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Thread: Orc/Goblinoid Resources
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2011-10-28, 03:39 PM (ISO 8601)
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- Sep 2011
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- Deanimating the dead.
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Re: Orc/Goblinoid Resources
Thanks for the start Bhu, I will continue the undead chief some more later.
SpoilerZOMBIE CHIEF
"In the second orc wars they said there chief actually was immortal, and for once they were right, but that doesn't make them anymore intelligent" Sir. Orenzo orc hating paladin.
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 there powers, and die becoming the chief.
BECOMING A ZOMBIE CHIEF
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Special: Must have killed self in what was regarded a startling act of stupidity only to come back as an Undead
Race: Orc
Skills: Intimidate
Feats:
Templates:
Class Skills
The Zombie Chief's class skills (and the key ability for each skill) are....
Skills Points at Each Level : x + int
Hit Dice: dx
Code:BAB Fort Ref Will Abilities 1. +0 +0 +0 +2 2. +1 +0 +0 +3 3. +1 +1 +1 +3 4. +2 +1 +1 +4 5. +2 +1 +1 +4 6. +3 +2 +2 +5 7. +3 +2 +2 +5 8. +4 +2 +2 +6 9. +4 +3 +3 +6 10.+5 +3 +3 +7
PLAYING A ZOMBIE CHIEF
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..
ZOMBIE CHIEFS IN THE WORLD
A quote of somebody else talking about your class!
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: 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: 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
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.
ZOMBIE CHIEFS 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
EPIC ZOMBIE CHIEF
Hit Die: dx
Skills Points at Each Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Zombie Chief gains a Bonus Feat every x levels higher than 20thLast edited by Dr.Orpheus; 2011-10-28 at 03:43 PM.
"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.
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2011-10-28, 05:07 PM (ISO 8601)
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- Mar 2008
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Re: Orc/Goblinoid Resources
I intended to finish it y'know
It's just a bad month for me so Im posting slowRevised avatar by Trixie, New avvie by Crisis21!
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2011-10-28, 08:27 PM (ISO 8601)
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- Sep 2011
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- Deanimating the dead.
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2011-11-02, 02:49 AM (ISO 8601)
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- Mar 2008
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- Hell itself (Ohio)
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Re: Orc/Goblinoid Resources
fluff for the bomber is up. I hope to have time to do a masive update tomorrow
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2011-11-05, 01:58 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
All three PrC's now have fluff, both remaining critters have update aswell, and the front page list is updated.
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2011-11-05, 09:19 AM (ISO 8601)
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- Feb 2010
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- Gobbotopia
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Re: Orc/Goblinoid Resources
Could probably merge the Gicko and Draconi Redfir bit's now, i am the same person after all
Avy by Thormag
Spoiler
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2011-11-08, 05:36 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
As many of you probably know the BG Forums are moving, and I participated heavily there. So I have to port over almost a dozen threads and two large PbP's. Gimme a day or so to get it done before I restart.
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2011-11-11, 08:53 PM (ISO 8601)
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- Sep 2011
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- Deanimating the dead.
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Re: Orc/Goblinoid Resources
Thanks for the zombie chief.
"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.
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2011-11-11, 09:47 PM (ISO 8601)
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Re: Orc/Goblinoid Resources
I came up with this a while ago and it seemed fitting for this thread. It was made for 3.5 though Im sure it could be converted to PF pretty easily if one wanted to do so.
Goblin Domain:
SpoilerGranted Abilities: When casting spells against the goblins favored enemies (Gnomes and Dwarves) all spell DCs are at +1.
1st level: Twilight’s Kiss
2nd level: Hunger of the Ravenous One
3rd level: Mark of the Hunted
4th level: Thirst of the Goblin Master
5th level: Instant Legion
6th level: Blades of the Red Goblin
7th level: Summon DoomHowler
8th level: Scourge of the Goblin Lord
9th level: Unstoppable Horde
__________________________________________________ ______________________
Twilight’s Kiss
Transmutation
Level: Clr 1, Wiz/Sorc 1, Goblin 1
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Touch
Target: Self or creature touched
Duration: 1 rd/ level
Saving Throw: Will (Harmless)
Spell Resistance: Yes
By means of this spell the subject of this spell receives a +4 bonus to any spells or effects that induce the “dazzled” condition. They also gain the ability to use their darkvision or low light vision in areas of magical darkness if they make a saving throw vs. the DC of the darkness spell or effect. While this spell is in effect the subjects eyes are deep black and have no visible iris or pupil.
