Author Topic: Goblinoids  (Read 36158 times)

Offline bhu

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Re: Goblinoids
« Reply #20 on: November 10, 2011, 02:54:47 AM »
PSYCHIC EXPERIMENT


   
"Needles again? I'm really beginning to hate needles..."

 Primitive goblinoids are often used for experiments, mostly because they are easy to find, and most came as a result of experimentation anyway.

BECOMING A PSYCHIC EXPERIMENT
You have to be a poor, unfortunate forest dwelling goblinoid primitive living your life normally (i.e. killing anything non-goblinoid).  Then you have to be kidnapped by a sadistic madman hellbent on making you part of his army of private supermen.  Sometimes he even succeeds.

 ENTRY REQUIREMENTS
   Race:  Varag or Forestkith
   Feats: Must have one of the following Feats: Chaotic Mind, Closed Mind, Force of Will, Hostile Mind, Mental Resistance, Psionic Hole
   Skills:  Hide 8 ranks, Move Silently 8 ranks, Survival 8 ranks
   Base Saving Throws:  Must have a Base Fortitude or Reflex Save of +5
   Special:  Must have been kidnapped by a psychopathic madman and endured a "life enhancing brain operation".


Class Skills
 The Psychic Experiment's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Enhanced Brain
2. +1    +3     +0     +3    Addicted to the Rageohol
3. +2    +3     +1     +3    Enhanced Fleeing Skills
4. +3    +4     +1     +4    Enhanced Brain
5. +3    +4     +1     +4    Addicted to the Rageohol
6. +4    +5     +2     +5    Enhanced Fleeing Skills
7. +5    +5     +2     +5    Enhanced Brain
8. +6    +6     +2     +6    Addicted to the Rageohol
9. +6    +6     +3     +6    Enhanced Fleeing Skills
10.+7    +7     +3     +7    Nega-Psychic


Weapon Proficiencies: A Psychic Experiment gains no new weapon or armor proficiencies.
 
Enhanced Brain (Ex): Due to the operations you have suffered, you ability to resist psionics has been enhanced. At 1st level you gain new abilities based on which Feat you used to qualify for the class (and this may not be changed later, you only get the class abilities for that feat):

Chaotic Mind: Anyone attempting to access your mind (i.e. spells like Detect Thoughts or powers like Read Thoughts), must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Bonus) or be Stunned for 1 round.

Closed Mind: Your Bonus to resist powers increases to +4.

Force of Will: You gain a +2 Bonus to your Willpower Save when using this Feat.

Hostile Mind: If your opponent fails his Saving Throw he now takes 3d6 damage.

Mental Resistance: Your DR from this Feat now affects Ability Drain or Burn.

Psionic Hole: If your opponent loses his Psionic Focus due to this Feat, his Concentration DC check to get it back increases to 25 for the rest of the encounter.  In addition he must expend 1 power point when making the Concentration check.


At 4th level your anti psionic powers increase again:

Chaotic Mind: Anyone attempting to access your mind (i.e. spells like Detect Thoughts or powers like Read Thoughts), must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Bonus) or be Paralyzed for 1d4 rounds.

Closed Mind: Your Bonus to resist powers increases to +6.

Force of Will: You gain a +4 Bonus to your Willpower Save when using this Feat.

Hostile Mind: If your opponent fails his Saving Throw he now takes 4d6 damage.

Mental Resistance: Your DR from this Feat now increases to DR 5/-.

Psionic Hole: Your opponent must now expend power points equal to double your Wisdom Modifier.


At 7th level

Chaotic Mind: Anyone attempting to access your mind (i.e. spells like Detect Thoughts or powers like Read Thoughts), must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Bonus) or suffer 1d6 Intelligence, Wisdom, and Charisma Drain.

Closed Mind: Your Bonus to resist powers increases to +8, and applies to magic as well as psionics.

Force of Will: You gain a +6 Bonus to your Willpower Save when using this Feat.

Hostile Mind: If your opponent fails his Saving Throw he now takes 5d6 damage.

Mental Resistance: Your DR from this Feat now increases to DR 8/-.

Psionic Hole: Your opponent must now expend power points equal to double your Wisdom Modifier to regain his Psionic Focus as well.


Addicted to the Rageohol (Ex): By 2nd level you've gotten pretty darn tired of listening to the jokes about your big head.  And lo it becomes your weapon o' vengeance.  At 2nd level you can go into a fit if rage as a Free Action, even if it isn't your turn.  This fit of rage has all the usual disadvantages of Barbarian Rage (See PHB page 25), but instead of stat bonuses you gain a Headbutt attack as a Primary Natural Weapon.  This attack does 2d6 plus double your Strength modifier.  If you succeed in confirming a critical hit with this attack your opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be Stunned 1 round.  The fit of rage lasts for the duration of the encounter, and may be used once per day.  Usually after the first display no on else is willing to ____ you off the rest of the day.

At 5th level you can enter a fit of rage twice per day.  Your headbutt now does 3d6 plus double Strength modifier, and your opponent must Save or be Stunned with any successful hit, not just a critical.  When he succeeds with a critical the opponent must make the Fortitude Save or be Stunned 1d4 rounds.

At 8th level you can enter a fit of rage 3 times per day.  Your headbutt now does 4d6 plus double Strength modifier.  Also, if you use it against a psionic opponent, they lose 1d6 power points with each successful hit.

Enhanced Fleeing Skills (Ex): Running away is an unfortunate fact of life for you as the people who hate and fear you tend to have more friends with pitchforks than you do.  At 3rd level you can move through difficult terrain or over obstacles that don't completely block movement at your full speed.

At 6th level you can move at full speed while making Hide or Move Silently Checks or at half move while Climbing without taking a penalty to the Skill Check.

At 9th level your movement does not provoke attacks of opportunity, and your opponent gains no bonuses to attack you when you are prone.

Nega-Psychic (Su): At 10th level your brain interferes with psychic powers quite phenomenally, especially when it's at close range.  You've also gained a bit more self control.  You can now use your headbutt attack at will without having to enter a fit of rage (i.e. you have the benefits of the Rageohol without the bitter side effects).  Plus if you successfully critical with a Headbutt, your psionic opponents must make a Willpower Save (DC is 10 plus half Hit Dice plus Constitution Modifier) whenever he attempts to Manifest a power within the next 3 rounds, or he must spend an extra 10 power points to Manifest it.

PLAYING A PSYCHIC EXPERIMENT
 Some jerk popped you out of your hut one night after dosing you with ether, popped your brain out of your skull, did something to it, and then sewed it back in.  Now you have bolts in your neck and some forehead scarring.  or maybe your brain is actually visible, or your head has swelled tremendously.  Which means meaningful romantic relationships will be difficult to come by.  And consequently you're a little bit ticked off.
 Combat: Psychic Experiments generally tend to flee larger numbers of foes, or ones that may be more powerful.  They just want to live and forget what has happened to them.  But against Psionics they can be quite powerful.
 Advancement: Advancement is a harsh concept for most Psychic Experiments.  If they're under the thumb of their maker, they advance in any manner he chooses.  If they aren't, they're probably an outcast just about everywhere, and they advance by just trying to survive.
Resources: Psychic Experiments sometimes are on good terms with their creators, and if so they may call on them for aid.  But usually they're fleeing for their lives from them, and just about everyone else. 

PSYCHIC EXPERIMENTS IN THE WORLD
"you're seeing the freak? The guy with bolts in his neck? Why?"
 Interaction with the world is limited to fleeing your "master", and mobs of people who for some reason won't accept you just want to live your life in peace and get sloshed on hallucinatory berries on the weekend like every other person does.
 Daily Life: Life consists of fleeing people who want to kill you, making horribly misunderstood passes at women which creates mobs of people who want to kill you, and occasionally getting fed up with it all long enough to do someone serious damage.
 Notables: Grot (CN Varag Scout 6/Psychic Experiment 1) led a normal (and to his view satisfying) life until he was kidnapped and worked on by some crazy black skinned elf lady who made his head grow big.  Now he really hates elves.  And of course anyone mentioning the head thing...
 Organizations: Psychic Experiments are often kidnapped by organizations, but they don't usually belong to them. 

NPC Reaction
 You're an obvious Frankenstein's monster.  Worse yet you actually hit on "normal" women.  The crowd can be a tad unforgiving about it sometimes.

PSYCHIC EXPERIMENTS IN THE GAME
 Psychic Experiments are pretty good in psionic campaigns, but they'll be of little use if there aren't many psis around for them to bash.
 Adaptation: This is presented as a semi-serious class, but it would work in a horror campaign too.
 Encounters: PC's generally encounter you fleeing a bunch of people hellbent on your death.  Or maybe they find you hiding out somewhere in the woods, or just going crazy after the 100th person that day has commented on the size of your forehead.

Sample Encounter
EL 12: The PC's wonder into town to see a large crowd watching a weird furry goblin headbutting a drunken bar patron to his knees. 


Grot
CN Varag Scout 6/Psychic Experiment 1
Init +9, Senses: Listen +4, Spot +4, Scent, Dark Vision
Languages Goblin
------------------------------------------------
AC 26, touch 14, flat-footed 22 (+4 Dex, +3 Natural, +9 Armor)
hp 59 (10 HD)
Fort +7, Ref +12, Will +5
Uncanny Dodge, Evasion, Battle Fortitude +1
------------------------------------------------
Speed 70 ft. (14 squares)
Melee +3 Short Sword +14/+9 (1d6+8/17-20)
Base Atk +6, Grp +11
Atk Options Skirmish (+2d6, +1 AC),
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 20, Dex 18, Con 15, Int 8, Wis 10, Cha 8
SQ Can always Take 10 on a Move Silently check, Trapfinding, Trackless Step, Flawless Stride, Fast Movement
Feats Hostile Mind, Improved Initiative, Improved Skirmish, Telling Blow, Run (B), Spring Attack (B), Track (B)
Skills Climb +7, Concentration +5, Hide +12, Jump +11, Knowledge (Nature) +1, Listen +4, Move Silently +20, Search +1, Spot +4, Survival +8, Tumble +7 (+11 Track by Scent)
Possessions +3 Keen Short Sword, +5 Chain Shirt, Survival Pouch, Amulet of Catapsi, Boots of Sidestepping, 1 Potion of Cure Serious Wounds, 390 GP



EPIC PSYCHIC EXPERIMENTS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Psychic Experiment gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: January 10, 2017, 01:00:32 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #21 on: November 10, 2011, 02:55:21 AM »
CULTIST OF THE BLACK CLAW


   
"I will show you true fear.  You think we are merely dumb brutes.  But we are not the simple brutes you think we are."

 The Bugbear deity Skiggaret has no clergy.  Instead he himself actively terrorizes the lesser goblinoid races (i.e. all of them except Goblins and Hobgoblins), and often preys upon the Bugbears whom he resembles.  To propitiate him a group of Bugbears have been specifically trained to cause terror, wreaking havoc on nearby races assumed to be their enemies, and kidnapping victims for sacrifice.  These victims are tortured to death to appease Skiggaret and the other Bugbear deities, and to call upon the aid of the Gods in times of need.

BECOMING A CULTIST
You must have performed some sort of service to the Cult (usually by providing victims) and been accepted by them for training.  It is also preferred that you have learned to inspire terror in others.

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Feats:  True Believer, Intimidating Strike, Intimidating Rage
   Skills:  Intimidate 8 ranks, Knowledge (Religion) 4 ranks
   Patron:  Skiggaret
   Special:  Must have personally captured, tortured to death, and sacrificed no less than 5 non goblinoids to join the cult


Class Skills
 The Cultist's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Omens and Portents
2. +2    +3     +0     +3    Finding the Mark
3. +3    +3     +1     +3    Terrifying Rage
4. +4    +4     +1     +4    Omens and Portents
5. +5    +4     +1     +4    Finding the Mark
6. +6    +5     +2     +5    Terrifying Rage
7. +7    +5     +2     +5    Omens and Portents
8. +8    +6     +2     +6    Finding the Mark
9. +9    +6     +3     +6    Terrifying Rage
10.+10   +7     +3     +7    Calling Down the Darkness


Weapon Proficiencies: The Cultist gains no new weapon or armor proficiencies.
 
