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  1. - Top - End - #121
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    MiC whip? WHat is it and where can i find it?
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  2. - Top - End - #122
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    PAIN MANIFESTER



    "One day. One day they'll understand. One day they'll all die choking on their own teeth."

    There are misfits and outcasts in every generation, and Orc society is no exception. The scrawny and weak will be mercilessly beaten down physically and mentally in an "attempt to toughen them up". Most will die. Some will live but with little of their mind left, and have to be put down. And some will have just enough magical talent to have their madness overlooked (or perhaps they just manage to hide it well enough). Little more than rabid dogs, one day their frustration at being unable to summon a Familiar will be rewarded when their pain and hate manifests as a physical entity.

    BECOMING A PAIN MANIFESTER
    Pain Manifesters are Arcane spellcasters that have been tortured mentally and physically, and gone mad. They try for years to summon a familiar, and fail. One day they succeed, just not in a way anyone anticipated.

    ENTRY REQUIREMENTS
    Racial: Any Orcish.
    Class Abilities: Must be able to cast 2nd level or higher Arcane spells. Must be unable to summon a Familiar, or able to but not have done so.
    Skills: Knowledge (Arcane) 8 Ranks
    Special: Must have been tortured to the point of insanity (mentally or physically, doesn't matter).
    Feats: Retributive Spell


    Class Skills
    The Pain Manifester's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int)
    Skills Points at Each Level : 4 + int

    Hit Dice: d4

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Manifest Pain
    2. +1    +0     +0     +3    +1 Level of Arcane Spellcasting Class
    3. +1    +1     +1     +3    Empower Manifestation, +1 Level of Arcane Spellcasting Class
    4. +2    +1     +1     +4    +1 Level of Arcane Spellcasting Class
    5. +2    +1     +1     +4    +1 Level of Arcane Spellcasting Class
    6. +3    +2     +2     +5    Empower Manifestation, +1 Level of Arcane Spellcasting Class
    7. +3    +2     +2     +5    +1 Level of Arcane Spellcasting Class
    8. +4    +2     +2     +6    +1 Level of Arcane Spellcasting Class
    9. +4    +3     +3     +6    Empower Manifestation
    10.+5    +3     +3     +7    +1 Level of Arcane Spellcasting Class
    Weapon Proficiencies: Pain Manifesters gain no new weapon or armor proficiencies.

    Manifest Pain (Su): At will as a Standard Action you may summon all the hatred and pain you have bottled up over the years into a physical manifestation, similar to the way some Psions can create ectoplasmic guardians. It's appearance varies, and is up to you, however it's appearance does not affect it's abilities.

    Manifestation of Pain
    Medium Aberration (Chaotic Evil)
    Hit Dice: Hit Dice same as the Keepers
    Initiative: The Manifestation gets its Dexterity Bonus and an Enhancement Bonus equal to half your Pain Manifester level .
    Speed: Fly 50 ft. (10 squares), Perfect
    Armor Class: The Manifestation gets a Deflection Bonus to Armor case equal to your Pain Manifester level.
    Base Attack/Grapple: Same as the Keepers.
    Attack: Primary Attack +x melee (1d4+Strength Modifier)
    Full Attack: 2 Primary Attacks +x melee (1d4+Strength Modifier) and 1 Secondary Attack +x melee (1d4+Half Strength Modifier)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Horrific Appearance
    Special Qualities: Rejuvenation, Dark Vision 60', Energy Resistance 5 (Acid, Cold, Electricity, Fire, and Sonic), Immunities
    Saves: Saves same as the Keepers
    Abilities: Str, Dex, and Con are 10 plus your Pain Manifester levels. Int, Wis, and Cha are same as yours.
    Skills: Hide +4, Intimidate +4, Listen +4, Move Silently +4, Spot +4 (Don't forget to add stat or Feat bonuses)
    Feats: Choose 3 Feats
    Challenge Rating:
    Treasure: None
    Alignment: Always Chaotic Evil

    Decide what the Primary and Secondary attacks look like and whether they are bludgeoning, piercing, slashing, etc. Every 3 hit dice the Manifestation gains a Feat just like characters do. Every level it gains skill points as well.

    Horrific Appearance (Su): Identical to Ghosts ability on page 118 of Monster Manual.

    Immunities: The Manifestation is immune to mind affecting effects, death effects, sleep effects, paralysis, polymorph, energy drain, ability drain and damage, poison, disease, and non-lethal damage.

    Rejuvenation (Su): Identical to Ghosts ability on page 118 of Monster Manual. To get rid of a Pain Manifestation permanently, it's creator must be slain.

    The Pain Manifestation also gets several abilities from the following table (choose 1 for every 3 hit dice):

    Retributive Attack (Su): The Manifestations natural attacks gain an Enhancement bonus to hit and damage rolls equal to the highest amount of damage their creator has taken from a single hit this turn.

    Retributive Defenses (Su): Whenever the Manifestation is struck the attacker must make a Willpower Save (DC is 10 plus half hit dice plus Charisma) or take the damage as well. Prereq: Must be 12 or more Hit Dice.

    Retributive Gaze (Su): Death, 30', Fortitude Save negates (Save DC is 10 plus half Hit Dice plus Charisma Bonus). Prereq: Must be 12 or more Hit Dice.

    Retributive Blast (Su): Once every 1d4 turns the Manifestation can unleash a blast of energy in a 60' cone. Damage is equal to 4d6 plus the total damage it has suffered since last using the blast (if it is the first time using the blast it adds the total damage suffered so far in this encounter). The damage is untyped, foes may make a Willpower Save (DC is 10 plus half hit dice, plus Charisma modifier) to only take half damage.

    Retributive Armor (Su): The Manifestation gains DR 3/-. For every 3 points of damage dealt it's DR increases by 1 until the encounter has ended.

    Retributive Critical (Su): Against any foe that has harmed its creator, the Manifestation criticals on 18-20. These criticals do 3x damage.

    Retributive Shriek (Su): If the Manifestation ever takes 25% or more of it's hit points from a single blow, it may unleash a Retributive Shriek as a Free Action. All opponents within 60' must make a Willpower Save (DC is 10 plus the damage done to the Manifestation plus it's Charisma Bonus) or be Panicked for 2d6 rounds, and take a -3 Morale penalty to all rolls for 5 minutes after. Any opponents saving successfully still take a -2 Morale penalty to all rolls for 1d6 rounds.

    Retributive Grasp (Su): The Manifestation may make a Grapple Check as a Free Action without provoking an attack of opportunity if it hits successfully with its primary attack. A successful Grapple check allows it to Constrict each round doing damage equal to the last hit it took before initiating the Grapple plus 1 point of temporary Constitution damage.

    Retributive Size (Su): Once per day, if your creator suffers a loss of more than 25% of his hit points, the Manifestation can increase to Huge Size for 1 hour. This adds +16 Strength, +8 Con, Deflection Bonus to AC increases by +5. Remember to add new size penalties and bonuses where appropriate to BAB, skills, and AC. Damage of Natural Attacks increases to 1d8. Prereq: Must be 12 or more HD.

    Retributive Reflection (Su): The Manifestation gains Spell Resistance equal to 10 plus it's hit dice. Any spell targeting it personally (i.e. the spell targets '1 creature') that doesn't make it through it's Spell Resistance is reflected back at the caster instead who takes the full effects.

    Retributive Power (Su): The Manifestation's Base Attack Bonus is equal to it's Hit Dice.

    Empower Manifestation (Su): At 3rd level you may cast Transmutation or Abjuration spells whose Range is listed as Personal on your Manifestation instead if it is within 60'.

