berserker
    Agrutha Berserkers are shock troops who specialize in charging into combat. Occasionally they teach others their methods.

    MIGHTY CHARGE
    At 3rd Level, when you move at least 20 feet before making an attack, you ignore difficult terrain, do not provoke opportunity attacks, and have Advantage with your attack rolls made that round.

    POTENT RAGE
    At 6th Level, when Raging all your attacks score a critical on a 19 or 20.

    RUSHING RAGE
    At 10th Level you do an additional 1d12 damage on any successful attack you make after moving at least 20 feet.

    JUGGERNAUT
    At 14th Level, you permanently gain the benefits of the Freedom of Movement spell. If the first attack roll you make after moving 30 feet or more hits, your opponent must make a Strength Saving Throw or be knocked Prone.
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  26. - Top - End - #896
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    I hope to have something up by tomorrow. My pc dying put a crimp in the week.
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  27. - Top - End - #897
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    ALLURA SIREN



    "How dare you question me?"

    Sirens are Allura who are skilled veterans at hunting. Which is pretty much all of them if they intend to live long.

    BECOMING AN ALLURA SIREN
    Any experienced Allura usually qualifies.

    ENTRY REQUIREMENTS
    Species: Allura
    Spellcasting: Must be able to cast 2nd Level spells from the Beguiler spell list.
    Skills: Bluff 8 ranks, Diplomacy 8 ranks
    Feats: Improved Charm, Improved False Beauty


    Class Skills
    The Allura Siren's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge(arcana) (Int), Knowledge(wildspace) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Wildspace Survival (Wis).
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Silent Spell, +1 Level of Arcane Casting Class
    2. +1    +0     +0     +3    Still Spell, +1 Level of Arcane Casting Class
    3. +1    +1     +1     +3    Silent Spell-Like Ability, +1 Level of Arcane Casting Class
    4. +2    +1     +1     +4    Still Spell-Like Ability, +1 Level of Arcane Casting Class
    5. +2    +1     +1     +4    Deceptive Spell, +1 Level of Arcane Casting Class
    Weapon Proficiencies: A Siren gains one Exotic Weapon Proficiency.

    Silent Spell: At 1st Level you gain Silent Spell as a Bonus Feat.

    Still Spell: At 2nd Level you gain Still Spell as a Bonus Feat.

    Silent Spell-Like Ability: At 3rd Level, you can cast one of your Spell-Like Abilities 3/day as if you had applied the Silent Spell Feat to it.

    Still Spell-Like Ability: At 3rd Level, you can cast one of your Spell-Like Abilities 3/day as if you had applied the Still Spell Feat to it.

    Deceptive Spell: At 5th Level you can cast a spell with both the Silent and Still Spell Feats, but it only increases the spell slot by one level, not two. You may also modify one of your Spell-Like Abilities with both as well.

    PLAYING AN ALLURA SIREN
    You are an avatar of chaos, spreading death and misery to get sustenance. You can't feel sympathy or empathy if you want to live. It is the curse of your species (or at least the justification you put forth for what you do).
    Combat: You try to avoid participating in combat. Sure, you'll stir some up to feed off the emotions, but after that you hide in the corner.
    Advancement: Since their survival depends on your abilities, most of you advance along pretty predictable lines.r.
    Resources: You pretty much have what you can steal and carry.

    ALLURA SIRENS IN THE WORLD
    "I don't trust her."
    The rest of the world is composed of food and toys for your amusement. You still need to be sparse in your enjoyment of either, if you don't want caught.
    Daily Life: You spend your days sowing discord and fear while hiding in plain sight.
    Notables: Azonia (CE Allura/Beguiler 4/Allura Siren 1) is the scourge of wildspace, known for having destroyed many ships over the decades.
    Organizations: Many organizations would like to have your skills, but few consider you worth the trouble..

    NPC Reaction
    NPC reaction to you depends on their knowledge of your true nature. You'd better hope they don't, otherwise you're toast.