Omens and Portents (Su): Cultists must be trained in the art of interpreting omens sent by the Bugbear gods, which isn't easy because they really aren't well suited for it.  But eventually they learn how.  They have no choice, because if they don't interpret the signs correctly everyone they know is dead.  At 1st level the Cultist may cast Commune once per day as a Supernatural Ability.  He may also see Skiggaret's "mark", a supernatural brand he puts on victims he has chosen for death.

At 4th level you may cast Vision once per day as a Supernatural ability, and Commune 3 times per day.  It helps you to perform tasks Skiggaret wants done.

At 7th level you may cast Discern Location once per day as a Supernatural ability, Vision 3 times per day, and Commune 5 times per day.  This is to find specific victims Skiggaret may want.

Finding the Mark (Ex): When attacking victims 'marked' by Skiggaret or the Bugbear pantheon for death, you gain advantages.  At 2nd level  you gain a +2 Profane Bonus on all rolls against them.  This increases to +4 at level 5, and +6 at level 8.

Terrifying Rage (Su): At 3rd level you take on some of the terrifying madness of Skiggaret himself, terrifying your foes.  Whenever you go into rage all foes within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for the duration of the encounter.  If their Save is successful they are immune to your Terrifying Rage ability for 24 hours.

At 6th level, whenever you successfully kill an opponent while Raging, all opponents within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Frightened for 1d6 rounds.  If their Save is successful they are immune to your Terrifying Rage ability for 24 hours.

At 9th level if your opponent fails his Save when you go into Rage, he is Panicked for 1d6 rounds, and Shaken if the Save is successful.

Calling Down the Darkness (Su): At 10th level the Cultist can call upon Skiggaret himself to smite a foe.  This is identical in effect to the Wail of the Banshee spell, and may be used 3 times per day.

PLAYING A CULTIST
 No one should be asked to do the things you do.  Granted your race is evil for the most part, but even you have your limits.  You have the choice of allowing your village to be eaten by the avatar of your God, or participating in some of the most foul rights imaginable to ensure he focuses his attacks elsewhere.  This means torturing live victims to death, as it is the only thing your deity finds acceptable as a bribe to let you be.
 Combat: You do well enough in a fight.  This job requires someone a little off to begin with, and your "anger management" problems that got you noticed make you well suited for it.  Which is a polite way of saying that they wanted a lunatic for the job, and you were the closest thing they could find.
 Advancement: Cultists advance in whatever way they believe will best serve their community.  Your job is to predict your gods random outbursts of violence, and persuade him to direct them elsewhere.  Whatever enables you to predict his appearances more accurately is considered a must.
Resources: Cultists have the full resources of their communities to draw upon, and can even ask  for members of it for sacrifice.  You have a great deal of sway as you are the only thing standing between the Bugbears and death at the hands of their God.

CULTISTS NAME IN THE WORLD
"I wouldn't do his job for all the gold in the world."
 You make others nervous.  The nearly unendurable strain of dealing with a homicidal God year after year shows on you quickly.  Calling you insane after a certain period of time would be charitable.  Insanity should be a prerequisite for the job you do.  Even the most delusional and sadistic megalomaniacs know that one day their bribes will fail, and they will be among the first to be eaten.  Until then they decide who lives and dies, but if they fail Skiggaret devours their soul, ensuring Resurrection is impossible.
 Daily Life: Your daily life consists of keeping constant watch for the omens of Skiggaret's appearance.  At the first signs, you are to procure suitable sacrifices immediately, and begin the procedures to drive Skiggaret off towards other targets.  Should the community be in danger, you are also commissioned to bribe him to protect it somehow.
 Notables: Uzuntu (CN Male Bugbear Barbarian 6/Cultist 1) was a warrior in his village who had ambitions to become something greater, and willingly joined the Cult of the Black Claw when given the chance.  He's had cause to regret it since, being asked to choose which of his people have to die so the rest can live.  It goes against his instincts as a warrior.  But what else can he do.
 Organizations: The Cult of the Black Claw is fairly loose as an organization, as it's members often work to cross purposes.  Cultists in one village may succeed in getting to Skiggaret to attack the nearest target besides themselves...which is often another Bugbear village.

NPC Reaction
 No one likes you.  No one.  Not outsiders, not your fellow Bugbears, not even your deity.  But you do a thankless job no one else has the guts to do.  So it earns you some respect (or more likely a decent amount of Fear).

CULTISTS IN THE GAME
 This is kind of a twitchy PrC.  It would ask a player to make some pretty darn brutal decisions, so make sure they can handle that, or restrict it to NPC's.
 Adaptation: This is a fairly dark PrC, and is best used in campaigns that are pretty grim.  It's kinda hard to make jokes about Gods who eat their own chosen people.
 Encounters: PC's will generally encounter the Cultists on a Bugbear raiding party that's out to fetch sacrificial victims.  Otherwise they stay at home, and the party will only encounter them if they are conducting a raid.

Sample Encounter
EL 12: The PC's are on an expedition in the Underdark when they come across several destroyed Bugbear villages.  Eventually they come upon one whose occupants are still living, and a very weary looking Bugbear comes out to ask them for help with a problem...


Uzuntu
CN Male Bugbear Barbarian 6/Cultist 2
Init +3, Senses: Listen +6, Spot +6, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 24, touch 13, flat-footed 21 (+3 Dex, +3 Natural, +8 Armor)
AC Raging 22, touch 11, flat-footed 19 (-2 Rage, +3 Dex, +3 Natural, +8 Armor)
hp 84 (11 HD), 106 Raging
Fort +11 (+13 Raging), Ref +8, Will +8 (+10 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Spiked Gauntlet +15/+10 (1d4+6 plus paralysis)
Melee Raging +1 Spiked Gauntlet +17/+12 (1d4+8 plus paralysis)
Base Atk +10, Grp +15
Atk Options Rage 2/day, Finding the Mark +2
Combat Gear
Supernatural Abilities Commune 1/day
Caster Level 11
-----------------------------------------------
Abilities Str 20 (24 Raging), Dex 16, Con 14 (18 Raging), Int 10, Wis 14, Cha 6
SQ Fast Movement, Illiteracy, Omens and Portents
Feats Instantaneous Rage, Intimidating Strike, Intimidating Rage, True Believer
Skills Climb +7, Hide +9 (+14 w/Breastplate), Intimidate +6, Jump +11, Knowledge (Religion) +4, Listen +6, Move Silently +9 (+14 w/Breastplate), Search +2, Spot +6, Survival +6
Possessions +3 Shadow Silent Moves Breastplate, Pair of +1 Paralytic Paralysis Burst Spiked Gauntlets, Belt of One Mighty Blow, Boots of Swift Passage, 40 GP



EPIC CULTIST

Hit Die: d10
Skills Points at Each  Level : 4 + int
Finding the Mark Your Profane Bonus against Marked victims increases by +2 at level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Cultist gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #22 on: November 10, 2011, 02:55:51 AM »
HRUGGEK
Intermediate Deity
Symbol: Morningstar
Home Plane: Pandemonium (his personal residence is the cave Hruggekolohk on the second Plane of Pandemonium, Cocytus)
Alignment: Chaotic Evil
Portfolio: Violence and combat
Worshipers: Bugbears, particularly mercenaries and soldiers
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Trickery, War
Favored Weapon: Morningstar

The Bugbear deity of violence and warfare, Hruggek is quite something to behold.  Standing over 12' tall with clawed hands and feet he has huge fangs and wields the morningstar Oldurmek.  His fur is thick and matted, and his eyes shine red in the darkness of his cave home.  Due to his thick fur, Hruggek sees no need for clothing, and often looks far more savage than he truly is.

Dogma
Hruggek urges his people to kill the other races whenever possible, but by stealth and guile only.  The other humanoids outnumber his people greatly, and he knows they cannot fight a stand up war.  He also knows that the other races will stereotype the Bugbears as fools and dullards  due to their appearance and size. 

While he prefers stealth he also preaches violence or the sake of violence.  He often tells his followers that whenever they have the opportunity to commit destruction and murder without being caught to indulge themselves as fully as possible.  This helps keep the other goblinoid races from being too offensive to the Bugbears.  They're secretly afraid the Bugbears will snap at any given moment.

He urges his followers to interfere with the schemes of the Goblinoid pantheon (including the other Bugbear Gods) as he does not wish the Bugbears to become subservient to the Hobgoblins and Goblins (or at least no more than they already have).  Hruggek also urges his priests to kill the followers of the God Meriadar whenever possible since the philosopher God attempts to convert the evil humanoid races to the path of peace.

Clergy and Temples

Hruggek's priests prefer to dress in black and wear the skulls of their dead enemies.  They're considered the leaders of their people, and are often warriors as well.  For a priest of Hruggek to not be a capable fighter would mean great shame for him, and he would quite likely be assassinated by his fellows.  Most are also excellent craftsmen with bone or taxidermy, as they always use the skulls of dead enemies for various things.

Temples to Hruggek are made in caves, carved into great halls if possible, but always a cave.  They are always decorated with severed heads that Hruggek can animate to deliver omens, and sacrifices during the full moon ensure that there are always more heads to add to the collection.

HRUGGEK
Rogue 20, Scout 20
Large Outsider (Chaotic, Evil)
Divine Rank: 15
Hit Dice:             20d8+240 and 40d6+480 (1120 hp)
Initiative:           +15
Speed:                100 ft. (20 squares)
Armor Class:          73 (+12 Dex, +15 Divine, +28 Natural, +8 Deflection), touch 45, flat-footed 61
Base Attack/Grapple:  +50/+62
Attack:               Claw +76 melee (1d6+12) or spell +76 melee/ranged touch or +5 Morningstar +81 melee (2d8+22)
Full Attack:          2 Claws +76 melee (1d6+12) and 1 Bite +71 melee (1d10+6) or spell +76 melee/ranged touch or  +81/+76/+71/+66 melee (2d8+22)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Skirmish (+5d6, +5 AC), Sneak Attack (+10d6), Opportunist
Special Qualities:   Divine Immunities, DR 45/Epic and Good, Fire Resistance 20, Spell Resistance 47, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 33), Evasion, Improved Evasion, Uncanny Dodge, Improved uncanny Dodge, Trap Sense +6, Trapfinding, Defensive Roll, Slippery Mind, Blindsight 30', Battle Fortitude +3, Free Movement, Hide in Plain Sight, Camouflage, Fast Movement +20', Flawless Stride, Trackless Step, Fast Healing 35
Saves:                Fort +54, Ref +63, Will +49
Abilities:            Str 35, Dex 35, Con 35, Int 24, Wis 30, Cha 26
Skills:               Balance +73, Bluff +63, Climb +67, Diplomacy +74, Escape Artist +67, Gather Information +68, Hide +77, Intimidate +69, Jump +73, Knowledge (Dungeoneering, Geography, Local, Nature, War) +42, Listen +70, Move Silently +72, Search +62, Sense Motive +60, Sleight of Hand +72, Spot +70, Survival +71, Swim +82, Tumble +73, and Use Magic Device +68
Feats:                Bounding Assault, Combat Brute, Combat Expertise, Combat Reflexes, Deft Opportunist, Dodge, Elusive Target, Improved Combat Reflexes, Improved Critical (Morningstar), Improved Disarm, Improved Feint, Improved Skirmish, Improved Sunder, Improved Unarmed Strike, Mobility, Monkey Grip, Power Attack, Power Critical (Morningstar), Rapid Blitz, Spring Attack, Telling Blow, Whirlwind Attack, Weapon Focus (Morningstar) (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Annihilating Strike, Battlesense, Divine Fast Healing, Divine Inspiration, Divine Rogue, Divine Storm, Divine Weapon Focus (Morningstar), Extra Domain (Trickery), Frightful Presence, Increased Damage Reduction, Irresistible Blows (Morningstar), Rejuvenation, Sunder and Disjoin, Wave of Chaos, Wound Enemy
Domain Powers: Can cast spells with the Chaos or Evil descriptor at +1 Caster Level.
Spell-Like Abilities: Hruggek can cast the following spells at will as Spell-Like abilities: Animate Objects, Blade Barrier, Blasphemy, Chaos Hammer, Cloak of Chaos, Confusion, Create Undead, Desecrate, Dispel Good/Law, Disguise Self, Divine Power, False Vision, Flame Strike, Invisibility, Magic Circle Against Good/Law, Magic Vestment, Magic Weapon, Mislead, Nondetection, Polymorph Any Object, Power Word Blind/Kill/Stun, Protection from Good/Law, Screen, Shatter, Summon Monster IX (Chaos or Evil spell only), Time Stop, Unholy Aura, Unholy Blight, Word of Chaos,   Caster Level is 25 (26 if the spell has the Chaos or Evil descriptor).  Save DC is 23 plus the spell level.
Possessions: Oldurmek is a 10' long Morningstar meant to be used by a Huge creature, but can be wielded two handed by a large one.  It is a +5 Blurstrike, Deadly Precision, Collision Morningstar.  Caster Level: 20, Weight 32 lbs.