    At 6th level all Abjuration or Transmutation spells you cast on your Manifestation have their Duration doubled.

    At 9th level you may sacrifice a spell of any level to heal your Manifestation as a Free Action if it is within 60'. Damage healed is 1d6 times the spell level plus your Charisma Modifier.


    PLAYING A PAIN MANIFESTER
    Hatred of pretty much every other living thing is what drives you. Life is pain, death is freedom. Many of your kind tend to go out in blazes of glory, not coincidentally causing a large death toll in the process. You pretend loyalty to your tribe, secretly waiting for the moment you can murder them all, and hoping they don't look too closely into the people who have been disappearing lately.

    Combat: Pain Manifester's prefer to avoid combat leaving that to their Manifestations. They much prefer to inflict the pain that has been done to them on helpless victims.
    Advancement: Pain Manifesters have the same options for advancement as most Sorcerers or Wizards. Most however obsessively try to make their Manifestations as powerful as they possibly can.
    Resources: Pain Manifesters are loners one and all. They have to threaten others to get their help.

    PAIN MANIFESTERS IN THE WORLD
    "Sir, I'd uh..I'd leave that one alone if I were you."
    Pain Manifesters usually spend time in arcane study, raving about the people who have wronged them (real or imaginary), plotting revenge, or maybe just staring into spce and muttering gibberish. People try to interact with you as little as possible.
    Daily Life: Plotting. Your life is all about plotting. You'll get them all one day. They'll see. See those Orcs over there whispering? It's obvious who they're whispering about. So obvious.
    Notables: Grendel (CE Male Orc Sorcerer 6/Pain Manifester 6). Life hasn't always been easy for Grendel. But then he found his new friend. A bigger, scarred, twisted, vaguely orcish thing from his own subconscious...
    Organizations: There are no organizations dedicated to assisting Pain Manifesters, though there have occasionally been some devoted to hunting them down...

    NPC Reaction
    NPC's are generally terrified completely of Pain Manifesters. After all you're a babbling lunatic prone to homicidal ravings who summons monsters and kills people seemingly at random.

    CLASS NAME IN THE GAME
    Statistically Pain Manifesters really aren't much different from other summoner types, they're just a bit more versatile in some ways, a bit less in others.
    Adaptation: This is a pretty dark NPC. It'll be for very dark or evil campaigns, or pretty much an NPC class.
    Encounters: It's easy to anger a Pain Manifester. People do it all the time without realizing it, sometimes just by saying hi. Unless one has been convinced to help with a tribal raid, the PC's will likely encounter one they've offended somehow or when they discover someone other than themselves is trying to take out the local orc tribe.

    Sample Encounter
    EL 12: The PC's have been hired to convince a local Orc tribe to back off from raiding the town. Upon sneaking into their village at night they find a great many of them dead, hanging from trees and mutilated. There are signs the rest have fled. Do they return to the town? Or find out what's going on?


    Grendel
    CE Male Orc Sorcerer 6/Pain manifester 6
    Init +1, Senses: Listen +9, Spot +0, Dark Vision 60'
    Languages Orc, Common
    ------------------------------------------------
    AC 22, touch 14, flat-footed 21 (+1 Dex, +3 Deflection, +3 Natural, +5 Armor)
    hp 78 (12 HD)
    Fort +6, Ref +5, Will +10
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Morningstar +8/+3 melee (1d8+1)
    Base Atk +6, Grp +7
    Combat Gear 2 Potions Cure Serious Wounds
    Spells Known (Caster Level 11) 0 (DC 13):Caltrops, Detect Magic, Detect Poison, Launch Bolt, Message, Read Magic, Resistance, Touch of Fatigue
    1 (DC 14):Backbiter, Mage Armor, Magic Missile, Ray of Enfeeblement, Spirit Worm
    2 (DC 15):Blindness/Deafness, Invisibility, Ray of Sickness, Ray of Weakness, Scorching Ray
    3 (DC 16):Fly, Greater Mage Armor, Mass Curse of Impending Blades, Protection from Energy
    4 (DC 17):Bestow Curse, Greater Resistance, Nightstalker's Transformation, Stoneskin
    5 (DC 18): Summon Monster V
    -----------------------------------------------
    Abilities Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 16
    SQ Light Sensitivity, Manifest Pain, Empower Manifestation
    Feats Combat Casting, Greater Spell Penetration, Improved Initiative, Retributive Spell, Spell Penetration
    Skills Concentration +11, Intimidate +12, Knowledge (Arcana) +8, Listen +9, Spellcraft +8
    Possessions+3 Ring of Protection, +3 Amulet of Natural Armor, +5 Bracers of Armor, Wand of Lightning Bolts (10th), 2 Potions Cure Serious Wounds, +1 Morningstar



    Manifestation of Pain
    Medium Aberration (Chaotic Evil)
    Hit Dice: 12d8+36 (90 hp)
    Initiative: The Manifestation ges its Dexterity Bonus and an Enhancement Bonus equal to half your Pain Manifester level .
    Speed: Fly 50 ft. (10 squares), Perfect
    Armor Class: 19 (+3 Dex, +6 Deflection), touch 19, flat-footed 16
    Base Attack/Grapple: +12/+15
    Attack: Claw +12 melee (1d4+3)
    Full Attack: 2 Claws +12 melee (1d4+3) and 1 Bite +7 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Horrific Appearance, Retributive Critical, Retributive Size, Retributive Power
    Special Qualities: Rejuvenation, Dark Vision 60', Energy Resistance 5 (Acid, Cold, Electricity, Fire, and Sonic), Immunities, Retributive Armor
    Saves: Fort +6. Ref +5. Will +10
    Abilities: Str 16, Dex 16, Con 16, Int 8, Wis 10, Cha 16
    Skills: Hide +7, Intimidate +7, Listen +4, Move Silently +7, Spot +4
    Feats: Power Attack, Cleave, Great Cleave, Improved Sunder, Combat Brute
    Alignment: Always Chaotic Evil




    EPIC Pain Manifester

    Hit Die: d4
    Skills Points at Each Level : 4 + int
    Spellcasting The Epic Pain Manifester's caster level is equal to her class level minus 2. Her number of spells per day doesn't increase after 20th level.
    Empower Manifestation The Epic Pain manifester's Pain Manifestation gains another ability at Level 22, and every 3 levels thereafter.
    Bonus Feats: The Epic Pain Manifester gains a Bonus feat for every 3 levels higher than the 20th.
    Last edited by Bhu; 2009-01-06 at 06:09 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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  3. - Top - End - #123
    Bugbear in the Playground
     
    RationalGoblin's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    I said I'd comment more, so I will.

    That being said, the PAIN MANIFESTER (I think it works better as a catchy name for a prestige class if you type it in all caps) is great.

    Though, you have a lot of "angry" PrCs. Now, don't get me wrong, everyone gets angry once in a while, but this is a bit over the top. In a good way, of course.

    Still, the PAIN MANIFESTER concept is really awesome and dark. Summoning the literal embodiment of your sheer hatred towards all things? Nice.
    Rational Goblin Avatar by C-Lam. Thanks!

    Ixtlan, World of Exploration, my campaign setting. Currently on hiatus.

  4. - Top - End - #124
    Bugbear in the Playground
     
    dyslexicfaser's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Didn't you know, CFG?

    Orcs are ALWAYS angry.

    By MiC whips I meant the whips in the Magic Item Compendium: one is called Sand Lash, there's another one made of water whose name I forget... maybe a few others.

