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  1. - Top - End - #1291
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    Default Re: Any Orc/Goblinoid Fans??

    Luthicarite fixed, Worg Cavalry has capstone, moving on to another Eikonos request:

    ELF BREAKER

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    "Man, there's nuthin' so satisfying as crushing an Elf's skull, and watching his brains run out through his ears."

    The Elf Breakers are devotees of an ancient unarmed fighting art among the Goblinoids known as Demirel ('Iron Fist'). They practice channeling their rage (and in some cases psychosis) into their fighting style. They prefer a hard striking, punishing combat form that allows them to hear their opponents bones break. While they are well-liked in Goblin society for their deeds in the wars with Elves, privately most other citizens think they are barely restrained nutcases.

    BECOMING AN ELF BREAKER
    Most Elf Breakers go into the woods to study at various schools intended to bring out their inner beast. In other words they start at barbarians.

    ENTRY REQUIREMENTS
    Race: Any Goblinoid
    Class Abilities: Rage
    Feats: Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike
    Skills: Intimidate 8 ranks

    Class Skills
    The Elf Breaker's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Intimidate (Cha), Jump (Str), Swim (Str), and Tumble (Dex).
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Iron Skin, Iron Rage
    2. +2    +3     +0     +0    Iron Fist
    3. +3    +3     +1     +1    Iron Grasp
    4. +4    +4     +1     +1    Iron Skin
    5. +5    +4     +1     +1    Iron Fist
    6. +6    +5     +2     +2    Iron Grasp
    7. +7    +5     +2     +2    Iron Skin
    8. +8    +6     +2     +2    Iron Fist
    9. +9    +6     +3     +3    Iron Grasp
    10.+10   +7     +3     +3    Iron Head
    Weapon Proficiencies: Elf Breakers gain no new weapon or armor proficiencies.

    Iron Skin (Ex): Dedicated body toughening exercises make you unnaturally tough. Not very pretty, but tough. At 1st level you gain DR 2/- (this stacks with similar DR from other Feats or Class Abilities).

    At 4th Level DR increases to 4/-

    At 7th Level DR increases to 6/-

    Iron Rage: You Elf Breaker and Barbarian Levels stack for purposes of determining how many daily uses of Rage you get.

    Iron Fist (Ex): Your unarmed strikes are fairly powerful. At 2nd Level anything struck by your unarmed strike is immediately Checked, and receives a minus on all Concentration rolls equal to your Strength Modifier for the duration of the encounter.

    At 5th Level if you successfully hit an opponent with your Unarmed Strike, you may inflict one of the following Conditions for 1 round if he fails a Fortitude Save (Save DC is 10 plus 1/2 HD plus Strength Modifier): Blinded, Deafened, Exhausted, Nauseated, or Stunned.

    At 7th Level your opponent gets no Save against the Condition, but he can make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Strength Modifier) if he is the same or smaller Size Class as the Elf Breaker to avoid being knocked Prone.

    Iron Grasp (Ex): At 3rd Level you no longer take Size Penalties to Bull Rush, Grapple, and Trip Checks.

    At 6th Level your opponent no longer gets Size Bonuses to Bull Rush, Grapple, and Trip Checks.

    At 9th Level you if you successfully Pin an opponent in a Grapple he begins to Suffocate (see DMG for Suffocation rules).

    Iron Head (Ex): At 10th Level you can no longer be Checked, Dazed, or Stunned. You are also immune special attacks from Feats that require Stunning Fist as a prerequisite (such as Pain Touch). When Raging you gain a +5 Circumstance Bonus on all damage rolls (+10 if your opponent is an Elf.

    PLAYING AN ELF BREAKER
    You like to make people think you're crazy so they underestimate you. Make them think you're harmless. Unfortunately for you...you are crazy, and everyone knows it. So there's no fooling anyone. Granted they still don't know you're a skilled combatant, but you do have certain...issues.
    Combat: Elf Breakers like combat up close and personal. They generally prefer to ensure the death of their opponents bare fisted.
    Advancement: Elf Breakers tend to be psychopaths who enjoy the feel of tearing muscle and breaking bones under their hands.
    Resources: Most Elf Breakers are dead broke, so unless they can bum money off rich friends, they're on their own.

