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  1. - Top - End - #241
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    Default Re: Orc/Goblinoid Resources

    Kriegbar Racial Substitution Levels

    Marshall
    Level 1: Change Minor Aura
    Minor Aura: The Bonus from Minor Auras (and Major Auras if you have the Enhanced Major Aura Feat) is equal to your Intelligence Modifier instead of your Charisma Modifier.

    ROGUE
    Levels 3, 6, 9, 12, 15, 17: Replace Trap Sense with Crafty
    Crafty: Instead of Trap sense your Bonus goes to Bluff Checks made to Feint in Combat

    FIGHTER
    Levels 4, 8, 12: Replace Feats with Favored Enemy
    Favored Enemy: At Level 4 you get Favored Enemy (Humanoids) +2. This Bonus applies to all Humanoids but is otherwise identical to the Ranger Ability. Bonus increases by +2 at Levels 8 and 12.


    KRIEGBAR TACTICIAN

    [IMG]Picture URL[/IMG]

    "Fight with your head, not with your sword-arm."

    The Kriegbar seem to have a racial proclivity for tactical fighting in small groups, often leading them to become leaders or mercenary forces or specialized military units.

    BECOMING A KRIEGBAR TACTICIAN
    A Kriegbar who has taken level in Marshall will get you there.

    ENTRY REQUIREMENTS
    Race: Kriegbar
    Class Abilities: Major Aura +2
    Skills: Knowledge (History, War) 4 ranks
    Feats: Additional Move Action, Kriegbar Tactician


    Class Skills
    The Kriegbar Tactician's class skills (and the key ability for each skill) are
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Auras, Tactical Formation
    2. +1    +3     +0     +3    Special Aura
    3. +2    +3     +1     +3    Bonus Feat
    4. +3    +4     +1     +4    Tactical Formation
    5. +3    +4     +1     +4    Special Aura
    6. +4    +5     +2     +5    Bonus Feat
    7. +5    +5     +2     +5    Tactical Formation
    8. +6    +6     +2     +6    Special Aura
    9. +6    +6     +3     +6    Bonus Feat
    10.+7    +7     +3     +7    Master of Group Tactics
    Weapon Proficiencies: You gain no new Armor or Weapon proficiencies.

    Auras: Your Kriegbar Tactician and Marshall Levels stack for purposes of determining how many Major and Minor Auras he knows.

    Tactical Formation (Ex): At Levels 1, 4, and 7, you gain one of the following Feats as a Bonus Feat: Adaptable Flanker, Eyes in the Back of Your Head, Exhausting Defense, Expert Tactician, Formation Expert, Improved Shieldmate, Phalanx Fighting, Shieldmate, Vexing Flanker, Wolfpack.

    Special Aura (Ex): At Levels 2,5, and 8 you gain an Aura unique to the Kriegbar Tactician from the following list (these are considered Major Auras if they give a Bonus):

    Tactical Aura All Allies within range gain the use of one Feat you have, whether they have the prerequisites or not.

    Personal Training Aura All Allies within range gain use of one class ability you possess with the following limitations: It must be an Exceptional Ability, they must be high enough level to have access to it, they must meet any prerequisites, and it cannot be your Aura Ability. For example if you're a multiclassed Rogue and want to give them Sneak Attack, they would get an amount of Sneak Attack Dice appropriate for their level. If you'd multiclassed and received an ability requiring an alignment, only Allies with the appropriate Alignment would receive the benefits.

    Motivate Opportunity Gives a Bonus to Attack Rolls when making Attacks of Opportunity.

    Motivate Teamwork Gives a Bonus to Attack Rolls when attacking an opponent an Ally has already attacked this round.

    Tight Formation Gives a Bonus to AC when at least one Ally is within an Area you threaten.

    Pile On Gives a Bonus to Damage Rolls when attacking an opponent an Ally has already attacked this round.


    Bonus Feat: At Levels 3, 6, and 9 you get a Bonus Feat from the Following List: Additional Major Aura, Additional Minor Aura, Additional Move Action, Battlefield Commander, Enhanced Major Aura, Enhanced Minor Aura, Enhanced Move Action, Multiple Major Auras, Multiple Minor Auras, Persistent Aura, Squad Commander, Stacking Auras, Supernatural Aura (see Bugbear Sergeant for Feat descriptions).

    Master of Group Tactics (Ex): You may now Aid Another once per round as a Free Action, and the Bonus given is equal to your Kriegbar Tactician Level (your Bonus is improved whether you are using it as a Free or a Standard Action).

    PLAYING A KRIEGBAR TACTICIAN
    Despite your mixed parentage, you were recognized early on as a natural leader and given the chances to succeed where others would have been left behind. Now you hope to avoid the madness common to those of your kind in old age.
    Combat: You prefer to fight with a small group of trusted allies you have trained together with to become a well oiled machine. The idea of fighting alone is actually somewhat repulsive to you.
    Advancement: Advancement depends largely on your employer, and what you're willing to endure to be considered the best at what you do.
    Resources: Resources depend on whether you're an independent mercenary or part of the Goblinoid military.

    KRIEGBAR TACTICIANS IN THE WORLD
    "Give him the right men and I think he could take down the Tarasque itself."
    Others see you as a brilliant, if slightly deranged, fanatic. But you get the job done, so you get cut some slack. A lot of slack. The downside is the moment you fail to perform, you'll find out just how much rope you were given to hang yourself with.
    Daily Life: Most of your time is spent drilling endlessly for the moment you have an assignment.
    Notables:
    Organizations: You almost always belong to an organization, even if it's a small mercenary band headed by yourself. You hope for richer work with the army of some nation though.