Other Divine Powers
As an Intermediate deity, Hruggek automatically receives a die roll of 20 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  he is immortal.
Senses: Hruggek can see, hear, touch, and smell at a distance of 15 miles.  As a Standard Action he can perceive anything within 15 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  he can extend his senses to up to 10 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours.
Portfolio Powers: Hruggek sense any act of violence or warfare the instant it happens and retains the sensation for up to 15 weeks after the event occurs. 
Automatic Actions: Hruggek can use Craft (metalworking), Craft (weaponsmithing), Hide, Intimidate, or Move Silently asa Free Action if the DC for the task is 25 or lower.  he can perform up to 10 Free Actions each round.
Create Magic Items: Hruggek can create magic weapons, armor, and destructive items as long as the items market price does not exceed 200,000 GP.


Offline bhu

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Re: Goblinoids
« Reply #23 on: November 10, 2011, 02:56:21 AM »
SKIGGARET
Lesser God
Symbol: Black claw
Home Plane: Abyss
Alignment: Chaotic Evil
Portfolio: Fear, Madness
Worshipers: Technically the Bugbears, but it's less worship than it is bribery.
Cleric Alignments: CE, CN, NE
Domains: Evil, Fear, Madness
Favored Weapon: Spiked Gauntlets

Skiggaret is less a deity of the Bugbears than a curse they must endure.  Appearing as a large jet black bugbear with red lips, hands, and feet his insanity is obvious from the moment he comes into view.  Technically a messenger of the Bugbear Gods, he spends much of his time killing and eating his own people.

Dogma
Perversely the Bugbears believe that they are strengthened by Skiggaret's depredations as he weeds out the weaker members of their kind (and that the terror he inspires will make them better warriors if they survive).  He is also occasionally willing to directly attack the enemies of their race if they are in dire need, and they make the appropriate sacrifices. 

Clergy and Temples
Skiggaret has no worshipers, priesthood, or temples.  Instead his few cultists keep watch for the omens that warn of Skiggaret's approach.  Should they begin to feel fear or see creeping pools of darkness they know the Bugbear Gods are angry, and sacrifices must be made to appease them or Skiggaret will be sent to devour them.


SKIGGARET
Hexblade 20, Rogue 10, Assassin 10
Large Outsider (Chaotic, Evil)
Divine Rank: 6
Hit Dice:             20d10+200 plus 10d6+100 plus 10d6+100 plus 20d8+200 (1080 hp)
Initiative:           +11
Speed:                80 ft. (16 squares)
Armor Class:          57 (-1 Size, +11 Dex, +19 Natural, +6 Divine, +12 Deflection), touch 38, flat-footed 46
Base Attack/Grapple:  +54/+64
Attack:               Claw +69 melee (1d6+10/19-20) or Spell +63 melee touch/+64 Ranged Touch
Full Attack:          2 Claws +69 melee (1d6+10/19-20) and 1 Bite +65 melee (2d6+5/19-20) or Spell +63 melee touch/+64 Ranged Touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, +10d6 Sneak Attack, Poison Use, Spells, Death Attack (DC 28), Dire Hexblades Curse 5/day (DC 34)
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 11, Spell Resistance 38, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (600', DC 28), Evasion, Uncanny Dodge, Improved Uncanny Dodge, Improved Evasion, Trap Sense +3, Trapfinding, +5 on Saves vs Poison, Hide in Plain Sight, Arcane Resistance +12, Mettle, Aura of Unluck 3/day, Dark Companion
Saves:                Fort +30, Ref +38, Will +35
Abilities:            Str 30, Dex 32, Con 30, Int 24, Wis 28, Cha 35
Skills:               Balance +50, Bluff +60, Climb +48, Concentration +58, Craft (Bonecarving, Leatherworking, Taxidermy) +35, Diplomacy +44, Hide +59, Jump +62, Intimidate +97, Knowledge (Arcana) +55, Listen +56, Move Silently +59, Search +55, Spellcraft +39, Spot +56, Survival +39 (+43 Tracking), Swim +38, Tumble +59, Use Magic Device +42 (+46 w/Scrolls)
Feats:                Ability Focus (Hexblades Curse), Cleave, Combat Expertise, Deft Strike, Devastating Critical (Claw, Bite), Empower Curse, Enlarge Spell, Great Cleave, Improved Critical (Claw, Bite), Improved Feint, Overwhelming Critical (Claw, Bite), Power Attack, Quicken Spell, Silent Spell, Still Spell, Telling Blow, Weapon Focus (Claw, Bite), Combat Casting (B), Greater Spell Focus (Necromancy) (B), Greater Spell Penetration (B), Spell Focus (necromancy) (B), Spell Penetration (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Avatar, Battlesense, Divine Inspiration, Frightful Presence, Lay Curse, Terrible Claws (see below)
Domain Powers: Cast Evil spells at +1 Caster Level, Spells with the Fear Descriptor gain +1 to their Save DC, -1 to all Wisdom based Skill Checks and Will Saves, +30 Bonus to one Wisdom based Skill Check or Willpower Save 1/day
Spell-Like Abilities: Skiggaret can cast the following spells at will as Spell-Like abilities: Antipathy, Blade of Pain and Fear, Blasphemy, Bolts of Bedevilment, Cause Fear, Confusion, Create Undead, Desecrate, Dispel Good, Evil Glare, Fear, Insanity, Lesser Confusion, Maddening Scream, , Magic Circle Against Good, Nightmare, Phantasmal Killer, Protection from Good, Rage, Summon Monster IX (Evil only), Symbol of Fear, Touch of Madness, Unholy Aura, Unholy Blight, Weird.  Caster Level is 15 (16 if the spell has the Evil descriptor).  Save DC is 27 plus the spell level.
Hexblade Spells Known: 1st: (6/day, DC 23) Bloodletting, Death's Call, Protection from Good, Reaving Aura, Tasha's Hideous Laughter
2nd: (6/day, DC 24) Arcane Turmoil, Blindness/Deafness, Eagle's Splendor, Karmic Backlash, Touch of Idiocy
3rd: (6/day, DC 25) Nightmare Terrain, Nondetection, Poison, Slow, Vampiric Touch
4th: (6/day, DC 26) Finger of Agony, Greater Invisibility, Karmic Retribution, Scrying, Unluck
Assassin Spells Known:1st: (5/day, DC 18) Critical Strike, Mimicry, Obscuring Mist, True Strike
2nd: (5/day, DC 19) Invisibility, pass Without Trace, Spider Climb, Veil of Shadow,
3rd: (5/day, DC 20) Enduring Scrutiny, Fangs of the Vampire King, pall of Twilight, Vital Strike
4th: (4/day, DC 21) Clairvoyance/Clairaudience, Implacable Pursuer, Mordenkainen's Trusted Bloodhound, Vulnerability
Possessions: None.
Create Magic Items: Skiggaret can create magic weapons, and fear causing items as long as the items market price does not exceed 30,000 GP.


Other Divine Powers
As a Lesser deity, Skiggaret may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Skiggaret can see, hear, touch, and smell at a distance of 6 miles.  As a Standard Action he can perceive anything within 6 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 6 hours.
Portfolio Powers: Skiggaret sense any act involving fear or madness the instant it happens and retains the sensation for up to 6 weeks after the event occurs. 
Automatic Actions: Skiggaret can use Hide, Intimidate, Listen, Move Silently, or Spot as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.

Avatar of Skiggaret
As Skiggaret except Divine Rank 3; AC 51 (Touch 32, Flat-Footed 40); 2 Claws +66 melee (1d6+10/19-20) and 1 Bite +62 melee (2d6+5/19-20) or Spell +60 melee touch/+61 Ranged Touch; DR 15/Epic, Fire Resistance 8, SR 35, Divine Aura (30', DC 26); Fort +27, Ref +35. Will +32; all skill modifier reduced by 3, Salient Divine Abilities (loses Avatar, Lay Curse, Terrible Claws), Spell Like Abilities (Caster Level 13, DC=26 + spell level).


Fear Domain
Granted Power: Add +1 to the Save DC of any spell with the Fear descriptor that you cast.
1: Cause Fear
2: Scare
3: Blade of Pain and Fear
4: Fear
5: Nightmare
6: Symbol of Fear
7: Evil Glare
8: Antipathy
9: Weird




Terrible Claws
You have powerful natural weapons.
 Prerequisites: Natural weapons, Divine Rank 5+
 Benefits: Your Natural Weapons ignore Damage Reduction of all kinds.  Wounds caused by them may only be healed magically.

Editors Note: I know he's supposed to be a Demigod, but you have to be a lesser god to have an avatar in 3rd edition, and it's said he most definitely has one.

Offline bhu

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Re: Goblinoids
« Reply #24 on: November 10, 2011, 02:56:51 AM »
GRANKHUL
Lesser God
Symbol: Eyes watching from the Darkness
Home Plane: Abyss (Palpitatia, the 241st level)
Alignment: Chaotic Evil
Portfolio: Hunting, sense, surprise, stealth
Worshipers: Bugbears, particularly hunters and warriors
Cleric Alignments: CE, CN, NE
Domains: Celerity, Chaos, Evil, Knowledge, Travel, Trickery
Favored Weapon: Longsword

Grankhul appears as a tall, lean Bugbear with protruding eyes and long, skeletally thin fingers.  Often he is seen carrying a flat black longsword made of some indefinable material.  His eyes always seem to follow whoever is in his presence, even if there are multiple beings moving in different directions.
Grankhul is well known among the Bugbear pantheon and others for his incredible fits of temper, and more than once Hruggek has had to threaten him to calm him down.

Dogma
Grankhul  insists his worshipers have speed and dexterity, necessary attributes to the tasks they will be performing.  He also expects them to be somewhat witty and intelligent as opposed to the crude image their race has been stereotyped with.  Despite his own temper he also perversely expects his subjects to be able to control their own emotions.  He is worshiped primarily by assassins, hunters, and fighters who prefer guerilla style warfare.

Clergy and Temples
Grankhul's priests are expected to be excellent hunters and explorers if they wish to "keep their job" so to speak.  He does not tolerate clergy who aren't self sufficient.  Worshipers are different, and the priests are expected to provide food and shelter for them.  The priests are also expected to lead any campaigns of terror and stealth warfare the Bugbears engage in.