    ELF BREAKERS IN THE WORLD
    "Do you sometimes think Urf is crazy?"
    Elf Breakers generally appear to be drunken reprobates passed out in the gutter or perusing the local women of the night. Or they sometimes appear as homeless whackos. But in wartime they are a pretty decent asset.
    Daily Life: Your life is mostly fighting, drinking, forcing yourself on women or inanimate objects in a drunken stupor, and waking up with no memory of the last 48 hours. And you like it that way.
    Notables: The Iron Monkey (NE Male Hobgoblin Barbarian 6/Elf Breaker 5) is a fighter famous for his odd behavior, and conspiracy theories.
    Organizations: Most Elf Breakers belong to a training school, and they can count on their schoolmates or occasionally their Sifu to help them if desperate.

    NPC Reaction
    You're a nut. A powerful nut who can crush people's necks with your bare hands. That doesn't imply "trust me". Neither does your talking to forest animals, and pottery.

    ELF BREAKERS IN THE GAME
    This class represents crazy loonies with anger management problems, and if you don't mind those in your campaign, it's okay. Otherwise...
    Adaptation: Elf Breakers are meant for silly campaigns, but they can be adapted for serious ones.
    Encounters: Elf Breakers are mostly fond in times of war, at training camps way out in the woods, or getting drunk and strangling pigs because they think it's funny.

    Sample Encounter
    EL 12: The PC's have been hired to escort a famous Hobgoblin fighting champion to a match, since he has received death threats. And the PC's can see why. He spends his time in the trees naked, making odd cooing noises, and flinging his poo at passers by. Privately he admits he does this to make himself seem crazy, and thus make people think he's a harmless kook as opposed to a famous killer. He also admits privately that he talks to badgers, who have informed him that hummingbirds are spitting in the local water supply, so the PC's should drink only the wine. Gonna be a loooooong assignment...


    The Iron Monkey
    NE Male Hobgoblin Barbarian 6/Elf Breaker 5
    Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
    Languages Common, Goblin, Orc
    ------------------------------------------------
    AC , touch , flat-footed ()
    AC Raging , touch , flat-footed (-2 Rage, )
    hp 88, (11 HD) 110 raging
    Fort +11, Ref +5, Will +4
    Uncanny Dodge, Improved Uncanny Dodge
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee
    Base Atk +11, Grp +14 (+16 Raging)
    Atk Options Rage 4/day, Iron Fist, Iron Grasp
    Combat Gear
    -----------------------------------------------
    Abilities Str 16 (20 Raging), Dex 10, Con 14 (18 Raging), Int 12, Wis 13, Cha 13
    SQ Fast Movement, Trap Sense +2, DR 4/-
    Feats Angry Fist, Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike
    Skills Bluff +6, Climb +9, Concentration +7, Intimidate +10, Jump +12, Move Silently +4, Ride +9, Survival +10, Tumble +5
    Possessions



    EPIC ELF BREAKER

    Hit Die: d10
    Skills Points at Each Level : 2 + int
    Iron Skin Your DR increases by +2 at Level 21, and every three rounds thereafter.
    Iron Fist At Level 22 Conditions caused by your Unarmed Strikes last for a number of rounds equal to your (Elf Breaker Level divided by 3).
    Bonus Feats: The Epic Elf Breaker gains a Bonus Feat every 3 levels higher than 20th




    Angry Fist
    You unarmed strikes are more potent during Rage.
    Prerequisites: Rage, Iron Fist class abilities.
    Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action). For the duration of your Rage you take 2 points of non lethal damage per round (your DR does not protect from this damage). In exchange you do one extra die of damage with your unarmed strikes. In other words if you normally do 1d8, you now do 2d8. If you do 2d6, it's now 3d6.