Material Component: A bit of lamp soot
__________________________________________________ ______
Hunger of the Ravenous One
Transmutation
Level: Drd 2, Clr 2, Goblin 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft, + 5ft/2 levels)
Effect: One creature per caster level
Duration: 1 round per caster level
Saving Throw: Fortitude (Negates)
Spell Resistance: yes
By means of this spell the caster is able to instill the subjects with an all consuming hunger. It also grants the subject a natural bite attack as their teeth elongate and their jaws strengthen. The subject is considered armed with this bite attack, and does not provoke AoO.
This attack does damage according to creature size. For small creatures this is 1d4, and escalates one dice size for every size increase above small. The subject is able to add half their strength bonus to this damage.
The subjects will try and seek out and consume any meat in the vicinity, moving or not. They will suffer a -1 penalty to all dice rolls (Cumulative) for every round in which they do not attempt to satiate this hunger.
Mark of the Hunted
Enchantment
Level: Goblin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: close (25 feet + 5 feet / 2 levels)
Target: One creature
Duration: 1 rd / 2 levels (d)
Saving Throw: Will
Spell Resistance: Yes
By means of this spell the caster is able to mark an opponent with a symbol that invokes hatred and loathing in all goblin kind. The symbol is invisible to the subject, but readily visible to any goblin seeing the creature.
While the spell is in effect any goblin that attack the creature is treated as having a lesser version of the bane effect added to his weapon. That s that the creature is +1 to strike the subject and does an additional 1d6 damage on every successful strike.
__________________________________________________ ______
Thirst of the Goblin Master
Necromancy
Level: Clr 4, Sorc/Wiz 5, Goblin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 5’ per caster level (burst)
Target: One creature per caster level
Duration: 1 rd/ level
Saving Throw: Fortitude (Negates)
Spell Resistance: Yes
By means of this spell the caster can siphon the strength from nearby creatures. He drains 1 point of strength from each creature within range that fails its fortitude save, up to a maximum of one creature per caster level.
This siphoned strength can be used to strengthen the casters next melee attack. For every point that he siphons, he can add either +1 to his attack roll, +1 to his damage roll, or a combination of both. Any unused points are lost.
The benefit of this spell is lost after 1 round (whether the casters attack was successful or not), but the strength drain remains in effect for 1 round per caster level on the targets.
Instant Legion
Illusion
Level: Goblin 5
Components: V, S
Casting Time: 1 standard action
Range: close (25 feet + 5 feet / 2 levels)
Target: One creature per caster level
Duration: 1 rd/ level (d)
Saving Throw: Will (Harmless)
Spell Resistance: Yes
By means of this spell the caster can create illusionary duplicates of the spells subjects. This spell acts as a more powerful version of the mirror image spell. 3d6 +1 duplicates per 3 levels up to a maximum of 3d6+7 duplicates.
Blades of the Red Goblin
Necromancy
Level: Goblin 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Self
Target: Caster
Duration: 1 minute/ level
Saving Throw: Fortitude
Spell Resistance: No
By means of this spell the caster is able to cloak him self in a circle of whirling red blades. The blades crackle with negative energy. They spin around the caster at a distance of 3 feet. The blades give the caster a +2 deflection bonus to AC.
The blades move with and do not harm the caster at all. However any creature foolish enough to attempt to strike the caster with natural weapons will take the full brunt of the spell. They will take 1d4 damage per 2 caster levels, and suffer 1 negative level unless a fortitude save is made.
If a creature attempts to strike the caster with a (Non-reach) melee weapon, they must make a reflex save. If the save is successful they take no damage and the attack is figured normally. If they fail the reflex save they take ½ damage from the blades and incur the negative level if they fail the fortitude save.
