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  1. - Top - End - #181
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    Draconi Redfir's Avatar

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    Default Re: Orc/Goblinoid Resources

    Yeah seems like a LA+0 ATM. granted thats not a bad thing.
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  2. - Top - End - #182
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    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    We'll run with LA 0 then. Any thoughts on them so far?
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  3. - Top - End - #183
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    Draconi Redfir's Avatar

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    Default Re: Orc/Goblinoid Resources

    Looks pretty good to me, overly strong goblins covered in hair. sounds pretty good :P
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  4. - Top - End - #184
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    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    Goblin mom updated. You will likee i think
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  5. - Top - End - #185
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    Draconi Redfir's Avatar

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    Default Re: Orc/Goblinoid Resources

    a swarm of kids and a swarm of puppies. That mom is going to have her own private army soon XD
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  6. - Top - End - #186
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    Cieyrin's Avatar

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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Draconi Redfir View Post
    a swarm of kids and a swarm of puppies. That mom is going to have her own private army soon XD
    A swarm of chihuahuas, pomeranians or corgies comes to mind, like a school of land piranha...
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    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  7. - Top - End - #187
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    Default Re: Orc/Goblinoid Resources

    It just keeps getting better. Great job all around.
    Quote Originally Posted by Bhu View Post
    [...] occasionally breaks into maniacal rants about menfolk, children, and the humans
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    Official Goblinologist of the Redcloak Fan Club. Proud supporter of Goblin Dan!
    Now, get back in line and sing along.

  8. - Top - End - #188
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    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    minor fluff update to kleinbar
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  9. - Top - End - #189
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    Bhu's Avatar

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    Gobbin Mom has minor update. Does the humiliate rant look ok?
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  10. - Top - End - #190
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    Cieyrin's Avatar

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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Gobbin Mom has minor update. Does the humiliate rant look ok?
    Looks alright to me.
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    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  11. - Top - End - #191
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    Default Re: Orc/Goblinoid Resources

    Kleinbar done and ready for reviwe
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  12. - Top - End - #192
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    Draconi Redfir's Avatar

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    Default Re: Orc/Goblinoid Resources

    looks good to me, and i like the raicial feats.
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  13. - Top - End - #193
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    Default Re: Orc/Goblinoid Resources

    The racial feats for changing the stat mods should probably say 'gain a -2 Int penalty' instead of lose but other than that, I likes what I see. Kleinbar Rage makes me think there'll be many Reckless Ragers among them, which is kinda a neat side perk.
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    Gnome Gun Mage avatar by NEO|Phyte
    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  14. - Top - End - #194
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    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    You want a racial PrC or substitution levels maybe?
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  15. - Top - End - #195
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    You want a racial PrC or substitution levels maybe?
    Either or would be cool. Substitution Levels need more love, though.
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    Gnome Gun Mage avatar by NEO|Phyte
    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  16. - Top - End - #196
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    Goblin Child
    Tiny Humanoid (Goblinoid)
    Hit Dice: 1d8 (4 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-10
    Attack: Bite +2 melee (1d3-2)
    Full Attack: Bite +2 melee (1d3-2)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: -
    Special Qualities: Dark Vision 60', AAAAH!
    Saves: Fort +0, Ref +4, Will +0
    Abilities: Str 6, Dex 14, Con 10, Int 8, Wis 10, Cha 8
    Skills: Hide +10, Listen +2, Move Silently +6, Ride +6, Spot +2
    Feats: Weapon Finesse
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Usually Neutral Evil
    Advancement: ---
    Level Adjustment: ---

    AAAAH! (Ex): Goblin Children gain a +2 Dodge Bonus to AC against opponents of a Larger Size Class than themselves (this stacks with other Dodge Bonuses).

    Skills: Goblins have a +4 Racial Bonus on Move Silently and Ride Checks.

    Combat: Generally Goblin children flee, leading their pursuers into traps or ambushes.




    Goblin Child Swarm
    Tiny Humanoid (Goblinoid, Swarm)
    Hit Dice: 5d8 (22 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +3/-
    Attack: Swarm (1d6)
    Full Attack: Swarm (1d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Dark Vision 60', Swarm traits, Half Damage from Slashing and Piercing, AAAAH!
    Saves: Fort +4, Ref +6, Will +1
    Abilities: Str 6, Dex 14, Con 10, Int 8, Wis 10, Cha 8
    Skills: Hide +10, Listen +2, Move Silently +10, Ride +6, Spot +2
    Feats: Dodge, Mobility
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Usually Neutral Evil
    Advancement: ---
    Level Adjustment: ---

    AAAAH! (Ex): Goblin Children gain a +2 Dodge Bonus to AC against opponents of a Larger Size Class than themselves (this stacks with other Dodge Bonuses).

    Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 12 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.

    Skills: Goblins have a +4 Racial Bonus on Move Silently and Ride Checks.

    Combat: When in swarms Goblin children like to hide and ambush weaker looking adventurers with their land piranha imitation.


    Companion Abilities
    {table=head]Level|Bonus HD|Dodge Bonus to AC|Roll Bonus|Initiative Bonus|Special
    1-2|+0|+0|+0|+1|Hitch-a-Ride
    3-5|+2|+2|+1|+2|Uncanny Dodge
    6-8|+4|+4|+2|+3|Enhanced Sugar Rush
    9-11|+6|+6|+3|+4|Enhanced Inspiration
    12-14|+8|+8|+4|+5|
    15-17|+10|+10|+5|+6|Improved Uncanny Dodge
    18-20|+12|+12|+6|+7|
    [/table]

    Bonus HD The number of extra d8 Hit Dice gained by the Goblin Child. It has Good Reflex Save.
    Dodge Bonus to AC The number here is an improvement to the Goblin Child's Dodge Bonus to AC against all opponents.
    Distraction Bonus The Save DC of the Goblin Childrens Distraction ability improves by this much (if it's a single Goblin Child it gains this as a Bonus to Hide Checks instead).
    Initiative Bonus This is how much the Goblin Child's existing Initiative Bonus improves by.

    Hitch-a-Ride (Ex) The Goblin child/children is/are so small that they can be carried around by either the goblin mom, or any other being able to carry them. While riding on another unit, the children take up no additional space, and are able to make a single attack from their mount per round. Clinging to a unit in combat requires a DC10 ride check (As a move action) or they will fall off and take 1d4 points of damage per size category higher then small. (Falling from a small unit will deal no damage, falling from a medium will deal 1d4 damage, falling from a large will deal 2d4 damage, ETC.) Riding around on a Goblin Mom does not require a ride check unless in combat, riding around on a willing mount requires a DC10 ride check only once (to get onto the mount) and riding on an unwilling unit requires a DC15 ride check to mount, and a DC10 ride check to stay mounted. Unwilling mounts may attempt to remove the goblin children at any time to a maximum of five times, should the goblin children succeed five consecutive DC10 ride checks, the unwilling mount must give up for at least 1d6 hours before trying again.

    Uncanny Dodge (Ex) Identical to the ability listed on page 50 of the PHB.

    Enhanced Sugar Rush (Su) When under the effects of the Goblin Mom's Sugar Rush ability your base land speed doubles, after which you are Fatigued.