    The PAIN MANIFESTER is a neat idea, fluff-wise.
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

    Spoiler
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  5. - Top - End - #125
    Dwarf in the Playground
     
    Devin's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    I have a question about Retributive Critical. Does the special critical only work on foes who have harmed its creator? If so, I think it could be worded a little more clearly by putting the requirement first. Also, it's hard to tell whether only the criticals do three times damage, or all attacks. I'd word it more like this: Against any foe that has harmed its creator, the manifestation criticals on 18-20. These criticals do 3x damage.

    Also, I've liked a lot of your classes so far, and I'm looking forward to the goblin classes.
    Last edited by Devin; 2008-04-19 at 05:19 AM.

  6. - Top - End - #126
    Bugbear in the Playground
     
    watsyurname529's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    One comment on the subject of lethal whips, just use a Whip-Dagger. I can't remember were it's from but that does the same thing as a whip with a 1d4 damage at the end.

    Next thing, I'm soon going to be starting another PrC so I want your opinion on what to do next. So far the ideas I have currently are:

    The Armor Smith: Armor version of my Greatsmith/Sneakysmith.
    The Iron Hob: A Hobgoblin specializing in either Heavy Armor or an exotic Hobgoblin Shiftplate (homebrew Item).
    The Bug Thug: A Rogue (and maybe Setting Sun) Bugbear.
    The Lullabye Blade: A goblin that uses bardic music to put his targets to sleep/give them terrible nightmares/fear, etc.

    Or any other ideas you have. But for now, here's another one of my already done PrC's.

  7. - Top - End - #127
    Bugbear in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    Warhorn Charger

    "The horn is the true call of battle."

    The Warhorn Charger is the Orc or Hobgoblin that leads the charge. He is usually the leader of the warband. He can inspire a number of effects in his allies making them powerful in battle. He eventually can send them into a frenzy of rage and they destroy all in their path. When you hear the horn of an Orc or Hobgoblin, you better be ready for it.

    Becoming a Warhorn Charger
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Race: Orc or Hobgoblin
    BAB: +4
    Feats: Lingering Song
    Skills: Preform(Wind Instruments) +7
    Special: Bardic Music

    Class Skills
    Warhorn Charger's class skills (and the key ability for each skill) are:
    Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Preform (Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
    Skills Points at Each Level : 4 + Int Mod

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +0    Horn Music, Warhorn Charge
    2. +1    +0     +3     +0    Instrument of Battle
    3. +2    +1     +3     +1    Inspire Dynamic Courage
    4. +3    +1     +4     +1    Rage 1/Day, Aura of Confidence
    5. +3    +1     +4     +1    Adamantine Rhythm 
    6. +4    +2     +5     +2    Fortissimo Blast
    7. +5    +2     +5     +2    Health Crescendo 
    8. +6    +2     +6     +2    Uncanny Dodge
    9. +6    +3     +6     +3    Rage 2/Day, Allegro Charge
    10.+7    +3     +7     +3    Frenzy Fanfare
    Weapon Proficiencies: A Warhorn Charger gain no proficiency with any weapon or armor (but see Instrument of Battle below).

    Horn Music: A Warhorn Charger's instrument of choice is the horn. A Warhorn Charger must use a horn, trumpet, etc. when using any of their class abilities. A Warhorn Charger's class levels stack with Bard Levels to determine the number of uses of Bardic Music.

    Warhorn Charge (Ex): A Warhorn Charger's signature ability is to lead the charge. A Warhorn Charger may, as a Full-Round action, combine a Bardic Music effect and a charge attack. The Warhorn Charger gains a bonus on any attack and damage Rolls made during the charge equal to his Charisma bonus (minimum +1). A Warhorn Charge uses up two of the Warhorn Charger's bardic music uses for the day. Any bardic music effect created by a Warhorn Charge has its duration halved (round up), but also provides additional benefits as described below:
    -Adamantine Rhythm: DR 7/Adamantine
    -Inspire Courage: +1 more
    -Health Crescendo: 5 x (Cha Mod +1)
    -Allegro Charge: Increases by two die (i.e. +1d12)

    Instrument of Battle (Ex): Sometimes a Warhorn Charger's only available weapon is his horn, and he can turn it into an instrument of battle. A Warhorn Charger may use his horn, trumpet, etc. as a weapon. Treat the instrument as a light melee weapon that deals 1d6 points of bludgeoning damage and has a critical range of 20/x2. You may select feats that normally only apply to weapons for your instrument (e.x. Weapon Focus (tuba), etc.).

    Rage (Ex): A Warhorn Charger can fly into a rage once per day. This functions like the Barbarian class feature except where noted. A Warhorn Charger can begin and concentrate on bardic music and use any feats related to bardic music while he is raging. At 9th Level a Warhorn Charger gains an additional use of Rage.

    Aura of Confidence (Su): The very presence of a 4th level Warhorn Charger instills great morale into his charging allies. All allies within 30ft. of the Warhorn Charger when he makes a charge attack gain a bonus on attack rolls and AC equal to his Charisma bonus (minimum +1). Allies receive these bonuses only when making a charge attack.

    Adamantine Rhythm (Ex): A Warhorn Charger can spend two uses of bardic music to make his allies (including himself) as hard as adamantine. Each ally that can hear the Warhorn Charger gains DR 5/adamantine for as long as the Warhorn Charger plays and for 5 Rounds after he stops, including the Lingering Song feat. This requires 10 Ranks in Perform.

    Fortissimo Blast (Ex): A Warhorn Charger can spend two or more uses of bardic music to create a massive sound blast from his horn, dealing sonic damage to all in range. The damage and shape of the blast scale as follows:
    Total 2 bmu: 1d6/2 levels, 15ft Cone
    Total 4 bmu: 1d8/2 levels, 20ft Cone
    Total 8 bmu: 1d10/2 levels, 30ft Cone
    Total 12 bmu: 1d12/2 levels, 45ft Cone

    Health Crescendo (Ex): A Warhorn Charger can spend two uses of bardic music to give his allies (including himself) great health. Each ally that can hear the Warhorn Charger gains a number of temporary hitpoints equal to (5 x Cha Mod) plus a +2 Bonus on Fort Saves. The effect lasts for as long as the Warhorn Charger plays and for 10 Rounds after that, including the Lingering Song feat. This requires 12 Ranks in Perform.

    Uncanny Dodge (Ex): At 8th level, a Warhorn Charger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Warhorn Charger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    Allegro Charge (Ex): A Warhorn Charger can spend one use of bardic music to give all allies (including himself) a 10ft bonus to their land speed. Also, if they make a charge, they do an extra +1d8 damage at the end of the charge. This effect lasts for as long as the Warhorn Charger plays and for 10 Rounds after that, including the Lingering Song feat. This requires 14 Ranks in Preform.

    Frenzy Fanfare (Ex): A Warhorn Charger can instill a mad frenzy in his allies, giving them increased strength and endurance in battle. A Warhorn Charger can spend four uses of bardic music to give up to four allies (every ally after the fourth requires an additional use of bardic music) who can hear him a +4 Bonus to Strength and Constitution and a +2 Bonus on Will saves. This effect lasts for as long as the Warhorn Charger plays and for 5 Rounds after that, including the Lingering Song feat. This requires 17 Ranks in Perform.