Summon DoomHowler
Conjuration (Summoning)
Level: Goblin 7
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet / 2 levels)
Effect: One summoned creature
Duration: 1 rd/ level (d)
Saving Throw: None
Spell Resistance: No
By means of this spell the caster is able to summon a descendant of the great DoomHowler (A Worg of legendary power). This creature will arrive at the completion of the spell and act as the caster directs until the expiration. The creature is a Worg with the “fiendish” template added and maximum hit points per HD. It has one additional power.
It can utter a bone chilling howl three times per day. This howl has the same effect as a doom spell to all creatures (except Goblins) within 30 feet. To Goblins this howl acts as a bless spell. This effect lasts for 3 rounds. This is a fear based effect with a DC13.
Scourge of the Goblin Lord
Conjuration (Summoning)
Level: Goblin 8
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Self
Effect: One magical whip
Duration: Special (See below)
Saving Throw: Fortitude (Partial)
Spell Resistance: No
By means of this spell the caster calls forth a 20’ magical whip made from his blood. This whip can be used to attack opponents using the casters BAB with a bonus to hit equal to their wisdom bonus. The whip is sized according to the casters size and can be used to perform any actions a normal whip could. Since the weapon is magical, the caster need not be proficient to be used.
The weapon does 2d6 damage +1 per 2 caster levels (To a maximum of 2d6+10 damage). Additionally the whip has the wounding quality and will drain 1 point of constitution per strike unless a fortitude save is made.
The caster must decide the duration at the casting of the spell. For every round of duration that he wishes the weapon to last he must sacrifice 1hp worth of blood (up to a maximum of his caster level in rounds). Once the spell is cast the blood loss takes effect.
Unstoppable Horde
Necromancy
Level: Goblin 9
Components: V, S, XP
Casting Time: 1 standard action
Range: Medium
Target: 1 creature per caster level
Duration: 10 minutes/ level
Saving Throw: None
Spell Resistance: No
By means of this spell the caster is able to call upon a dark favor from his evil God. The caster is able to invoke and cloak his allies in negative energy. From that point until the duration of the spell if one of his allies falls in battle, they will rise as undead. This spell will not affect creatures with more HD than one quarter the casters level.
The first time that an ally is killed they will rise as a Ghoul. They will keep this form until they are slain or the spell expiration. If they are slain while in this form, one round later they will rise as a Zombie. They will keep this form until they are slain or the spell expiration. If they are slain again while in Zombie form they will rise as a skeleton. They will keep this form until they are slain or the spell expiration. If they are slain while in Skeleton form, they are permanently killed.
Any undead still standing at the end of the duration will become uncontrolled. Control may be established as per normal. Undead created by this spell have a +4 turning resistance while this spell is in effect.
XP cost: 10xp per HD of creature raised with this spell.
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2011-11-12, 03:34 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Last edited by Bhu; 2011-11-12 at 03:34 AM.
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2011-11-14, 03:44 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Peek at the zombie chief requirements. I listed a bunch of appropriate templates. Can anyone think of more? I need to decide on all the appropriate ones, because one of the class features enhances your undead abilities.
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2011-11-15, 03:53 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Dr. Orpheus? You out there still?
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2011-11-17, 03:44 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
goblin childrem worg pups, goblin bomber and zombie chief updated
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2011-11-17, 12:16 PM (ISO 8601)
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Re: Orc/Goblinoid Resources
Loving the looks of the goblin kids so far!
Avy by Thormag
Spoiler
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2011-11-19, 05:37 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Goblin Kids/Worg Pups done
Goblin Bomber/Serial Killer/Zombie Chief updatedRevised avatar by Trixie, New avvie by Crisis21!
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2011-11-20, 03:59 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
all 3 prc's updated again. with luck i may finish them soon.
thoughts on the gobbin bomber yet cieyrin?Revised avatar by Trixie, New avvie by Crisis21!
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2011-11-20, 11:07 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
It's a lot more passive than what I was expecting, since its powers are either crafting or defensive. I was expecting something more spontaneous, like scavenging parts up to make boomsticks and explosives on the spot, making suicide charges with guns blazing, culminating in something like a spread of bomblets centered on the Bomber to sow death and confusion.