    NPC Reaction
    NPC's are either scared of you (typical as you're a Goblinoid warrior after all) or admire you're abilities enough to afford minor celebrity status.

    KRIEGBAR TACTICIANS IN THE GAME
    This PrC assumes you are military or an independent mercenary. Either way, you aren't really a typical adventurer so much as a professional killer. Fame and all the other reasons people go on adventures for aren't for you. You solve problems, you get paid, you move on.
    Adaptation: This could do well in serious or silly campaigns.
    Encounters: Kriegbar Tacticians are usually encountered during warfare, or just before or after.

    Sample Encounter
    EL 12: A band of Goblinoids has been cutting off supply lines to a local kingdom. You've been hired to take them out.


    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 KRIEGBAR TACTICIAN

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Auras You gain an additional Minor or Special Aura at Level 22 and every 3 levels thereafter.
    Bonus Feats: The Epic Kriegbar Tactician gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2011-12-23 at 03:51 AM.
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  2. - Top - End - #242
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    Default Re: Orc/Goblinoid Resources

    Kriegbar done cept for racial feats
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  3. - Top - End - #243
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    Default Re: Orc/Goblinoid Resources

    peek back on page 7 if you can many of the gun/grenade feats are done and need feedback.
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  4. - Top - End - #244
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    peek back on page 7 if you can many of the gun/grenade feats are done and need feedback.
    I hope you didn't mean for Rocket Punch to threaten a crit on a Nat 10, as Improved Critical means you always threaten a crit.
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    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  5. - Top - End - #245
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    Default Re: Orc/Goblinoid Resources

    Oopsie!

    Fixed dat

    The rest look ok?
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  6. - Top - End - #246
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    Default Re: Orc/Goblinoid Resources

    Goblin Bomber feats updated



    will have a sprise for you guys when the Kriegbar are done
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  7. - Top - End - #247
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    Default Re: Orc/Goblinoid Resources

    Fluff up for the Kriegbar
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  8. - Top - End - #248
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    Default Re: Orc/Goblinoid Resources

    Added special auras to the Kriegbar tactician. May need to reword some of them to avoid breakage.
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  9. - Top - End - #249
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    Default Re: Orc/Goblinoid Resources

    Kriegbar Tactician and race feats updated, goblin bomber has update as well
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  10. - Top - End - #250
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    Default Re: Orc/Goblinoid Resources

    Kriegbar racial feats and PrC are done, Goblin Bomber just needs weapon prices and it's done.

    I shall await feedback for a bit. and then I post the lil surprise I've been working on.
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  11. - Top - End - #251
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    Default Re: Orc/Goblinoid Resources

    NILBOG



    "As you can see I'm not the usual token mook. I'm a new and improved mook. Wait, that came out wrong..."

    It has long been tradition to experiment magically upon the goblinoids, as their bodies seem to have an affinity for mutation that surpasses the other humanoid races. Even better they tend to breed true once the results have been accomplished.

    While this has long led to many failed experiments by overzealous madmen seeking to quickly create a new race of loyal minions. Few experiments have gone more wrong than the Nilbogs. Originally they were intended to be an enhanced warrior race who would be nigh well invulnerable due to being healed by damage. The magics used to effect this reversal were unpredictable and tricky, and for once even the Goblins they were used on seemed unwilling to do anything but die. Success was eventually achieved after many deaths, but it was only a partial success. The Nilbogs only occasionally bred true, and their strange abilities were only occasionally inherited by their line. Even worse many were in constant pain or were ferociously defiant when given orders. Being unpredictable and stubborn made them bad servitors, and many were killed or left to fend for themselves.

    Nilbogs appear to be normal goblins, sometimes with odd deformities or skin colors.

    NILBOG RACIAL TRAITS
    · +2 Str, -2 Dex, +2 Cha
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character. Space is 5', Reach is 5'.
    · Humanoid with the Goblinoid Subtype
    · Base Land speed 30 ft.
    · Dark Vision 60'
    · Reversal (Ex): Nilbogs suffer from an odd condition they refer to as 'the reversal'. Positive energy effects (such as Healing spells) cause them damage. Negative energy effects (such as Inflict spells) and/or damage taken from weapons or spells/effects/environmental problems heals any damage they may have suffered (In other words positive energy effects are the only way to deal hit point damage). If they are at full hit points they gain the extra hit points as temporary hit points that last 1 minute.
    · +4 Racial Bonus on Intimidate and Survival Checks
    · The Nilbogs automatically speak Common and Goblin. Bonus Languages include Elven, Gnoll, Draconic, Giant, and Orc.
    · Level Adjustment: +2
    · Favored Class: Barbarian

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10

    HEIGHT AND WEIGHT
    Base Height: Male: 2'8" Female: 2'6"
    Height Modifier: +2d4
    Base Weight: Male: 30 lbs. Female: 25 lbs.
    Weight Modifier: x1 lb.