    Playing a Warhorn Charger
    Fear? What is fear? You lead the charge with a mighty blow on your horn while your allies follow. You need allies to be effective and when you blow that horn, people should fear that sound.
    Combat: You will be in definite need of allies to win fights. You also will want to enhance your charging ability or work on your bardic music.
    Advancement: Warhorn Chargers usually become leaders of warbands or groups of thugs.
    Resources: Warhorn Chargers are generally respected in their tribes because they are the ones who lead the battle and usually are the reason of victory. They usually respected by their followers and allies and can usually find help among other tribes of their own race.

    Warhorn Chargers in the World
    "I heard the horn and the next thing I knew all those Orcs just burst into a frenzy and made a suicidal charge right for us." - Threy Aldrin, Adventurer.
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    Warhorn Chargers in the Game
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by watsyurname529; 2008-04-24 at 04:59 PM.

  8. - Top - End - #128
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Fixed Retributive Critical. I'd like to see the Bug Thug or Iron Hob Wats
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  9. - Top - End - #129
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    Default Re: Any Orc/Goblinoid Fans??

    I'll put my vote in for the Lullaby Blade.
    Last edited by Devin; 2008-04-20 at 02:52 AM.

  10. - Top - End - #130
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    or you could go the other way with pain manifesters, skinny, black clad orcs who listen to too much nu metal...
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    I need to peek at hte Warhorn Charger longer Wats. Ive never played a Bard or looked into their PrC's.

    And now, continuing my tradition of dark Orc PrC's, here's he Souless. I'm no sure I like it as it stands, but it is sort of a "Monster NPC" class.

    THE SOULLESS



    "......"

    Even among races which consider rage a way of life like the Orcs there are those who can succumb to the effects of constantly being in a negative emotional state. Some of them eventually begin to suffer from chronic depression. Some of them...suffer from something else. It is a rare thing among even the Orcs, but some succumb to a condition called "The Fading". Initially it resembles severe depression or possible psychosis. By the time someone realizes that the victims soul is rotting and crumbling away, it's too late to save them. And after enough time they won't care about being saved. Or even remember their former life. Even worse they can spread the condition.

    BECOMING A SOULLESS
    It is unknown how Soulless come into existence. Obviously if they fought a Soulless and became infected that's one way. But no one knows how the original Souless came to be, and how others spontaneously develop the affliction.

    ENTRY REQUIREMENTS
    Race: Any race that has Barbarian as a Favored Class.
    Class Abilities: Rage
    Feats: Extended Rage, Extra Rage, Instantaneous Rage
    Special: Must have fought a Soulless and become infected, or contracted the affliction in some other manner decided by the DM.



    Class Skills
    The Soulless' class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), or Spot (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +2    The Fading (Painlessness)
    2. +2    +3     +0     +3    The Fading (The 1st Death)
    3. +3    +3     +1     +3    The Fading (Sleeplessness)
    4. +4    +4     +1     +4    The Fading (The Second Death)
    5. +5    +4     +1     +4    The Fading (Depression)
    6. +6    +5     +2     +5    The Fading (Wrath)
    7. +7    +5     +2     +5    The Fading (The Last Death)
    8. +8    +6     +2     +6    The Fading (Carrier)
    9. +9    +6     +3     +6    The Fading (Endurance)
    10.+10   +7     +3     +7    The Fading (The Quiet Goodbye)
    Weapon Proficiencies: The Soulless gain no new weapon or armor proficiencies.

    The Fading (Ex): Beginning at 1st level a Soulless begins to live up to his name. His soul begins to crumble into so much metaphysical dust. At 1st level the effects aren't so bad: The Soulless becomes immune to pain and pain based effects (such as a Symbol of Pain) and non lethal damage from attacks. The Orc feels quite vigorous and is also immune to fatigue and exhaustion.

    By second level something noticeable is going on. Not only do you not feel pain, you're almost numb. At this point you no longer have a Constitution score. Bonus hit points, Fortitude Saves, and Concentration rolls are now based off of Charisma instead. You become immune to poison, paralysis, and stunning. You lose all ranks in Dex based skills except Hide and Move Silently. From this point forward you may no longer purchase ranks in any Dexterity based skill other than those two. You lose any Light Sensitivity should you possess it as a Racial quirk. You gain a Profane Bonus to your Reflex Saves equal to half your Charisma Modifier.

    At third level you may show some small symptoms attributed to some sort of disease. You no longer sleep, and are immune to sleep effects, and disease. Mental problems will now begin such as depression or paranoia. You lose the ability to Rage or Frenzy if you have either. You also gain a Profane Bonus to Fortitude Saves equal to your Charisma Modifier.

    At 4th level you are clinically insane, and your tribesmen will have begun to whisper about you. You no longer need to eat. You lose all ranks in Charisma based skills other than Intimidate, and can no longer buy ranks in Charisma Based skills except Intimidate. You are now immune to ability damage to physical ability scores, and immune to Ability Drain and Energy Drain. You also have a Profane Bonus to Willpower Saves equal to your Charisma Modifier.

    At 5th level you have begun what most will consider a slide into severe depression, or a very powerful curse. You lose all ranks in Wisdom based skills except Listen and Spot, and can no longer buy ranks in Wisdom based skills except Listen and Spot. You are now immune to all mind-affecting effects. You are no longer affected by Raise Dead or Reincarnate abilities. As of this point Resurrection or True Resurrection will still fix your condition, and allow you to trade in levels of Soulless for levels of Barbarian, even if you are killed. After this level though you may not be Resurrected unless Miracle or Wish is cast first. You gain a Profane Bonus to Critical Confirmation rolls equal to your Charisma Modifier.

    At 6th level you occasionally stir to life at random, usually to kill someone or something. You gain a +4 permanent Bonus to Strength. To recognize friend from foe you must make a DC 20 Wisdom check. If it is a close friend or someone you have known well you gain a +4 Bonus on the roll. If it is a close family member or someone you would die for you gain a +6. You will attack anything you do not recognize as a friend that spends more than 5 minutes in your presence.

    At 7th level you are dead. Your type changes to Undead, and you now have all the traits of an Undead creature that you do not already possess. You are immune to Turning. You lose all ranks in Intelligence based skills, and may no longer purchase ranks in them. You are not considered mindless despite this.

    At 8th level you become infectious. Any being you kill will rise as a Zombie within 1d6 hours. Any being you injure (whether it is your unarmed attacks or your weapons) that survives the attack must make a Willpower Save (DC is 10 plus half your hit dice plus your Charisma modifier) or become infected with the Fading. The next time that creature can gain a level it must take a level of Soulless. You gain a Slam attack doing damage equal to your unarmed strike damage. You may do 2 Slams with a Full Attack. Your weapon and unarmed strike attacks are considered to be magic for the purposes of overcoming Damage Reduction, and are considered to have the Ghost Touch property.

    At 9th level you gain immunity to any spell or effect requiring a Willpower Save if it allows Spell Resistance. Your appearance begins to roughen, and you are very obviously dead (just not rotting). You no longer have memories of your life other than those of friends and family, and they will be gone by the time you gain the next level. Your alignment effectively changes to Neutral.

    At 10th level your soul is gone and you may not be Raised, Resurrected, or Reincarnated, even by deities. You may no longer recognize friend from foe and will attack anything alive or undead that crosses your path. There no longer exists any possibility of a cure for you. You gain another +4 permanent Bonus to Strength. Your Natural Armor Bonus increases by +10, and gains a Deflection Bonus to AC equal to your Charisma Modifier. You no longer speak or understand languages, and cannot communicate in any fashion even by telepathy. Your thoughts cannot be read as you no longer have any. You are immune to spells/attacks/effects that specifically target a soul as you no longer have one.