    Enhanced Inspiration (Su) When under the effects of the Goblin Mom's "I Raised You" ability, the Bonus granted is +1 more than normal

    Improved Uncanny Dodge (Ex) Identical to the ability listed on page 50 of the PHB.
    Last edited by Bhu; 2011-11-19 at 03:32 AM.
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  17. - Top - End - #197
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    Worg Puppy
    Tiny Magical Beast
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
    Base Attack/Grapple: +1/-8
    Attack: Bite +5 melee (1d3-1)
    Full Attack: Bite +5 melee (1d3-1)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Trip
    Special Qualities: Dark Vision 60', Low Light Vision, Scent
    Saves: Fort +3, Ref +6, Will +2
    Abilities: Str 9, Dex 19, Con 13, Int 4, Wis 14, Cha 10
    Skills: Hide +14, Listen +4, Move Silently +7, Spot +4, Survival +2 (+6 Tracking by Scent)
    Feats: Weapon Finesse, Track (B)
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Usually Neutral Evil
    Advancement: ---
    Level Adjustment: ---

    Trip (Ex): A Worg that successfully hits with a Bite Attack can attempt to Trip the opponent as a Free Action with a +3 Bonus to the Check. It does not need to make a Touch Attack and does not provoke an Attack of Opportunity. If the attempt fails, the opponent cannot attempt to Trip the Worg in response as normal.

    Skills: Worgs have a +1 Racial Bonus on Listen, Move Silently, and Spot Checks. They also get a +2 Racial Bonus on Hide Checks, and +4 Racial Bonus on Survival Checks when tracking by Scent.

    Combat Worg Pups are smart enough not to be too aggressive because of their size. They're sneaky. They like to trip you and run away.

    Worg Pup Swarm
    Tiny Magical Beast (Swarm)
    Hit Dice: 5d10+5 (32 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
    Base Attack/Grapple: +5/-
    Attack: Swarm (1d6)
    Full Attack: Swarm (1d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Trip
    Special Qualities: Dark Vision 60', Low Light Vision, Scent, Swarm traits, Half damage from Slashing and Piercing
    Saves: Fort +5, Ref +8, Will +3
    Abilities: Str 9, Dex 19, Con 13, Int 4, Wis 14, Cha 10
    Skills: Hide +14, Listen +5, Move Silently +7, Spot +5, Survival +4 (+8 Tracking by Scent)
    Feats: Alertness, Track
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Usually Neutral Evil
    Advancement: ---
    Level Adjustment: ---


    Trip (Ex): A Worg that successfully hits with a Swarm Attack can attempt to Trip the opponent as a Free Action with a +3 Bonus to the Check. It does not need to make a Touch Attack and does not provoke an Attack of Opportunity. If the attempt fails, the opponent cannot attempt to Trip the Worg in response as normal.

    Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 12 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.

    Skills: Worgs have a +1 Racial Bonus on Listen, Move Silently, and Spot Checks. They also get a +2 Racial Bonus on Hide Checks, and +4 Racial Bonus on Survival Checks when tracking by Scent.

    CombatIn horde form Worg puppies are more aggressive. They try to trip up weaker looking opponents and then latch on.


    Companion Abilities
    {table=head]Level|Bonus HD|Natural Armor Adj.|Roll Bonus|Initiative Bonus|Special
    1-2|+0|+0|+0|+1|Loyalty
    3-5|+2|+2|+1|+2|Sneak Attack +1d6
    6-8|+4|+4|+2|+3|Enhanced Trip
    9-11|+6|+6|+3|+4|Enhanced Inspiration
    12-14|+8|+8|+4|+5|
    15-17|+10|+10|+5|+6|Sneak Attack +2d6
    18-20|+12|+12|+6|+7|
    [/table]

    Bonus HD The number of extra d8 Hit Dice gained by the Worg Pup. It has Good Fortitude and Reflex Saves.
    Natural Armor Adj. The number here is an improvement to the Worg Pup's existing Natural AC Bonus.
    Distraction Bonus The Save DC of the Worg Pups Distraction ability improves by this much (if it's a single Worg Pup it gains this as a Bonus to Hide Checks instead).
    Initiative Bonus This is how much the Worg Pup's existing Initiative Bonus improves by.

    Loyalty (Ex) You are immune to Fear effects as long as you remain within 10' of he Goblin Mom.

    Sneak Attack (Ex) Identical to the ability listed on page 50 of the PHB.

    Enhanced Trip (Ex) Your Trip checks now get a +2 Bonus.

    Enhanced Inspiration (Ex) When under the effects of the Goblin Mom's "I Raised You" ability, the Bonus granted is +1 more than normal
    Last edited by Bhu; 2011-11-19 at 03:33 AM.
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  18. - Top - End - #198
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    GOBLIN BOMBER

    [IMG]Picture URL[/IMG]

    And so he says, “I don't like the cut of your jib!” And I go, I says, “It's the only jib I got, baby!”

    Goblin Bombers are elite military units who have discovered gunpowder and specialize in the use of guns, bombs and incendiaries. Which is a pretty nice way of saying they're cannon fodder for the Hobgoblin military who are smart enough not to get involved with unstable chemical mixtures...

    BECOMING A GOBLIN BOMBER
    Knowing the right skills helps, but being crazy is an absolute necessity.

    ENTRY REQUIREMENTS
    Race: Any Goblin
    Skills: Craft (Alchemy, Guns) 4 ranks, Disable Device 4 ranks
    Feats: Personal Firearms Proficiency*, Point Blank Shot

    * See d20 Modern.


    Class Skills
    The Goblin Bomber's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Alchemy, Guns)(Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering, Dungeoneering)(Int), Listen (Wis), Profession (Wis), Search (Int), and Spot (Wis)
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    Guns
    2. +1    +0     +3     +3    Grenades
    3. +2    +1     +3     +3    Gumption +1
    4. +3    +1     +4     +4    Guns
    5. +3    +1     +4     +4    Grenades
    6. +4    +2     +5     +5    Gumption +2
    7. +5    +2     +5     +5    Guns
    8. +6    +2     +6     +6    Grenades
    9. +6    +3     +6     +6    Gumption +3
    10.+7    +3     +7     +7    Yeah, Baby!
    Weapon Proficiencies: Bombers gain no new weapon or armor proficiencies.

    Guns (Ex): You become proficient with, and able to use Craft (guns) to make the following items from page 20-22 of D20 Past:
    1st Level: Blunderbuss Musket, Blunderbuss Pistol, Brown Bess, Cannons, Snaplock Musket, Snaplock Pistol.

    4th Level: Dueling Pistol, Ferguson Rifle, Four-Barrel Pistol.

    7th Level: Colt revolver rifle, Kentucky Rifle, Pepperbox, Plains Rifle, Rifle-Musket, 12 gauge double barrel shotgun. Craft DC's and creation costs are listed below.

    In addition at Levels 1, 4, and 7 you get 1 Gun Feat (also listed below), and may now choose Gun Feats whenever you get a General Feat from leveling up. You may also choose the Feat 'Part Time Wizard'.

    Grenades (Ex): You become proficient with, and able to use Craft (guns) to make the following items from page 26 of D20 Past (Items marked with a * are new, and stats will be given below):
    2nd Level: Blast Grenade, Gunpowder Barrel, Molotov*, Smoke Bomb *

    5th Level: Bomb*, Fire Rockets *, Multiple Rocket Launcher *

    8th Level: Dynamite, Portable Cannon *, Land Mine *

    In addition at Levels 2, 5, and 8 you get 1 Grenade Feat (also listed below)and may now choose Grenade Feats whenever you get a General Feat from leveling up. You may also choose the Feat 'Part Time Wizard'.

    Gumption (Ex): Your lunacy and intense familiarity with unexpected explosions does you well, and you gain a +1 Bonus to the following rolls:

    Any Save made to avoid an effect than causes the following conditions: Blinded, Checked, Dazed, Dazzled, Deafened, Knocked Prone, or Stunned,

    Any Fear Effects or Morale Penalties.