    NILBOG CHARACTERS
    If you want to play something unusual, you don't get much more unusual than the Nilbog. And healing for you will be simple. All you need to do is start a fight. A few solid axe blows and you're good as new.
    Adventuring Race: Nilbogs commonly go on adventures because they're ordered to by their superiors. Of those few who are in the business for themselves. they adventure for money and power. Same as most Goblins would.
    Character Development: Being as damage actually heals you, you are born to be a melee tank. You may not do as much damage as other tanks, but you can really soak it up. Just watch out for the Undead. Their ability to bestow ability damage or negative levels can just ruin your day.
    Character Names: Nilbogs use Goblin names. But they usually reverse the names as a way of letting other Goblinoids know who they are.

    ROLEPLAYING A NILBOG
    You're a hired killer. A goblin meant to take opponents by surprise, and be able to kill them off before they can figure out why their weapons aren't hurting you. Nilbogs are still rare, and not many people know about your condition. Fewer people know how much grief it causes you mentally either.
    Personality: Nilbogs are without exception twitchy and bad tempered. The reversal causes many small frustrating events in their lives, and sometimes this frustration boils over leading to temporary fits of madness. Many Nilbogs also have minor deformities they ted to be touchy about. they are reclusive, antisocial, and sometimes just shy of suicidal. Life is not happy for a Nilbog.
    Behaviors: Nilbogs are pretty much like any other Goblin, but with some noticeable mental problems. Many have what could charitably be called anger management issues, or are at least mildly scizophrenic. Something about living with the Reversal effect is not mentally healthy to individuals.
    Language: Nilbogs are Goblins, and as such speak and use the Goblin language as usual.

    NILBOG SOCIETY
    Nilbogs live among Goblins, and share their culture and society. They aren't exactly accepted as normal, but they aren't discriminated against either. Many Goblins hold them in superstitious fear.
    Alignment : Unlike most Goblins, Nilbogs are almost always Chaotic Evil. Perhaps it's what they went through to gain their powers, or maybe it's because their life has been so screwed over because of said powers.
    Lands : Most Nilbogs live amongst Goblins, which means the majority of them live in Temperate Plains areas.
    Settlements : Only other Nilbogs, and possibly some Goblins, can possibly understand what the Nilbogs go through, so it's rare that the leave the Goblin homelands. Plus among Goblins, they're just another Goblin. Among other people their unusual nature becomes much more readily apparent.
    Beliefs : Nilbogs worship the Goblinoid pantheon like any other Goblin.
    Relations: Much like the other Goblinoids the Nilbogs consider themselves to be almost permanently at war with the other races.

    NILBOG ADVENTURES
    · A local gladiator has been killing almost all of his opponents a little too easily. Magical help is suspected. Your team has been hired to expose him, and you're being sent into the arena against him because of your unusual abilities.
    · Recently entire villages have been massacred, and giant footprints have been found leading away from the villages. Giant footprints which eventually begin to shrink. It is suspected a Greater Nilbog is in the area, and you have been asked to find and recruit him.
    · Recently all of your brothers have lost their powers and become ordinary Goblins. Most have died not long after. You must discover why, and how to cure it before the same ailment strikes you.


    NILBOG RACIAL SUBSTITUTION LEVELS


    BARBARIAN
    Levels 7, 10, 13, 16, 19: Replace Damage Reduction with Damage Sponge and Improved Damage Sponge at Levels 7 and 13.
    Damage Sponge (Ex): When rolling damage dice your opponent may re-roll 1's. If the opponent succeeds with a critical hit he may re-roll 1's and 2's.
    Improved Damage Sponge (Ex): When rolling damage dice your opponent may re-roll 1's and 2's. If the opponent succeeds with a critical hit he may re-roll 1's, 2's, and 3's.

    Rogue
    Levels 2 and 10: Replace Evasion and the first Rogue's Special Ability with Damage Sponge and Improved Damage Sponge
    Damage Sponge (Ex): When rolling damage dice your opponent may re-roll 1's. If the opponent succeeds with a critical hit he may re-roll 1's and 2's.
    Improved Damage Sponge (Ex): When rolling damage dice your opponent may re-roll 1's and 2's. If the opponent succeeds with a critical hit he may re-roll 1's, 2's, and 3's.

    RANGER
    Level 9: Replace Evasion with Damage Sponge.
    Damage Sponge (Ex): When rolling damage dice your opponent may re-roll 1's. If the opponent succeeds with a critical hit he may re-roll 1's and 2's.
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  12. - Top - End - #252
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    NILBOG MAGEKILLER



    "Oi!"

    Despite you're difficulties you were raise with a higher purpose: ridding the word of spellcasters. And you just know you're gonna enjoy this. At least once your handlers get out of the way and let you have fun. All this crap about you being a secret weapon. Feh. You won't be a secret after the first kill so why wait.

    BECOMING A MAGEKILLER
    Any Nilbog Barbarian will do.

    ENTRY REQUIREMENTS
    Race: Nilbog
    Feats: Instantaneous Rage, Mad Foam Rager, Mage Slayer
    Class Abilities: Rage 2/day
    Skills: Knowledge (Arcana) 2 ranks, Spellcraft 4 ranks


    Class Skills
    The Magekiller's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con, Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
    Skills Points at Each Level : 2 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    Punishing Reversal, Rage
    2. +2    +3     +0     +3    Antimagic Combat
    3. +3    +3     +1     +3    New Mutations
    4. +4    +4     +1     +4    Punishing Reversal
    5. +5    +4     +1     +4    Antimagic Combat
    6. +6    +5     +2     +5    New Mutations
    7. +7    +5     +2     +5    Punishing Reversal
    8. +8    +6     +2     +6    Antimagic Combat
    9. +9    +6     +3     +6    New Mutations
    10.+10  +7     +3     +7   Master Killer
    Weapon Proficiencies: Magekillers gain no new weapon or armor proficiencies.