    PLAYING A SOULLESS
    Initially the Soulless just seems depressed or 'off' somehow. Other Orcs may perceive this as a weakness, and use it as an excuse to challenge him. The enhanced combat abilities will soon put a stop to this after you make a few examples of your fellow tribesmen. You won't feel pain anymore, so you'll be an excellent fighter. But eventually you won't feel emotions either, and you'll commit murder or torture or other acts of cruelty in order to feel something again. Others will simply think you have become a psychopath, or seen one battle too many. And then the withdrawal will begin. You'll sit motionless for hours, saying nothing, not responding to anyone, maybe not even if they hit you. Eventually people will notice you aren't eating anymore. Or sleeping. And your mate and children are dead by your hand. The Fading is rare enough most tribes won't know what to do and will simply exile you hoping you'll die, or try to have a Cleric cure something beyond their understanding. If a tribe has seen a Soulless before they'll try destroying you long before this.
    Combat: Soulless aren't tactical geniuses, especially after a few levels. They understand the concept of hiding in wait for ambush, but beyond that they just close into melee, hack, repeat.
    Advancement: Once you have taken a level of Soulless you may not take levels in any other class. That and the effects of this Prestige Class pretty much restrict your options.
    Resources: None. Soulless are on their own once exposed. Most will be driven into the wilderness to succumb to their fate.

    SOULLESS IN THE WORLD
    "If I say 'The Devil' to you, what do you picture in your head?"
    "Mmm...hollowness....and blackness..and emptiness."
    Initially you'll just be like any other tribesman. Then the odd behavior will start. Then the withdrawal. Eventually you'll slaughter anything not like yourself.
    Daily Life: Varies greatly, especially in the early stages when you'll start acting out. Eventually though all Soulless get the same blank lifeless stare, and do nothing but kill the living.
    Notables: Golka (CE Male Orc Barbarian 6/Soulless 6) Golka was injured fighting what everyone thought was a simple Orc zombie. Never among the best of the tribes warriors, he hasn't been the same since. To date he's murdered several tribesmen of various ages and genders for what is no discernable reason. He's been better than ever in battle on raids, so the Warchief has accepted his new eccentricities while privately telling the priests to think of something they haven't tried yet. If he can't be fixed soon they'll have to exile him or kill him...
    Organizations: None. There are some few tribesmen who know how to get rid of a Soulless, but they're an informal club at best. They may also band together to look for a cure, but most simply want to get rid of you.

    NPC Reaction
    Once someone realizes what you are, they probably flee in terror. Depending on how many levels of SOulless you have that won't take long.

    SOULLESS IN THE GAME
    Soulless are eventually a danger to themselves and the party. And they can be contagious. It's best to make them NPC's
    Adaptation: Soulless work best in a horror campaign.
    Encounters: At lower levels, PC's will encounter Soulless in raiding parties. At higher levels they'll be a random wilderness encounter or a legendary serial killer.

    Sample Encounter
    EL 12: The PC's encounter an Orc tribe exiling one of their own at a crossroads. Oddly enough the Orcs seem more afraid of him than the party, and even look as if they're trying to warn you off...


    Golka
    CE Male Orc Barbarian 6/Soulless 6
    Init +1, Senses: Listen +5, Spot +4, Dark Vision 60'
    Languages Orc, Common
    ------------------------------------------------
    AC 20, touch 14, flat-footed 19 (+1 Dex, +6 Armor, +3 Deflection)
    hp 102 (12 HD)
    Fort +12, Ref +7, Will +9
    ------------------------------------------------
    Speed 40 ft. ( squares)
    Melee +2 Shocking Burst Greataxe +20/+15/+10 (1d12+8+1d6 electricity/19-20, x3)
    Base Atk +12, Grp +18
    -----------------------------------------------
    Abilities Str 22, Dex 13, Con -, Int 6, Wis 10, Cha 14
    SQ Immunities, may not buy skill ranks in skills based on Dex/Wis/Cha, doesn't sleep or eat, Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, +2 on Critical Confirmation rolls
    Feats Power Attack, Cleave, Great Cleave, Improved Critical (Greataxe), Power Critical (Greataxe)
    Skills Climb +10, Hide +5, Intimidate +7, Jump +10, Listen +5, Move Silently +5, Spot +4
    Possessions +2 Shocking Burst Greataxe, +1 SR 19 Breastplate, +3 Ring of Protection. 1330 GP



    EPIC SOULLESS

    Hit Die: d12
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Soulless gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2009-01-07 at 05:50 AM.
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    move over grummsh, bhu's in town!
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    Quote Originally Posted by Jayngfet View Post
    I don't care what you feel.
    That pretty much sums up the Jayngfet experience.
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    Quote Originally Posted by watsyurname529 View Post
    Next thing, I'm soon going to be starting another PrC so I want your opinion on what to do next. So far the ideas I have currently are:

    The Armor Smith: Armor version of my Greatsmith/Sneakysmith.
    The Iron Hob: A Hobgoblin specializing in either Heavy Armor or an exotic Hobgoblin Shiftplate (homebrew Item).
    The Bug Thug: A Rogue (and maybe Setting Sun) Bugbear.
    The Lullabye Blade: A goblin that uses bardic music to put his targets to sleep/give them terrible nightmares/fear, etc.
    I vote for the Armor Smith or Iron Hob, as i like heavy armor characters, especially if your exotic Hob armor comes out as Battle Plate coolness =3
    Last edited by Cieyrin; 2008-04-21 at 11:23 AM.
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    Cool, then I'll get started on the Iron Hob next and probably the Bug Thug after that.

    But first, any comments on the Warhorn Charger?
    Last edited by watsyurname529; 2008-04-21 at 05:15 PM.

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    Quote Originally Posted by watsyurname529 View Post
    Cool, then I'll get started on the Iron Hob next and probably the Bug Thug after that.

    But first, any comments on the Warhorn Charger?
    I'm a lil fuzzy on Warhorn Charge. Do they get all of those abilities or do they choose 1?
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    I likes the Warhorn Charger, though I think the damage is a little high for it be a light weapon; for a medium creature, like most orcs and goblinoids, light weapons do a d4 or d6. Other than that, I likes the various powers, as they mesh well together for the creature.
    I'd also like to comment on Fortismo Blast and Allegro Charge; when you do an Allegro Charge w/ a Warhorn charge, does the bonus damage become a d12 or do you deal a d8 and a d12. Fortismo Blast is also kinda confusing and you rapidly get diminishing returns on damage, from the looks of it. maybe make it do half class level in dice, plus any additional Bardic Music uses for cone and damage?
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    Quote Originally Posted by Cieyrin View Post
    I likes the Warhorn Charger, though I think the damage is a little high for it be a light weapon; for a medium creature, like most orcs and goblinoids, light weapons do a d4 or d6. Other than that, I likes the various powers, as they mesh well together for the creature.
    I'd also like to comment on Fortismo Blast and Allegro Charge; when you do an Allegro Charge w/ a Warhorn charge, does the bonus damage become a d12 or do you deal a d8 and a d12. Fortismo Blast is also kinda confusing and you rapidly get diminishing returns on damage, from the looks of it. maybe make it do half class level in dice, plus any additional Bardic Music uses for cone and damage?
    Yea, I think I'll change it to d6 damage then. On the Allegro Charge, I reword it so that it becomes +1d12 instead of +1d8 damage; that's how it was intended but I'll make it clearer.

    On Fortissimo Blast, I like your suggestion. I'll change it to half class level plus additional Bardic music for larger area + damage.

    Anyway glad you like it. I had some fun naming all the abilities since I'm a band kid myself.