    Frenzied Fist
    Your unarmed strikes are more potent on a critical hit during Rage.
    Prerequisites: Angry Fist
    Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action). For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage). In exchange your unarmed strikes threaten a Critical hit on a 19/20, and do x3 damage on a successfully confirmed critical hit.


    Flying Fist
    You get an extra attack per round with your unarmed strikes when raging.
    Prerequisites: Angry Fist
    Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action). For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage). In exchange when making a Full Attack, you get one extra unarmed strike per round at your highest BAB.


    Powerful Fist
    Your unarmed strikes can send opponents flying.
    Prerequisites: Angry Fist, one other Feat requiring Angry Fist as a prerequisite
    Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action). For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage). In exchange whenever you make a successful unarmed strike on an opponent of the same Size Class or Smaller, you may immediately make a Bull Rush attack as a Free Action without provoking an Attack of Opportunity.


    Spearing Fist
    Your unarmed strikes can pierce armor.
    Prerequisites: Angry Fist, one other Feat requiring Angry Fist as a prerequisite
    Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action). For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage). In exchange your unarmed strikes ignore Shield and Armor Bonuses to AC.


    Epic Fist
    Your kung fu is strong.
    Prerequisites: Rage, Iron Fist class abilities, Angry Fist, 2 other Feats requiring Angry Fist as a prerequisite, Con 25+
    Benefits: When using Angry Fist or any Feat requiring it as a prerequisite you no longer take nonlethal damage each round. You automatically get the benefits of those Feats whenever you enter Rage.
    Last edited by Bhu; 2010-11-04 at 11:48 PM.
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  2. - Top - End - #1292
    Titan in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    fluff is up, abilities come tomorrow
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  3. - Top - End - #1293
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    Daemon

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    This is soooo brilliantly written. And that one before as well, and those earlier, back to the beginning. Weeee !!

    Yet again Bhu, you need to be congratulated along with a loud "Hell yeah !!"

    As you can see, I'm still not out of the "Life-Hole" yet, but I'm pretty close now !!

  4. - Top - End - #1294
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    Default Re: Any Orc/Goblinoid Fans??

    Nice to see you back a bit Eikonos. I'll have the Samurai thread restarted soon for you. Also, Elf Breaker has most of its abilities up.
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  5. - Top - End - #1295
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    Daemon

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    Default Re: Any Orc/Goblinoid Fans??

    The Elf Breaker is great so far, but I noticed it as Rage class ability as a prerequisite, so why not make use of it in some cool way ?

    I was thinking about giving him an ability that allows expending daily uses of Rage to gain greater combat power, for example increasing his unarmed damage die, number of attacks (akin to a monk’s flurry), critical range and multiplier, ability to deal incredible blows (send opponent flying, check for massive damage, ignore armor and damage reduction, restrict magical healing to heal spell or even higher level magic).

    Just some wicked ideas of mine, though.

    And you could do a set of Style feats for “Lethal Killing Fist” (unarmed strike) to go with such raw-hitting-power classes as this one (the Luthicarite has Kiparbay as a built-in, clever, clever )

  6. - Top - End - #1296
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Eikonos View Post
    The Elf Breaker is great so far, but I noticed it as Rage class ability as a prerequisite, so why not make use of it in some cool way ?

    I was thinking about giving him an ability that allows expending daily uses of Rage to gain greater combat power, for example increasing his unarmed damage die, number of attacks (akin to a monk’s flurry), critical range and multiplier, ability to deal incredible blows (send opponent flying, check for massive damage, ignore armor and damage reduction, restrict magical healing to heal spell or even higher level magic).
    The only issue with that is Rage uses are far more finite than Turning attempts, bardic music or stunning fist uses that you couldn't use such abilities very frequently without investing in lots of Extra Rage feats.