GRANKHUL
Barbarian 20, Scout 20
Large Outsider (Chaotic, Evil)
Divine Rank: 10
Hit Dice:             20d8+240 plus 20d12+240 plus 20d6+240 (1240 hp, 1480 Rage)
Initiative:           +19 (always goes first)
Speed:                110 ft. (22 squares)
Armor Class:          61 (-1 Size, +12 Dex, +23 Natural, +10 Divine, +7 Deflection), touch 38, flat-footed 49
Armor Class (Rage):          59 (-2 Rage, -1 Size, +12 Dex, +23 Natural, +10 Divine, +7 Deflection), touch 36, flat-footed 47
Armor Class (Divine Rage):          56 (-5 Rage, -1 Size, +12 Dex, +23 Natural, +10 Divine, +7 Deflection), touch 33, flat-footed 44
Base Attack/Grapple:  +54/+66 (+70 Rage, +71 Divine Rage)
Attack:               +5 Longsword +70 melee (or Ranged) (2d6+12/17-20) or spell +65 melee/ranged touch
Attack (Rage):               +5 Longsword +74 melee (or Ranged) (2d6+16/17-20) or spell +69 melee/ranged touch
Attack (Divine Rage):               +5 Longsword +75/+75 melee (or Ranged) (2d6+17/17-20) or spell +70 melee/ranged touch
Full Attack:          +5 Longsword +70/+65/+60/+55 melee (or +70 Ranged) (2d6+12/17-20) or spell +65 melee/ranged touch
Full Attack (Rage):          +5 Longsword +74/+69/+64/+59 melee (or +74 Ranged) (2d6+16/17-20) or spell +69 melee/ranged touch
Full Attack (Divine Rage):          +5 Longsword +75/+75/+70/+65/+60 melee (or +75 Ranged) (2d6+17/17-20) or spell +69 melee/ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Mighty Rage 6/day, Skirmish (+5d6, +5 AC)
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 5 (15 in Divine Rage), Spell Resistance 42 (53 in Divine Rage), Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 27), Trap Sense +6, DR 5/-, Tireless Rage, Indomitable Will, Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Batle Fortitude +3, Blindsight 30', Free Movement, Camouflage, Hide in Plain Sight, Evasion, Flawless Stride, Trapfinding, Trackless Step, Fast Movement +20'
Saves:                Fort +55 (+59 Rage, +60 Divine Rage), Ref +52, Will +43 (+47 Rage, +48 Divine Rage)
Abilities:            Str 35 (43 Rage, 45 Divine Rage), Dex 35, Con 34 (42 Rage, 44 Divine Rage), Int 28, Wis 29, Cha 24
Skills:               Balance +66, Concentration +42, Climb +62 (+66 Rage, +67 Divine Rage), Craft (Blacksmithing, Bowmaking, Stoneworking, Trapmaking, Weaponsmithing, Woodworking) +59, Hide +62, Intimidate +59, Jump +66 (+70 Rage, +71 Divine Rage), Knowledge (Dungeoneering, Geography, Nature) +39, Listen +65, Move Silently +62, Search +59, Sense Motive +69, Spot +59, Survival +83, Swim +62 (+66 Rage, +67 Divine Rage), Tumble +66
Feats:                Far Shot, Improved Initiative, Point Blank Shot, 18 more plus scout bonus feats
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Battlesense, Clearsight, Divine Archery, Divine Celerity, Divine Dodge, Divine Rage, Extra Domain (Celerity, Travel, Trickery), Supreme Initiative
Domain Powers: Land speed is +10' unless wearing heavier than Light Armor or carrying heavier than a Light Load, Cast spells with Chaos and Evil descriptors at +1 level, Divination spells are cast at +1 caster level, 10 rounds per day you have may act as if under a Freedom of Movement spell
Spell-Like Abilities: Grankhul can cast the following spells at will as Spell-Like abilities: Animate Objects, Astral Projection, Blasphemy, Blur, Cat's Grace, Chaos Hammer, Clairvoyance/Clairaudience, Cloak of Chaos, Confusion, Create Undead, Desecrate, Detect Secret Doors, Detect Thoughts, Dimension Door, Discern Location, Disguise Self, Dispel Good/Law, Divination, Expeditious Retreat, False Vision, Find the Path, Fly, Foresight, Greater Blink, Greater Teleport, Haste, Invisibility, Legend Lore, Locate Object, Longstrider, Magic Circle Against Good/Law, Mass Cat's Grace, Mislead, Nondetection, Phase Door, Polymorph Any Object, Protection from Good/Law, Screen, Shatter, Summon Monster IX (Evil or Chaos only), Teleport, Time Stop, Tree Stride, True Seeing, Unholy Aura, Unholy Blight, Wind Walk, Word of Chaos. Caster Level is 20 (21 if the spell has the Chaos or Evil descriptor).  Save DC is 27 plus the spell level.
Possessions: Grankhul carries Oruulah ("Hawk"), a +5 Throwing, Returning, Keen, Brash, Deadly Precision Longsword.
Create Magic Items: Grankhul can create magic weapons, and items used for hunting or perception as long as the items market price does not exceed 30,000 GP.


Other Divine Powers
As a Lesser deity, Grankhul may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Grankhul can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Grankhul sense any act involving hunting or stealth that involves at least 500 people the instant it happens and retains the sensation for up to 10 weeks after the event occurs. 
Automatic Actions: Grankhul can use Hide, Intimidate, Listen, Move Silently, or Spot as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.

Offline bhu

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Re: Goblinoids
« Reply #25 on: November 10, 2011, 02:57:20 AM »
ANLAMLI
Demigod
Symbol:  Stylized statuette of pregnant female (i.e. a Venus statue)
Home Plane: Pandemonium
Alignment: Chaotic Evil
Portfolio: Birth, Fertility, Women
Worshipers: Female Bugbears (and male ones desiring heirs)
Cleric Alignments: CE, CN, NE
Domains: Bugbear, Community, Family
Favored Weapon: Sling

Anlamli is the Bugbear Demigoddess of fertility and childbirth.  She appears as an ever pregnant Bugbear woman with sharp claws and teeth and long black hair.  Uusally she is pictured setting in front of a cave or on a mountain, using her sling to kill passers by.  She shares Hruggek's cave at times, but has her own cave in Pandemonium as well.

Dogma
Anlamli wants the Bugbear race to prosper, but at the expense of he other races.  She doesn't believe in using rape as a tool of ethnic cleansing like the Orcs do, but does believe in having her own people breed as quickly as possible.  Her female worshipers are always pregnant if possible, and their menfolk are encouraged to impregnate other Bugbear women as well.

Clergy and Temples
Anlamli's temples are in caves set high in the mountains, deliberately made difficult to approach.  Anyone wishing to gain the blessings of Anlamli's priestesses must survive the trip up the mountain, made difficult by the priestesses hurling insults and rocks as they climb.


ANLAMLI
Cleric 20, Evangelist 5, Spirit Shaman 15
Large Outsider (Chaotic, Evil)
Divine Rank: 5
Hit Dice:             20d8+240 plus 5d6+60 plus 15d8+180 plus 20d8+240 (1190 hp)
Initiative:           +7
Speed:                80 ft. (16 squares)
Armor Class:          52 (-1 Size, +7 Dex, +18 Natural, +5 Divine, +13 Deflection), touch 34, flat-footed 45
Base Attack/Grapple:  +44/+56
Attack:              Unarmed Strike +50 (2d6+7) or +5 Sling +56 ranged (1d6+10/19-20) or Spell +50 melee touch/+50 Ranged Touch
Full Attack:          Unarmed Strike +50/+45/+40/+35 (2d6+7) or +5 Sling +56 ranged (1d6+10/19-20) or Spell +50 melee touch/+50 Ranged Touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Spells, Rebuke Undead 16/day
Special Qualities:   Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 28), Exorcism, Guide Magic, Recall Spirit, Spirit Form 2/day, Follow the Guide, Ghost Warrior, Blessing of the Spirits, Warding of the Spirits, Chastise Spirits (15d6, DC 38), Detect Spirits, Spirit Guide, Wild Empathy, Great Orator, Fast Talk, Skill Mastery (Bluff, Diplomacy, Disguise, Intimidation, Sense Motive)
Saves:                Fort +51, Ref +36, Will +55
Abilities:            Str 24, Dex 24, Con 35, Int 24, Wis 36, Cha 36
Skills:               Bluff +64, Climb +35, Concentration +63, Craft (Weaving) +35, Diplomacy +97, Gather Information +41, Heal +87, Hide +35, Intimidate +45, Knowledge (Arcana, History, Local, Nature, Religion) +58, Listen +57, Perform (Oratory) +37, Profession (Midwife) +45, Search +35, Sense Motive +64, Spellcraft +39, Spot +57
Feats:                Combat Archery, Distant Shot, Divine Armor, Divine Fortune, Dodge, Far Shot, Improved Precise Shot, Improved Critical (Sling), Improved Unarmed Strike, Mobility, Point Blank Shot, Power Critical (Sling), Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting, Stunning Fist, Superior Unarmed Strike, Weapon Focus (Sling), Zen Archery, Alertness (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Command Plants, Divine Inspiration, Extra Sense Enhancement (Sight), Gift of Life, Unholy Birth
Domain Powers: +1d6 Sneak Attack, Cast Calm Emotions as a Spell-Like Ability 1/day, once per day as a Free Action you can give 13 creatures a +4 Dodge Bonus to AC for 13 rounds as long as hey remain within 10' of you
Spell-Like Abilities: Anlamli can cast the following spells at will as Spell-Like abilities: Blasphemy, Bless, Disguise Self, Etherealness, Greater Invisibility, Helping Hand, Heroes' Feast, Imbue With Spell Ability, Mass Heal, Misdirection, Mordenkainen's Magnificent Mansion, Mass Reflective Disguise, Mind Blank, Nightstalker's Transformation, Nondetection, Prayer, Prismatic Sphere, Protection from Spells, Rary's Telepathic Bond, Refuge, Shield Other, Status, Tongues.  Caster Level is 15.  Save DC is 28 plus the spell level.
Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
Spirit Shaman Spells Per Day: 6/10/9/9/9/9/8/6/4; Base DC=23 plus spell level
Spirit Shaman Spells Retrieved Per Day: 3/3/3/3/3/3/2/1/1
Possessions: Amlamli carries Uzakkadin, a +5 Collision, Distance, Eager, Seeking Sling.
Create Magic Items: Anlamli can create magic items related to fertility or childbirth as long as the items market price does not exceed 4,500 GP.


Other Divine Powers
As a Demigod, Anlamli treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  She is immortal.
Senses: Anlamli can see, hear, touch, and smell at a distance of 5 miles.  As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 2 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Powers: Anlamli sense any act involving conceiving a child or birth the instant it happens and retains the sensation for up to 5 weeks after the event occurs. 
Automatic Actions: Anlamli can use Bluff, Diplomacy, or Gather Information as a Free Action if the DC for the task is 15 or lower.  She can perform up to 2 Free Actions each round.


Unholy Birth
You can birth children once per month.
 Prerequisites: Divine Rank 5+, Portfolio must include Fertility, Must be Evil
 Benefits: Once per month you can give birth to a member of the race that you are a Patroness of (in Anlamli's case Bugbears) and it has the Unholy Scion Template.  You may raise it yourself, or give it over to worshipers to raise.


Bugbear Domain
Granted Power: Your Sneak Attack increases by +1d6 (or if you do not have Sneak Attack you gain one die).
1: Disguise Self
2: Misdirection
3: Nondetection
4: Greater Invisibility
5: Nightstalker's Transformation
6: Mass Reflective Disguise
7: Blasphemy
8: Mind Blank
9: Etherealness

Offline bhu

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Re: Goblinoids
« Reply #26 on: November 10, 2011, 02:57:50 AM »
TOPRAKLA
Demigod
Symbol:  Cave entrance
Home Plane: Pandemonium
Alignment: Chaotic Evil
Portfolio: Crops, Earth, Nature
Worshipers: Bugbears
Cleric Alignments: CE, CN, NE
Domains: Bugbear, Cavern, Earth
Favored Weapon: Scythe

Toprakla is the Bugbear God of the Earth and Caves.  While his name is little known outside of their race, they are forever grateful to him as without his guidance what few crops they grow in their caves would be impossible to pull off.   He appears as a vaguely Bugbear like form rising from the earth and muck wielding a large black scythe.

Dogma
Toprakla is unusual among the Bugbear Gods in that he actively cares for his people without killing them or causing them fear or harm.  Or at least not to the extent the others do.  He does insist on blood sacrifices once a year to ensure a good year of crops.  Not that the Bugbears farm much beyond fungus, and some odd plants that require little in the way of light.  He also encourages his worshipers to be knowledgeable and skilled in something other than war and deception.

Clergy and Temples
Toprakla's temples are set in caverns, or in hide tents set up in fields (whenever the Bugbears can actually have access to fields).  His clergy are usually indistinguishable from simple farmers.