    Punishing Reversal (Su): At Levels 1, 4, and 7 you gain 1 daily use of this Special Attack. You must declare you are using it before making a melee attack, and you only expend one of your daily uses if the victim fails it's Saving Throw. At Level one if you successfully attack an opponent that can cast spells or use Spell-Like or Supernatural Abilities, it must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier), or for a number of rounds equal to your Charisma Modifier they are affected by the Reversal. Spells, Spell-Like Abilities, or Supernatural Abilities that would heal damage cause a similar amount instead. Spells, Spell-Like Abilities, or Supernatural Abilities that cause damage heal a similar amount instead. You take no effects from these Spells or Abilities at all while the Reversal is in effect.

    At Level 4 you may choose between two effects. The second effect is that all Spells, Spell-Like Abilities, or Supernatural Abilities that do Ability Damage or Drain give an Enhancement Bonus instead (and obviously anything giving an Enhancement Bonus likewise does an equal amount of Ability damage.

    At Level 7 you may choose between three effects. The third effect is that all Spells, Spell-Like Abilities, or Supernatural Abilities that provide a Bonus to Saving Throws or Armor Class of any kind provide penalties instead (and vice versa).

    Rage: Your Magekiller and Barbarian Levels stack for purposes of determining how many times per day you can rage.

    Antimagic Combat (Su): At Levels 2, 5, and 8 you gain one of the following combat maneuvers:

    Dampen Caster Level: A number of times per day equal to your Charisma Modifier you may declare you are using this ability after a successful attack roll as a Swift Action. The opponent you attacked must make a Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier) or his Caster Level is -4 for 1d6 rounds.

    Arcane Critical: Despite the name this works on all spellcasters. Whenever you successfully perform a critical hit your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier) or lose one spell slot or spell per day from the highest level he can cast.

    Ruin Concentration A number of times per day equal to your Charisma Modifier you may declare you are using this ability after a successful attack roll as a Swift Action. The opponent you attacked must make a Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier) or automatically fail all Concentration Checks and be unable to concentrate on spells for 1d6 rounds.

    Ruin Defense A number of times per day equal to your Charisma Modifier you may declare you are using this ability after a successful attack roll as a Swift Action. The opponent you attacked must make a Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier) or be unable to cast defensively for 1d6 rounds.

    Concussion A number of times per day equal to your Charisma Modifier you may declare you are using this ability after a successful attack roll as a Swift Action. The opponent you attacked must make a Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier) or be unable to use Metamagic enhanced spells for 1d6 rounds.

    New Mutations: At levels 3, 6, and 9 the Magekiller gets a Nilbog Racial Feat listed below.

    Master Killer (Su): The Save DC's of your Antimagic Combat maneuvers increase by +4.

    PLAYING A MAGEKILLER
    You're a frothing madman who takes on people capable of altering reality, and you're damn proud of it. You find something endlessly delicious about a semi-educated mook destroying those who think they're so far above you because they had fancy schooling. And powers. Lets not forget them powers y'all. Them powers what works on everyone but you.
    Combat: You generally try to close as quickly as possible. Once your in melee or grapple range you have your target where you want him. If he escapes of into the distance he could fly or teleport meaning you'll have to find him again.
    Advancement: Advancement depends much on your employer/creators whims, your personal mutations and eccentricities, and a lot more on your self control or lack thereof.
    Resources: Resources will depend on the wealth of who or whatever created you. Otherwise you have what you can steal or forcibly take.

    MAGEKILLERS IN THE WORLD
    "There's something just wrong about this..."
    You enjoy a certain amount of infamy, being as you're basically an uneducated lowlife thug who kills famous, well learned wizards. Or at least you're portrayed as such. Obviously you don't get sent to assassinate really powerful mages at first. You get sent for the little guys, but once your abilities get better who knows.
    Daily Life: Your days are spent training, being experimented upon, recovery, and then testing your new abilities if you survive recovery. You...may have some anger management issues...
    Notables:
    Organizations: Some few organizations exist devoted to creating and perfecting Nilbogs, but most people feel you're better off left alone.

    NPC Reaction
    NPC's think you're a weird looking goblin. Until you whip out the mutant freak powers they aren't really afraid of you.

    MAGEKILLERS IN THE GAME
    A melee class meant for killing mages will be hopefully interesting (assuming I can pull this off).
    Adaptation: This is good in silly or serious campaigns.
    Encounters: Magekillers will generally be encountered if the PC's are hired to protect a mage or help take one down.

    Sample Encounter
    EL 12: The PC's hav been hired to protect a mage from 'an invincible goblin'. Seriously, wtf?


    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 NILBOG MAGEKILLER

    Hit Die: d12
    Skills Points at Each Level : 2 + int
    Punishing Reversal You gain an additional daily use of this ability at Level 21 and every 3 levels thereafter.
    Antimagic Combat At Level 22 and every 3 Levels thereafter you can choose a new Antimagic Combat ability, or gain the Epic version of one you already know:

    Epic Dampen Caster Level: Your opponent is now -8 to Caster Level if he fails his Save.

    Epic Arcane Critical: Your opponent no longer gets a Save vs this ability.

    Epic Ruin Concentration Your opponent now loses the ability to Concentrate for the duration of the encounter.

    Epic Ruin Defense Your opponent now loses the ability to Cast Defensively for the duration of the encounter.