    At level 6 the Bonus increases to +2, and at Level 9 it increases to +3.

    Yeah, Baby! (Ex) You gain a +4 Bonus on all Saving throws against any attack, spell or power that has an Area of Effect. You become proficient with, and able to use Craft (guns) to make Super Bombs.

    PLAYING A GOBLIN BOMBER
    People are nervous around you, and not just because you have barrels of explosive powder strapped to you. It's worse if you've had coffee. Heck after about 5 cups your meal is free as long as you move along. People are weird.
    Combat: Louder, bigger, and more dangerous is better. Well, usually, it depends on how close you are to the action. You prefer to be behind a nice wall or on a fast moving Worg scattering bombs or gunning people down. Burning things is pretty awesome too. You, uh...you may have a problem.
    Advancement: Advancement kinda depends on what area you'd like to specialize in. Gunfighters try to make bigger, better guns, Grenadiers try to make bigger explosions. The loonies look for better ways to try to look good doing stupid things that should cause their death.
    Resources: The military is always in need of a Goblin like you. So are criminals, adventurers, mercenaries, just about anyone who needs something burnt down, blown up, or shot.

    GOBLIN BOMBERS IN THE WORLD
    "Could you point that elsewhere please?"
    Bombers are usually working in their labs avoiding the populace, or testing their latest invention on said populace. Which is a polite way of saying you don't get a lot of dates...
    Daily Life: Much of your time is sucked up by finding (or stealing) funds for research, building prototypes, and then testing them. Occasional thought id given to food or bathing,
    Notables:
    Organizations: There are many loose associations of Bombers who band together for mutual support and protection (and mostly so they can steal each others designs).

    NPC Reaction
    You may things 'splode. It's a given no one wants you around.

    GOBLIN BOMBERS IN THE GAME
    Too much use of fire and explosives causes unintended collateral damage. Make sure the Bomber knows he could accidentally kill the party.
    Adaptation: This could be done for serious or silly campaigns.
    Encounters: PC's will encounter Bombers on random arson sprees, in military combat, conducting fireworks shows, etc.

    Sample Encounter

    EL 12: The PC's leave their favorite bar when a lone Goblin steps into the street and gives them 'the look'. Obviously he's an assassin or the floor show.


    Carbine Joe
    NE Male Goblin Rogue 6/Goblin Bomber 6
    Init +4, Senses: Listen +, Spot +, Dark Vision 60'
    Languages Common, Draconic, Gnoll, Goblin
    ------------------------------------------------
    AC , touch , flat-footed (+4 Dex, )
    hp 54 (12 HD)
    Fort +4, Ref +14, Will +9
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +8, Grp +2
    Atk Options Sneak Attack +3d6
    Combat Gear
    -----------------------------------------------
    Abilities Str 6, Dex 18, Con 12, Int 15, Wis 14, Cha 8
    SQ Trapfinding, Trap Sense +2, Evasion, Uncanny Dodge
    Feats
    Skills
    Possessions



    EPIC GOBLIN BOMBER

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Guns At Level 21 you become proficient with, and able to use Craft (guns) to make the following items from page 20-22 of D20 Past: Army Revolver, Derringer, Dreyse Needle Gun, LeMat Revolver, Navy Revolver
    Grenades At Level 22 you become proficient with, and able to use Craft (guns) to make the following items: Focused Charge*, Improved Land Mine*
    Gumption At Level 23 and every 3 levels after your Gumption Bonus goes up by +1.
    Bonus Feats: The Epic Goblin Bomber gains a Bonus Feat every 3 levels higher than 20th


    GUN FEATS

    Abnormal Ammo
    You can make really unusual bullets.
    Prerequisites: Craft Magic Arms and Armor, must know spell doing an unusual damage such as energy, negative energy, force, etc
    Benefits: You can make magic bullets. Any bullets you have enchanted to be at least +1 may also be enchanted to do a particular form of damage by 'losing' one spell that does that type of damage when crafting the ammo. In other words if you want fire bullets, and know Flame Sphere you can lose 1 memorization of Flame Sphere (or 1 spell slot of that level if you know Flame Sphere) as a Free Action while crafting the ammo, and they do fire damage on a successful hit.

    Anti-Air
    You can shoot opponents out of the sky.
    Prerequisites: Far Shot
    Benefits: Flying opponents you shoot must make a Fortitude Save (DC is 10 plus damage taken) or fall out of the sky taking additional falling damage if they can hit the ground this turn.

    BFG
    You can modify guns to do more damage.
    Prerequisites: Craft (Guns) 8 ranks
    Benefits: When making a gun you can increase the ammo size if you add +4 to the Craft DC. If successful the guns damage increases one step (for example if it did 1d10 it now does 1d12).

    Blown Across the Room
    Your Guns do knockback.
    Prerequisites: Craft (Guns) 8 ranks
    Benefits: When making a gun you can modify it' stopping power if you add +4 to the Craft DC. If successful any opponent shot by the gun must make a Fortitude Save (DC is 10 plus damage taken) or be Checked, and pushed back 10'.

    Bottomless Magazines
    Magical cross training means you no longer have to reload.
    Prerequisites: Craft Magic Arms and Armor, must know Minor Creation spell
    Benefits: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of Minor Creation (or 1 spell slot of that level if you know Flame Sphere) as a Free Action, and that Gun never needs to be reloaded. The Gun costs an additional +xxx GP to make.

    Cold Sniper
    You can castrate a fly at 100 yards with a hand cannon.
    Prerequisites: Far Shot
    Benefits: The range increments at which you take Spot and Ranged Attack Penalties are doubled.

    Depleted Phlebotinum Shells
    You knew those 'Learn Wizardy at Home' courses would come in handy. Now you can gun down those pesky foes with DR.
    Prerequisites: Craft Magic Arms and Armor, must know the Major Creation Spell
    Benefits: As a Swift Action, once per round you may change the material the bullets in your gun are made from, or change their Alignment Subtype for purposes of overcoming DR. Obviously you still have to guess what will overcome the DR unless you know that ahead of time.

    Gun Struggle
    It helps to be able to use a firearm in a grapple.
    Prerequisites: Defensive Archery (see Races of the Wild)
    Benefits: You may fire Medium or smaller guns in a Grapple without penalty.

    Hollywood Silencer
    Your guns are quiet.
    Prerequisites: Craft Magic Arms and Armor, Silent Spell
    Benefits: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of any Illusion spell that effects hearing (or 1 spell slot of that level if you know the spell) as a Free Action, and that Gun is completely silent when fired.

    Laser Sights
    Your can make targeting rays!
    Prerequisites: Craft Magic Arms and Armor, must know Targeting Ray spell
    Benefits: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of Targeting Ray (or 1 spell slot of that level if you know Flame Sphere) as a Free Action, and that Gun permanently gains the Targeting Rays Bonus on attack rolls. Costs an additional xxx GP to make.

    Last Breath Bullet
    You always get one last shot.
    Prerequisites: None.
    Benefits: If you take enough damage to be brought to 0 hp or less, or Fail a Save vs a Death Effect or anything that instantly kills you, you may attack with your Gun as a Free Action before dying at no penalty.

    LEEEEROOOY!
    You charge with guns blazing.
    Prerequisites: Shot on the Run
    Benefits: When performing a Charge Attack you may make one additional Ranged Attack with a Gun at any point during the charge.