In its current form, the grenade track also grants gun feats, not grenade feats, fyi.
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2011-11-20, 04:42 PM (ISO 8601)
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Re: Orc/Goblinoid Resources
I'll fix dat
SOme of the Feats will lead to your hopesRevised avatar by Trixie, New avvie by Crisis21!
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2011-11-23, 11:59 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
Everything looks marvelous.
Phenomenal avatar by Fullbladder.
Official Goblinologist of the Redcloak Fan Club.Proud supporter of Goblin Dan!
Now, get back in line and sing along.
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2011-11-25, 03:43 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
zombie updated, serial killer pretty much done along with the racial sub levels, Ive run out of gun and grenade related tropes to use for Feats for the Goblin Bomber so i guess it's time to improvise.
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2011-11-28, 03:54 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
ok we have enough feats for the bomber. I just need to work out contruction times/costs nad fill in the blanks
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2011-11-29, 04:32 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
New Weapons
{table=head]Weapon|Damage|Crit.|Dmg. Type|Range Inc.|Burst Rad.|Reflex DC|
Bomb|5d6|-|Concussion|-|20 ft.|DC 18|
Fire Rockets|4d6|-|Fire|90 ft.|10 ft.|-|
Land Mine|4d6|-|Concussion|-|15 ft.|DC 15|
Land Mine, Improved|6d6|-|Concussion|-|20 ft.|DC 16|
Multiple Rocket Launcher|8d6|-|Concussion|150 ft.|20 ft.|DC 19|
Portable Cannon|4d6|20|Ballistic|15 ft.|5 ft.|DC 15|
Smoke Bomb|x|-|-|-|20 ft.|-|
Super Bomb|10d6|-|Concussion|-|35 ft.|DC 21|
Focused Charge|15d6|20|Concussion|-|60 ft. Cone|DC 24|
[/table]
New Weapons
{table=head]Weapon|Rate of Fire|Mag.|Size|Weight|
Bomb|-|-|Med.|10 lbs.|
Fire Rockets|Single|1 int.|Large|10 lbs.|
Land Mine|-|-|Med.|10 lbs.|
Land Mine, Improved|-|-|Med.|10 lbs.|
Multiple Rocket Launcher|S,A|10 int.|Huge|1000 lbs.|
Portable Cannon|Single|1 int.|Large|20 lbs.|
Smoke Bomb|-|-|Small|5 lbs|
Super Bomb|-|-|Large|60 lbs.|
Focused Charge|-|20|Large|60 lbs.|
[/table]
Bomb: This is a fairly primitive explosive lit by a fuse or another flammable material. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.
Fire Rockets: These are basically large metal tubes used to fire flaming rockets from. Similar to some of the more primitive Chinese fireworks weapons. Anything struck by a Fire Rocket takes an additional 1d6 Fire Damage the second round and stands a chance of catching on fire (see d20 Modern page 213).
Land Mine: Primitive Land Mine buried that has a long fuse which must be lit. Timing it against enemy movement can be tricky. The fuse burns at a rate of 5' per round.
Land Mine, Improved: Advanced mine using a pit trap. If opponents fall into the pit, they detonate the mine. It also detonates if they forcibly strike it should they be so foolishly inclined.
Multiple Rocket Launcher: The size of a large siege cannon, these are huge multi-barreled launchers mounted on a wheeled chassis that fire explosive rockets. Again, similar to early Chinese concepts.
Portable Cannon: Like early firearms, flintlocks are difficult to load. Reloading a flintlock firearm requires two full-round actions, unless
otherwise noted in the weapon description. A character with the
Quick Reload feat can reload with a single full-round action.
Flintlocks are slightly more accurate than matchlocks and
wheel locks; therefore, characters can apply their Dexterity modifiers
to attack rolls with a flintlock. Their small range increments
reflect their inaccuracy compared to modern firearms.
Optional: Like early firearms, flintlocks are difficult to
fire in wet weather. At the GM’s discretion, a flintlock weapon
misfires in rain or other wet conditions, on a natural attack
roll of 1.