    The Pathfinder Beta Barbarian used a lot of that concept, if you are fortunate enough to have kept a copy handy, like myself.
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  7. - Top - End - #1297
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    Default Re: Any Orc/Goblinoid Fans??

    I think I may have an answer, so I'll give the Feats a shot. Iron Grasp ability is now up.
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  8. - Top - End - #1298
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    Default Re: Any Orc/Goblinoid Fans??

    Preliminary ideas for Feats and capstone are up.
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  9. - Top - End - #1299
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    Preliminary ideas for Feats and capstone are up.
    Hmm, interesting, adapting Frenzied Berserker's mechanic to the feats...
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  10. - Top - End - #1300
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    Default Re: Any Orc/Goblinoid Fans??

    So besides interesting does it look workable?
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  11. - Top - End - #1301
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    Daemon

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    Default Re: Any Orc/Goblinoid Fans??

    I'd say it's very good, this is something I've been waiting to see for a long time

    Got any ideas for an epic [Fist] feat ??

  12. - Top - End - #1302
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    Default Re: Any Orc/Goblinoid Fans??

    No but I could make some...
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  13. - Top - End - #1303
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    Daemon

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    Default Re: Any Orc/Goblinoid Fans??

    Epic feat aside, I think this is a wonderful class, and repeating myself, this concept is something I've been waiting to see for a long time, since the middle of the WotC 3,5 publishing frenzy

  14. - Top - End - #1304
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    OK I added the Epic Feat to Elf Breaker. The last two requests I have from Eikonos are Epic PrC's, but Epics are complicated, and I just got a ton of stuff dumped in my lap today. So let me hold off for the moment, and I'll do something easier till things cool off:

    GOBLIN HASHISHIN

    [IMG]Picture URL[/IMG]

    “Remorse for what? You people have done everything in the world to me. Doesn't that give me equal right?”

    The Goblins have raised a very special kind of assassin. They take the most vicious of their younglings, and train them from birth to hate the Elves and other races, ensure their devotion to Maglubiyet's eternal war with religious fanaticism, and put them through hellish training programs. They also feed them alchemical potions to help them lose the last aspects of what could be considered their humanity or self control. The result is controlled berserker. An assassin of stealth and guile who is expert in avoiding traps and patrols, and saving his fury for the right moment. Once his assigned target is in reach he goes berserk, flailing at the mark in a frenzy until one of them is dead.

    BECOMING A GOBLIN HASHISHIN
    Obviously a few levels each of Rogue and Barbarian will do you.

    ENTRY REQUIREMENTS
    Class Abilities: Rage, Trap Sense +1, Trapfinding
    Race: Goblin
    Feats: Instantaneous Rage, Telling Blow
    Skills: Climb 4 ranks, Disable Device 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Open Lock 4 ranks



    Class Skills
    The Goblin Hashishin's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +0    Quiet Rage
    2. +1    +0     +3     +0    Sneak Attack +1d6
    3. +2    +1     +3     +1    Espionage
    4. +3    +1     +4     +1    Quiet Rage
    5. +3    +1     +4     +1    Sneak Attack +2d6
    6. +4    +2     +5     +2    Espionage
    7. +5    +2     +5     +2    Quiet Rage
    8. +6    +2     +6     +2    Sneak Attack +3d6
    9. +6    +3     +6     +3    Espionage
    10.+7    +3     +7     +3    Master Assassin
    Weapon Proficiencies: A Goblin Jihadi gains no new armor or weapon proficiencies.

    Quiet Rage (Ex): At Levels 1, 4, and 7 you get an additional daily use of Rage. Unlike normal Barbarian Rage, you may use all Dexterity based skills while Raging, and may make a DC 20 Willpower Check to use either the Concentration skill (or an ability requiring concentration) or an Int based skill as a Free Action.

    Sneak Attack (Ex): This is identical to, and stack with, the Rogue Ability of the same name.

    Espionage (Ex): At 3rd Level you can move at any speed without taking penalties on Hide or Move Silently checks.