TOPRAKLA
Druid 20/Shugenja 20
Large Outsider (Chaotic, Evil)
Divine Rank: 5
Hit Dice:             20d8+200 plus 20d6+200 plus 20d8+200 (1040 hp)
Initiative:           +7
Speed:                80 ft. (16 squares)
Armor Class:          52 (-1 Size, +7 Dex, +18 Natural, +5 Divine, +13 Deflection), touch 34, flat-footed 45
Base Attack/Grapple:  +45/+59
Attack:              +5 Scythe +60 (2d6+20/x4, 19-20, Vorpal)
Full Attack:          +5 Scythe +60/+55/+50/+45 (2d6+20/x4, 19-20, Vorpal)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Spells
Special Qualities:   Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 27), Element Focus (Earth), Sense Element, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Strep, Resist Nature's Lure, Venom Immunity, A Thousand Faces, Timeless Body, Wild Shape 6/day (Elemental 3/day)
Saves:                Fort +45, Ref +36, Will +54
Abilities:            Str 30, Dex 24, Con 30, Int 24, Wis 36, Cha 35
Skills:               Balance +35, Climb +38, Concentration +84, Craft (Stoneworking) +55, Diplomacy +62, Heal +45, Hide +35, Intimidate +40, Knowledge (Architecture and Engineering, Dungeoneering, Geography, History, Local) +54, Knowledge (Nature) +81, Listen +61, Move Silently +35, Profession (Stonemason) +58, Spellcraft +69, Spot +61, Survival +61, Swim +38
Feats:                Battlecaster Defense, Blind-Fight, Cleave, Clutch of Earth, Combat Casting, Domain Focus (Earth), Earth Devotion, Earthbound Spell, Elemental Healing, Elemental Smiting, Enlarge Spell, Extend Spell, Great Cleave, Greater Spell Penetration, Improved Critical (Scythe), Power Attack, Power Critical (Scythe), Spell Penetration, Summon Elemental, Weapon Focus (Scythe), Widen Spell
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Command Plants, Divine Blast, Divine Druid, Divine Earth Mastery, Divine Fast Healing,
Domain Powers: Gains +1d6 Sneak Attack, Stonecunning (PHB 15), Rebuke Earth Creatures 15/day
Spell-Like Abilities: Toprakla can cast the following spells at will as Spell-Like abilities: Blasphemy, Darkness, Detect Secret Doors, Disguise Self, Earthquake, Elemental Swarm, Etherealness, Find the Path, Greater Invisibility, Imprisonment, Iron Body, Leomund's Secure Shelter, Mass Reflective Disguise, Meld into Stone, Mind Blank, Misdirection, Nightstalker's Transformation, Nondetection, Passwall, Soften Earth and Stone, Spike Stones, Stone Shape, Stoneskin, Wall of Stone.  Caster Level is 15.  Save DC is 27 plus the spell level.
Druid Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
Shugenja Spells Per Day: 6/9/9/9/8/8/8/8/8/7; Base DC=22 plus level
Shugenja Spells Known: 0: Detect Magic, Detect Posion, Mage Hand, Mending, Read Magic, Resistance, Virtue,
1: Endure Elements, Magic Stone, Obscuring Mist, Pass Without Trace, Sanctuary, Shield of Faith
2: Barkskin, Bears Endurance, Bull's Strength, Hold Person, Lesser Restoration, Soften Earth and Stone
3: Dispel Magic, Meld into Stone, Prayer, Protection from Energy, Stone Shape
4: Dismissal, Restoration, Spike Stones, Spell Immunity, Subvert Planar Essence
5: Commune With Nature, Passwall, Righteous Might, Transmute Rock to Mud, Wall of Stone
6: Flesh to Stone, Move Earth, Stone Tell, Stoneskin
7: Disintegrate, Greater Restoration, Spell Turning, Statue
8: Binding, Earthquake, Protection from Spells, Regenerate
9: Antipathy, Elemental Swarm, Imprisonment
Possessions: Toprakla carries Orakci, a +5 Vorpal Scythe.
Create Magic Items: Toprakla can create magic items related to nature or the earth as long as the items market price does not exceed 4,500 GP.


Other Divine Powers
As a Demigod, Toprakli treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Toprakla can see, hear, touch, and smell at a distance of 5 miles.  As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 2 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Powers: Toprakla sense any act involving crops, earth, or nature the instant it happens and retains the sensation for up to 5 weeks after the event occurs. 
Automatic Actions: Toprakla can use Hide, Move Silently, and Survival as a Free Action if the DC for the task is 15 or lower.  He can perform up to 2 Free Actions each round.

Offline bhu

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Re: Goblinoids
« Reply #27 on: November 10, 2011, 02:58:28 AM »
STALKER
Demigod
Symbol:  A shadow
Home Plane: None (it wanders the Planes)
Alignment: Neutral Evil
Portfolio: Cold, death, hate
Worshipers: Stalker has no worshipers
Cleric Alignments: Stalker has no worshipers
Domains: Cold, Darkness, Death, Hatred
Favored Weapon: None

Stalker appears as a slowly creeping shadow of varying size.  While it is said to be related to the Goblins ad their deities, it shows them no compassion, and often kills them over other targets if presented with the opportunity.  It is said Stalker predates the Goblins, and their deities driving it from it's home cause it to hate them, and eventually all other life.  Only the Goblin GOd Skiggaret can approach it without Fear, as it regards Skiggaret as a kindred spirit.

Dogma
Stalker is said to grow more powerful with the death of living things (particularly Goblinoids), so it always attempts to ensure bloody warfare whenever possible.

Clergy and Temples
Stalker has no worshipers, and no temples.  On very rare occasions a Goblin priest of another deity can promise it wartime sacrifices while suicidally dancing himself to death in a ritual manner to appease Stalker, but this is far from being a guarantee.


STALKER
Sorcerer 20/Shadowcaster 20
Large Outsider (Evil)
Divine Rank: 5
Hit Dice:             20d4+200 plus 20d6+200 plus 20d8+200 (960 hp)
Initiative:           +10
Speed:                80 ft. (16 squares)
Armor Class:          55 (+10 Dex, +18 Natural, +5 Divine, +12 Deflection), touch 37, flat-footed 45
Base Attack/Grapple:  +40/+47
Attack:              Touch +50 (4d6 cold plus 4d6 negative energy) or Spell +50 Melee/Ranged Touch
Full Attack:          Touch +50 (4d6 cold plus 4d6 negative energy) or Spell +50 Melee/Ranged Touch
Space/Reach:          5 ft./5 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Mysteries, Spells
Special Qualities:   Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 27), Umbral Sight (60'), Sustaining Shadow
Saves:                Fort +45, Ref +39, Will +51
Abilities:            Str 25, Dex 30, Con 30, Int 30, Wis 30, Cha 35
Skills:               Balance +38, Bluff +81, Climb +23, Concentration +69, Hide +61, Intimidate +58, Knowledge (Arcana) +84, Knowledge (The Planes) +79, Knowledge (Geography, Nature, Religion) +56, Move Silently +61, Sense Motive +56, Spot +61, Spellcraft +84, Survival +38, Swim +35, Use Magic Device +35
Feats:        Cold Focus, Cold Spell Specialization, Combat Casting, Energy Substitution (Cold), Enlarge Spell, Extend Spell, Flash Frost Spell, Frozen Magic, Greater Cold Focus, Greater Spell Focus (Evocation), Greater Spell Penetration, Lord of the Uttercold, Piercing Cold, Quicken Spell, Shadow Veil, Silent Spell, Snowcasting, Spell Focus (Evocation), Spell Penetration, Still Spell, Winter's Blast, 21,  Blind-Fight (B), Line of Shadow (B), Quicken Mystery (B), Reach Mystery (B), Still Mystery (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Alter Size, Avatar, Extra Domain (Hatred), Frightful Presence, Hand of Death
Domain Powers: Rebuke Cold or Turn Fire Creatures 15/day, Death Touch (5d6, 1/day), 1/day you may gain a +2 Profane Bonus on Attack/Damage/Save rolls vs one opponent for 1 minute
Spell-Like Abilities: Stalker can cast the following spells at will as Spell-Like abilities: Animate Dead, Antipathy, Armor of Darkness, Bestow Curse, Blacklight, Blasphemy, Blindness/Deafness, Cause Fear, Chill Metal, Chill Touch, Cone of Cold, Control Weather, Create Greater Undead, Darkbolt, Death Knell, Death Ward, Destruction, Doom, Forbiddance, Ice Storm, Nightmare, Obedient Avalanche, Obscuring Mist, Polar Ray, Power Word Blind/Kill, Prying Eyes, Rage, Righteous Might, Scare, Slay Living, Sleet Storm, Wail of the Banshee, Wall of Ice.  Save DC is 27 plus the spell level.
Fundamentals Known: Arrow of Dusk, Black Candle, Caul of Shadow, Liquid Night, Mystic Reflection, Shadow Hood, Sight Obscured, Umbral Hand.  May be used at Will, Save DC 22.
Mysteries Known:1: Carpet of Shadow, Life Fades, Steel Shadows (Su)
2: Blackfire,Flesh Fails (Su)
3: Umbral Touch (Su)
4: Shadows Fade, Shadow Vision (Sp)
5: Curtain of Shadows, Unravel Dweomer (Sp)
6: Greater Shadows Fade, Unveil (Sp)
7: Ephemeral Image, Prison of Night, Summon Umbral Servant
8: Shadow Plague, Tomb of Night, Umbral Body
9: Army of Shadow, Consume Essence
Mysteries Per Day: 3/3/3/2/2/2/1/1/1, Base DC=22 plus Mystery level
Sorcerer Spells Known:  0: Daze, Detect Magic, Detect Poison, Ray of Frost
1: Ice Dagger, Lesser Orb of Cold, Message, Net of Shadows, Obscuring Mist, Ghost Sound, Ray of Enfeeblement, Resistance, Touch of Fatigue
2: Frost Breath, Ice Knife, Ray of Ice, Shadow Spray, Wall of Gloom 5
3: Blacklight, Shadow Binding, Shadow Cache, Shadow Phase
4: Evard's Black Tentacles, Orb of Cold, Shadow Conjuration, Shadow Well
5: Night's Caress, Shadow Evocation, Shadow Form, Shadowfade
6: Ray of Entropy, Shadow Walk, Spectral Touch
7: Avasculate, Greater Shadow Conjuration, Ice Claw
8: Blackfire, Field of Icy Razors, Greater Shadow Evocation
9: Black Blade of Disaster, Shades, Sphere of Ultimate Destruction
Sorcerer Spells Per Day: 6/9/9/9/9/8/8/8/8/7, Base DC=22 plus spell level
Possessions: None.
Create Magic Items: Stalker can create magic items related to cold, death, or hate as long as the items market price does not exceed 4,500 GP.


Other Divine Powers
As a Demigod, Stalker treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Stalker can see, hear, touch, and smell at a distance of 5 miles.  As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 2 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Powers: Stalker sense any act involving cold, death, or hate the instant it happens and retains the sensation for up to 5 weeks after the event occurs. 
Automatic Actions: Stalker can use Hide, Move Silently, and Survival as a Free Action if the DC for the task is 15 or lower.  He can perform up to 2 Free Actions each round.

Offline bhu

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Re: Goblinoids
« Reply #28 on: November 10, 2011, 02:59:01 AM »
EATERS OF THE FALLEN


   
"Step away from the Meat."

 The Eaters of the Fallen are worshipers of Grankhul.  They are religious cannibals/anthropophagi who kill and devour the opponent of the Bugbear people (and their own cult). 

BECOMING AN EATER OF THE FALLEN
Most Eaters are Clerics who have become Rangers or Scouts to appease their Patron Grankhul.

 ENTRY REQUIREMENTS
   Class Abilities:  +1d6 Skirmish or Favored Enemy, Access to one of the following Domains: Celerity, Knowledge, Travel, Trickery
   Patron:  Grankhul
   Skills:  Hide 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Spot 6 ranks, Survival 6 ranks
   Feats:  Endurance, Track
   Race:  Bugbear
   Special: Must have tracked down, killed, and ceremonially dressed, cooked, and eaten a member of an intelligent humanoid species considered to be an enemy of the Bugbears.

Class Skills
 The Eater of the Fallen's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Jump (Str), Knowledge (Geography, Nature, Religion)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Ambush Warfare, +1 level of Divine spellcasting class
2. +1    +0     +3     +3    Woodcraft, +1 level of Divine spellcasting class
3. +2    +1     +3     +3    +1 level of Divine spellcasting class
4. +3    +1     +4     +4    Ambush Warfare, +1 level of Divine spellcasting class
5. +3    +1     +4     +4    Woodcraft, +1 level of Divine spellcasting class
6. +4    +2     +5     +5    +1 level of Divine spellcasting class
7. +5    +2     +5     +5    Ambush Warfare, +1 level of Divine spellcasting class
8. +6    +2     +6     +6    Woodcraft, +1 level of Divine spellcasting class
9. +6    +3     +6     +6    +1 level of Divine spellcasting class
10.+7    +3     +7     +7   Cannibal Master, +1 level of Divine spellcasting class


Weapon Proficiencies: The Eaters of the Fallen gain no new weapon or armor proficiencies.
 