    ALLURA SIRENS IN THE GAME
    This assumes one of the PC's is a violent sociopath. More over, that they're a manipulator, murderer and all around toxic person to be around. DM's should allow with care.
    Adaptation: This is probably best for Evil campaigns.
    Encounters: If a Siren is doing well, in theory the PC's will never encounter her at all.

    Sample Encounter
    EL 16: The PC's walk into a bar, to find everyone trying to violently murder one another. Except one woman, who appears to be having the time of her life...


    Azonia
    CE Allura/Beguiler 4/Allura Siren 1
    Init +6, Senses: Listen +11, Spot +11, 60 ft. Darkvision
    Languages Allura, Common
    ------------------------------------------------
    AC 28, touch 17, flat-footed 26 (+2 Dex, +3 Natural, +5 Deflection, +8 Armor)
    hp 59 (11 HD)
    Fort +7, Ref +8, Will +15
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee Spear +11/+6 melee (1d8+3/19-20, x3)
    Spear +14/+9 ranged (1d8+3/19-20, x3)
    Base Atk +8, Grp +7
    Atk Options Spell-Like Abilities, Cloaked Casting (+1 DC), Surprise Casting
    Combat Gear
    Spells Prepared 0: 6 per day, 1st: 6 per day, 2nd: 4 per day
    Supernatural Abilities Detect Life, False Beauty, Emotional Vampirism
    -----------------------------------------------
    Abilities Str 8, Dex 14, Con 12, Int 18, Wis 18, Cha 24
    SQ Advanced Learning (Hypnotism)
    Feats Additional Power (Color Spray), Combat Casting, Fear Vampire, Improved Initiative, Exotic Weapon Proficiency (Repeating Light Crossbow)
    Skills Balance, +7 Bluff +18, Climb +4, Concentration +8, Decipher Script +9, Diplomacy +18, Disable Device +9, Disguise +18, Escape Artist +7, Gather Information +14, Hide +9, Jump +4, Knowledge (Arcana, History, Wildspace) +12, Listen +11, Move Silently +9, Open Lock +7, Search +9, Sense Motive +15, Sleight of Hand +7, Spellcraft +11, Spot +11, Use Magic Device +12, and Wildspace Survival +11
    Possessions +5 Ring of Protection, +8 Bracers of Armor, Ring of Invisibility, +4 Keen Returning Spear, Bag of Holding Type II, Rod of Enemy Detection, 25,199 GP



    EPIC ALLURA SIREN

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Spells The Siren’s caster level is equal to his or her class level. The Siren’s number of spells per day does not increase after 20th level. The Siren does not learn additional spells unless he or she selects the Spell Knowledge feat.
    Bonus Feats: The Epic Allura Siren gains a Bonus Feat every 3 levels higher than 20th


    ALLURA SIREN (Sorcerer Subclass)
    The Allura are known for trading their methods to casters for reasons known only to them. They specialize in subterfuge and sabotage, and are often provocateurs of disorder for no better reason than just watching things burn.

    EXPANDED SPELL LIST
    Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Siren Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a abjuration or an enchantment spell from the bard, warlock, or wizard spell list.

    Spell Level Spells
    1st: Bane, Dissonant Whispers
    3rd: Enthrall, Silence
    5th: Bestow Curse, Feign Death
    7th: Freedom of Movement, Locate Creature
    9th: Geas, Modify Memory

    ARMORED CASTER
    At 1st Level, you gain proficiency with Light Armor and one weapon of your choice. You use your casting ability modifier for attack and damage rolls with that weapon.

    DECEPTIVE SPELL
    At 6th Level, you gain a new option when using the Subtle Spell metamagic option. If you spend one additional Sorcery Point, the spell appears to originate from any point or creature within the spells range.

    SURPRISE CASTING
    At 14th Level, if your opponent is unaware of you, they do not gain a Saving Throw against the first spell you cast on it.