    At 6th level you get lucky when it comes to traps. If you fail a roll and cause a trap to go off, make a separate Level Check. If this Check beats the Traps DC, it malfunctions slightly and doesn't effect you. Everyone else is still vulnerable. If it would normally only effect you it goes off once you have left it's area of effect.

    At 9th Level if you beat the Traps DC by 5, you can rig it to go off up to 1 minute after you leave or you can harmlessly reset it.

    Master Assassin (Ex): When you successfully use your Sneak Attack on an opponent choose one of the following Conditions, and that opponent is affected by it for a number of rounds equal to your Sneak Attack Dice: Confused, Deafened, Nauseated or Stunned.

    PLAYING A GOBLIN HASHISHIN
    You were born to die. All beings are, and most of them will die forgotten and without purpose. You have been groomed from birth to die for a specific purpose: the destruction of your races enemies.
    Combat: Hashishin are expected to worm their way into enemy palaces or forts, avoid any traps or security, and then quietly murder their target. Escaping with their own lives is optional. Therefore they are not so much expert warriors as murderers. If you have to kill someone quickly and quietly it's better to do so when they're vulnerable as opposed to facing you fully armed.
    Advancement: Hashishin are expected to be top notch assassins. If they fall behind in their skills, their superiors kill them. If they fail an assignment or try to quit, their superiors kill them. That's pretty big incentive to keep on top of things, and always looking to increase one's skill level.
    Resources: Hashishin are given what their superiors believe they need at the beginning of their assignment, and they are expected to rely on their ingenuity if anything else is needed.

    GOBLIN HASHISHIN IN THE WORLD
    "We need some more magical defenses against these guys. Nothing else has worked so far."
    You're a recluse. The only living beings you speak to are your superiors or coworkers for the most part, and the Gods only know when one of them is going to be required to put you down for reasons you don't know and may not understand. You actually begin to crave assignments because it gets you out on your own away from them. Of course you can't speak to anyone else because you know you're being watched, and they'd kill you if you did.
    Daily Life: Your days are spent in training, scoping out targets, or making your move to eliminate them. Besides escaping it's all you do. The burnout rate for survivors of your profession is quite high.
    Notables: Number 4 (LE Male Goblin Barbarian 2/Rogue 4/Hashishin 6) is a moderately experiences assassin whose time may be up if he can't pull off a job blaming foreigners for the killing of a local Elf Lord.
    Organizations: The Hashishin are a religious organization of assassins. While it is rumored they live on a mountain fortress, this has never been proven, and is likely a lie spread by them to confuse the Elven military who are looking for them.

    NPC Reaction
    NPC's just think of you as 'that quiet guy', or something similarly harmless. If they knew who you were they'd freak out completely. The day you wake up to what kind of hell your life is becomes a nightmare for everyone. Because once you leave or become exposed everyone will want you dead, and you'll need to kill just about everyone you know/come in contact with.

    GOBLIN HASHISHIN IN THE GAME
    This class assumes you are a blind religious fanatic who kills people in the name of Maglubiyet. Not only that but you're willing to lose your own life to destroy the target. Could be difficult for PC's to pull off without the party nixing them
    Adaptation: This is meant for serious campaigns. Really serious espionage/noir type stuff.
    Encounters: Ideally no one is supposed to encounter a Hashishin. They're supposed to hit quietly during the night and disappear. If someone sees them or interferes that's the worst possible outcome.

    Sample Encounter
    EL 12: The PC's have been arrested for the murder of a high ranking Elven official. The only living witness claims it was a lone Goblin, so the PC's get released, but then the witness is murdered the same day. They don't have long to find out what the hell is going on.