Smoke Bomb: Primitive version of a smoke grenade. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round. On the first round a 5' radius is filled with smoke, expanding 5' per round to a maximum of a 15' radius at round 3. The smoke provides Total Concealment, and obscures all vision inside, including Darkvision. It disperses after 10 rounds, but a Moderate wind (11+ mph) shortens this to 4 rounds, and a Strong wind (21+mph) shortens it to 1.
Super Bomb: Enormous version of a regular Bomb. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.
Focused Charge: Huge bomb deigned to detonate with it's force all going in one direction, hence making it a cone effect as opposed to a burst. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.Last edited by Bhu; 2011-12-23 at 03:28 AM.
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2011-12-01, 03:37 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
the weapons table is done on page 7 except for gp costs, and the weapons on page 8 just need descriptions
zombie done and ready for reviewLast edited by Bhu; 2011-12-01 at 03:50 AM.
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2011-12-03, 02:37 AM (ISO 8601)
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Re: Orc/Goblinoid Resources
kleinbar and xombie chief are done and I hope to progress through the Goblin Bomber tonight so it's time for the next critter for draconi
KRIEGBAR
[IMG]Picture URL if you have one[/IMG]
"There's a more optimal way of doing this you know."
A Kriegbar is the offspring of a Bugbear and a Hobgoblin. They tend to look like well muscled athletic Hobgoblins who are somewhat furrier than normal. A great many are tactical geniuses with a mind for squad level warfare, but alas as they grow older their brain sort of short circuits and thy end up given over to fits of rage. Many end up being put down assuming they live so long.
KRIEGBAR RACIAL TRAITS
· +2 Str, +2 Dex, +2 Con, -2 Cha
· Size Class: Medium
· Humanoid with the Goblinoid Subtype
· Base speed 30 ft.
· Dark Vision 60'
· +1 Natural Armor Bonus
· A Kriegbar has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 1 Feat.
· Kriegbar have a +4 Racial Bonus to Move Silently Checks.
· Kriegbar automatically speak Common and Goblin. Bonus languages include Draconic, Giant, Gnoll, Elven, and Orc.
· Level Adjustment: +1
· Favored Class: Marshall
STARTING AGE
Adulthood: 13
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS
Middle Age: 28
Old: 43
Venerable: 56
Maximum Age: +2d10 years
HEIGHT AND WEIGHT
Base Height: Male: 4'10" Female: 4'5"
Height Modifier: +2d10"
Base Weight: Male: 120 lbs. Female: 85 lbs.
Weight Modifier: (x2d4) lbs.
KRIEGBAR CHARACTERS
You were born for melee or rogueing it up. Your physical stats are all good, and you have no mental drawback except Cha. So you won't be a face man, but you make a good backstabbing assassin.
Adventuring Race: Money and power. An advantage of some sort is required to balance out the risk to your person. Failing that a solution to a problem you have will get you off and going.
Character Development: Kriegbar gain a boost to all three physical stats making them pretty much set for their role as a melee combatant. Or maybe a gish who doesn't need Charisma.
Character Names: Kriegbar use either Goblin or Bugbear names depending on which parents society has raised them.
ROLEPLAYING A KRIEGBAR
Your resemblance to Hobgoblins throws people off when they first see you because quite frankly your personality doesn't quite match.They're expecting a warmongering religious psychopath, not a calculating schemer. Granted that doesn't exactly put them at ease either.
Personality: You tend to think first before speaking or doing to ponder your options, and rarely betray what you feel inside. This causes some problems as others get frustrated wanting you to act more, or at least quicker, or because you aren't so easily provoked. For those unfortunates among you who do go into homicidal rages at old age, you have problems because those who couldn't provoke you before can do so easily now. Much to their sorrow.
Behaviors: Kriegbar are often accused of being emotionless robots due to their analytical approach to most problems. Once they get older, they're often accused of insanity as many of them become berserkers. Many, not all. Either way you get stereotyped horribly.
Language: Kriegbar speak Goblin and Common much like their parents.
KRIEGBAR SOCIETY
The Kriegbar belong to whichever parent they live with, meaning they live in either the Goblin or Bugbear cultures respectively.