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    Okay, so I made some edits to the Warhorn Charger. I clarified the Allegro Charge text, got rid of the bonus feats, changed the Instrument of Battle damage to d6 and clarified some text, completely redid the Fortissimo Blast, edited some text on Freny Fanfare, and changed some of the skills.
    Last edited by watsyurname529; 2008-04-22 at 06:35 PM.

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    I like it Wats. No idea if it's over/underpowered cause of my lack o familiarity with bards. But I definitely like it.

    Unless anyone has any criticisms of he Soulless I guess I'll post the last PrC I have done shortly. After that I'll be slowly working on them here and at Wizards.
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    The way Fortismo Blast is now, I think it could be somewhat expanded, as I liked having the ability to modify the Blast w/ Bardic Music uses. So, having the base of half class level in d4s and 15' cone for a base of 2 Bardic Music uses, you already have the first expansion to 20' cone and d6s for 4 uses and you could continue to expand from there on an exponential basis, so 30' and d8s for 8 uses, 45' and d10s for 16 uses and so on. I'd also have the increase of the number of damage dice on a 2 uses/die basis.
    As for the Soulless, I don't know how I feel about it, as it seems to get increasingly more restrictive and who truly wants to gain levels in a class that restricts their ability to function? I think that the class would be better off as a template if anything, as you seem to be getting more penalized for finding a Soulless. It's like a disease or curse, like lycanthropy or vampirism, and should be treated as such.
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    Well, he did say it was supposed to be an NPC class...

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    Okay so I took your suggestion and put up a chart for Fortissimo Blast for Bardic Uses spent = damage.

    It takes a 12th Level Bard to get that ability minium for max bardic uses so it's actually quite nice in power level. You can make that massive blast but only once. I'm also considering uping the damage one die over all because the max it can be is 10dX's.

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    The Iron Hob

    "I am a running wall of steel. Just try to penatrate my armor."

    Hobgoblins are a warrior race gifted with increased constitution and dexterity. However, that dexterity is lost in restrictive armor, and any Hobgoblin knows to stay alive you can't get hit...much. So several cunning Hobgoblin armor smiths created Hobgoblin Shiftplate. A unique armor that allows for mobility and protection. An Iron Hob is a Hobgoblin dedicated to its use and perfection.

    BECOMING AN IRON HOB
    Most Iron Hobs are Fighters or Barbarians but can be any melee fighter. Crusaders and Warblades also sometimes choose this path of ultimate defense. Paladins are rare in this class.

    ENTRY REQUIREMENTS
    To qualify to become an Iron Hob, a character must fulfill all the following criteria:
    Race: Hobgoblin
    Base Attack Bonus: +5
    Feats: Heavy Armor Optimization, Exotic Armor Proficiency (Hobgoblin Shiftplate)
    Special: Must have a set of Masterwork Hobgoblin Shiftplate [see bottom of post].

    Class Skills
    Iron Hobís class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str)
    Skills Points at Each Level : 2 + Int Mod

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Mobile Wall, Shiftplate Mastery
    2. +2    +3     +0     +0    Steel Wall +1, Shift Charge
    3. +3    +3     +1     +1    Unbreakable, Iron Toughness
    4. +4    +4     +1     +1    Steel Wall +2, Armor Counter
    5. +5    +4     +1     +1    Impenetrable Shell, Iron Discipline
    Weapon Proficiencies: The Iron Hob gains no new weapon or armor proficiencies.

    Mobile Wall (Ex): A Hobgoblin knows they need to be mobile to be effective in war. When in Mobility form of Shiftplate, an Iron Hob ignores the speed penalty for heavy armor but still can only triple their speed when running.

    Shiftplate Mastery (Ex): An Iron Hob takes proficiency of shiftplate to a new level of mastery. An Iron Hob may now shift armor as a standard action instead of a full-round action.

    Steel Wall (Ex): An Iron Hob trains more and more in his armor and learns how to protect himself better. The AC bonus granted by both forms of Shiftplate are increased by +1. At 4th Level this bonus increases to +2.

    Shift Charge (Ex): An Iron Hob learns how to use the weight of his armor and momentum to cause greater damage on a charge. When in Mobility form and charging, you may choose to shift into Heavy Form as part of the charge. You lose the +2 to attack but deal x3 strength damage on attacks. You gain the benifits of Heavy Form after the charge is made.

    Unbreakable (Ex): An Iron Hob's practice and specialization with the armor grants increased protection for his body as blows seem to do less damage. An Iron Hob gains DR/Adamantine equal to his Iron Hob Class level in both Heavy and Mobility forms.

    Iron Toughness (Ex): An Iron Hob's long hours of practice in the metal armor grants them increased toughness as their bodies adapt to the iron and become extra tough. At 3rd Level you gain Immunity to Fatigue/Exhaustion and gain Improved Toughness as a bonus feat.

    Armor Counter (Ex): An Iron Hob's strong armor allows them to concentrate more on finding an opening than having to dodge and parry allowing them to get off counter strikes. In melee you may choose one opponent at a time for Armor Counter. Each time they miss you, by attack, spell, etc. you gain a cumulative +1 bonus to attack or damage (but not both) to your next attack against that opponent. If you are hit the bonus is cut in half (1 is cut to 0), if you hit or miss the bonus is reset to 0.

    Iron Discipline (Ex): An Iron Hob's training amounts to incredible discipline which gives them amazing will power. An Iron Hob gains Immunity to Fear and Fear effects and also gains a +3 bonus on Will Saves.

    Impenetrable Shell (Ex): An Iron Hob's final ability to withstand and block nearly any blow, even from the most seasoned veterans. Once per encounter, an Iron Hob may create an Impenetrable Shell as a Standard Action; you gain a +10 deflection bonus to AC till the start of your next turn; during this state you can move no further than 10ft at a time. Also, Once per Day, an Iron Hob may do a last ditch effort and create a Perfect Impenetrable Shell as a Standard Action; in this state you gain a +10 deflection bonus to AC and +5 DR; you can move no further than 20ft at a time; this Perfect Shell lasts for 5 rounds; and then once used, you can not use Impenetrable Shell until the next day.

    PLAYING AN IRON HOB
    Brief description on how to play the class you are designing.
    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: What resources might a member of this PrC be able to draw on..

    IRON HOB IN THE WORLD
    "That hohgoblin's armor is too damn tough, I can't get through it!"
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    IRON HOB IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
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    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.

    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions

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    Hobgoblin Shiftplate
    Exotic Heavy Armor
    Price: 1,750gp
    Armor Bonus: +8 / +6
    Max Dex Bonus: +2 / +4
    Armor Check: -7 / -4
    Spell Failure: 30%
    Speed: 20ft (Can only 3x speed running)
    Weight: 35lb.

    This heavy armor is akin to Banded Mail although forged with more precision as certain sections of the armor and slide and lock into different places reducing protection but giving greater mobility.

    This heavy armor was invented by Hobgoblins. They wanted heavy armor that gave them enhanced mobility to allow them to use their inceased natural dexterity. After seeing interlocking plate (RoS), the Hobgoblins set to work creating a set of armor that could be both strong like full-plate, but could also be unrestrictive. Thus came Shiftplate.

    This armor can shift from it's Heavy to it's Mobility forms and vice versa. Shifting takes a Full-Round action but can be reduced to one standard action if helped and it provokes an AoO. The stats for Heavy form is the first column, and the Mobility form the second one.
    Last edited by watsyurname529; 2008-04-24 at 05:04 PM.

  24. - Top - End - #144
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    Default Re: Any Orc/Goblinoid Fans??