    CLOAKED CASTING
    At 18th, if your opponent cannot see or hear you, it has Disadvantage on all Saving Throws against you.
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  28. - Top - End - #898
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    WATCHER



    "Oh crap, here we go..."

    The Watch is tasked with keeping lookout for, and fighting with, the Squark. You also guard the city from outsiders, and the kreel herds from predators, and assist in times of war. You're pretty much a defensive force though, you don't usually march out of the city to do anything.

    BECOMING A WATCHER
    Any Lizardfolk worthy of the title warrior, and who has psionic abilities, will probably be drafted..

    ENTRY REQUIREMENTS
    Species: Lizardfolk, Athasian
    Manifesting: Must know 6 Powers from the Psychic Warrior list.
    Feats: Combat Manifestation, Psionic Weapon
    Skills: Autohypnosis 4 ranks, Concentration 4 ranks


    Class Skills
    The Watcher's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (psionics)(Int), Profession (Wis), Search (Int), Spot (Wis), and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Psionic Slipperiness, +1 Level of Manifesting Class
    2. +2    +3     +0     +3    Ready, +1 Level of Manifesting Class
    3. +3    +3     +1     +3    , +1 Level of Manifesting Class
    4. +4    +4     +1     +4    Psionic Slipperiness, +1 Level of Manifesting Class
    5. +5    +4     +1     +4    Ready, +1 Level of Manifesting Class
    6. +6    +5     +2     +5    , +1 Level of Manifesting Class
    7. +7    +5     +2     +5    Psionic Slipperiness, +1 Level of Manifesting Class
    8. +8    +6     +2     +6    Ready, +1 Level of Manifesting Class
    9. +8    +6     +3     +6    , +1 Level of Manifesting Class
    10.+10   +7     +3     +7   Veteran, +1 Level of Manifesting Class
    Weapon Proficiencies: A Watcher gains no new weapon or armor proficiencies.

    Psionic Slipperiness (Su): Beginning at 1st Level, as long as you have 1 power point remaining, you get a +2 Enhancement Bonus on rolls to Escape Grapples. This increases to +4 at Level 4, and +6 at Level 7.

    Ready (Su): Beginning at 2nd Level, when Readying an Action, you cannot become Flat-footed or lose your Dexterity Bonus to AC as long as you have 1 power point. At 5th Level, if you come to your next action and have not yet performed your readied action (which must be an attack), you don’t get to take the readied action (though you can ready the same action again) as normal. If you ready the same Action again, you get a cumulative +1 Enhancement Bonus to the attack roll for every round you have readied that attack before taking it. At 8th Level, if you succeed with a readied attack, you automatically threaten a critical.

    Veteran: (Su): At 10th Level, as long as you have one power point, your successful attacks do +1d6 Force damage.

    PLAYING A WATCHER
    You are tasked with defending your nation from monsters (mostly the Squark). You take this seriously. Not least of all, because a dozen or more of you die every time the Squark appears.
    Combat: You're mostly trained to take on the Squark, but those skills can come in handy elsewhere.
    Advancement: You develop the skills your commanding officer demands of you.
    Resources: You have the full resources of the Lizardfolk military when you're on the job.

    WATCHERS IN THE WORLD
    "Oh crap, there go the Squark Squad."
    You don't get to interact with the world much beyond saving it's butt from getting eaten.
    Daily Life: When not on patrol, you're usually training.
    Notables: Shedinn (N Male Lizardfolk Psychic Warrior 6/Watcher 3) has done fairly well since being admitted to the ranks of the Watchers.
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    The crowds tend to adore you. After all, you face monsters on their behalf.

    WATCHERS IN THE GAME
    This assumes you are part of your nations military, so be prepared to find ways of adventuring that don't get you court martialed..
    Adaptation: This is meant for all Lizardfolk campaigns, but you could always be a retiree or deserter.
    Encounters: Watchers are generally encountered guarding the Lizardfolk city state.