Ambush Warfare (Ex): At 1st level if you successfully attack your opponent when he is Denied his Dexterity Bonus to AC you do extra damage equal to your Eaters of the Fallen level.  If your opponent is one of your Favored Enemies you instead add double your Eaters of the Fallen level to damage.  If you have Skirmish as opposed to Favored Enemy, you gain double your normal AC bonus from the Skirmish.

At 4th level you are quite practiced at stabbing opponents in the back and gain +2d6 Sneak Attack (this stacks with any Sneak Attack Dice you may gain from other class levels). 

At 7th level, when you successfully critical while striking an opponent who is Denied his Dex Bonus to AC, you do (Eaters of the Fallen Level divided by 2)d6 extra damage.


Woodcraft (Ex): At levels 2, 5, and 8 choose any 2 skills from your class skill list.  You gain a +2 Competence Bonus on these skills.  You may choose the same skill more than once, and the bonuses gained from this ability stack.

Divine Spellcasting: At each level your caster level in one Divine caster class increases by 1.  If you have multiple Divine caster classes (such as Ranger and Cleric) choose which one increases at each level.

Cannibal Master (Ex): At 10th level you gain extra power when ritually consuming part of your fallen foes.  For each foe you kill personally (in other words you must have been responsible for most of the damage done to it, and delivered the killing blow), AND that you eat some part of you gain a cumulative +1 Morale Bonus to all rolls for the next 24 hours.

PLAYING AN EATER OF THE FALLEN
 Mercy is for the weak.  There is no such thing as justice or rules within this world.  Do what is necessary to win.  Survive at any cost.  betray any friend if it's necessary to complete your mission for Grankhul.
 Combat: You prefer combat from a distance or from ambush.  After all you think of yourself as a hunter, not a soldier.  Rules are for soldiers.  You do whatever is necessary to win without placing yourself in too much danger.  Traps are beloved by members of this class.
 Advancement: Eaters generally follow the path of being a hunter and scout first, and a priest second.  If they left their woodcraft behind to dedicate themselves to priestly deities only, their God would disown them.
Resources: Eaters are taught to rely on themselves only.  In a pinch they can ask for help from their church, but they prefer to solve problems on their own first.

EATERS OF THE FALLEN IN THE WORLD
"They didn't leave anything of Lord Samuel at all...they even cracked the bones to suck out the marrow..."
 While they are folk heroes to their own people, the Eaters are monsters to the outside world.  It's one of the reasons they don't go out of their way to advertise their priestly side.  If people knew they were devotees of Grankhul they'd die a lot slower than their comrades...
 Daily Life: The Eaters are always trying to add to their list of skills, and abilities to remain self sufficient.  They also receive a lot of military training, as they are expected to lead squads in guerilla warfare strikes against enemies.
 Notables: Tulk (NE Male Bugbear Ranger 6/Cleric 1/Eater of the Fallen 1) is a new recruit who may have touched off a war by having devoured the Princess of a neighboring Elf nation.
 Organizations: The Church of Grankhul is a well oiled machine, even if it is informal for the most part when the Bugbears aren't at war.  They have much to do, and not enough recruits to do it.  But while this has taught them incredible efficiency it means they have little time for naything but their assigned tasks.

NPC Reaction
 NPC's are horrified at the acts committed by the Eaters, who go out of their way to commit atrocities for no better purpose than discouraging people from coming around.

EATERS OF THE FALLEN IN THE GAME
 This class requires it's players to do things many people would find uncomfortable.  Make sure they understand what they're getting into.
 Adaptation: This is best for all Bugbear or all Evil Campaigns.
 Encounters: PC's generally encounter the Eaters whenever they invade Bugbear lands, or go anywhere where the Bugbears are currently at war.

Sample Encounter
EL 12: The PC's have been drafted to find the killers of a local Lord's daughter.  It's that or die on the front lines.  So it's off to Bugbear country they go sneaking...


Tulk
NE Male Bugbear Ranger 6/Cleric 1/Eater of the Fallen 1
Init +7, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 25, touch 16, flat-footed 22 (+3 Dex, +3 Natural, +6 Armor, +3 Deflection)
hp 82 (11 HD)
Fort +11, Ref +13, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Kukri +11/+6 (1d4+3/15-20)
Ranged +1 Kukri +11 (1d4/15-20)
Base Atk +8, Grp +11
Atk Options Rebuke Undead 1/day
Combat Gear
Ranger Spells Per Day 1st: 2 (DC 14)
Cleric Spells Per Day 1st: 2 (DC 14)
-----------------------------------------------
Abilities Str 16, Dex 16, Con 16, Int 10, Wis 16, Cha 6
SQ Favored Enemy (Human +4, Dwarf +2), Combat Style, Wild Empathy, Animal Companion (Wolf), Domains (Celerity, Trickery)
Feats Far Shot, Improved Initiative, Point Blank Shot, Precise Shot, Endurance (B), Improved Two Weapon Fighting (B), Two Weapon Fighting (B), Track (B)
Skills Climb +9, Concentration +9, Craft (Weaponsmithing) +4, Hide +9, Knowledge (Geography, Nature) +6, Knowledge (Religion) +2, Listen +9, Move Silently +13, Search +6, Spot +9, Survival +9, Swim +9
Possessions +2 Improved Shadow Improved Silent Moves Chain Shirt, +1 Keen Throwing Returning Kukri, +3 Ring of Protection, Lens of Detection



EPIC EATERS OF THE FALLEN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Woodcraft You gain an additional +2 to any 2 skills at level 22, and every 3 levels thereafter.
Spellcasting The Caster level of one of your Divine spellcasting classes continues to improve with level.
Bonus Feats: The Epic Eater of the Fallen gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #29 on: November 10, 2011, 02:59:30 AM »
FORESTKITH ALPHA


   
"RAAAAAAAAAAAAAAAAH!!!!!!!!"

 A small percentage of the males among the Forestkith Goblins grow to tremendous size, sometimes standing a hulking 6' tall (i.e. comparatively tremendous to their fellows).  Most researchers are uncertain to the cause of origin of the phenomenon, and the Forestkith's lack of cooperation certainly doesn't help much.

BECOMING A FORESTKITH ALPHA
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Forestkith Goblin
   Gender:  Male
   Feats:  Improved Grapple, Improved Unarmed Strike
   Skills:  Any two skills based on a physical stat (i.e. Str, Dex, or Con) at 8 ranks
   BAB:  +6


Class Skills
 The Forestkith Alpha's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Flying Tackle
2. +2    +3     +0     +0    Rage
3. +3    +3     +1     +1    Powerful Wrestler
4. +4    +4     +1     +1    Flying Tackle
5. +5    +4     +1     +1    Rage
6. +6    +5     +2     +2    Powerful Build
7. +7    +5     +2     +2    Flying Tackle
8. +8    +6     +2     +2    Rage
9. +9    +6     +3     +3    Medium Size
10.+10   +7     +3     +3   Transformation

Weapon Proficiencies: A Forestkith Alpha gains no new weapon or armor proficiencies.
 
Flying Tackle (Ex): As a Standard Action you may run and plow into your opponent.  This is a charge attack doing damage equal to your Unarmed Strike damage, and both you and your opponent are knocked prone.

At 4th level when you successfully perform the Flying Tackle you may perform a Grapple Check as a Free Action without provoking an Attack of Opportunity.  You both still end Prone, but if successful you are now Grappling your opponent.

At 7th level if you have your opponent Pinned in a Grapple, you can rain down blows upon him doing double your Unarmed Strike damage each round you maintain the Grapple.

Rage (Ex): At level 2 the Forestkith Alpha gains 1 daily use of Rage (identical to the Barbarian class ability in the PHB), or an additional daily use of Rage if it already has the ability from another class. 

At levels 5 and 8 it gains 1 more daily use of Rage.

Powerful Wrestler (Ex): At level 3 the Forestkith Alpha no longer takes a Size penalty to Bull Rush, Grapple, or Trip checks.

Powerful Build (Ex): At 6th level the Forestkith Alpha gains the Powerful Build ability identical to the one on page 12 of the XPH.

Medium Size (Ex): At 9th level the Forestkith permanently becomes Medium Size.  It gains +2 Str and it's Natural AC bonus increases by +1.

Transformation (Ex): At 10th level the Forestkiths transformation is complete.  You gain another +2 Str, +2 Con, and your Natural AC Bonus increases by an additional +2.  You also gain a +4 Racial Bonus to Grapple Checks.

PLAYING A FORESTKITH ALPHA
 You are the top monkey in your tribe.  The big chief.  The only Forestkith with his own personal harem.  You're stronger than all the other men, tougher than all the other men, and crap bigger than all the other men as well.  Obviously the Gods have chosen you to lead.  And you'll kick the tail of anything says otherwise.
 Combat: Fighting is fun, and a fave past time.  You no longer need to hide in trees when the other humanoids come round.  Now you can sneak up behind them and whack them with a club.  Okay, so the traditional Goblin mindset is a little hard to overcome even with the newfound size...
 Advancement: Alphas tend to try to increase the size of their tribe, and most will at least have the Leadership Feat.  They tend to be territorial, and quite paranoid as well so many spend an unusual amount of time on developing skills not normally required for forest life.
Resources: Most Alphas are tribal leaders of some kind, so they have he entirety of their peoples resources to draw on.  Which isn't much considering they're barely above primate level.

FORESTKITH ALPHAS IN THE WORLD
"Waitaminute...that's not a monkey..."
 Alphas tend to interact with the world by telling it what to do, and then beating the crap out of it if it doesn't act quickly enough.  It's their way or the highway.  If they can't order it or beat it silly, they tend to lee and rethink things.
 Daily Life: You may be a subhuman primitive jungle dweller, but darn it you LEAD the subhuman primitive jungle dwellers.  So it keep you busy most of the day planning and such.  And your nights are taken up by the harem.  It's good to be the Alpha.
 Notables: Maymun (CE Male Forestkith Barbarian 6/Forestkith Alpha 5) has recently begun feeling more confident than usual, and has been leading his tribe into laying traps for, and assaulting the local humanoids.
 Organizations: Most Alphas are the leaders of a sort of informal organization: their extended tribal family.  Few end up becoming much else as they have no wish to work for others or be second banana to anyone.

NPC Reaction
 NPC's reaction can generally be summed up as "Holy Jebus, that things a Goblin?  Quick, kill it before it eats the children."

FORESTKITH ALPHAS IN THE GAME
 With it's focus on tribal leadership this class tends to make itself a center of attention.  This could be good or bad depending on what you  want to focus your campaign on.
 Adaptation: Alphas can be bullies, and feel despondent when they aren't in charge.  Might want to consider this one for the NPC bad guys frst.
 Encounters: Alphas are generally encountered leading Forestkith on raids, or whenever PC's stumble onto a tribe of Forestkiths in the woods.

Sample Encounter
EL 12: The PC's are calmly minding their own business, murdering savage humanoids for money in the jungle.  All of a sudden the trees turn into little furry people with nets.  Gonna be one of those days.  The big one looks at you kinda weird...


Maymun
CE Male Forestkith Barbarian 6/Forestkith Alpha 5
Init +1, Senses: Listen +10, Spot +6, Dark Vision 60'
Languages Goblin, Common
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +1 Dex, +1 Natural, )
AC Raging , touch , flat-footed   (-2 Size, +1 Size, +1 Dex, +1 Natural, )
hp 88 (11 HD), 110 Raging
Fort +11 (+13 Raging), Ref +4, Will +5 (+7 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
------------------------------------------------
Speed 40 ft. (8 squares), Climb 20 ft.
Melee Unarmed Strike +14/+9/+4 (1d6+3)
Melee Raging Unarmed Strike +16/+11/+6 (1d6+5)
Base Atk +11, Grp +10
Atk Options Rage 4/day, Flying Tackle, Powerful Wrestler
Combat Gear
-----------------------------------------------
Abilities Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 8
SQ Light Sensitivity, Tree Shape, Discordant Frenzy, Fast Movement
Feats Improved Grapple, Improved Unarmed Strike, Leadership, Superior Unarmed Strike
Skills Bluff +4, Climb +18, Craft (Weaving) +5, Gather Information +3, Hide +9, Intimidate +7, Jump +12, Listen +10, Move Silently +9, Sense Motive +7, Spot +6, Survival +9, Swim +10, Tumble +5
Possessions



EPIC FORESTKITH ALPHA

Hit Die: d10
Skills Points at Each  Level : 4 + int
Rage The Forestkith Alpha gains an additional daily use of Rage at level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Forestkith Alpha gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #30 on: November 10, 2011, 03:00:29 AM »
BARGRIVYEK
Lesser God
Symbol: Flail
Home Plane: Baator
Alignment: Lawful Evil
Portfolio: Cooperation, Territory
Worshipers: Goblins
Cleric Alignments: LE, LN, NE
Domains: Goblin, Pact, Planning
Favored Weapon: Flail

Known as the Peacekeeper because he tolerates no war between the goblinoid tribes, and is the Goblin God of Cooperation and Territory (specifically acquiring territory).  Despite his title he is neither gentle or pacifistic, and is in fact quite homicidaly inclined towards the other humanoid races (particularly Orcs for some reason).  He appears as an 8' tall Goblin with a high domed forehead and carrying a white-tipped flail.

