A Monster for Every Season: Summer 2
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  1. - Top - End - #1261
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    Default Re: Any Orc/Goblinoid Fans??

    I have all teh fluff up. Abilities coming tomorrow with any luck
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  2. - Top - End - #1262
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    Duelist and Feats updated. I dont have all the abilities up, and the feats only have their prerequisites, but I'm working on it still.
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  3. - Top - End - #1263
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    Duelist now has all abilities
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  4. - Top - End - #1264
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    Duelist is actually farily well powered, I think, even skirting the crit-immune without having to rely on weapon crystals to deal with things without vitals. Color me impressed, since crit dependence tends to be a weaker focus. Good job!
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  5. - Top - End - #1265
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    Style Feats are now up. If everyone likes them I'll start up another request:

    WORG CAVALRY

    [IMG]Picture URL[/IMG]

    "If you live among wolves you have to act like a wolf."

    Worg Cavalry begin as simple scouts with wolf companions. Once they have proven themselves they are given a Worg to train and use as a riding animal.

    BECOMING WORG CAVALRY
    Given the requirements most Worg Cavalry begin as Rangers.

    ENTRY REQUIREMENTS
    Class Abilities: Animal Companion (Wolf), Improved Combat Style (Improved Two Weapon Fighting)
    Feats: Mounted Combat, Tunglsverd Style
    Skills: Handle Animal 6 ranks, Ride 6 ranks
    Race: Goblinoid


    Class Skills
    The Worg Cavalry's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Ride (Dex), Spot (Wis), and Tumble (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +2     +0    Wolf Companion
    2. +2    +3     +3     +0    Improved Mounted Combat
    3. +3    +3     +3     +1    Improved Two Weapon Fighting
    4. +4    +4     +4     +1    Wolf Companion
    5. +5    +4     +4     +1    Improved Mounted Combat
    6. +6    +5     +5     +2    Improved Two Weapon Fighting
    7. +7    +5     +5     +2    Wolf Companion
    8. +8    +6     +6     +2    Improved Mounted Combat
    9. +9    +6     +6     +3    Improved Two Weapon Fighting
    10.+10   +7     +7     +3    Elite Killers
    Weapon Proficiencies: Worg Cavalry gain no new weapon or armor proficiencies.

    Wolf Companion: Your Worg Cavalry Levels and Ranger Levels stack for purposes of determining the abilities of your Animal Companion, however you get your full Worg Cavalry Levels (not half of them like the Ranger).

    You also get a Worg (despite it being a Magical Beast) as opposed to a Wolf Companion, and it does not take a penalty in levels for determining the abilities it gets from the Animal Companion Feat.

    At 4th Level the Bonus the Worg Companion would normally get to Str/Dex from the Animal Companion feature now also apply to it's Constitution.

    At 7th Level the Worg gains Frightful Presence. Anytime it Charges an opponent with less Hit Dice than itself, all opponents within 30 ft. must make a Willpower Save (DC is 10 plus 1/2 your Hit Dice plus you or the Worg's Charisma Modifier, whichever is higher.

    Improved Mounted Combat: At 2nd Level when you perform a charge while mounted, you may use your mounts Strength Bonus for Damage instead of your own.

    At 5th Level you gain proficiency with Medium and Heavy Armor, and you may now use your Combat Style Feats regardless of Armor worn or Load carried.

    At 8th Level if you successfully hit an opponent on a Mounted charge he must make a Reflex Save (DC is 10 plus 1/2 HD plus Str Modifier) or be knocked prone if he is not mounted or unhorsed if he is. If unhorsed an opponent takes 1d6 additional damage and is Dazed for 1 round.


    Improved Two Weapon Fighting: You continue to improve the Combat Style you learned as a Ranger. At 3rd Level you gain Two Weapon Defense as a Bonus Feat, and the Shield Bonus applies to both you and your Worg Companion.

    At 6th Level you gain Greater Two Weapon Fighting as a Bonus Feat.

    At 9th Level you gain Improved Two Weapon Defense as a Bonus Feat, and the Shield Bonus applies to both you and your Worg Companion.

    Elite Killer: At 10th Level you get Combat Reflexes as a Bonus Feat (or any Feat requiring it as a prerequisite if you have it already). Your Worg Companion also gains access to any Feats you have if they are applicable and it qualifies for them. If you and your Worg Companion hit the same target in the same round with an Attack of opportunity it must make a Fortitude Save (DC is 10 plus 1/2 HD plus Worg's Strength Modifier) or take an extra 3d6 damage. if both of you successfully confirm a Critical on the same target in the same round it dies if it fails the Save.