    Sample Encounter
    EL 12: The PC's are waiting in line to enter the Lizardfolk city to score some work, when they suddenly find themselves knee deep in Antloids. Fortunately a squad of uniformed Lizardfolk appears to be coming to help.


    Shedinn
    N Male Lizardfolk Psychic Warrior 6/Wacher 3
    Init +1, Senses: Listen +2, Spot +4
    Languages Lizardfolk and Common
    ------------------------------------------------
    AC 23, touch 14, flat-footed 22 (+1 Dex, +6 Natural, +3 Deflection, +3 Armor)
    hp 86 (11 HD)
    Fort +11, Ref +7, Will +7
    ------------------------------------------------
    Speed 20 ft. (4 squares), 30 ft. Swim
    Melee +2 Scimitar +13/+8 melee (1d6+5/18-20, x2)
    +2 Trident +13/+8 melee (1d8+5/x2)
    Ranged +2 Trident +13 ranged (1d8+5/x2)
    Base Atk +8, Grp +11
    Atk Options
    Combat Gear
    Powers Known (36 Power Points) 1st: Defensive Precognition, Detect Psionics, Lizard Brain 2nd: Body Purification, Dissolving Weapon, Psionic Darkvision 3rd: Escape Detection, Mental Barrier, Psionic Keen Edge
    Supernatural Abilities Psionic Slipperiness (+2), Ready
    -----------------------------------------------
    Abilities Str 16, Dex 12, Con 16, Int 10, Wis 14, Cha 8
    SQ Amphibious
    Feats Combat Manifestation, Improved Lizard Brain, Point Blank Shot, Power Penetration, Psionic Shot, Psionic Weapon
    Skills Autohypnosis +5, Concentration +5, Handle Animal +1, Hide +13, Knowledge (Psionics) +6, Move Silently +6, Search +3, Spot +4, Swim +11
    Possessions +2 Mindcrusher Scimitar, +3 Ring of Protection, +3 Bracers of Armor, 4 Potions of Haste, 4 Potions of Cure Serious Wounds, Handy Haversack, Trident of Warning, 3 Beads of Force, 1570 GP



    EPIC WATCHER

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Powers The Watchers manifester level is equal to her class level. The psychic Watchers base power points do not increase after 20th level. The epic Watcher gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on).
    Bonus Feats: The Epic Watcher gains a Bonus Feat every 3 levels higher than 20th



    WATCHER
    You have the right honorable job of standing between your beloved city, and a giant psychic shark with tentacles and a damn fool name. So basically, you're trained for a suicide mission no one else wants. On the plus side, you're a local folk hero.

    PSIONIC POWER
    At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

    Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

    When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

    The powers below use your Psionic Energy dice.

    Psionic Escape. When you or another creature you can see within 30 feet of you rolls to escape a grapple, you can use your reaction to expend one Psionic Energy die, roll the die, and add the number rolled plus your Intelligence modifier (minimum reduction of 1), to your escape roll. If you or the target escapes the Grapple, you can make a melee attack as a Bonus Action.

    Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

    Psionic Surprise. When you Ready an Attack Action, and are successful with the attack(s), you may add your Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

    PSIONIC COMBAT
    At 7th Level, you have new maneuvers you can use your Psionic Energy dice:

    Psionic Critical. As long as you have one Psionic Energy die left, you score a critical with your weapon attacks on a 19-20.

    Psionic Resistance. When you have to make a Wisdom or Intelligence Saving Throw, you may expend a Psionic Energy die as a Reaction, roll it, and add it to the result of your Saving Throw. You may do this after you know the result of the Saving Throw roll.

    PSIONIC DEFENSES
    At 10th Level, you gain Proficiency with Wisdom Saving Throws.

    LIZARD BRAIN
    At 15th Level, as long as you have Psionic Energy dice, you can add your Intelligence modifier to your damage rolls.