    Epic Concussion Your opponent now loses the ability to use Metamagic for the duration of the encounter.

    Bonus Feats: The Epic Nilbog Magekiller gains a Bonus Feat every 4 levels higher than 20th



    NILBOG FEATS


    Ability Reversal
    Your Reversal effect has begun to expand.
    Prerequisites: Nilbog, Cha 15+
    Benefits: Effects that would cause you Ability Damage give you an Enhancement Bonus to that Ability instead. Effects that give you an Enhancement Bonus to an Ability Score cause Temporary Ability damage.

    Defensive Reversal
    Your reversal has new and odd effects.
    Prerequisites: Nilbog, Cha 15+
    Benefits: Effects that give a Bonus to your Armor Class cause a Penalty instead, and vice versa.

    Offensive Reversal
    Your reversal has new and odd effects.
    Prerequisites: Nilbog, Cha 15+
    Benefits: Effects that give a Bonus to your Attack and Damage rolls cause a Penalty instead, and vice versa.

    Speed Reversal
    Your reversal has new and odd effects.
    Prerequisites: Nilbog, Cha 15+
    Benefits: Effects that give a Bonus to your Movement Speed cause a Penalty instead, and vice versa. In addition if a Haste Spell is cast on you you receive the Penalties of a Slow Spell instead, and vice versa.

    Improved Defensive Reversal
    Your reversal has new and odd effects.
    Prerequisites: Nilbog, 2 or more Nilbog Racial Feats
    Benefits: Effects that give a Bonus to your Saving Throws cause a Penalty instead, and vice versa.

    Life Reversal
    Your reversal has new and odd effects.
    Prerequisites: Nilbog, 2 or more Nilbog Racial Feats
    Benefits: Death Effects restore you to full hit points instead. If you are dead they return you to life (9th Level Death Effects mimic True Resurrection, 7th-8th level Death Effects resemble Resurrection, and 6th Level or less resemble Raise Dead). True Resurrection casts on you effects you as if it were Power Word Kill. Resurrection resembles Symbol of Death. Raise Dead resembles Finger of Death.

    Paralysis Reversal
    You're difficult to peg down.
    Prerequisites: Nilbog, 2 or more Nilbog Racial Feats
    Benefits: If you fail a Save against any effect causing Paralysis or an inability to move like Hold Person, you instead gain the benefits of a Freedom of Movement spell for the duration. If Freedom of Movement is cast on you, you are Paralyzed for the duration of that spell instead.

    Telepathic Reversal
    Sometimes people let you read their minds!
    Prerequisites: Nilbog, 2 or more Nilbog Racial Feats
    Benefits: When people cast Detect Thoughts or use similar effects on you in an attempt to read your mind, you are bale to read theirs in a similar fashion instead for the duration of the spell. If Mind Blank is cast on you, the caster can instead hear your thoughts for the duration of the spell.
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  13. - Top - End - #253
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    RUHIGBAR

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    "Leave me alone."

    A Ruhigbar is the offspring of a Goblin and a Hobgoblin. Slightly shorter than the average human they also have fairly human features for a goblinoid hybrid. Many pass for hybrids of various kinds as most people aren't really sure of their parentage (which is not necessarily better for them than being known as a Goblinoid).

    RUHIGBAR RACIAL TRAITS
    · +2 Dex
    · Size Class: Medium
    · Humanoid with the Goblinoid Subtype
    · Base speed 30 ft.
    · Dark Vision 60'
    · +4 Racial Bonus on Hide and Move Silently Checks.
    · Ruhigbar automatically speak Common and Goblin. Bonus languages include Draconic, Giant, Gnoll, Elven, and Orc.
    · Level Adjustment: +0
    · Favored Class: Factotum

    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' 5" Female: 4' 5"
    Height Modifier: +2d6"
    Base Weight: Male: 85 lbs. Female: 80 lbs.
    Weight Modifier: (x1d6) lbs.

    RUHIGBAR CHARACTERS
    With a Dex Bonus and no penalty stats the Ruhigbar makes for a pretty flexible PC. It's good for dex based melee or skill monkeys, and if you go arcane caster the bonus comes in nice too.
    Adventuring Race: The Ruhigbar generally go on adventures to find their own kind, gain material support for their fellows, or for very personal reasons.
    Character Development: Ruhigbar seem quiet and withdrawn, but this isn't depression as much as plotting. They're always plotting, and a smart man can see the wheels turning behind their eyes instead of the blank stare they're meant to convey.
    Character Names: Ruhigbar use either Goblin or Hobgoblin names depending on which parents society has raised them.

    ROLEPLAYING A RUHIGBAR
    You kind of scare most people. You don't say much, you're difficult to read, you act 'weird'. Since you don't fall into an easily predictable category, that frightens people, and they mistreat you. At least until you get together with the others and find them in the small hours.
    Personality: None. Many Ruhigbar are described using terms such as 'drone', 'robot', 'emotionless', etc. You have emotions, you just aren't comfortable showing them to anyone you can't trust (i.e. other Ruhigbar).
    Behaviors: Ruhigbar are introverts, and could be described as shy. Many seem to suffer from depression or anxiety. Granted they have a pretty messed up childhood, and it doesn't get better as adults, so it's possible to see why such is the case.
    Language: Ruhigbar speak Goblin and Common much like their parents.