Dogma
 
Bargrivyek preaches that no goblinoid should harm another, especially if he has the option of harming a non-goblinoid.  The territory of the goblin races must expand at all costs, and it's even preferable the way is paved in the blood of others.

Clergy and Temples

Temples to Bargrivyek are always found near military post of the goblin races, and at the edges of their territory.  Once that territory has been expanded the temple keeps moving towards the edge.  Bargrivyeks priests often speak in tongues or in his voice as omens.

BARGRIVYEK
Cleric 20, Beguiler 20
Large Outsider (Lawful, Evil)
Divine Rank: 10
Hit Dice:             20d8+140 plus 20d8+140 plus 20d6+140 (860 hp)
Initiative:           +11
Speed:                80 ft. (16 squares)
Armor Class:          63 (-1 Size, +7 Dex, +23 Natural, +14 Deflection, +10 Divine), touch 40, flat-footed 56
Base Attack/Grapple:  +45/+56
Attack:               +5 Flail +66 (1d8+17) or spell +61 melee/ranged touch
Full Attack:         +5 Flail +66/+61/+56/+51 (1d8+17) or spell +61 melee/ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Rebuke Undead 17/day
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 15, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 34), Armored Mage, Cloaked Casting, Trapfinding, Surprise Casting, Advanced Learning (Serene Visage, Miser's Envy, Shadow Form, Solipsism, Programmed Amnesia)
Saves:                Fort +47, Ref +41, Will +59
Abilities:            Str 24, Dex 24, Con 24, Int 38, Wis 37, Cha 38
Skills:               Bluff +90, Climb +63, Concentration +83, Diplomacy +96, Disable Device +63, Disguise +70 (+76 Acting), Gather Information +94, Heal +69, Hide +63, Intimidate +53, Knowledge (Arcana, History, Local, Religion, The Planes) +63, Knowledge (Geography, War) +40, Listen +84, Move Silently +63, Open Lock +63, Search +63, Sense Motive +69, Sleight of Hand +69, Spellcraft +69 (+73 w/scrolls), Spot +84, Tumble +63, Use Magic Device +70 (+74 w/Scrolls)
Feats:              Battlecaster Defense, Battlecaster Offense, Combat Casting, Dazzling Illusion, Domain Focus (Goblin, Pact, Planning), Greater Spell Focus (Enchantment, Illusion), Greater Spell Penetration, Improved Initiative, Metamagic School Focus (Enchantment, Illusion), Profane Boost, Retributive Spell, Spell Focus (Enchantment, Illusion, Law, Evil), Spell Penetration, Unsettling Enchantment, Extend Spell (B), Silent Spell (B), Still Spell (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Area Divine Shield, Battlesense, Clearsight, Divine Glibness, Divine Inspiration, Divine Shield, Lay Curse, Lay Quest, Marking Strike (see below), Call Creatures (Goblins)
Domain Powers: n/a
Spell-Like Abilities: Bargrivyek can cast the following spells at will as Spell Like Abilities:  Augury, Clairaudience/Clairvoyance, Command, Death Pact, Death Watch, Detect Scrying, Discern Location, Divination, Gate, Greater Invisibility, Greater Scrying, Hero's Feast, Hiss of Sleep, Knock, Mind Blank, Nondetection, Obscure Mist, Passwall, Reaving Dispel, Renewal pact, Shadow Walk, Shield Other, Speak with Dead, Stalwart Pact, Status, Time Stop, Zealot Pact.  Caster Level is 20.  Save DC is 34 plus the spell level.
Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
Beguiler Spells Per Day: 6/10/10/9/9/9/9/8/8/5; Base DC=24 plus spell level
Possessions: Zinciri, a +5 Collision Chargebreaker Domineering Flail


Other Divine Powers
As a Lesser deity, Bargrivyek may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Bargrivyek can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Bargrivyek sense any act involving cooperation or gaining/losing territory the instant it happens and retains the sensation for up to 6 weeks after the event occurs. 
Automatic Actions: Bargrivyek can use any Charisma based skill as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.
Create Magic Items: Bargrivyek can create items involving cooperation or territory as long as the items market price does not exceed 30,000 GP.




Goblin Domain
Granted Power: You may add Hide, Move Silently, and Ride to your Class skill list.
1: Obscure Mist
2: Knock
3: Nondetection
4: Greater Invisibility
5: Passwall
6: Shadow Walk
7: Hiss of Sleep
8: Mind Blank
9: Reaving Dispel


Marking Strike
You can mark a being as an enemy of your worshipers by striking him.
 Prerequisites: Divine Rank 6+
 Benefits: By successfully hitting any opponent with a melee strike, he becomes Marked (unless it has Divine Rank).  Any of your worshipers can see the Mark, and they have a +4 Morale Bonus on all rolls against any Marked opponent.  The Mark can only be removed by you, or another Deity whose Rank is higher than your own.
« Last Edit: January 10, 2017, 01:04:11 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #31 on: November 10, 2011, 03:01:03 AM »
KHURGORBAEYEG
Lesser God
Symbol: Whip
Home Plane: Acheron
Alignment: Lawful Evil
Portfolio: Slavery, Oppression, Morale
Worshipers: Goblins
Cleric Alignments: LE, LN, NE
Domains: Domination, Evil, Goblin
Favored Weapon: Whip

Khurgorbaeyeg is considered Maglubiyet's trusted lieutenant, but is compelled to share Maglubiyet's realm on Acheron to ensure that he doesn't plot against his master more than he already is. He appears as a 9' tall goblin with scales fading from red to yellow dressed in scale mail and carying a whip.

Dogma
 
Goblins should rise to dominion over the other races at all costs.  Enslaving foes and forcing them to work towards this goal is preferable to killing them, and a priest who murders opponents saves them from a far worse fate and should be punished.

Clergy and Temples

Khurgorbaeyeg's clergy are dressed in scale mail and helms and carry whips much like their master.  They attempt to capture and enslave foes as opposed to killing them, and often keep wolves as pets as they are considered holy to Khurgorbaeyeg.


KHURGORBAEYEG
Ranger 20, Beguiler 20
Large Outsider (Lawful, Evil)
Divine Rank: 10
Hit Dice:             20d8+200 plus 20d8+200 plus 20d6+200 (1040 hp)
Initiative:           +14
Speed:                80 ft. (16 squares)
Armor Class:          75 (-1 Size, +10 Dex, +23 Natural, +13 Deflection, +10 Divine, +9 Armor), touch 43, flat-footed 65
Base Attack/Grapple:  +55/+69
Attack:               Whip +79 melee (1d4+15) or spell +74 melee/ranged touch
Full Attack:         Whip +79/+74/+69/+64 melee (1d4+15) or spell +74 melee/ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Favored Enemy (Dwarves +4, Elves +4, Halflings +2, Humans +4, Orcs +4), Combat Style (Combat Expertise, Improved Trip, Improved Disarm)
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 15, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 33), Armored Mage, Cloaked Casting, Trapfinding, Surprise Casting, Advanced Learning (Greater Rebuke, Inhibit, Mesmerizing Glare, Programmed Amnesia, Transfix), Wild Empathy, Woodland Stride, Swift Tracker, Evasion, Camouflage, Hide in Plain Sight, Animal Companion (Wolf)
Saves:                Fort +40, Ref +40, Will +37
Abilities:            Str 30, Dex 30, Con 30, Int 30, Wis 29, Cha 36
Skills:               Appraise +66, Bluff +68, Concentration +89, Craft (Blacksmith, Torture Device) +66, Diplomacy +52, Gather Information +71, Hide +66, Intimidate +50, Jump +43, Knowledge (Arcane, Dungeoneering, Geography, Local) +41, Listen +86, Move Silently +66, Profession (Torturer) +65, Search +87, Sense Motive +65, Spellcraft +66, Spot +86, Survival +67 (+73 following tracks), Use Magic Device +67 (+71 w/Scrolls), Use Rope +66
Feats:              Adaptable Flanker, Combat Expertise, Combat Reflexes, Defensive Sweep, Deft Opportunist, Dodge, Epic Will, Favored Power Attack, Favored Critical (Whip), Improved Combat Expertise, Improved Feint, Improved Trip, Improved Disarm, Improved Critical (Whip), Improved Initiative, Mobility, Power Attack, Power Critical (Whip), Spring Attack, Vexing Flanker, Weapon Focus (Whip), Endurance (B), Silent Spell (B), Spell Focus (Enchantment)(B), Still Spell (B), Track (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Battlesense, Clearsight, Divine Inspiration, Frightful Presence, Irresistible Blows, Know Secrets, Lay Curse, Monstrous Avatar (see below), Sunder and Disjoin, Whip of Death (See below)
Domain Powers: Evil spells are cast at +1 Caster Level.
Spell-Like Abilities: Khurgorbaeyeg can cast the following spells at will as Spell Like Abilities:  Blasphemy, Command, Create Undead, Desecrate, Dispel Good, Dominate Person, Enthrall, Geas/Quest, Greater Command, Greater Invisibility, Hiss of Sleep, Knock, Magical Circle Against Good, Mass Suggestion, Mind Blank, Monstrous Thrall, Nondetection, Obscure Mist, Passwall, Protection from Good, Reaving Dispel, Shadow Walk, Suggestion, Summon Monster IX (Evil only), True Domination, Unholy Aura, Unholy Blight.  Caster Level is 20.  Save DC is 33 plus the spell level.
Ranger Spells Per Day: 6/5/5/5; Base DC=18 plus spell level.
Beguiler Spells Per Day: 6/9/8/8/8/8/8/7/7/4; Base DC=20 plus spell level
Possessions: Beyefendi, a +5 Domineering Paralyzing Disarming Whip
+5 Heavy Fortification Scale Armor


Other Divine Powers
As a Lesser deity, Khurgorbaeyeg may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Khurgorbaeyeg can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Khurgorbaeyeg sense any act involving slavery or oppression the instant it happens and retains the sensation for up to 6 weeks after the event occurs. 
Automatic Actions: Khurgorbaeyeg can use Intimidate or Profession (Torturer) as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.
Create Magic Items: Khurgorbaeyeg can create items involving slavery or oppression as long as the items market price does not exceed 30,000 GP.




Monstrous Avatar
Your avatar is a giant beast of some sort.
 Prerequisites: Divine Rank 6, Cha 29
 Benefits: This is similar to the Avatar ability, but the avatar form is of an Animal or Vermin.  It's stats are in all ways identical to a normal Avatars, except it has no equipment the Avatar would have, and has different attack/movement abilities.  It has the Primary and Secondary Natural Attacks of the Animal/Vermin chosen as well as any Ex Special Attacks or Qualities (except Mindless).  If the Animal/Vermin has any form of movement other than a base land speed, the Avatar also gains this forms of Movement (speed is equal to the Avatars base Land Speed, Maneuverability is Good unless it is already better if it has Flight).



Whip of Death
A whip is deadly in your hands.
 Prerequisites: Divine Rank 0, Weapon Focus (Whip)
 Benefits: Attacks made by you with a whip affect opponents regardless of their Armor/Natural Armor Bonus to AC, dont provoke Attacks of Opportunity, do lethal damage (unless you want it to be non-lethal), and threaten an area equal to their range.
« Last Edit: January 10, 2017, 01:14:06 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #32 on: November 10, 2011, 03:01:50 AM »
PEACEKEEPER


   
"There is nothing so likely to produce peace as to be well prepared to meet the enemy."