    Master Gunsmith
    You could make a revolver out of anything.
    Prerequisites: Craft (Guns) 12 ranks
    Benefits: Reduce the time and GP costs to make Guns by 25%. Additionally you can make crude guns out of substandard materials at 50% the time and cost normal, but they are -1 to hit and damage.

    Quick Draw
    You've often shot opponents before they can even react.
    Prerequisites: Improved Initiative
    Benefits: You may draw any gun of Small size or smaller and fire it once per turn as a Swift Action. You may do this a number of times per day equal to your Dexterity Modifier.

    Shoot Out the Lock
    You're good at opening doors.
    Prerequisites: Ranged Sunder
    Benefits: You get a +4 bonus on all rolls when making a Ranged Sunder attack.


    GRENADE FEATS

    Cluster Bombs
    You sow confusion with a cluster of small bombs that detonate around you.
    Prerequisites: Craft (Guns) 12 ranks
    Benefits: You have rigged a harness with up to 12 Grenades Size Class Small or smaller. As a Swift Action you may pull a cord, and 3 Grenades each get flung in each of the 4 directions from your square, targeting a random square 15' away (leaving you just outside of the blast radius). Harness weighs 5 lbs and costs 50 GP and 4 hours to make.

    Explosives Expert
    You can make a bomb out of anything.
    Prerequisites: Craft (Guns) 12 ranks
    Benefits: Reduce the time and GP costs to make Grenades by 25%. Additionally you can make crude grenades out of substandard materials at 50% the time and cost normal, but they are -1 to hit and damage.

    Goblin Fire
    Your Molotov's contain napalm. Throw with care obviously...
    Prerequisites: Craft (Alchemy) 6 ranks
    Benefits: Molotov Cocktails you make burn for 1d3 rounds.

    Grenade Hot Potato
    You can catch and return grenade-like weapons thrown at you.
    Prerequisites: Grenadier
    Benefits: You can make a DC 20 Reflex Save to catch any Grenade like weapon thrown into your square, and throw it yourself.

    High Speed Missile Dodge
    You're used to moving out of the way of projectiles due to lab accidents...
    Prerequisites: Mobility
    Benefits: The Bonus to AC you get from Mobility now applies to all Ranged Attacks as well as any Attacks of Opportunity.

    Incredibly Obvious Bomb
    Your bombs sow fear and discord.
    Prerequisites: Craft (Guns) 6 ranks
    Benefits: Living opponents seeing one of your bombs must make a Willpower Save (DC is 12 plus 1/2 Hit Dice) or be Shaken as long as he remains within 60' of the Bomb.

    Knock Out Bomb
    Your Smoke Bombs contain Knockout Gas.
    Prerequisites: Craft Magic Arms and Armor, must know Deep Slumber spell
    Benefits: Your Smoke Bombs still have their normal Area of Effect and Duration, but instead of smoke they have the same effect as a Deep Slumber spell.

    Logic Bomb
    Your Grenades are extra effective against Constructs.
    Prerequisites: Craft Magic Arms and Armor, must know Repair Serious Damage spell
    Benefits: Ironically, despite the prerequisite, your Grenades that do Concussion damage do an extra 4d6 damage.

    Macross Missile Massacre
    You go overboard with the rockets.
    Prerequisites: Craft (Guns) 12 ranks
    Benefits: Your rockets fire clusters of smaller rockets, which fire yet smaller clusters of rockets. Damage for your Multiple Rocket Launcher is halved, but the burst radius is doubled.

    Missile Lock On
    Your primitive rockets have pretty decent accuracy...
    Prerequisites: Craft Magic Arms and Armor, must know True Strike spell
    Benefits: Your Fire Rocket and Multiple Rocket Launcher ammo gains the benefits of a True Strike spell when fired. Each Rocket costs an additional xx GP to make.

    Rocket Punch
    Instead of being explosives your rockets contain large iron fists...
    Prerequisites: Craft (Guns) 6 ranks
    Benefits: Rockets from your Multiple Rocket Launcher may instead do 12d6 Ballistic damage instead of the normal explosion. Rocket punches threaten a critical on a natural 20.

    Snake Bombs
    Your Smoke Bombs contain Poison Gas.
    Prerequisites: Craft (Poison) 12 ranks or must know the Poison spell
    Benefits: Your Smoke Bombs can contain any inhaled poison instead of smoke (Area an Duration is same). Each Bomb costs an additional xx GP to make.

    Sticky Bombs
    Your Grenades are adhesive.
    Prerequisites: Craft (Alchemy) 6 ranks or must know the Make Whole spell
    Benefits: Your Blast Grenades contain a small bulb on one side filled with a tiny amount of Sovereign Glue, and you may attach one to an opponent or other target with a melee touch attack (breaking the bulb and adhering the Grenade). The victim can per form a Strength Check (DC 15) to remove it this round if he has an action left. It adheres permanently the next round. Each Bomb costs an additional xx GP to make.

    Stink Bombs
    Oh God, the smell...
    Prerequisites: Craft (Alchemy) 8 ranks or know the Stinking Cloud spell
    Benefits: Your Smoke Bombs have their normal Area and Duration but instead of smoke they duplicate the Stinking Cloud spell.

    Unholy Nuke
    Your bomb has a little Essence of the Devil...
    Prerequisites: Craft Magic Arms and Armor, Corrupt Spell (see Complete Divine)
    Benefits: Any Grenade you make that does Concussion Damage now has it's damage split between Concussion and Profane damage. Each Bomb costs an additional xx GP to make.

    Notes: Craft time listed is to assemble from parts. GP Cost is selling price, you can make it for half that.

    Crafting Weapons
    {table=head]Weapon|Craft DC|Craft Time|GP Cost
    Army Revolver|25|4 hours|350 GP|
    Blast Grenade|15|10 min.|350 GP|
    Bomb|20|1 hour|700 GP|
    Blunderbuss Musket|20|3 hours|475 GP|
    Blunderbuss Pistol|20|3 hours|475 GP|
    Brown Bess|20|3 hours|325 GP|
    Cannon, Field (1 lb.)|25|1 week|1050 GP|
    Cannon, Field (6 lb.)|25|1 week|1100 GP|
    Cannon, Field (9 lb.)|25|1 week|1150 GP|
    Cannon, Field (12 lb.)|25|1 week|1200 GP|
    Cannon, Siege (18 lb.)|25|1 week|1250 GP|
    Cannon, Siege (32 lb.)|25|1 week|1300 GP|
    Cannon, Siege (60 lb.)|25|1 week|1350 GP|
    Colt Revolver Rifle|25|4 hours|425 GP|
    Derringer|25|4 hours|225 GP|
    Dreyse Needle Gun|25|5 hours|400 GP|
    Dueling Pistol|20|3 hours|4475 GP|
    Dynamite (1 stick)|15|10 min.|300 GP|
    Ferguson Rifle|25|5 hours|450 GP|
    Fire Rocket Launcher|25|3 days|300 GP|
    Four-Barrel Pistol|20|4 hours|300 GP|
    Gunpowder Barrel|20|1 hour|300 GP|
    Kentucky Rifle|20|4 hours|350 GP|
    Land Mine|20|1 hour|600 GP|
    Land Mine, Improved|25|3 hours|750 GP|
    LeMat Revolver|25|5 hours|375 GP|
    Molotov|10|1 round|150 GP|
    Multiple Rocket Launcher|25|1 week|1200 GP|
    Navy Revolver|25|4 hours|325 GP|
    Pepperbox|25|4 hours|350 GP|
    Plains Rifle|12|4 hours|300 GP|
    Portable Cannon|25|2 weeks|750 GP|
    Rifle Musket|20|3 hours|350 GP|
    Smoke Bomb|10|4 hours|250 GP|
    Snaplock Musket|20|3 hours|525 GP|
    Snaplock Pistol|20|3 hours|500 GP|
    Super Bomb|35|1 month|1600 GP|
    12 Gauge double barrel shotgun|25|4 hours|375 GP|
    Gunpowder (1 lb.)|10|1 hour|60 GP|
    Pistol Shot (12)|15|1 hour|200 GP|
    Blunderbuss Shot (10)|15|1 hour|150 GP|
    Musket Shot (10)|15|1 hour|200 GP|
    12 Gauge Buckshot (10)|15|2 hours|100 GP|
    18 Gauge Buckshot (10)|15|2 hours|75 GP|
    Cannon Shot (10) 1 lb.|15|1 day|100 GP|
    Cannon Shot (10) 6 lb.|15|1 day|125 GP|
    Cannon Shot (10) 9 lb.|15|1 day|150 GP|
    Cannon Shot (10) 12 lb.|15|1 day|175 GP|
    Cannon Shot (10) 16 lb.|15|1 day|200 GP|
    Cannon Shot (10) 32 lb.|15|1 day|225 GP|
    Cannon Shot (10) 60 lb.|15|1 day|250 GP|
    Chain Shot (10)|20|+6 hours|+25 GP|
    Grapeshot (10)|20|+ 1 day|+25 GP|
    Fire Rockets (10)|20|10 hours|250 GP|
    Rockets (10)|30|8 days|350 GP|
    Focused Charge|20|+1 day|+500 GP|
    Percussion Cap Ammo (20) .22|20|2 hours|100 GP|
    Percussion Cap Ammo (20) .36|20|2 hours|125 GP|
    Percussion Cap Ammo (20) .41|20|2 hours|125 GP|
    Percussion Cap Ammo (20) .42|20|2 hours|125 GP|
    Percussion Cap Ammo (20) .44|20|2 hours|125 GP|
    Percussion Cap Ammo (20) .58|20|2 hours|175 GP|
    Percussion Cap Ammo (20) .60|20|2 hours|200 GP|
    [/table]