    So yea, there's my latest PrC, THE IRON HOB! I thought it came out okay, and the max raw AC at level 5 is 30 without any other enhancements, but that's only once per day.

  25. - Top - End - #145
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    I'd make the bonus to will saves from Iron Discipline a +2.

    I like it. One of your best so far I think.
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  26. - Top - End - #146
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    Quote Originally Posted by Devin View Post
    Well, he did say it was supposed to be an NPC class...
    The idea is that at some point you can decide to be cured and switch out Soulless levels for Barbarian if you dont like the direction things are going. Or you pretty much become an NPC. It's sort of a NPC Monster Prestige Class for the most part.
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  27. - Top - End - #147
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    I like this class a lot watsyurname. It is both flavorful and powerful. Now don't take this the wrong way, but I felt as though some parts of your Prc were a little bit difficult to understand. I have included parts of your original post, edited for clarity below. If you like the way I fixed it up, great. If not, just keep it as is. I think this class would mesh really well with marshals, warblades specializing in white raven maneuvers, and war chanters (you may want to sneak in the war chanters double music ability in there some place).

    [QUOTE=watsyurname529;4213487]Warhorn Charger

    "The horn is the true call of battle."

    The Warhorn Charger is the Orc or Hobgoblin that leads the charge. He is usually the leader of a warband. He can inspire a number of different effects in his allies, making them powerful in battle. Eventually he can even send his allies into a frenzy of rage, allowing them to destroy everything in their path. When you hear the horn of a Warhorn Charger, you better be ready for it.

    Weapon Proficiencies: A Warhorn Charger gain no proficiency with any weapon or armor (but see Instrument of Battle below).

    Horn Music: A Warhorn Charger's instrument of choice is the horn. A Warhorn Charger must use a horn, trumpet, etc. when using any of their class abilities. A Warhorn Charger's class levels stack with Bard Levels to determine the number of uses of Bardic Music.

    Warhorn Charge (Ex): A Warhorn Charger's signature ability is to lead the charge. A Warhorn Charger may, as a Full-Round action, combine a Bardic Music effect and a charge attack. The Warhorn Charger gains a bonus on any attack and damage Rolls made during the charge equal to his Charisma bonus (minimum +1). A Warhorn Charge uses up two of the Warhorn Charger's bardic music uses for the day. Any bardic music effect created by a Warhorn Charge has its duration halved (round up), but also provides additional benefits as described below:
    -Adamantine Rhythm: DR 7/Adamantine
    -Inspire Courage: +1 more
    -Health Crescendo: 5 x (Cha Mod +1)
    -Allegro Charge: Increases by two die (i.e. +1d12)

    Instrument of Battle (Ex): Sometimes a Warhorn Charger's only available weapon is his horn, and he can turn it into an instrument of battle. A Warhorn Charger may use his horn, trumpet, etc. as a weapon. Treat the instrument as a light melee weapon that deals 1d6 points of bludgeoning damage and has a critical range of 20/x2. You may select feats that normally only apply to weapons for your instrument (e.x. Weapon Focus (tuba), etc.).

    Rage (Ex): A Warhorn Charger can fly into a rage once per day. This functions like the Barbarian class feature except where noted. A Warhorn Charger can begin and concentrate on bardic music and use any feats related to bardic music while he is raging. At 9th Level a Warhorn Charger gains an additional use of Rage.

    Aura of Confidence (Su): The very presence of a 4th level Warhorn Charger instills great morale into his charging allies. All allies within 30ft. of the Warhorn Charger when he makes a charge attack gain a bonus on attack rolls and AC equal to his Charisma bonus (minimum +1). Allies receive these bonuses only when making a charge attack.

    Adamantine Rhythm (Ex): A Warhorn Charger can spend two uses of bardic music to make his allies (including himself) as hard as adamantine. Each ally that can hear the Warhorn Charger gains DR 5/adamantine for as long as the Warhorn Charger plays and for 5 Rounds after he stops, including the Lingering Song feat. This requires 10 Ranks in Perform.

    Fortissimo Blast (Ex): A Warhorn Charger can spend two or more uses of bardic music to create a massive sound blast from his horn, dealing sonic damage to all in range. The damage and shape of the blast scale as follows:
    Total 2 bmu: 1d6/2 levels, 15ft Cone
    Total 4 bmu: 1d8/2 levels, 20ft Cone
    Total 8 bmu: 1d10/2 levels, 30ft Cone
    Total 12 bmu: 1d12/2 levels, 45ft Cone

    Health Crescendo (Ex): A Warhorn Charger can spend two uses of bardic music to give his allies (including himself) great health. Each ally that can hear the Warhorn Charger gains a number of temporary hitpoints equal to (5 x Cha Mod) plus a +2 Bonus on Fort Saves. The effect lasts for as long as the Warhorn Charger plays and for 10 Rounds after that, including the Lingering Song feat. This requires 12 Ranks in Perform.

    Uncanny Dodge (Ex): At 8th level, a Warhorn Charger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Warhorn Charger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    Allegro Charge (Ex): A Warhorn Charger can spend one use of bardic music to give all allies (including himself) a 10ft bonus to their land speed. Also, if they make a charge, they do an extra +1d8 damage at the end of the charge. This effect lasts for as long as the Warhorn Charger plays and for 10 Rounds after that, including the Lingering Song feat. This requires 15 Ranks in Preform.

    Frenzy Fanfare (Ex): A Warhorn Charger can instill a mad frenzy in his allies, giving them increased strength and endurance in battle. A Warhorn Charger can spend four uses of bardic music to give up to four allies (every ally after the fourth requires an additional use of bardic music) who can hear him a +4 Bonus to Strength and Constitution and a +2 Bonus on Will saves. This effect lasts for as long as the Warhorn Charger plays and for 5 Rounds after that, including the Lingering Song feat. This requires 18 Ranks in Perform.

  28. - Top - End - #148
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    Cool. I copied and pasted the edited versions of the abilities and yea, they read much better. Thanks.

    Also, Bhu, I made the bonus to Will saves +3 'cause I wanted it to be slightly better than the feat but I can change it back down if need be.
    Last edited by watsyurname529; 2008-04-24 at 03:14 PM.

  29. - Top - End - #149
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    ELDRITCH BERSERKERS

    [IMG]Picture URL[/IMG]

    "I could simply Lightning Bolt you, but lets make this interesting."

    Some Barbarians learn they have an inborn talent for magic. Most are too afraid to develop it due to the stigma attached to it in the society they live in. Some quietly practice a hadful of spells to the point that they become second nature, and can even be used while they are Raging.

    BECOMING AN ELDRITCH BERSERKER
    Most Eldritch Berserkers are Barbarians who discover they have an inborn talent for magic. Most end up becoming some form of arcane spellcasting class as well.

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Class Abilities: Rage
    Spells: Must be able to cast Arcane spells of at least 1st level
    Feats: Eschew Materials, Combat Casting
    Skills: Concentration 8 Ranks


    Class Skills
    The Eldritch Berserker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Spellcraft (Int), and Survival (Wis)
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Raging Caster (Rage magic)
    2. +1    +3     +0     +3    Enhanced Rage (Strength), +1 Level of Arcane Spellcasting Class
    3. +2    +3     +1     +3    +1 Level of Arcane Spellcasting Class
    4. +3    +4     +1     +4    Raging Caster (Armored Caster)
    5. +3    +4     +1     +4    Enhanced Rage (Defense), +1 Level of Arcane Spellcasting Class
    6. +4    +5     +2     +5    +1 Level of Arcane Spellcasting Class
    7. +5    +5     +2     +5    Enhanced Rage (Unstoppable), +1 Level of Arcane Spellcasting Class
    8. +6    +6     +2     +6    Raging Caster (Effortless Caster)
    9. +6    +6     +3     +6    +1 Level of Arcane Spellcasting Class
    10.+7    +7     +3     +7    Eldritch Power
    Weapon Proficiencies: Eldritch Berserkers gain no new weapon or armor proficiencies.