    Number 4
    LE Male Goblin Barbarian 2/Rogue 4/Hashishin 6
    Init +8, Senses: Listen +9, Spot +9, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC , touch , flat-footed (+1 Size, +4 Dex, )
    hp 78 (12 HD)
    Fort +8, Ref +13, Will +4
    Uncanny Dodge, Improved Uncanny Dodge, Evasion
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee
    Base Atk +9, Grp +6
    Atk Options Quiet Rage 3/day, Sneak Attack +4d6,
    Combat Gear
    -----------------------------------------------
    Abilities Str 13, Dex 18, Con 14, Int 10, Wis 12, Cha 6
    SQ Fast Movement, Trapfinding, Trap Sense +1, Espionage
    Feats Improved Initiative, Instantaneous Rage, Mad Foam Rager, Silencing Blow, Telling Blow
    Skills Balance +8, Climb +5, Disable Device +8, Disguise +2, Gather Information +2, Hide +12, Jump +5, Knowledge (Local, Nobility) +4, Listen +9, Move Silently +12, Open Lock +12, Ride +8, Spot +9, Survival +5, Tumble +8, Use Magic Device +2
    Possessions


    EPIC HASHISHIN

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Quiet Rage You gain an additional daily use of Rage at Level 21, and every 4 levels thereafter.
    Sneak Attack You gain an additional die of Sneak Attack at Level 22, and every 3 levels thereafter.
    Bonus Feats: The Epic Hashishin gains a Bonus Feat every 4 levels higher than 20th



    Silencing Blow
    Your sneak attacks render foes unable to speak.
    Prerequisites: Sneak Attack+2d6, Move Silently 8 ranks, BAB +6
    Benefits: If you successfully Sneak Attack an opponent, he is unable to speak for a number of rounds equal to your Sneak Attack Dice.
    Last edited by Bhu; 2010-11-10 at 10:36 PM.
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    I...wouldn't use the term Jihadi, as that's a bit too close to real world religion. Otherwise, neat!
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    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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    I've called it that since the original list on page one, but I take your point. Any thoughts on a different name?
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    Goblin updated, still pondering name change.

    Hashishin maybe?
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    Quote Originally Posted by Bhu View Post
    Goblin updated, still pondering name change.

    Hashishin maybe?
    That seems better. I can't think of something to replace it with myself, either.
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    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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    In some ways it's not much less potentially offensive if people realize the meaning though.
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    Name change and additional fluff are up, along with the first class abilities.
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    Lucid Rage lite. Not bad, not bad at all.
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    All abilities up but the capstone. May add some feats too.
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    Capstone and Feat are up.
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    Quote Originally Posted by Bhu View Post
    Capstone and Feat are up.
    They're upscaled Ambush feats, both. The feat, particularly, is much better than Throat Punch is.
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    Quote Originally Posted by Cieyrin View Post
    They're upscaled Ambush feats, both. The feat, particularly, is much better than Throat Punch is.
    That was the entire point. Most of the Ambush Feats are bloody awful.
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    EVIL EYE

    [IMG]Picture URL[/IMG]

    "Of course I didn't kill the Duke. I was nowhere near him."

    Evil Eyes are assassins sent in solo to murder victims, or as teams to take out high value targets. One weakens the targets with curses for the other to poison or attack later.

    BECOMING AN EVIL EYE
    Generally one starts as a Hexblade and moves on to skills more appropriate to a stealth assassin.

    ENTRY REQUIREMENTS
    Race: Hobgoblin
    Class Abilities: Hexblade's Curse, Sneak Attack
    BAB: +5
    Feats: Empower Curse, Extend Curse, any 1 other Curse Feat (see Dragon 339)


    Class Skills
    The Evil Eye's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane, Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +0     +2    Magical Sniper, Hexblade's Curse
    2. +2    +0     +0     +3    Improved Hexblade's Curse
    3. +3    +1     +1     +3    Eyes of Darkness
    4. +4    +1     +1     +4    Magical Sniper
    5. +5    +1     +1     +4    Improved Hexblade's Curse
    6. +6    +2     +2     +5    Eyes of Darkness
    7. +7    +2     +2     +5    Magical Sniper
    8. +8    +2     +2     +6    Improved Hexblade's Curse
    9. +9    +3     +3     +6    Eyes of Darkness
    10.+10   +3     +3     +7     Master Sniper
    Weapon Proficiencies: An Evil Eye gains no new weapon or armor proficiencies.