    PLAYING WORG CAVALRY
    You are an elite special forces unit. The baddest of the bad. You know this, and by Maglubiyet you intend to make sure everyone else knows it too. And if anyone gives you any crap you can introduce them to Mr. Woofums.
    Combat: Being as they are cavalry, the Worg Riders prefer mounted combat. if they must go to the ground they prefer to fight side by side with their companion.
    Advancement: Worg Cavalry generally trade the path of sneakiness for glorious slaughter in the fields. Not many Goblins get such a chance.
    Resources: Being members of the Goblin military provides the Worg Cavalry with excellent resources.

    WORG CAVALRY IN THE WORLD
    "Don't insult the little one with his nose in the air. You don't wanna see his friend..."
    You are called on frequently to fight the glorious battle against the Elves (or whoever)
    Daily Life: Much of your time is spent in combat, or training for it.
    Notables: Nobs (NE Male Goblin Ranger 6/Worg Cavalry 6) is a Worg Cavalryman who named his Worg "Mr. Woofums" just to get into fights with people.
    Organizations: The Worg Cavalry riders are a special unit in the Goblin military. They are an organization within an organization.

    NPC Reaction
    Most NPC's are reeeally nervous around you, but that's due to Mr. Woofums. If he's not around they tend to be vengeful what with you insulting them and all.

    WORG CAVALRY IN THE GAME
    This class assumes you are military, which can be awkward if the rest of the party isn't.
    Adaptation: Could go in a serious or silly campaign easily enough.
    Encounters: Worg Cavalry are usually encountered during raids, wartime, or on occasional missions (and then you usually stumble on them by accident).

    Sample Encounter
    EL 12: The PC's have been hired to prevent raids on a rich farmers herd of Giga Sheep. It seems the local Goblins are using Worgs to herd off individuals and rustle them.


    Nobs
    NE Male Goblin Ranger 6/Worg Cavalry 6
    Init +4, Senses: Listen +14, Spot +14, Dark Vision 60'
    Languages Common, Goblin, Orc
    ------------------------------------------------
    AC , touch , flat-footed (+1 Size, +4 Dex, )
    hp 54 (12 HD)
    Fort +10, Ref +14, Will +6
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +12, Grp +7
    Atk Options Favored Enemy (Elf +4, Magical Beast +2), Combat Style, Improved Mounted Combat
    Combat Gear
    Spells Prepared 1st: 2/day (DC 13)
    -----------------------------------------------
    Abilities Str 8, Dex 18, Con 10, Int 13, Wis 14, Cha 10
    SQ Worg Companion
    Feats Advanced Tunglsverd Style, Mounted Combat, Tunglsverd Style, Two Weapon Pounce, Endurance (B), Greater Two Weapon Fighting (B), Track (B), Two Weapon Defense (B), Two Weapon Fighting (B), Improved Two Weapon Fighting (B)
    Skills Climb +5, Handle Animal +12, Hide +13, Knowledge (Geography, Nature) +13, Listen +14, Move Silently +14, Ride +14, Spot +14, Survival +14, Tumble +10
    Possessions



    EPIC WORG CAVALRY

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Wolf Companion: At Level 25 the Worg Companion is replaced with a Guulvorg (see MM5).
    Bonus Feats: The Epic Worg Cavalry gains a Bonus Feat every 3 levels higher than 20th



    Tunglsverd Style
    des
    Prerequisites: BAB +4, Mounted Combat, Two Weapon Fighting
    Benefits: When performing a Mounted Charge with scimitars, you do x3 damage on a successfully confirmed critical hit.

    Advanced Tunglsverd Style
    des
    Prerequisites: BAB +12, Tunglsverd Style, Improved Two Weapon Fighting, Ride-By Attack
    Benefits: When performing a Mounter Charge or Ride-By Attack with Scimitars, their do 1 extra die of damage (i.e. for Goblins it means they do 2d4 instead of 1d4).

    Tunglsverd Mastery
    des
    Prerequisites: BAB +24, Advanced Hjorleikr Style, Spirited Charge, Two Weapon Pounce
    Benefits: If you perform a mounted charge with Scimitars, you automatically threaten a Critical hit.
    Last edited by Bhu; 2010-10-25 at 12:02 AM.
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  6. - Top - End - #1266
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    Quote Originally Posted by Bhu View Post
    WORG CAVALRY
    Ooo, I look forward to this! I was thinking for a long while about doing Goblin Ranger Substitution levels that granted them a Worg Animal Companion, kinda like how the Gnome and Elf Ranger sub levels handled it. I suppose you could get a Worg as an Improved Familiar, as per Complete Warrior, but that's only really viable if you're a Hexblade or Bard, really, what with the BAB requirement and whatnot.