    VETERAN
    At 18th Level, you can cast the Rary's Telepathic Bond spell, requiring no components, and your spellcasting ability for the spell is Intelligence. Each round, as a Reaction, you may expend a Psionic Energy die to allow one friendly creature within 60 feet to use one of your Psionic Powers. For example, if an ally hits a creature, you can expend a die to boost his attack with Psionic Strike.

    Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.
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  29. - Top - End - #899
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    BAKALI WARRIOR



    "What we have here...is failure...to communicate."

    You are a defender of your village (and a raider as well in times of war). Unlike most Barbarians your species abilities give you a wide array of options.

    BECOMING A BAKALI WARRIOR
    Most Bakali qualify honestly.

    ENTRY REQUIREMENTS
    Species: Bakali
    BAB: +6
    Skills: Hide 4 ranks, Move Silently 4 ranks
    Feats: Cold, Violence Is Always the Answer

    Class Skills
    The Bakali Warrior's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), and Swim (Str).
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Dirty Fighting
    2. +2    +3     +0     +0    Sword and Shield
    3. +3    +3     +1     +1    Toughest In The Town
    4. +4    +4     +1     +1    Dirty Fighting
    5. +5    +4     +1     +1    Sword and Shield
    6. +6    +5     +2     +2    Toughest In The Town
    7. +7    +5     +2     +2    Dirty Fighting
    8. +8    +6     +2     +2    Sword and Shield
    9. +9    +6     +3     +3    Toughest In The Town
    10.+10   +7     +3     +3    Professional Nuisance
    Weapon Proficiencies: A Bakali Warrior gains no new weapon or armor proficiencies.

    Dirty Fighting (Ex): AT 1st Level you gain your first dirty tactic: Improved Blood Squirt (Ex):The range of your Blood Squirt now extends out to 15 feet.

    At 4th Level you can use Sucker Punch (Ex): When you hit an opponent who is flat-footed or Denied his Dexterity Bonus to AC, they must make a Reflex Saving Throw o be Stunned for 1 round. Save is Strength or Dexterity based depending on what you made the attack roll with.

    At 7th Level you gain the use of Natural Attacks (Ex): You now have a Primary Claw attack doing 1d6 damage plus your Str modifier, and a Secondary Bite attack doing 1d6 damage plus half your Str modifier. You get 2 Claws and a Bite with a Full Attack.

    Sword and Shield (Ex): At Levels 2, 5, and 8 you can choose one of the following as a Bonus Feat: Active Shield Defense, Shield Specialization, Shield Ward, Weapon Focus, Greater Weapon Focus.

    Toughest In The Town (Ex): At 3rd Level you gain a +1 Competence Bonus on Fortitude Saves and opposed combat checks (grappling, tripping, etc.). This increases to +2 at Level 6 and +3 at Level 9.

    Professional Nuisance (Ex): The Save DC of all Exceptional Abilities you possess improves by +1.

    PLAYING A BAKALI WARRIOR
    No one is rougher and tougher than you, and you will gleefully die on that hill.
    Combat: Bakali like to fight dirty. Not that there's any such thing as a clean fight...
    Advancement: You pretty much just strive to be the toughest guy in town.
    Resources: You have the full resources of the tribe when defending them.

    BAKALI WARRIORS IN THE WORLD
    "Oh crap, here comes the brute squad!
    When you aren't defending the town, you're squabbling with every other able-bodied fighter to establish the pecking order..
    Daily Life: You spend a lot of time getting in people's face, so they know who's in charge.
    Notables: Mithzock (NE Male Bakali Fighter 6/Bakali Warrior 3) is the local swaggerer.
    Organizations: People like to hire Bakali as muscle, but not much else.

    NPC Reaction
    Most other Humanoids see you as a monster. The fact that you randomly punch them while challenging them to a fight doesn't help.