    RUHIGBAR SOCIETY
    Unlike many goblinoid hybrids the Ruhigbar have made a strong effort to move away and form their own culture. They haven't really been successful due to their incredibly miniscule numbers, and attrition from would be members being killed attempting to join them.
    Alignment : The Ruhigbar are strongly neutral. They don't want people involved in their business, and they don't want involved in anything outside themselves as well. They're self centered enough to not really have tendencies towards Good, but not so much that they fall into Evil.
    Lands : Ruhigbar do not have normal lands. When able to they tend to group together and move away from other civilizations.
    Settlements : Ruhigbar like solitude. They prefer to avoid the company of others who aren't Ruhigbar themselves, and usually move into isolated areas in order to avoid them.
    Beliefs : Ruhigbar might be one of the few Goblinoids it's really possible to tear away from the racial pantheon. Their mistreatment at the hands of the other Goblinoids don't always endear them to Maglubiyet (or Gods in General for that matter). A surprising amount of Ruhigbar are apatheists.
    Relations: Ruhigbar prefer to associate with their own. The other Goblinoids treat them like cerap because of their racial proclivities. Non-Goblinoids are as bad or worse, assuming that most Ruhigbar are no different than their kin.

    RUHIGBAR ADVENTURES
    · A priest of Meriadar is asking for your help in a diplomatic meeting between the human and goblinoid governments. You feel absolutely certain this is going to end bad.
    · You've heard of an all Ruhigbar city deep within the mountains. Your goal is to find it without being followed by anyone who doesn't belong (i.e. just about most of the rest of the world).
    · An infamous Hobgoblin general has died, and by some coincidence of fate you have inherited his position. Imagine the surprise on everyone's face once they realize your dad liked 'smaller women'.


    RUHIGBAR FEATS


    Brothers
    You can sense your own kind.
    Prerequisites: Ruhigbar, Must be taken at 1st Level
    Benefits: You can automatically sense any other Ruhigbar within 30', and can communicate with them Telepathically at the same range.

    Familial Skills
    You can share more than your thoughts.
    Prerequisites: Ruhigbar, Brothers
    Benefits: Your racial sense/telepathy increases +5'. If another Ruhigbar is in range and you use Aid Another to help him with a Skill Check the Bonus is increased by +2.

    Familial Defense
    Your family is always there to lend a hand.
    Prerequisites: Ruhigbar, Brothers
    Benefits: Your racial sense/telepathy increases +5'. If another Ruhigbar Ally occupies a square you threaten you gain a +1 on all Saving Throw rolls.

    Familial Yearning
    Your family is never far away.
    Prerequisites: Ruhigbar, Brothers
    Benefits: Your racial sense/telepathy increases +5'. You may Mindlink as per the power with one other Ruhigbar per point of Wisdom Modifier. Duration is permanent or until you decide to end it.

    Familial Solidarity
    No one betrays the family.
    Prerequisites: Ruhigbar, Bothers, 1 additional Ruhigbar Feat
    Benefits: You get a circumstance Bonus to AC equal to the amount of other Ruhigbar Allies occupying squares you threaten.
    Last edited by Bhu; 2012-01-17 at 12:34 AM.
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  14. - Top - End - #254
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    Default Re: Orc/Goblinoid Resources

    The nilbog seems popular

    Are there official stats for the koalinth, norkers, and the Birthright/Ravenloft goblinoids?
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  15. - Top - End - #255
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    i've got a statcard for a Norker model i got once, want me to go dig that up?

    Edit: Feedback: The damage sponge thing Nilbog barbarians and Rogues are supposed to get doesn't seem to exist anywhere, unless i just missed it or you haven't added it yet.

    Also the nilbog seems kinda overpowered since it can only be hurt by positive spells, i'd suggest damage reduction, but that kind of kills the theme, I’d suggest other non-negative spells being able to hurt it, but that would kill the magekiller. Plus since i'm pretty sure the nilbog exists in a monster manual somewhere, deviating too much from the existing stuff might not be the best idea. Maybe a fast healing? Unsure, just my thoughts.
    Last edited by Draconi Redfir; 2011-12-30 at 06:48 AM.
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  16. - Top - End - #256
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Draconi Redfir View Post
    i've got a statcard for a Norker model i got once, want me to go dig that up?

    Edit: Feedback: The damage sponge thing Nilbog barbarians and Rogues are supposed to get doesn't seem to exist anywhere, unless i just missed it or you haven't added it yet.
    Not sure how you missed Damage Sponge, it's described under each entry.

    I know one of the Dragon annuals has Norkers as a critter in the adventure that was included. It's vivid for me as its one of the first adventures I ever ran (humor module probably wasn't the brightest idea for my first ).

    As for the Magekiller, frankly I don't think it'll actually manage do what the job describes except against Evokers, as there are plenty of spells that don't disable through damage that's part of the standard Wizard playbook, whether that be status effects or just 'No' buttons. Also the fact that they have to close with their target, a job that gets harder and harder as they level, whether that be flight, walls of force, solid fog or other esoteric matters.
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  17. - Top - End - #257
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    Default Re: Orc/Goblinoid Resources

    They usually arent sposed to be lone assassins. It's their teams job to get them into position, they just have to do the stabbity bits. Antimagic COmbat works with range tho.
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  18. - Top - End - #258
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    Default Re: Orc/Goblinoid Resources

    any thoughts on a direction to go with the Ruhigbar Draconi ? (it mean quiet bear)
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  19. - Top - End - #259
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    Default Re: Orc/Goblinoid Resources

    Of the resources here, what is recommended for good aligned orcs?