    Part Time Wizard
    You knew those vocational courses would occasionally come in handy...
    Prerequisites: Int 15+, Knowledge Arcane 6 ranks, Spellcraft 6 ranks
    Benefits: This Feat may me taken multiple times. Each time you take it choose one spell from the Wizard spell list. You are considered to be a Wizard of Level equal to your Hit Dice for choosing a spell, and you must also meet the Intelligence requirement for casting it. You may now cast this spell once per day as a Wizard whose Caster Level is (your current Hit Dice minus 2).
    Last edited by Bhu; 2011-12-23 at 03:16 AM.
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  19. - Top - End - #199
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    Kleinbar Racial Substitution Levels

    BARBARIAN
    Levels 2 and 4: Replace Uncanny Dodge and Improved Uncanny Dodge with Uncanny Stamina and Improved Uncanny Stamina
    Uncanny Stamina: When you make a successful Fortitude Saving Throw against any effect that does half damage on a successful Fortitude Save (or a reduced effect) you now take no damage/effect on a successful Save. This cannot be used if you are paralyzed or helpless.
    Improved Uncanny Stamina: You now only take partial damage/effect on a failed Fortitude Save as well.

    ROGUE
    Level 10: Gains the following new options when choosing a Rogues Special Ability.
    Blind: If you successfully confirm a Critical and are able to add your Sneak Attack dice to the attack, your opponent must make a Reflex Save (Save DC is 10 plus 1/2 HD plus Strength modifier) or be permanently Blinded.
    Silence: If you successfully confirm a Critical and are able to add your Sneak Attack dice to the attack, your opponent must make a Reflex Save (Save DC is 10 plus 1/2 HD plus Strength modifier) or be permanently muted.
    Slow: If you successfully confirm a Critical and are able to add your Sneak Attack dice to the attack, your opponent must make a Reflex Save (Save DC is 10 plus 1/2 HD plus Strength modifier) or have his movement speed halved for a week.

    LURK
    Level 8: Replace Initiative Boost with Killer's Edge.
    Killer's Edge: The Save DC of your Lurk Augments gains an additional Bonus equal to your Int Modifier. In other words if it was a DC 12 (10 +2 for Int) it's now a 14.

    SERIAL KILLER

    [IMG]Picture URL[/IMG]

    "I was only following Maglubiyet's orders."

    You make the world a more interesting place. And by interesting we mean a hellish nightmare of terror and uncertainty. Everyone has emotional and mental problems, but few have them on the Epic scale you do.

    BECOMING A SERIAL KILLER
    Generally you must be a Kleinbar who was born with or developed some form of psychosis.

    ENTRY REQUIREMENTS
    Race: Kleinbar
    Class Abilities: Rage, Sneak Attack
    Feats: Born Wrong, Kleinbar Rage
    Skills: Bluff 6 ranks, Hide 6 ranks, Listen 6 ranks, Move Silently 6 ranks
    Alignment Must be Neutral Evil or Chaotic Evil.


    Class Skills
    The Serial Killer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skills Points at Each Level : 8 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Mask of Sanity +2
    2. +1    +3     +0     +3    +1d6 Sneak Attack
    3. +2    +3     +1     +3    Silent Rage
    4. +3    +4     +1     +4    Mask of Sanity +4
    5. +3    +4     +1     +4    +1d6 Sneak Attack
    6. +4    +5     +2     +5    Silent Rage
    7. +5    +5     +2     +5    Mask of Sanity +6
    8. +6    +6     +2     +6    +1d6 Sneak Attack
    9. +6    +6     +3     +6    Silent Rage
    10.+7    +7     +3     +7    Psychotic Fury
    Weapon Proficiencies: A Serial Killer gains proficiency with any one Exotic Weapon.

    Mask of Sanity (Ex): At Levels 1, 4, and 7 the Serial Killer gains a cumulative +2 Bonus to Bluff and Intimidate Checks.

    Sneak Attack (Ex): Identical to the ability listed on page 50 of the PHB.

    Silent Rage (Ex): At Levels 3, 6, and 9 you gain an additional daily use of Rage. You may also use the following skills now while Raging: Bluff, Hide, Move Silently, and Tumble.

    Psychotic Fury (Ex) You become immune to Mind-Affecting Effects while Raging.

    PLAYING A SERIAL KILLER
    You kill people. Well, among other things, but mostly people. Motives include sex, a need to sow fear, wealth, what you see as a Divine mission, or perhaps even orders from a demon or deity. Why you do what you do generally isn't important to others. They're a lot more interested in the possibility you may be a danger to them.
    Combat: You don't fight people, you ambush them. Fighting gives them the option of fighting you back, and that simply will not do.
    Advancement: Advancement really depends on the individual delusions of each serial killer. They usually approach a wide variety of class mixes.
    Resources: Unless you happen to be someone's pet murderer, you're pretty much on your own. Not many people can abide your personality long enough to deal with having you as a hireling.

    SERIAL KILLERS IN THE WORLD
    "He was always a little too quiet for a Goblinoid..."
    Serial Killers are feared and reviled for the most part, though in the more Evil cultures they can become hero's. Their mental problems make them predictable though, and few remain on any position of power for very long.
    Daily Life: Daily life varies depending on your PC's individual mental aberrations. Mostly you'll be hiding from society in the hopes they don't discover you.
    Notables:
    Organizations: Serial Killers are loners. Occasionally a rare few work in pairs, but generally they see each other as competition. Some organizations hire them as assassins/torturers, but most prefer their help more controllable.