    BAKALI WARRIORS IN THE GAME
    This assumes the PC will be playing a species that has a poor reputation, which may cause interesting times for the party. So be sure to have those +1 clubs of bigot whoopin' ready.
    Adaptation: This is meant for a Dragonlance campaign, but it could be adapted to any race that shoots blood from it's eyes (assuming there's more than this one).
    Encounters: If there's fighting anywhere near their homes, be assured the Bakali will be there.

    Sample Encounter
    EL 12: The PC's are leaving the local bar, when they bump into a Lizardfolk squad who immediately challenge them to a fight. For the dozenth time this week. The group considers it may be time to swear off drinking.


    Mithzock
    NE Male Bakali/Fighter 6/Bakali Warrior 3
    Init +6, Senses: Listen +1, Spot +1
    Languages Lizardfolk, Common
    ------------------------------------------------
    AC 28, touch 14, flat-footed 26 (+2 Dex, +3 Natural, +5 Armor, +6 Shield, +2 Deflection)
    hp 89 (11 HD)
    Fort +11, Ref +8, Will +4
    ------------------------------------------------
    Speed 20 ft. (4 squares), Swim 20 ft.
    Melee Longsword +20/+15/+10 melee (1d8+10/19-20, x2)
    Base Atk +11, Grp +14
    Atk Options Squirt Blood, Improved Squirt Blood, Toughest in the Town +1
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 8
    SQ Hold Breath, Cold Vulnerability, Nictating Membrane
    Feats Cleave, Great Cleave, Improved Initiative, Power Attack, Active Shield Defense (B), Shield Specialization (Light, B), Shield Ward (B), Weapon Focus (Longsword, B), Weapon Specialization (Longsword, B)
    Skills Climb +5, Hide +6, Intimidate +4, Move Silently +6, Swim +12
    Possessions +4 Light Steel Shield, +4 Longsword, +5 Bracers of Armor, +2 Ring of Protection, 4 Potions of Cure Serious Wounds, 3526 GP



    EPIC BAKALI WARRIOR

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



    BATTLE MASTER
    Battle Masters trained by the Bakali have access to some new Maneuvers.

    SHIELD WARD
    Whenever you make a Dexterity Saving Throw, you may expend one Superiority Die as a Reaction, and add the result to your Save. You must be holding a Shield to use this.

    SQUIRT BLOOD (Prerequisite: Bakali only)
    You may expend a Superiority Die as an Action in an attempt to blind your opponent. Choose an opponent within 10 feet, and it must make a Constitution Saving Throw, or be Blinded for 1 Minute, or until it takes an Action to clear it's eyes. You add the Superiority Die's result to the attacks Save DC.

    SURPRISE ATTACK
    When you make any attack that has Advantage, you can expend a Superiority Die to disable your opponent. You add the superiority die to the attack's damage roll, and the target must make a Dexterity saving throw. On a failed save, it can't use Bonus Actions or Reactions for a number of turns equal to your Proficiency Bonus.
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  30. - Top - End - #900
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Orc/Goblinoid Resources

    Sorry for the delays, I'm having computer issues again.


    PREDATOR



    "(stuff and nonsense)"

    You are a typical hunting and food obsessed member of the Babbler species. You kinda skootch along the ground, somehow unnoticed despite your size, weird behavior, and crazed babbling.

    BECOMING A PREDATOR
    Most Babblers prolly qualify eventually.

    ENTRY REQUIREMENTS
    Species: Babbler
    Sneak Attack: +1d6
    Skills: Hide 4 ranks, Move Silently 4 ranks
    Feats: Gelid, Weirdly Stealthy


    Class Skills
    The Predator's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +2     +0    Sneak Attack (+1d6)
    2. +1    +3     +3     +0    Increasingly Gelid
    3. +2    +3     +3     +1    What Is Wrong With Him?
    4. +3    +4     +4     +1    Sneak Attack (+2d6)
    5. +3    +4     +4     +1    Increasingly Gelid
    6. +4    +5     +5     +2    What Is Wrong With Him?
    7. +5    +5     +5     +2    Sneak Attack (+3d6)
    8. +6    +6     +6     +2    Increasingly Gelid
    9. +6    +6     +6     +3    What Is Wrong With Him?
    10.+7    +7     +7     +3   Florida Monster
    Weapon Proficiencies: A Predator gains no new weapon or armor proficiencies.