  20. - Top - End - #260
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    Default Re: Orc/Goblinoid Resources

    Most of these were designed to be PrC's for traditional Gruumsh worshiping Orcs. However most of them also don't require an evil alignment, so you could just change the fluff. Possibilities for a non traditional Orc might be the Pine Bender, Gray Suns, Orc Redneck, The Incredible Orc, Batu's Disciples, the Horns of Amon, Scarred Veteran, or Luthicarite.
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  21. - Top - End - #261
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    Default Re: Orc/Goblinoid Resources

    Thanks. I use orcs as a core race in my campaign setting, and assume them to be like humans morality wise, so I'm always on the look out for resources for non-evil orcs, especially good aligned ones.

  22. - Top - End - #262
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    Default Re: Orc/Goblinoid Resources

    I'll try thinking up some more ideas to post after I finish the alternate gobbins races for good orc kind
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  23. - Top - End - #263
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    Hmmm, the offspring of Gobbos and Hobbos, chaotic beings who do things for the lulz, and mighty warrior strategists who do things for territory, food, and to take down enemies. Name means quiet bear...

    Perhaps they are the most human-like Gobbos? More human then even Hobgoblins? perhaps they are naturally good or neutral-aligned, deviating away from their home tribes when they are old enough, and seeking out any children like them from other tribes, using rumours and close childhood (pure-blood) friends from within the tribe(s) to find them, and take them into their own care. Perhaps living in nomadic tribes of their own kind to accommodate this.

    I’d say they would tend to be more hobgoblin then goblin, perhaps being a foot or so shorter then the average hobgoblin, and only having one or two features from their younger parent, such as rows of many, small, but super sharp teeth or something. (depends on what goblins look like in the setting really) And while they retain the tacticians mind of their taller parent, they also retain the remorsefulness and quick thinking of their shorter parent, allowing them to quickly change tactics mid-battle or... i don't know, stage large-scale battles using nothing more then what they can salvage on a destroyed caravan.

    and umm... not really sure how to show the human-like ness of them, extra skillpoints per level? a choice in wich ability score they get a bonus in? (if player characters)

    I would imagine they still worship the goblinoid pantheon though, if only out of loyalty to their kin, loyalty and trust might be important things for them. Naturally like the other hybrids, they breed true with one another and other goblinoids, and because of this can live on their own without the assistance of their kin if necessary.*

    I’d imagine goblins would try to shun or avoid them if possible, whereas the hobgoblins might be more willing to raise them.


    But hmmm, seems kinda sue-ish, need a flaw of some kind... perhaps they are extremely dependent on others, and unable to live on their own without dieing of loneliness? This could explain why the Ruhigbar tribes seek out others of their kind aside from the added bonus of increasing their own numbers. It doesn't need to be other Ruhigbar either, a Ruhigbar could live with or be raised by any other sentient race, but if they are alone for too long they will be unable to take care of themselves and eventually die of starvation, disease, and/or loneliness? Kind of like some kind of inborn mental illness, they are fine if theirs someone else nearby, but if they are say, the only one in the house for days on end, they gradually start spacing out for longer and longer periods of time, becoming completely lost as to what they were doing and what they are supposed to do. And perhaps the problem fixes itself almost instantly once someone shows up near them? Or maybe it takes some time?

    Hobgoblin tribes might not trust Ruhigbar tribes and be unwilling to hand over Ruhigbar children. Goblin tribes however would likely just give or trade them away because they don't want them.


    * Do the other hybrids form their own tribes outside their parents? I can't remember if they do or not.

    Just some thoughts, don't need to use all/any of em.
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  24. - Top - End - #264
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    Default Re: Orc/Goblinoid Resources

    The other hybrids live with their parents, but that doesnt mean this one has to.
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  25. - Top - End - #265
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    Default Re: Orc/Goblinoid Resources

    ruhigbar updated
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    Default Re: Orc/Goblinoid Resources

    ruhigbar updated again

    you'll note the favored class
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    Default Re: Orc/Goblinoid Resources

    just a note,
    Character Names: Ruhigbar use either Goblin or Bugbear names depending on which parents society has raised them.
    Think that bugbear is meant to say Hobgoblin.

    Edit: Minor telepathy, very nice! A gift for the Psionic perhaps? (Maybe a racial feat/template in which this gift is increased somewhat if the parent goblin is/was a Blue? (Though in-universe this would be incredibly rare due to the rareness of Blue's themselves.))
    Last edited by Draconi Redfir; 2012-01-14 at 09:27 AM.
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  28. - Top - End - #268
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    RESCUE WORKER

    [IMG]Picture URL[/IMG]

    "How much for the girl?

    Rescue workers are dedicated to finding Ruhigbar and bringing them to the homeland in progress being built by/for their race. They buy/steal enslaved or imprisoned Ruhigbar, or escort free ones safely out of harms way along check points and safe houses.