    NPC Reaction
    NPC's would likely murder you as a foaming at the mouth lynch mob if they knew who you were. You must always appear to be normal in their eyes.

    SERIAL KILLERS IN THE GAME
    This class will be troublesome. It assumes one PC is (perhaps secretly) suffering from psychosis, and feels a need to murder people. Even in an all evil party this might not fly since it assumes the PC's character has little self control, and will eventually commit deeds that lead back to the party at inopportune moments.
    Adaptation: This is meant for serious, grim campaigns but can be used in dark humor.
    Encounters: PC's will rarely realize they've encountered a serial killer unless they walk in on him doing what comes naturally.

    Sample Encounter
    EL 12: Several locals have been murdered and eaten. No one seems to be talking until an old Goblin woman with tears in her eyes asks to speak to the PC's.


    The Greenbriar Cannibal
    CE Male Kleinbar Barbarian 4/Rogue 2/Serial Killer 6
    Init +0, Senses: Listen +, Spot +,
    Languages Common, Goblin
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp (12 HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str 18, Dex 16, Con 15, Int 10, Wis 12, Cha 6
    SQ
    Feats
    Skills
    Possessions



    EPIC SERIAL KILLER

    Hit Die: d6
    Skills Points at Each Level : 8 + int
    Mask of Sanity At Level 21 and every 3 levels thereafter your Bonus increases by an additional +2.
    Sneak Attack At Level 22 and every 3 Levels thereafter you gain an additional +1 Sneak Attack.
    Silent Rage At Level 23 and every 3 Levels thereafter you gain an additional daily use of Rage.
    Bonus Feats: The Epic Serial Killer gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2011-12-07 at 03:12 AM.
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  20. - Top - End - #200
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    Catching up on some requests and other stuff. Goblin Mom just needs a capstone now.
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  21. - Top - End - #201
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    For anyone who wants to apply this to a goblin/orc campaign they run I have a funny idea. A tipical rule in a orc tribe is for the orc who kills the chief orc to become the new chief. Now what if an orc kills himself this would result in his corpse being chief forever (however I doubt that the orcs would keep fallowing this dead chief unless for some reson the tribe was lawful and respeted there tradition).
    "If you are after mere parlor tricks you will be sorely disappointed, for if I reach behind your ear, it will not be a nickel I pull out, BUT YOUR VERY SOUL!" The Venture Bros.

  22. - Top - End - #202
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    zombie orc chief prc?
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  23. - Top - End - #203
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    There was an alien species in the Animorphs books which always killed their ship's captain so he/she could never make mistakes. How exactly this worked out remains a mystery, but a simmiler thing could be done here.
    Last edited by Draconi Redfir; 2011-10-15 at 06:41 AM.
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  24. - Top - End - #204
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    Default Re: Orc/Goblinoid Resources

    minor updates

    Goblin Mom has capstone. anyone have thoughts on it?

    Cieyin anything you think needs added feat wise to the goblin shooter?

    Inspired by Dr. Orpheus who has my massive apologies for taking so long

    ZOMBIE CHIEF



    "This is the second barrel of elf hearts the Chief has asked for. I think he may have a problem."

    "You can get addicted to elf hearts?"

    "You can if you're dead."

    The many orc tribes know only one universal rule "With great power comes the additional power of being the leader", but they probably use fewer words. Some orcs convince themselves that suicidal acts are the best way to display their powers, and die while becoming the chief or not long after. If there is no clear successor there is occasionally a backup plan to secretly raise the Chief from the dead if Resurrection is not a possibility. Sometimes Chiefs purposefully undergo the rituals necessary after committing suicide as traditionally killing the old Chief is how you become the new one. Hard to kill a dead man isn't it?

    BECOMING A ZOMBIE CHIEF
    There is a plan in place to have yourself raised as a flesh eating undead monster after your death. Obviously you haven't thought through the implications of becoming a horrifying parasitic monster, which should disqualify you as being a leader in most cases, but Orcs aren't picky.

    ENTRY REQUIREMENTS
    Special: Must have killed self in what was regarded a startling act of stupidity only to come back as an Undead. You must have also been the Tribal Chieftain.
    Race: Orc
    Skills: Intimidate 8 ranks
    Feats: Leadership, and any one of the following Feats from Libris Mortis: Contagious Paralysis, Daunting Presence, Death Master, Empowered Ability Damage, Endure Sunlight, Energy Resistance, Eviscerator, Improved Energy Drain, Improved Paralysis, Improved Turn Resistance, Life Drain, Lifebond Life Sense, Necrotic Reserve, Positive Energy Resistance, or Undead Leadership.
    Templates: Requires any Undead template allowing you to be Corporeal, and pass as still living (just possibly really ill). Corpse Creature from the Book of Vile Darkness is surprisingly common. The Chief's retainers simply restrict access to him. Other possibilities are Crypt Spawn, Curst, Death Knight, Dread Warrior, Gravetouched Ghoul, Juju Zombie, Necropolitan, Swordwraith, or Vampire.


    Class Skills
    The Zombie Chief's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
    Skills Points at Each Level : 4 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +0     +2    Necrotic Endurance
    2. +2    +0     +0     +3    Necrotic Power
    3. +3    +1     +1     +3    Unholy Terror
    4. +4    +1     +1     +4    Necrotic Endurance
    5. +5    +1     +1     +4    Necrotic Power
    6. +6    +2     +2     +5    Unholy Terror
    7. +7    +2     +2     +5    Necrotic Endurance
    8. +8    +2     +2     +6    Necrotic Power
    9. +9    +3     +3     +6    Unholy Terror
    10.+20   +3     +3     +7    Death Chieftain
    Weapon Proficiencies: Zombie Chiefs gain no new weapon or armor proficiencies.

    Necrotic Endurance (Ex): At 1st Level you use your Charisma Modifier in place of your Constitution Modifier for everything it would normally be used for unless it would be negative in which case you get a +1 Modifier.

    At 4th Level if you gain +4 Turn Resistance (If you already have Turn Resistance you gain Turn Immunity instead). If you have Turn Immunity you increase your Charisma Modifier by 1 for purposes of your 1st Level Ability (or if you only have a +1 Mod due to low Cha it's now +2).

    At 7th Level you no longer cease functioning at 0 hp, but at -10, and you can act and fight normally when at 0 or less hp.

    Necrotic Power (Su): At levels 2, 5, and 8 you may choose 1 power from the following list if you meet the prerequisites:

    Iron Skin (Ex)(Prerequisite is Natural AC Bonus or Damage Reduction): Choose one: either increase your existing DR by 5 or if you have no DR increase your existing Natural Armor Bonus by +5.

    Enhanced Dark Vision (Ex): The range of your Dark Vision increases to 90'.

    Unholy Rage (Su)(Prerequisite is Rage): Half the damage you deal in melee attacks is Untyped while you are Raging.

    Unholy Curse (Su)(Prerequisite is Curst Template): You may cast Bestow Curse a number of times per day equal to your Charisma Modifier (minimum 1) as a Supernatural ability. Anyone 'slaying' you is automatically subjected to this ability and receives no Save.

    Lifesense (Su): You may automatically sense Living creatures within 100' as though they had Blindsight. You also automatically know the strength of their life force as if you had cast Deathwatch.

    Strike Dumb (Su) (Prerequisite is Level 6 Zombie Chief): The Zombie CHief may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or be rendered incapable of revealing anything it knows about the Zombie Chief, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

    Empowered Rage (Su)(Prerequisite is Rage and a Special Attack doing negative energy damage, Energy Drain, Paralysis, Disease, or Strength Damage): Anytime you successfully use your Special Attack, the duration of your current (or next use) of Rage increases by +3 rounds.