    Sneak Attack (Ex): At Levels 1, 4 and 7 your Sneak Attack dice increases by +1d6. This stacks with Sneak Attack Dice gained from other sources.

    Increasingly Gelid (Ex): At 2nd Level you gain DR 5/Slashing. At 5th Level, this increases to DR 10. At 8th Level this increases to 15.

    What Is Wrong With Him? (Su): At 3rd Level your behaviors, tone, body language and actions become increasingly nonsensical and alien. Other creatures who can see or hear you must make a Willpower Save (Save DC is Wisdom based) or be Confused (as per the spell) until the beginning of your next turn. If the Save is successful they are immune to this ability for 24 hours.

    At 6th Level you can attempt a feint as a move action instead of as a standard action. If you gain the Improved Feint Feat, you can Feint as a Swift Action.

    At 9th Level you don't take Penalties to Feint Checks if your opponent is of low Intelligence or nonhumanoid.

    Florida Monster: At 10th Level you gain Immunity to poison, sleep effects, paralysis, polymorph, and stunning. You also gain Fast Healing equal to your Con modifier. For example if you have a 15 Con, you gain Fast Healing 2.

    PLAYING A PREDATOR
    No one can understand you, and that's just fine. It means less talking for you. Now if you can just get them to be silent while you're biting them.
    Combat: You rely on stealth to kill prey, and your raging insanity to deal with surprises.
    Advancement: Babblers are fairly straight forward for a chaotic species. They develop the skills most likely to keep their bellies full.
    Resources: You have whatever resources you can blindly stumble upon in the dark and make off with.

    PREDATORS IN THE WORLD
    "I don't get that guy."
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: The Unnameable (CE Male Babbler/Rogue 2/Predator 2) is so called because no one can pronounce his name (people mostly call him 'Nasty Bob'). He spends his time being weird, and eating whatever wanders in range.
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    NPC's generally run screaming in terror when they see you. Or hear you. Or sometimes even when they just think of you.

    PREDATORS IN THE GAME
    This assumes the PC is a completely uncommunicative species. That may cause issues.
    Adaptation: This is a PrC for some pretty weird, messed up campaigns. Serious or silly won't matter, but it will likely be messed up one way or the other.
    Encounters: If you're playing this right, PC's shouldn't encounter you until your teeth are in their backside.

    Sample Encounter
    EL 12: The PC's are resting for a few nights at an inn outside the local swamp, when the Barbarian wakes up with a giant lizard thing nibbling on his toes.


    Name
    CE Male Babbler/Rogue 2/Predator 2
    Init +3, Senses: Listen +, Spot +, Darkvision 60 ft.
    Languages Babbler
    ------------------------------------------------
    AC , touch , flat-footed (-1 Size, +3 Dex, +5 Natural)
    hp 108 (11 HD)
    Fort +9, Ref +13, Will +6
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +7, Grp +17
    Atk Options Sneak Attack +3d6
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 22, Dex 16, Con 22, Int 10, Wis 14, Cha 4
    SQ Evasion, Partial Biped, Limited Speech, Trapfinding
    Feats Gelid, Improved Multiattack, Multiattack, Weirdly Stealthy
    Skills Balance, Climb +10, Escape Artist +10, Hide +11, Intimidate +4, Listen +5, Move Silently +11, Search +5, Spot +5, Swim +10, Tumble +6
    Possessions



    EPIC PREDATOR

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Sneak Attack The epic predator’s sneak attack damage increases by +1d6 at every odd-numbered level.
    Bonus Feats: The Epic Predator gains a Bonus Feat every 2 levels higher than 20th
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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