    Raging Caster (Ex): At 1st level you get Rage Magic. You may cast any spell that has no focus or material component so long as it is from the Conjuration, Evocation, or Necromancy schools, or has a Range of Personal while you are Raging.

    At 4th level you gain Armored Caster. You may cast spells wearing Light or Medium Armor with no chance of Spell Failure.

    At 8th level you gain Effortless Caster. You may cast 8 plus your Charisma Modifier spells as Spell Like Abilities instead of spells. These still take up spell slots, and are no longer subject to Metamagic Feats unless they affect Spell-like Abilities. These spells cannot be changed until you gain spells of a higher level, and then you may switch out one. For example once you get access to 5th level spells you may switch one of these spells out for a 5th level spell.

    Enhanced Rage (Su): At 2nd level you may sacrifice spells as a Free Action to increase the Strength Bonus you gain while Raging. The Extra Strength gained is equal to double the spells level, and lasts for the duration of your Rage. You may only sacrifice one spell per use of Rage in this manner. You may Rage 1 extra time per day.

    At 5th level you may also sacrifice 1 additional spell as a Free Action, to get an Enhancement Bonus to Saving Throws equal to the spells level. You may only sacrifice 1 spell per use of Rage in this manner.

    At 7th level you may also Sacrifice 1 additional spell as a Free Action to gain an Enhancement Bonus to all Sunder, Bull Rush, Grapple, and Overrun checks. Performing any of those actions does not provoke an attack of opportunity during your Rage. You may sacrifice 1 spell per use of Rage in this manner. You may Rage 1 additional time per day.

    Eldritch Power (Su): The spells you chose for Effortless Caster may now be cast as Supernatural Abilities. Casting one still uses up a spell slot, and it is still not subject to Metamagic Feats.

    PLAYING AN ELDRITCH BERSERKER
    An Eldritch Berserker has honed a small list of spells down so well that he can cast them even while Raging or out of sorts. While you appear to be a regular Orcish warrior, you carry a few surprises with you. You do your best to make people think you're a simple tribal fighter until the last possible moment.
    Combat: Soften up opponents with a few big area effect spells, charge in and start fighting while casting spells as well.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: Eldritch Berserkers are generally respected by their tribes, but they don't get any more resources than any other sorcerer or warrior. Mostly because many Eldritch Berserkers have an inborn sense of superiority to their fellow Orcs that tends to make everyone angry.

    ELDRITCH BERSERKER IN THE WORLD
    "Paw. Paw that Orc over there singed off mah eyebrows. Let's git 'im Paw!"
    Eldritch Berserkers have a sometimes uneasy life. Their path is an odd one among the Orcs, and many consider them to be freaks. And of course most other cultures hate them for being Orcs.
    Daily Life: Much of your time is taken up by Arcane study and practiceing your abilities. When not preparing for a raid you're trying to enhance your powers.
    Notables: Dren (CE Male Orc Sorcerer 3/Barbarian 3/Eldritch Berserker 6) Dren has been well known among his people for making their raids successful. After all bo one expects him to have any magical power since he's charging along with the front lines...
    Organizations: Eldritch Berserkers form a loose club of sorts for training purposes. It also helps when they tick off the tribes priests or warchiefs by doing something they don't agree with.

    NPC Reaction
    NPC's tend to react to an Eldritch Berserker the same way they would do any other Orc Berserker (i.e. preferably from a distance behind a fortified wall).

    ELDRITCH BERSERKER IN THE GAME
    Eldritch Berserkers should make your players a tad more paranoid about Orc warriors. God knows when they'll be whipping out a Fear spell or two.
    Adaptation: Eldritch Berserkers make a nice surprise (especially if they're on the opposing side). Should fit equally well in serious or silly campaigns.
    Encounters: PC's usually encounter Eldritch Berserkers as members of raiding parties.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL 12: Dren has been chosen to lead a raiding party into a nearby human city. He has overheard the jealous warchiefs plotting to have him killed in the melee and make it look like the humans did it. That way they rid themselves of a rival for power, and the tribe thinks the humans put down one of their greatest heroes, ensuing they'll follow the chiefs into total war. Dren knows the tribe can't survive all out war. As long as the raids are kept small things will be okay, otherwise he'd have pressed for war himself. So does he escape in the night? Or try to sabotage the raid and keep the slaughter of his fellows to a minimum. And how to get revenge on the warchiefs...


    Dren
    CE Male Orc Sorcerer 3/Barbarian 3/Eldritch Berserker 6
    Init +1, Senses: Listen +5, Spot +0, Dark Vision 60'
    Languages Orc, Common
    ------------------------------------------------
    AC 23, touch 14, flat-footed 22 (+1 Dex, +5 Armor, +4 Natural, +3 Deflection)
    AC Raging 21, touch 12, flat-footed 20 (-2 Rage, +1 Dex, +5 Armor, +4 Natural, +3 Deflection)
    hp 44 (12 HD), 68 hp Raging
    Fort +9 (+11 Raging), Ref +5, Will +9 (+11 Raging)
    Uncanny Dodge
    ------------------------------------------------
    Speed 40 ft. (8 squares), 30 ft. in Armor
    Melee +1 Greatsword +13/+8 (2d6+6/19-20)
    Melee Raging +1 Greatsword +15/+10 (2d6+9/19-20)
    Base Atk +8, Grp +12 (+14 Raging)
    Atk Options Raging Caster
    Combat Gear
    Spells Known (Caster Level 11): 0 (DC:13, 6/day): Caltrops, Daze, Detect Posion, Detect Magic, Flare, Read magic, Touch of Fatigue
    1 (DC:14, 7/day): Chill Touch, Lesser Orb of Sound, Magic Missile, Ray of Enfeeblement, Shocking Grasp
    2 (DC:15, 7/day): Burning Sword, Ghoul Touch, Scorching Ray
    3 (DC:16, 5/day): Dragonskin, Vampiric Touch
    Supernatural Abilities Enhanced Rage (Strength, Defense), Rage 2/day
    -----------------------------------------------
    Abilities Str 18 (22 Raging), Dex 12, Con 10 (14 Raging), Int 6, Wis 11, Cha 16
    SQ Fast Movement, Trap Sense +1, Metamagic Specialist (see page 60 of the PHB II)
    Feats Combat Casting, Eschew Materials, Instantaneous Rage, Practiced Spellcaster, Quicken Spell
    Skills Climb +5, Concentration +8, Intimidate +5, Jump +5, Knowledge (Arcana) +3, Listen +5, Spellcraft +3
    Possessions Rhino Hide Armor, +1 Spell Storing Greater Dispelling Greatsword, +4 Amulet of Natural Armor, +3 Ring of Protection, 485 GP



    EPIC ELDRITCH BERSERKERS

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Rage At 22nd level, and every 5 levels thereafter you gain an additional Daily use of Rage.
    Bonus Feats: The Epic Eldritch Berserker gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2009-01-16 at 07:44 AM.
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  30. - Top - End - #150
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    I believe "Eldritch" is usually used for Warlock PRCs(ie, Eldritch Disciple and Eldritch Theurge).

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