    You should also look into Tremendous Charge (Dragonlance Campaign Setting), as I think it's a perfect feat for Worg riders, allowing the gobbo riding to focus on Dex and let the Worg's strength do the work.
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  7. - Top - End - #1267
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    Default Re: Any Orc/Goblinoid Fans??

    Cavalry is updated.

    I dont have Dragonlance what does Tremendous Charge do?
    Last edited by Bhu; 2010-10-09 at 01:17 AM.
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  8. - Top - End - #1268
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    Quote Originally Posted by Bhu View Post
    I dont have Dragonlance what does Tremendous Charge do?
    Basically, it allows you to use your mount's Strength bonus as your own for attacks, though it carries a chance that you'll break your weapon when doing so.
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    Quote Originally Posted by Mulletmanalive View Post
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  9. - Top - End - #1269
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    Default Re: Any Orc/Goblinoid Fans??

    Any Prerequisites for it?
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  10. - Top - End - #1270
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    Quote Originally Posted by Bhu View Post
    Any Prerequisites for it?
    I'm AFB at the moment, though I can let you know tomorrow.
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  11. - Top - End - #1271
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    Thats okay I can work it in as a Class Feature.

    First abilities are up.
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  12. - Top - End - #1272
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    Quote Originally Posted by Bhu View Post
    Thats okay I can work it in as a Class Feature.

    First abilities are up.
    Thinking about it, I think gaining a Worg at level 1 would make more sense, rather than waiting till 4th, as you are WORG CAVALRY and deserve to be badass from the get-go. Combining the 1st and 4th abilities is probably alright, I think, moving the 7th level ability down to 4th and devising something new for 7th, maybe mounted full attack or pounce, something like that, though Worg only really have a bite attack, so they don't really gain anything from pounce...
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  13. - Top - End - #1273
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    Animal Companion gives them multistrike, so i went with fear. How's it look now?
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  14. - Top - End - #1274
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    Quote Originally Posted by Bhu View Post
    Animal Companion gives them multistrike, so i went with fear. How's it look now?
    Looking pretty good, actually. Frightful Presence is a nice touch.

    The Two-Weapon Defense mount shield clause I think should just give the shield AC across both you and your mount, like a Rider's Shield from Races of Stone will do for you. Two-Weapon Defense isn't that great a feat, honestly, so giving it a little boost isn't gonna hurt anybody, especially when mounts don't normally get shield bonii.
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  15. - Top - End - #1275
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    OK it just needs the Style Feats and capstone. And maybe Mr. Woofums.
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  16. - Top - End - #1276
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    Quote Originally Posted by Bhu View Post
    OK it just needs the Style Feats and capstone. And maybe Mr. Woofums.
    I'd actually switch Tremendous Charge to the 2nd level and move everything back, personally. Bonus feats are all well and good but getting that bonus damage in earlier is probably desirable.

    I'd also think about an Epic feat for upgrading to the Dire Worg, the Guulvorg, from MM5.

    Doesn't he look cuddly?
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  17. - Top - End - #1277
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    made some changes. Lemme look the Guulvorg up I think I have MM5 floating around here somewhere...
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  18. - Top - End - #1278
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    Okay the Feats and Guulvorg are up. Any thoughts?
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  19. - Top - End - #1279
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    Looks alright, though nothing to really write home about.
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  20. - Top - End - #1280
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    Any thoughts you have on spiffing it up? I could replace the mounted combat feats with abilities
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  21. - Top - End - #1281
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    I changed the 5th level ability, I'm still thinking about the 8th level one.
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  22. - Top - End - #1282
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    Okay I modified Worg Cavalry again. As soon as I get this next PrC done I'll be doing the last 3 requests I have:

    LUTHICARITE

    [IMG]Picture URL[/IMG]

    "At least we get some peace when our husbands go off to kill the other races."

    The Luthicarites are a secret sect of martial artists among the Orc race. Secret because they'd probably be slaughtered as Heretics if they were ever revealed. As worshipers of Luthic they are required to be Healers and caretakers of the Orc race, and to be subservient to men. They are also forbidden like most Orc women to pursue combat, but in some instances as priestesses found themselves in the middle of such or on the receiving end of attacks by their own men. For this reason the Luticarite sect developed a martial art based on gentleness, disarming foes, and stopping them without damaging them.

    BECOMING A LUTHICARITE
    You must be an Orc Priestess of Luthic, and be accepted by the cult.