    Hexblade's Curse: Your Hexblade and Evil Eye Levels stack for purposes of determining how many times per day you can use your Hexblade's Curse Ability. They also stack for purposes of determining when you get the Greater and Dire Hexblade's Curses. The Curses Saving Throw is now 10 plus 1/2 your Hit Dice plus Charisma Modifier.

    Magical Sniper (Su): At Levels 1, 4, and 7 the range of your Hexblades Curse (and the range at which you can successfully use Sneak Attack) increase by 30 feet.

    Improved Hexblade's Curse (Su): At Levels 2, 5, and 8 your Hexblade's Curse gains some new abilities depending on what Curse Feats you have. you can choose one ability per level if you have the appropriate Feat (Curse Feats can be found in Dragon #339). Also at each level choose one class skill that you have. You gain a +4 Circumstance Bonus when using that skill against an opponent who is under the effect of your Hexblade's Curse.

    Curse of Distraction: Once per encounter you can force an opponent under the influence of your Curse to automatically fail to cast a spell as a Swift Action (he loses the daily use of that spell as well).

    Curse of Failure: Once per encounter you can force an opponent under the influence of your curse to become Flat-footed for 1 round as a Swift Action.

    Curse of Ignorance: Once per encounter you can force an opponent under the influence of your Curse to automatically fail a Skill Check as a Swift Action.

    Curse of Paranoia: Once per encounter you can force an opponent under the influence of your Curse to automatically fail a Saving Throw as a Swift Action.

    Curse of Sloth: Once per encounter you can force an opponent under the influence of your Curse to become Slowed (as per the spell) for 1 round as a Swift Action.

    Curse of the Softened Blade: Once per encounter you can force an opponent under the influence of your curse to suffer a Sunder attack when he successfully strikes something with his weapon. There are no size modifiers to the opposed check, and you use your Charisma Modifier as opposed to your Strength.

    Curse of the Stricken: Once per encounter you can force an opponent under the influence of your Curse to take maximum damage from one successful attack against him as a Swift Action.

    Foe of the Unlucky: Once per encounter you can force an opponent under the influence of your Curse to automatically fail any attack or critical confirmation roll as a Swift Action.

    Eyes of Darkness (Su): At 3rd Level you gain a 30' Gaze Attack. Opponents within it's range must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or anytime one of your Allies successfully uses Sneak Attack, Skirmish, or Sudden Strike against him he takes a number of extra dice equal to your Charisma Modifier (maximum number of extra dice is equal to half your Evil Eye Level). To use this ability you expend a daily use of your Hexblade's Curse, and it lasts for 3 rounds plus one round per point of Charisma Modifier.

    At 6th Level if an opponent fails his Save, anytime someone successfully gets a Bonus for Flanking against him that Bonus increases by an amount equal to your Charisma Modifier. This stacks with the Level 3 effect.

    At 9th Level if an opponent Fails his Save he is also Flat-footed for 1 round.


    Master Sniper (Su): The critical threat range and multiplier of all range attacks you make increase by 1. You gain a Bonus equal to your Charisma Modifier to all ranged Attack rolls. When an opponent fails a Saving Throw against your Hexblade's Curse he takes 1 point of temporary Constitution damage.

    PLAYING AN EVIL EYE
    You are invisible in society, because you are required to be. You kill anyone who gets too close to you. No one can learn who or what you truly areo or it compromises the mission.
    Combat: Hexblade's prefer not to engage targets head on. They aren't frontline fighters, they take out targets unaware. Well they're supposed to anyway if everything goes right.
    Advancement: Advancement for Evil Eyes rather depends on what their patrons (99% of the time it's a Hobgoblin Noble or the military) want from them, and what they're expected to take out on a regular basis.
    Resources: Most Evil Eyes have a fairly wealthy patron of some kind, so if they need access to something to perform a job they may likely be able to get it.