    Unholy Strength (Ex)(Prerequisite is template giving bonus to Str): Permanently increase your Strength by +4.

    Unholy Persuasion (Ex): Permanently increase your Charisma by +4.

    Fangs of Death (Ex): You gain a Primary Bite Attack doing 1d6 plus Str Modifier.

    Gnaw (Ex)(Prerequisite is Fangs of Death): If you successfully hit with your Bite Attack, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful you do your Bite damage each turn you maintain the Grapple.

    Spell Resistance (Ex): You gain Spell Resistance equal to 15 plus your Zombie Chief Level.

    Enhanced Spell Resistance (Ex)(Prerequisite is Spell Resistance): Your Spell Resistance increases by +5.

    Fast Healing (Ex): You gain Fast Healing 5.

    Regeneration (Ex)(Prerequisite is Fast Healing): Your Fast Healing becomes Regeneration instead. Your regeneration doesn't work against Fire, Acid, Silver, or Cold Iron (choose one when you get this ability.

    Improved Abyssal Blast (Su)(Prerequisite is Abyssal Blast): All of the damage from your Abyssal blast is considered divine now, so spells protecting against fire do nothing to help against it.

    Energy Drain (Su)(Prerequisite is touch attack doing negative energy): Your Primary Natural Attack (choose 1 if you have more than one) now causes your enemies to gain a negative level.

    Improved Energy Drain (Su)(Prerequisite is Energy Drain): Your Primary Natural Attack (choose 1 if you have more than one) now causes your enemies to gain an additional negative level.

    Improved Paralysis (Su)(Prerequisite is special attack causing paralysis): Save DC of this attack is now +2 (this stacks with Feats that would normally increase Save DC's like Ability Focus).

    Improved Disease (Su)(Prerequisite is special attack causing disease): Save DC of this attack is now +2 (this stacks with Feats that would normally increase Save DC's like Ability Focus).

    Improved Control Resistance (Ex)(Prerequisite is Resist Control ability): You become immune to the Control Undead spell.

    Improved Strength Damage (Su)(Prerequisite is a special attack doing Str damage): Your Strength Damage Special Attack now does Strength Drain instead.

    Improved Blood Drain (Ex)(Prerequisite is Blood Drain): For 1 hour after you successfully Drain blood, all rolls made by yout are at +2

    Improved Energy Resistance (Ex)(Prerequisite is Energy Resistance): Increase one form of Energy Resistance you possess by 10 (i.e. if you have Cold Resistance 10, it's now 20).

    Turn Immunity (Ex)(Prerequisite is Turn Resistance): You are now immune to Turn/Rebuke Undead attempts.

    Unholy Terror (Su): At Level 3 you begin to terrify opponents, and gain Frightful Presence. Whenever you make a Special Attack or Charge your opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Shaken for the duration of the encounter.

    At Level 6 this increases to effect every living Opponent within 30'.

    At Level 9 instead of being Shaken the opponents are Frightened for 1d6 rounds.

    Death Chieftain (Su): Undead Orcs that are Allies within 30' of you gain a Bonus to Turn Resistance, Fortitude Saves, and hit points per die equal to your Charisma Modifier (minimum +1).


    PLAYING A ZOMBIE CHIEF
    At the time you conceived the idea of becoming an immortal killing machine it sounded pretty good. Since then you've had time to ruminate on some of the downsides. Food and beer have lost their flavor. Relations with the wife and concubines are pretty rare to say the least. Plus you have a tendency to create more monsters like you in moments of passion.
    Combat: Combat generally isn't much different than when you were alive. It consists of the usual roaring unintelligibly and charging into melee flailing wildly. Unless you have some powers.
    Advancement: Advancement depends a lot on what sort of Undead you are, and your personal goals after the mind shattering experience of becoming a soulless fiend. Given your upbringing you generally immediately attempt to acquire physical or supernatural power.
    Resources: You're the Chief of an Orc tribe. Their resources are your resources.

    ZOMBIE CHIEFS IN THE WORLD
    "Does Surt look a little pale to you?"
    You are the man. The dead man, but still the man. Your wife sometimes disagrees but you find eating her brain and getting a new wife has cheered you up immensely. A lot of people have objections to you being the tribe's leader, but since they haven't found a way to get rid of you they'll just have to suck it.
    Daily Life: Your daily life involves trying to somehow either hide your condition from the tribe or violently putting down the inevitable rebellion when it's found out you like to eat the living. Plus you have the usual added headaches of planning the usual nightly affairs.
    Notables:
    Organizations: You're a tribal warchief. You are an organization in it's smallest sense other than being a gang leader.

    NPC Reaction
    NPC reactions can generally be descirbed as "AAAAAH", but to be honest they were kinda like that when you were alive so you really don't notice much difference.

    ZOMBIE CHIEFS IN THE GAME
    This assumes one of the PC's is a current or former leader of a tribe, which will tend to put him in the spotlight more than a little even if her weren't an undead monster.
    Adaptation: Could be used in serious or silly campaigns.
    Encounters: PC's will encounter you generally in wartime, sneaking out from your tribe to prey on the living, or after having been cast out for being a monster. Generally it will not end well.

    Sample Encounter
    EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



    EPIC ZOMBIE CHIEF

    Hit Die: d12
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Zombie Chief gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2011-12-01 at 03:49 AM.
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  25. - Top - End - #205
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    Default Re: Orc/Goblinoid Resources

    In the example I spoke of the chief just died and did not come back. My players expected some sort of boss, but I had not even planed for them to fight orcs. Your idea is cool as well. Maybe the orc chief everyone thought was dead is undead. It may be going through some sort of undead sleep? Not many undead sleep, the vampire might sleep or maybe it sits in its coffin so it avoids sunlight during the day.
    "If you are after mere parlor tricks you will be sorely disappointed, for if I reach behind your ear, it will not be a nickel I pull out, BUT YOUR VERY SOUL!" The Venture Bros.

  26. - Top - End - #206
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    Default Re: Orc/Goblinoid Resources

    I'm not sure what the Goblin Bomber's intended entry is, except perhaps Bard or Rogue. I was thinking building off of the PF Gunslinger class, which I suppose is a bit further afield but does simplify the firearm proficiency part to just Exotic Weapon Proficiency(Firearms). If sticking with this current course, I'd suggest raising the skill ranks to 8 unless you're aiming at cross-class and throwing in Point Blank Shot.
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    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  27. - Top - End - #207
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    Default Re: Orc/Goblinoid Resources

    GOBBER GOPHER
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    The following is an initial concept I have/had for some goblinoid atttackers that strike from below...

    Thoughts?



    They live underground and popup from underneath you, striking from no where, and everywhere...

    Gobber Gophers and golinoid hunanoids that live underground, digging and burrowing through the ground. They attack their prey by springing up from their tunnels and attacking and slipping away back into their tunnels. Or setting deadfalls that their prey fall into and attacking anyone that lives who fall into one.

    BECOMING A GOBBER GOPHER
    To Become a Gobber Gopher.

    ENTRY REQUIREMENTS
    Race: Any Goblinoid (or small underground race)
    Skills: Survival 8 ranks
    Feats: Blind Fighting, Dodge
    Spoiler
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    Changed feats this will lead into Shadowborn Warrior (bonus feat) and fits with fighting underground and in close quarters.
    Yes/No?