    ENTRY REQUIREMENTS
    Race: Orc
    Gender: Female
    Spells: Must be able to cast Divine spells and have Luthic as a Patron.
    Skills: Diplomacy 4 ranks, Heal 4 ranks, Knowledge (Religion) 4 ranks
    Feats: Improved Grapple, Improved Unarmed Strike
    Special: Must be sponsored by a current Luthicarite, and accepted by the others.

    Class Skills
    The Luthicarite's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Local, Religion)(Int), Move Silently (Dex), Sense Motive (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Kibarpay Training
    2. +1    +3     +0     +3    Unarmored Fighting, +1 Level of Divine Casting Class
    3. +2    +3     +1     +3    "Healing", +1 Level of Divine Casting Class 
    4. +3    +4     +1     +4    Kibarpay Training
    5. +3    +4     +1     +4    Unarmored Fighting, +1 Level of Divine Casting Class
    6. +4    +5     +2     +5    "Healing", +1 Level of Divine Casting Class
    7. +5    +5     +2     +5    Kibarpay Training, +1 Level of Divine Casting Class
    8. +6    +6     +2     +6    Unarmored Fighting, +1 Level of Divine Casting Class
    9. +6    +6     +3     +6    "Healing", +1 Level of Divine Casting Class
    10.+7    +7     +3     +7    Freedwoman, +1 Level of Divine Casting Class
    Weapon Proficiencies: A Luthicarite gains no new Weapon or Armor Proficiencies.

    Kibarpay Training (Su): At 1st Level if you successfully hit someone with a melee touch attack you may expend one of your Turn/Rebuke Undead attempts as a Free Action to Blind, Check, Confuse, Fatigue, or Stun an opponent for 1 round (they receive no Saving Throw).

    At 4th Level you can expend one daily use of your Turn Undead ability as a Free Action when making a Disarm, Grapple, or Trip Check. If it is a Disarm it provokes no Attack of Opportunity, and it may be done whether you have a weapon or not since you attack the arm wielding a weapon instead of the weapon (meaning the disarm attempt is a d20 roll plus Strength Modifier only). If you perform a Grapple you receive a +4 Enhancement Bonus to the Grapple Check to keep them in the Grapple. You may move or Pin them, but not damage them to keep this effect. If performing a Trip you provoke no Attack of Opportunity, and your opponent doesn't get to trip you in return if you fail. He also gets no Size Bonus to the Check. You get each of these abilities for the duration of the Encounter.

    At 7th Level if you succeed in using your 1st Level Ability you can opt to spend an additional number of daily uses of Turn/Rebuke Undead, and increase the length of the effect by 1 round per use. You may also opt to Paralyze foes instead of Stun them.

    Unarmored Fighting (Ex): At 2nd Level while unarmored, and carrying no more than a Light Load you gain a Bonus to Armor Class equal to your Wisdom Modifier plus your (Luthicarite Level divided by 5).

    At 5th Level when you are unarmored and carrying no more than a Light Load, your opponent does not get Competence or Circumstance bonuses to Damage rolls against you, nor does he gain extra damage from Power Attack.

    At 8th Level you cannot be Flanked while unarmored and carrying no more than a Light Load.

    "Healing" (Ex): At 3rd Level you gain the Poison Use ability, which is identical to the Assassin ability from page 181 of the DMG.

    At 6th Level you get a +4 Competence Bonus on Craft (Poison) and Heal Checks.

    At 9th Level your Cure or Inflict spells do one extra die of healing or damage.

    Freedwoman (Su): You may substitute your Wisdom Modifier for your Strength Modifier when making Disarm, Grapple, or Trip Checks. Your Unarmored Bonus to AC increases by +4. You gain 4 additional Turn/Rebuke Undead attempts per day.

    PLAYING A LUTHICARITE
    Men are a constant source of trouble. They go off to war and expect you to run things without engaging in fighting, when all the work is done by resentful slaves. Then they come back torn up and expect you to endure their beatings while tending their wounds. What buttheads. Good thing the sisters taught you nerve holds.
    Combat: The Luthicarites are expected to subdue males without harming them, or them realizing they've really been bested in a fight. On the other hand they have been known to quietly murder males who have stepped out of line if there are no witnesses...
    Advancement: Most Luthicarites live lives of seclusion or deception
    Resources: The Luthicarites are a small sect, and little if any power in the Orc Church. As such they are pretty much on their own.