    EVIL EYES IN THE WORLD
    "What the Hell just happened?"
    Evil Eyes aren't meant to interact with the world. If they did they would draw attention to themselves which would be detrimental to their duties. Stealth is essential to what they need to do. It's hard to murder people quietly when people know what you sound and look like.
    Daily Life: All of your days are spent training or carrying out missions. Assassins get no time off.
    Notables:
    Organizations: All Evil Eyes belong to some form of organization, usually Goblinoid military or some rich freak who needs people dead for whatever reason.

    NPC Reaction
    NPC's tend to find you unremarkable, because they're supposed to. Unless they happen to be your target, in which case you terrify them.

    EVIL EYES IN THE GAME
    This is generally not meant for more straightforward hack and slash campaigns with it's focus on sneakiness. It may be better for use in campaigns where the party is meant to be sneaky.
    Adaptation: This is generally meant for serious campaigns but could be used for silliness.
    Encounters: In theory PC's will never encounter a successful Evil Eye. Of course if he happens to screw up the PC's will generally encounter him fleeing the scene or in the middle of stabbing someone.

    Sample Encounter
    EL 13 The PC's are getting stone drunk when a somethinging dressed all in black runs past them and tosses a severed head their way. And suddenly there are Elves everywhere. Really, really angry Elves.


    Golgekakis
    LE Male Hobgoblin Hexblade 3/Rogue 3/Evil Eye 6
    Init +3, Senses: Listen +6, Spot +6, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC , touch , flat-footed (+2 Dex, )
    hp 66 (12 HD)
    Fort +6, Ref +9, Will +10
    Arcane Resistance +3, Mettle, Evasion
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +11, Grp +10
    Atk Options Hexblade's Curse 3/day (DC 21), Sneak Attack +2d6, Magical Sniper, Improved Hexblade's Curse (Curse of Paranoia, Curse of the Stricken), Eyes of Darkness (DC 19)
    Combat Gear
    -----------------------------------------------
    Abilities Str 9, Dex 16, Con 16, Int 10, Wis 12, Cha 16
    SQ Trapfinding, Trap Sense +1
    Feats Ability Focus (Hexblade's Curse), Curse of Paranoia, Curse of the Stricken, Empower Curse, Extend Curse
    Skills Bluff +8, Concentration +8, Diplomacy +7, Gather Information +8, Hide +8, Intimidate +7, Knowledge (Arcana) +3, Listen +6, Move Silently +12, Spellcraft +4, Spot +6, Tumble +8, Use Magic Device +8
    Possessions



    EPIC EVIL EYES

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Magical Sniper At Level 21 and every three Levels thereafter the range of your Hexblade's Curse and Sneak Attack abilities increase an additional 10'.
    Improved Hexblade's Curse At Level 22 and every three Levels thereafter you may choose a new ability if you have the proper Curse Feat.
    Bonus Feats: The Epic Evil Eye gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2010-12-10 at 10:34 PM.
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    Evil Eye is an update to the Hexer or is it pure coincidence?
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    Default Re: Any Orc/Goblinoid Fans??

    There will be a Hexer update, but this aint it. Evil Eyes are assassins or companion assassins who use their Curse from ever greater distances to make it easier to take out targets for soldiers or assassins. After all lets say they have the Feat that allows them to give a -8 to a specific Save. They zap someone, that guy gets poisoned later that day. Nice one two punch.
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    Quote Originally Posted by Bhu View Post
    There will be a Hexer update, but this aint it. Evil Eyes are assassins or companion assassins who use their Curse from ever greater distances to make it easier to take out targets for soldiers or assassins. After all lets say they have the Feat that allows them to give a -8 to a specific Save. They zap someone, that guy gets poisoned later that day. Nice one two punch.
    Mmmkays, gotcha.
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    It'll make more sense once I get a chance to put the abilities up.
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