    Class Skills
    The Gobber Gopher's class skills (and the key ability for each skill) are Bluff (Cha), Craft(trap)(Int), Climb (Str), Concentration (Con), Hide(Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering)(Int), Listen (Wis), Search (Int), and Spot (Wis)
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +2     +0    Popup, Burrow 10', Low Cover 5'
    2. +2    +3     +3     +0    Dive to ground 1/day
    3. +3    +3     +3     +1    Jump Out 10', Chosen Foe
    4. +4    +4     +4     +1    Burrow 20', Dive to ground 2/day
    5. +5    +4     +4     +1    Popup Pounce, Cover 5'
    6. +6    +5     +5     +2    Dive to ground 3/day, Shadowborn Warrior
    7. +7    +5     +5     +2    Jump Out 10' Pounce
    8. +8    +6     +6     +2    Dive to ground 4/day 
    9. +9    +6     +6     +3    Total Cover 5'
    10.+10    +7     +7     +3   Earth Glide 10',  Dive to ground 5/day


    Weapon Proficiencies: No new Weapon Proficiencies.

    Popup: A Gobber can popup from a hidden(or open) tunnel and make a single attack at an opponent with-in 5' of the of the tunnel opening as a standard action.

    Burrow 10': A Gobber gains a burrow speed of 10'. If they already have a burrow speed they gain an additional +10' to their burrow speed.

    Low Cover 5': While in an open tunnel(one that has been popped/exposed) a Gobber Gopher gains Low Cover benefit from any creature further than 5' away (i.e. 10' or 2 hexes) from the entrance to the hole granting a +4 to AC and +2 to Reflex Saves. This benefit does not apply to any opponents within 5' of the hole opening.

    Dive to ground: At 2nd level Gobber can as a free action dive to ground diving back into an open tunnel within 10' 1 per day. At 4th level and every 2 levels there after a GG can Dive to ground an additional time per day.

    Chosen Foe: A Gobber Gopher of 6th level gains the bonus feat of Chosen Foe.

    Shadowborn Warrior: A Gobber Gopher of 6th level gains the bonus feat of Shadowborn warrior.

    Jump Out: A Gobber can jump out from a hidden(or open) tunnel and make a single attack at an opponent with-in 10' of the of the tunnel opening as a standard action.

    Burrow 20': A Gobber gains a burrow speed of 20'. This replaces their burrow speed of 10'. If they already had a burrow speed from another source they add another +10' to their burrow speed for a total adjustment of +20'.

    Popup Pounce: A Gobber can popup from a hidden(or open) tunnel and make a full attack as a full round action at an opponent(s) with-in 5' of the tunnel opening.


    Cover 5': At 5th level while in an open tunnel(one that has been popped/exposed) a Gobber Gopher gains Cover benefit from any creature further than 5' away (i.e. 10' or 2 hexes) from the entrance to the hole allowing them to now make hide checks and does not provoke any attacks of opportunity.

    Jump Out 10' Pounce: A Gobber can jump out from a hidden(or open) tunnel and make a full round attack at an opponent with-in 10' of the of the tunnel opening as a full round action.

    Total Cover 5': At 9th level while in an open tunnel(one that has been popped/exposed) a Gobber Gopher gains Total Cover benefit from any creature further than 5' away (i.e. 10' or 2 hexes) from the entrance to the hole.

    Earth Glide 10': At 10th level a Gobber Gopher can move through the earth as easily as an Earth Elemental gaining earth glide ability. This allows them to Jump up and out of their tunnels without breaking the ground surface keeping their tunnels hidden from above. They can only move though up to 10' of earth per round using this ability. Even though this is normally a movement action this earth glide ability can be used in conjunction with other Gobber Gopher abilities, but only once per round and it does not increase any range of such abilities. For instance, if a GG is hiding in a closed/sealed tunnel just below the surface, they can use their Earth glide ability to jump out and pounce on an opponent within 10' (not 20') leaving the tunnel still sealed. They would not then be able to Dive to Ground in that round as a free action because it is not an open tunnel and they have already used their Earth glide ability this round. They could though Dive to ground next round using their Earth Glide ability back into the closed tunnel since they have not used their earth glide yet that round.


    PLAYING A GOBBER GOPHER
    Combat: Gobber Gophers are the quick strike force of the goblioid armies. The hide in wait underground until a force approaches and the jump out in numbers striking quickly then retreat back to their holes to later strike again.

    Advancement:
    Resources: Gobber Gophers like short/small (finessible) weapons, and usually wear light armor as Heavy armor is restrictive in tunnels, relying more on their quickness, than brute force.

    GOBBER GOPHERS IN THE WORLD
    Strike where it hurts! From below!
    You never know where those suckers will be, the popup from no where and strike you and then disappear down their little holes...

    Daily Life: When not attacking predators, Gobber Gophers are often used as miners or tunnel diggers for underground colonies.

    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

    Organizations: Gobber Gophers usually form squads and attack in groups, often setting pitfalls around where they plan to attack so if either their prey try to retreat or follow, those that survive the initial attack quickly fall into a deadly trap.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    GOBBER GOPHERS IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter

    EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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

    Edit: Changed Feat requirements and added a few feats from Underdark which add a little flavor.
    Last edited by Vlos; 2011-10-28 at 09:37 AM.

  28. - Top - End - #208
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Cieyrin View Post
    I'm not sure what the Goblin Bomber's intended entry is, except perhaps Bard or Rogue. I was thinking building off of the PF Gunslinger class, which I suppose is a bit further afield but does simplify the firearm proficiency part to just Exotic Weapon Proficiency(Firearms). If sticking with this current course, I'd suggest raising the skill ranks to 8 unless you're aiming at cross-class and throwing in Point Blank Shot.
    It'll be a class specializing in munitions, both guns and explosives. Sort of a gunfighter/mad bomber.

    We need to find an amusing picture for that gopher
    Last edited by Bhu; 2011-10-20 at 05:44 PM.
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  29. - Top - End - #209
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    Default Re: Orc/Goblinoid Resources

    Goblin Crit-Sickle
    Exotic Weapon: Goblin
    light


    Range: Melee
    Damage: 1d6 (Medium size)
    Type: 1-H Slashing and Piercing
    Crit: 17-20/x3
    Ammo: None

    Notes:

    Most commonly used by small-sized goblins so it's damage is usually only 1d4, at medium size however it would be 1d6 damage as indicated.

    The high crit-range of this weapon is only applicable to creatures, which are either one size higher or one size lower then the weapon size. a Medium Crit-sickle will only have a 17-20/x3 crit range on a large, medium, or small sized creature, anything beyond large or small will simply be a 20/x2 crit range.



    Tired of being pushed around by pretty much everyone all the time, a large group of the most intelligent goblins got together to try and figure out a solution. While they could not figure out a permanent solution at the time, they were at least able to design a new weapon to help them fight back against their larger opponents, a weapon which while still weak, was capable of dealing large amounts of damage if it struck the right spot. Thus was born the Crit-Sickle.

    While still a sickle by nature and name, the crit-sickle is designed to be more like a saw in combat, one simply wraps the sickle's curved blade around a limb or neck, digs it's many spikes into the flesh, then pulls on the blade in a circular motion to rip and tear at as much flesh and bone as possible before jamming the primary spike into what is hopefully a major vein or artery.

    It’s not a permanent solution, but it's a start.

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    And with that, i have created at least one weapon for each primary Goblinoid type, and finished all my plans for doing so. It's good to be free!
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  30. - Top - End - #210
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    Default Re: Orc/Goblinoid Resources

    Vlos do you have the Underdark book that has the tunnel fighting feats? You could use some of them instead of Mobility as prerequisite feats/
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