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  1. - Top - End - #211
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    Dr.Orpheus's Avatar

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    Default Re: Orc/Goblinoid Resources

    Thanks for the start Bhu, I will continue the undead chief some more later.

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    ZOMBIE 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
    Weapon Proficiencies: Zombie Chiefs gain no new weapon or armor proficiencies.

    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 20th
    Last 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.

  2. - Top - End - #212
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Orc/Goblinoid Resources

    I intended to finish it y'know

    It's just a bad month for me so Im posting slow
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  3. - Top - End - #213
    Bugbear in the Playground
     
    Dr.Orpheus's Avatar

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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I intended to finish it y'know

    It's just a bad month for me so Im posting slow
    OK you can use some of the stuff I added if you like.
    "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.

  4. - Top - End - #214
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    Default 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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  5. - Top - End - #215
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    Default 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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  6. - Top - End - #216
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    Default Re: Orc/Goblinoid Resources

    Could probably merge the Gicko and Draconi Redfir bit's now, i am the same person after all
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  7. - Top - End - #217
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    Bhu's Avatar

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    Default 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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  8. - Top - End - #218
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    Default 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.

  9. - Top - End - #219
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    Default 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:

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    Granted 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.

  10. - Top - End - #220
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Dr.Orpheus View Post
    Thanks for the zombie chief.
    I've almost finished with the move. Will resume posting in a day or so and will finish up stuff. Sorry this is taking so long

    I'll add goblin domain to front page shortyl
    Last edited by Bhu; 2011-11-12 at 03:34 AM.
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  11. - Top - End - #221
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    Default 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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  12. - Top - End - #222
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    Default Re: Orc/Goblinoid Resources

    Dr. Orpheus? You out there still?
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  13. - Top - End - #223
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    Default Re: Orc/Goblinoid Resources

    goblin childrem worg pups, goblin bomber and zombie chief updated
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  14. - Top - End - #224
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    Default Re: Orc/Goblinoid Resources

    Loving the looks of the goblin kids so far!
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  15. - Top - End - #225
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    Default Re: Orc/Goblinoid Resources

    Goblin Kids/Worg Pups done

    Goblin Bomber/Serial Killer/Zombie Chief updated
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    Default Re: Orc/Goblinoid Resources

    all 3 prc's updated again. with luck i may finish them soon.

    thoughts on the gobbin bomber yet cieyrin?
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    all 3 prc's updated again. with luck i may finish them soon.

    thoughts on the gobbin bomber yet cieyrin?
    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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    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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    Default Re: Orc/Goblinoid Resources

    I'll fix dat

    SOme of the Feats will lead to your hopes
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    Everything looks marvelous.
    Quote Originally Posted by Bhu View Post
    [...] occasionally breaks into maniacal rants about menfolk, children, and the humans
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    Now, get back in line and sing along.

  20. - Top - End - #230
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    Default 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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    Default 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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    Default 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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  23. - Top - End - #233
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    Default 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 review
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  24. - Top - End - #234
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    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.
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  25. - Top - End - #235
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    Default Re: Orc/Goblinoid Resources

    Would that be the gobo/hobo or the hobo/bugbear?
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  26. - Top - End - #236
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    Default Re: Orc/Goblinoid Resources

    hobo/bugbear
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  27. - Top - End - #237
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    Default Re: Orc/Goblinoid Resources

    minor updates

    goblin bomber feats have prerequisites, kriegbar have some stats, new weapons have some rles up
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  28. - Top - End - #238
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    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.
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  29. - Top - End - #239
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    How about if I make Marshall their fave class then?
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  30. - Top - End - #240
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    Sure i don't see why not.
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