    LUTHICARITES IN THE WORLD
    "There's something odd about her..."
    The Luthicarites are virtually unknown, even among their own people. Mostly because they kill anyone who discovers them or harms one of them. If they were discovered traditional Orc society would eat them alive and they'd be destroyed. Ironic since they still support the Orc war effort, hoping to change it from within.
    Daily Life: Much of your day is taken by religious duties, including the healing of injured warriors, and secretly studying the art of Kibarpay.
    Notables: Bahar (CN Female Orc Cleric 6/Luthicarite 6) is a typical sister in the order.
    Organizations: The Luthicarites are a secret organization, albeit a very small one.

    NPC Reaction
    NPC's tend to think your just another priestess of some heathen Orc God. Which means they hate and fear you. Other Orcs tend to think of you as just typical female chattel.

    LUTHICARITES IN THE GAME
    This is an awkward class to play socially. You subvert the expectations of Orc Society, but you aren't really against Orcs having power over the other races. It could prove difficult.
    Adaptation: This is for serious campaigns mostly, since the Luthicarites frequently assassinate anyone who discovers them, or causes harm to members of their order.
    Encounters: Luthicarites are Clerics, and expected to be healers so they can be found in times of war. Otherwise they keep to tehmselves.

    Sample Encounter
    EL 12: The PC's have been hired to act as mercenaries in the Orcs campaign against a Mindflayer incursion. They don't much care for the Orcs, but they hate the Mindflayers even worse. Things go bad when an Orc Major is poisoned, and the blame starts falling squarely on the shoulders of any Non Orc mercenaries when more deaths occur. The PC's had best find the murderer quickly, or eventually it'll be their heads on the block. But who has easy access to so many of the Orc military personnel?


    Bahar
    CN Female Orc Cleric 6/Luthicarite 6
    Init +5, Senses: Listen +2, Spot +2, Dark Vision 60', Light Sensitivity
    Languages Common, Orc
    ------------------------------------------------
    AC , touch , flat-footed (+1 Dex, +3 Wis, )
    hp 66 (12 HD)
    Fort +11, Ref +5, Will +12
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +8, Grp +9
    Atk Options Turn Undead 8/day, Kibarpay Training
    Combat Gear
    Spells Prepared
    0: 6 (DC 12)
    1st: 5 (DC 13)
    2nd: 5 (DC 14)
    3rd: 3 (DC 15)
    4th: 3 (DC 16)
    5th: 2 (DC 17)
    Caster Level 10
    -----------------------------------------------
    Abilities Str 12, Dex 12, Con 13, Int 10, Wis 14, Cha 12
    SQ "Healing", Unarmored Fighting
    Feats Divine Armor, Extra Turning, Improved Grapple, Improved Initiative, Improved Unarmed Strike
    Skills Bluff +5, Concentration +4, Diplomacy +5, Heal +6, Hide +5, Knowledge (Religion) +4, Move Silently +5, Spellcraft +3
    Possessions



    EPIC LUTHICARITE

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Spells You Caster Level continues to increase but you do not gain extra spells per day.
    Bonus Feats: The Epic Luthicarite gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2010-10-25 at 12:09 AM.
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  23. - Top - End - #1283
    Orc in the Playground
     
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    Just want to say Kudos to you for working on this!

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    Quote Originally Posted by PopcornMage View Post
    Just want to say Kudos to you for working on this!
    Thanks! It's nice to know people are reading!
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    Luthicarite fluff is up, it just needs abilities.
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    First of the Luthicarite abilities up. Still trying to decide on exactly what I want Kibarpay to do.
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    Daemon

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    Sorry for the long absence Bhu, I'm currently in the process of straightening the twisted tangles of my life

    As for the Kibarpay, I'd say the combination of Jujutsu and Brasilian Jujitsu (or Judo) would be good - tripping, applying strangleholds and elbow locks, with some more "mystical" elements being divinely empowered nerve cluster pokes and jabs. Perhaps with some more effective Krav Maga moves - groin, eye, armpit being good targets. Since most orcs are relatively tough, these should block movement rather than couse pain.

  28. - Top - End - #1288
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    OK all the Luthicarite stuff is up, except caster levels. Any thoughts on how many they should get?
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    Quote Originally Posted by Bhu View Post
    OK all the Luthicarite stuff is up, except caster levels. Any thoughts on how many they should get?
    They're kinda like an alternative Sacred Fist, so having a look at that PrC would probably give a good guide on how many CLs to grant. Since I don't have access to that book at the moment, my gut feeling says 8/10 casting. Since it's so dependent on turning, I'd recommend throwing in at the 1st level that Luthicarite levels stack with cleric levels for turning purposes.

    Also, Worg Rider never got a capstone...
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    Crap. I'll fix that.
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