    BECOMING A RESCUE WORKER
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Race: Ruhigbar
    Class Abilities: Opportunistic Piety
    Feats: Font of Inspiration, Wanderer's Diplomacy
    Skills: any 5 Int, Wis, or Cha based skills at 6 ranks


    Class Skills
    The Rescue Worker's class skills (and the key ability for each skill) are all skills.
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +0    Inspiration, Cunning Diplomacy
    2. +1    +0     +3     +0    Improved Cunning Strike
    3. +2    +1     +3     +1    Improved Opportunistic Piety
    4. +3    +1     +4     +1    Improved Cunning Knowledge
    5. +3    +1     +4     +1    Improved Cunning Strike
    6. +4    +2     +5     +2    Improved Opportunistic Piety
    7. +5    +2     +5     +2    Improved Cunning Diplomacy
    8. +6    +2     +6     +2    Improved Cunning Strike
    9. +6    +3     +6     +3    Improved Opportunistic Piety
    10.+7    +3     +7     +3    Cunning Persuasion
    Weapon Proficiencies: A Rescue Worker gains no new weapon or armor proficiencies.

    Inspiration: Your Factotum and Rescue Worker Levels stack for purposes of determining your Inspiration Points.

    Cunning Diplomacy: When making a skill check with certain Charisma based skills that you have at least 1 rank in you may spend 1 point of Inspiration to achieve the following effects:

    Rushed Diplomacy Checks do not take the -10 penalty for the next 10 minutes.

    Shorten the time required for a Gather Information Check from 1d4+1 hours to a 1d4+1 minutes.

    Improved Cunning Strike: At 3rd Level when you use Inspiration points to gain Sneak Attack Dice, you now gain them for the duration of the encounter.

    At 6th Level when you spend Inspiration to gain Sneak Attack dice, you may spend one extra Inspiration, and any attack you make causes your victim to make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Dexterity Modifier) or be unable to speak for 1d4 rounds.

    At 9th Level when you spend Inspiration to gain Sneak Attack dice you gain one additional Sneak Attack die.

    Improved Opportunistic Piety: At 9th Level you gain additional options when using Opportunistic Piety. You may now use it to cast Calm Emotions, Delay Poison, Lesser Restoration, Remove Blindness/Deafness, Remove Curse, Remove Disease, or Remove Paralysis.

    Improved Cunning Knowledge: At 4th Level you can use Cunning Knowledge on the same skill more than once per day as long as you have at least 6 ranks in that skill.

    Improved Cunning Diplomacy:
    You may now spend one point of Inspiration to negate the penalty to Bluff Checks made for purposes of Feinting in combat against non-humanoids or animals for the duration of the encounter.

    Cunning Persuasion: You may declare you are using this ability any time before making a Charisma Based Check up to three times per day. You automatically succeed and do not need to roll. For skills with varying levels of success such as Diplomacy or that have results based on the Check, consider your roll to be maxed out. In other words if you normally roll 1d20+8, you're considered to have a 28.


    PLAYING A RESCUE WORKER
    Rescuing the target is the important goal. Everything else is secondary. For a particularly large group of Ruhigbar (if there is such a thing) you could even be asked to sacrifice yourself if there were just cause.
    Combat: You try to avoid combat as it draws attention, but if it does happen your goal is to end it as quickly and quietly as you can. Getting away is more important than beating others in a fight.
    Advancement: Your advancement often depends on what the job requires. If you need to pretend to be a priest you study religion. If you need to be a banker you study finances.
    Resources: Rescue Workers work with what resources they can make available, which can sometimes be pretty meager.

    RESCUE WORKERS IN THE WORLD
    "Waitaminute...you aren't a priest of St. Cuthbert!"
    You fade into the background. At least that's your goal. The guy no one remembers or cares about. After all if you are truly memorable they'll come looking for you once you abscond with the target...
    Daily Life: Life is pretty much nonstop subterfuge for you, or hiding waiting for the next job.
    Notables:
    Organizations: All Rescue Workers belong pretty much to the same loose organization that serves to rescue and relocate other members of their race, though many do mercenary work to raise funds or to get access to knowledge.

    NPC Reaction
    You do your best to be faceless and draw little in the way of attention so most npc's really have no problem with you. You're that quiet guy no one notices.

    RESCUE WORKERS IN THE GAME
    This assumes the PC spends much of his time looking out for and rescuing members of an oppressed minority. That kinda makes adventures along certain themes a no go.
    Adaptation: This is kind of meant for more serious campaigns but i suppose it could be done silly.
    Encounters: Rescue Workers could be found just about anywhere.

    Sample Encounter
    EL 12: The PC's are escorting a priest and some young families on a pilgrimage. They all look a little odd, like they may be related somehow...


    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 RESCUE WORKER

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





    RUHIGBAR RACIAL SUBSTITUTION LEVELS


    MARSHAL
    Level 1: Replace Skill Focus (Diplomacy) with Wanderer's Diplomacy
    Wanderer's Diplomacy: You gain Wanderer's Diplomacy as a Bonus Feat.


    BEGUILER
    Levels , 7, 11, 15, 19: Advanced Learning is modified
    Advanced Learning (Ex): Instead of Illusion and Enchantment you may choose from Enchantment and Divination.


    ROGUE
    Levels 10: The Level 10 Rogue Special Ability gains additional options.
    Special Ability (Ex): You gain the following new options when you may choose for a Special Ability:

    Ruhigbar Mindnet Prerequisites: Brothers and one other Ruhigbar Feat. If another Ruhigbar is within range of your Telepathy, none of you in range can be Flanked unless all of you can be.
    Last edited by Bhu; 2012-02-09 at 09:45 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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  29. - Top - End - #269
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    rescue worker now has fluff, will have crunch tomorrow or saturday wif luck
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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  30. - Top - End - #270
    Titan in the Playground
     
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    Default Re: Orc/Goblinoid Resources

    rescue worker updated. any thoughts?
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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