Alignment : Kriegbar tend to gravitate towards Neutral Evil, somewhere midway between their parents.
Lands : Generally they live with their parental races unless cast out for some reason. Since one species lives in warm hills and the other in mountains the Kleinbar generally live in villages on the edge of both.
Settlements : See above.
Beliefs :Religious beliefs are pretty much the. same as other Goblinoids, and they worship the Goblinoid Pantheon.
Relations: While they have the same inborn cultural racism as other Goblinoids, Kriegbar have led a different enough life to consider other species as possible value or friends. Well, some do...
KRIEGBAR ADVENTURES
· The mercenary band you tour with has been hired to find an artifact, but you subsequently discover your employers have hired 3 other competing teams of roughly equal size. What gives? And what do you do now?
· You've been accused of the rages common to older members of your race to implicate you in the murder of a high ranking military official. The only witnesses are outsiders, and even worse they aren't goblinoids. Your work is cut out for you.
· Your mother has asked you to deliver a family heirloom to her sister. Who lives on the other side of a trail preyed on by bandits of a dozen races.
Kriegbar Tactician
You were born with a knack for tactics.
Prerequisites: Kriegbar, must be taken at 1st Level
Benefits: You gain a +2 Racial Bonus to all opposed checks in Combat,
Kriegbar Rage
Some Kriegbar surrender to madness as they age.
Prerequisites: Kriegbar, must be taken once you have reached the end of or passed the Middle Age category, BAB +6
Benefits: You gain a +2 Racial Bonus to Attack and Damage rolls on any round in which you are willing to accept a -2 Penalty to your Armor Class.
Tall as a Bugbear
You have inherited your Bugbear parents prodigious size and mass, and then some.
Prerequisites: Kriegbar, must be taken at 1st level, Str 15+
Benefits: You gain Powerful Build (Ex): The physical stature of Kriegbar lets them function in many ways as if they were one size category larger. Whenever a Kriegbar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Kriegbar is treated as one size larger if doing so is advantageous to him. A Kriegbar is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Kriegbar can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Born Athlete
You have inherited an enhanced version of your Hobgoblin parents physical prowess.
Prerequisites: Kriegbar, must be taken at 1st level, Con 15+
Benefits: If it's higher, you may use you Constitution Modifier in place of your Str or Dex modifier for skills that key off of those two stats.Last edited by Bhu; 2011-12-23 at 03:31 AM.
Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
Orcs and Goblins
Behold the Power of Kitteh!
Backup threads available here
-
2011-12-03, 12:22 PM (ISO 8601)
- Join Date
- Feb 2010
- Location
- Gobbotopia
- Gender
Re: Orc/Goblinoid Resources
Would that be the gobo/hobo or the hobo/bugbear?
Avy by Thormag
Spoiler
-
2011-12-03, 03:28 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
- Gender
Re: Orc/Goblinoid Resources
hobo/bugbear
Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
Orcs and Goblins
Behold the Power of Kitteh!
Backup threads available here
-
2011-12-05, 03:49 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
- Gender
Re: Orc/Goblinoid Resources
minor updates
goblin bomber feats have prerequisites, kriegbar have some stats, new weapons have some rles upRevised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
Orcs and Goblins
Behold the Power of Kitteh!
Backup threads available here
-
2011-12-05, 02:20 PM (ISO 8601)
- Join Date
- Feb 2010
- Location
- Gobbotopia
- Gender
Re: Orc/Goblinoid Resources
Had an idea for the Kriegbar awhile ago, something about it being born a tactical genius of some kind but at the price of it's mind decaying into pure animalistic rage as it ages. Kinda forgot how to translate that into ingame satistics though so bleh sorry.
Avy by Thormag
Spoiler
-
2011-12-06, 03:11 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
- Gender
Re: Orc/Goblinoid Resources
How about if I make Marshall their fave class then?
Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
Orcs and Goblins
Behold the Power of Kitteh!
Backup threads available here
-
2011-12-06, 11:02 AM (ISO 8601)
- Join Date
- Feb 2010
- Location
- Gobbotopia
- Gender
Re: Orc/Goblinoid Resources
Sure i don't see why not.
Avy by Thormag
Spoiler