 Peacekeepers, are as their names imply, diplomats who attempt to prevent violence.  But they only prevent violence among the Goblinoid tribes.  Against the other humanoid races they are as savage and resentful as the worst of their kind.  For them, peace is a tool for their race only.  A means of concentrating on the annihilation of the other races.

BECOMING A PEACEKEEPER
Peacekeepers are specialized priests of Bargrivyek.

 ENTRY REQUIREMENTS
   Race:  Goblin
   Patron:  Bargrivyek
   Spells:  Must be able to cast at least 3rd level Divine Spells
   Feats:  Domain Focus (Pact or Planning), Domain Spontaneity (Pact or Planning), True Believer
   Skills:  Diplomacy 8 ranks, Knowledge (Religion) 8 ranks


Class Skills
 The Peacekeeper's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana, History, Local, Religion, War)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Voice of the Gods
2. +1    +3     +0     +3    Command Goblinoids, +1 Level of Divine Spellcasting Class
3. +2    +3     +1     +3    Morale Officer, +1 Level of Divine Spellcasting Class
4. +3    +4     +1     +4    Voice of the Gods, +1 Level of Divine Spellcasting Class
5. +3    +4     +1     +4    Command Goblinoids
6. +4    +5     +2     +5    Morale Officer, +1 Level of Divine Spellcasting Class
7. +5    +5     +2     +5    Voice of the Gods,+1 Level of Divine Spellcasting Class
8. +6    +6     +2     +6    Command Goblinoids, +1 Level of Divine Spellcasting Class
9. +6    +6     +3     +6    Morale Officer, +1 Level of Divine Spellcasting Class
10.+7    +7     +3     +7    Voice of Bargrivyek


Weapon Proficiencies: A Peacekeeper gains no new weapon or armor proficiencies.
 
Voice of the Gods (Su): You voice Omens and portents sent from your God on occasion.  The rest of the time your magically enhanced voice at least makes it sound as if you still are the voice of your deity.

At 1st level any spells you cast with Verbal Components have their Save DC increased by +1. 

At 4th level you may always Take 20 when using one of the following skills (Bluff, Diplomacy, Gather Information, Intimidate) a number of times per day equal to your Charisma Modifier instead of making a regular Skill Check.

At 7th level you may cast Commune a number of times per day equal to your Charisma Modifier as a Supernatural Ability.

Command Goblinoids (Su): At 2nd level you may cast Command at will as a Supernatural Ability, but only on Goblinoids (Save DC is 10 plus 1/2 Hit Dice plus Cha Modifier).

At 5th level you may expend a daily use of Rebuke Undead to instead Rebuke a Goblinoid.

At 8th level you may cast Dominate Person as a Supernatural Ability a number of times per day equal to your Charisma Modifier, but only on Goblinoids(Save DC is 10 plus 1/2 Hit Dice plus Cha Modifier).

Morale Officer (Su): You are responsible for the morale of the men in your care, and you make certain it remains high by keeping them more afraid of you than the enemy.  At 3rd level as a Standard Action you can generate an aura in a 60' area that gives all Goblinoids within the area of effect a +1 Morale Bonus to all roles. The Aura lasts (3 rounds + 1 round per point of Charisma Modifier) and may be used once per day for every 2 levels of Peacekeeper.

The Bonus increases to +2 at level 6, and +4 at level 9.

Voice of Bargrivyek (Ex): At 10th level you can speak with the voice of your deity once per day as a Standard Action.  All Goblinoids within 120' gain a +2 Morale Bonus on all rolls, and all non-Goblinoids gain a -2 Morale Penalty on all rolls for the duration of the encounter.

PLAYING A PEACEKEEPER
 Your goal is to keep everyone focused on fighting the enemy.  Goblinoids can be hot tempered at times, and they don't often agree with one another on many issues.  They need a steady and firm hand to keep their anger focused on it's proper place: the other races. 
 Combat: Peacekeepers rarely get to see the battlefield as their duties take them elsewhere, but they are capable enough with their flails, and have their spells to protect them.
 Advancement: Peacekeepers are rather like the Gestapo of the Goblinoid armies.  They are political officers designed to make sure everyone obeys the governments/churches official rhetoric, and silence any dissenters.  This keeps 'morale' high.
Resources: Peacekeepers usually have the backing of any Goblinoid government or military.  They many times act as the heads of the military police, ensuring that their own soldiers do not fight against one another, and save their attentions for the enemy.

PEACEKEEPERS IN THE WORLD
"Shut it.  Here comes the Peacekeepeer."
 Goblins low in the chain of command are yours to run herd over, and some of them resent you for it.  This is only natural.  But you're there for a purpose and they need to understand that.  You must ensure there are no thoughts or actions critical of the war effort.  Even if it means snapping a few necks to make an example.
 Daily Life: The daily life of a Peacekeeper is spent responding to calls for diplomatic 'aid' (i.e. pretense meant to fool the enemy), ensuring the soldiers don't get into brawls amongst themselves, and perhaps even a little sabotage.
 Notables: Dovmek (LE Male Goblin Cleric 6/Peacekeeper 6) is typical of his loathsome kind: a polished officer with a kind word for everyone, and a dagger at their backs.
 Organizations: All Peacekeepers belong to the Church of Bargrivyek and the Goblinoid military.  They are forbidden to belong to any other organizations which will demand their time and abilities.

NPC Reaction
 Most NPC's don't like to see a Peacekeeper coming, even other Goblins.  Since you're an ideological fanatic you tend to make enemies, and those beneath you consider you a contemptible hypocrite for not making the sacrifices you urge of others.

PEACEKEEPERS IN THE GAME
 Peacekeepers are an evil bunch.  Unless your campaign is all evil or all Goblin it is suggested you be careful about allowing them.
 Adaptation: This is meant for darker campaigns obviously.  If it's not also a military campaign the Peacekeeper will obviously be of less importance to the party as well.
 Encounters: PC's will generally encounter the Peacekeepers at the diplomatic table, or in any war effort involving the Goblins.  Otherwise they ted to stay out of sight.

Sample Encounter
EL 12: The PC's have been hired to assassinate a Goblin Priest/Commander of some sort.  Getting to him since he's surrounded by an army will be difficult.  Or perhaps not considering that the officers of that same army hired you...


Dovmek
LE Male Goblin Cleric 6/Peacekeeper 6
Init +2, Senses: Listen +6, Spot +3, Dark Vision 60'
Languages Common, Goblin, Orc
------------------------------------------------
AC 23, touch 13, flat-footed 21 (+1 Size, +2 Dex, +10 Armor)
hp 54 (12 HD)
Fort +10, Ref +6, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Flail +7/+2 (1d6-1)
Base Atk +8, Grp +2
Atk Options Rebuke Undead 5/day, Morale Officer +2 (5 rounds, 3/day)
Combat Gear
Spells Prepared 0: 6 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 3 (DC 17)
5: 2 (DC 18)
Caster Level 10
-----------------------------------------------
Abilities Str 6, Dex 14, Con 10, Int 13, Wis 16, Cha 14
SQ Domains (Pact, Planning), Voice of the Gods, Command Goblinoids
Feats Domain Focus (Pact, Planning), Domain Spontaneity (Pact, Planning), True Believer
Skills Bluff +7, Diplomacy +10, Gather Information +7, Intimidate +7, Knowledge (Arcana, History, Local) +6, Knowledge (Religion) +9, Listen +6, Sense Motive +6, Spellcraft +6
Possessions +5 Chainmail, +1 Weakening Resounding Flail, Iron Bands of Bilaro, 4 Shackles of Silence, 700 GP



EPIC PEACEKEEPER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells An Epic Peacekeepers caster level continues to increase but he does not learn new spells or gain more spells per day.
Bonus Feats: The Epic Peacekeeper gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 10, 2017, 01:16:12 AM by bhu »

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Re: Goblinoids
« Reply #33 on: November 10, 2011, 03:02:18 AM »
NOMOG-GEAYA
Lesser God
Symbol: Crossed Longsword and Handaxe
Home Plane: Acheron
Alignment: Lawful Evil
Portfolio: Hobgoblins, War, Authority
Worshipers: Hobgoblins
Cleric Alignments: LE, LN, NE
Domains: Courage, Evil, Fire, Law, Strength, Tyranny, War
Favored Weapon: Longsword

Nomog-Geaya is the patron God of Hobgoblins, even though many of his people consider Maglubiyet the ruler of the Goblinoid pantheon (something that gnaws at hims sometimes).  He is also considered the Hobgoblin war God.  Nomog-Geaya is a grey skinned Hobgoblin with orange eyes, and a mouth full of sharks teeth.  His voice is soft, and he speaks only when he has to.

Dogma
 
Nomog-Geayas followers tend to be among the more fanatic of his people, and are openly enraged that the Goblins would consider themselves or their Gods as the Hobgoblins equals.  He tries to avoid openly supporting the more zealous ones for fear of offending Maglubiyet.

Clergy and Temples

Nomog-Geaya commands that his priests follow no God but him, and that they must arm themselves with fire and steel, and destroy his races enemies (which means the elves for the most part, but he has no love for the Goblins either).  All prisoners taken in war must be burned alive as a sacrifice to him.



NOMOG-GEAYA
Ranger 20, Fighter 20
Large Outsider (Lawful, Evil)
Divine Rank: 10
Hit Dice:             20d8+360 plus 20d8+360 plus 20d10+360 (1600 hp)
Initiative:           +11
Speed:                80 ft. (16 squares)
Armor Class:          x (-1 Size, +11 Dex, +23 Natural, +10 Deflection, +10 Divine, +x Armor), touch x, flat-footed x
Base Attack/Grapple:  +60/+76
Attack:               
Full Attack:         
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Favored Enemy (Dwarves +2, Elves +6, Goblins +4, Gnomes +2, Humans +4), Combat Style (Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting)
Special Qualities:   Divine Immunities, DR 20/Epic, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 30), Wild Empathy, Woodland Stride, Swift Tracker, Evasion, Camouflage, Hide in Plain Sight, Animal Companion (Wolf)
Saves:                Fort +58, Ref +51, Will +42
Abilities:            Str 34, Dex 32, Con 35, Int 26, Wis 26, Cha 30
Skills:               
Feats:              15, Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Whirlwind Attack, Endurance (B), Track (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Fire, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Divine Armor Mastery, Divine Battle Mastery,  Divine Blast, Divine Fire Mastery, Divine Weapon Mastery, Extra Domains (Law, Strength, Tyranny, War), Mass Divine Blast
Domain Powers:
Spell-Like Abilities: Nomog-Geaya can cast the following spells at will as Spell Like Abilities:    Caster Level is 20.  Save DC is 30 plus the spell level.
Ranger Spells Per Day: 6/5/5/5; Base DC=18 plus spell level.
Possessions:


Other Divine Powers
As a Lesser deity, Nomog-Geaya may take a 10 on any check.  He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  He is immortal.
Senses: Nomog-Geaya can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action he can perceive anything within 10 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.  He can extend his senses to up to 5 locations at once.  He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Nomog-Geaya sense any act involving War or authority or the Hobgoblins the instant it happens and retains the sensation for up to 10 weeks after the event occurs. 
Automatic Actions: Nomog-Geaya can use xxx as a Free Action if the DC for the task is 20 or lower.  He can perform up to 5 Free Actions each round.
Create Magic Items: Nomog-Geaya can create items involving war or authority or hobgoblins as long as the items market price does not exceed 30,000 GP.

Offline bhu

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Re: Goblinoids
« Reply #34 on: November 10, 2011, 03:03:00 AM »
SOLDIERS OF THE LAST ORDER


   
"The unclean are purified by the fires of our Lord."

 The Soldiers of the Last Order are a cult of Hobgoblins devoted to manifesting Nomog-Geaya on the Material Plane, and thus achieving victory over the other races.  They are watched closely by the churches of the other Goblinoid Deities for signs they openly intend to depose the priests of Maglubiyet, and for their habits of burning perfectly good slaves alive as sacrifices to their god.

BECOMING A SOLDIER OF THE LAST ORDER
Most Soldiers begin as Clerics or as multiclassed Cleric/Rangers of Cleric/Fighters who are accepted by the cult after proving themselves.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Domains:  Must have access to the Fire and War Domains.
   Feats:  Holy Warrior, True Believer, Two Weapon Fighting
   Skills:  Knowledge (Religion) 6 ranks
   Special:  Must be sponsored by a current member of the organization, and pass certain stringent tests of loyalty (such as murdering someone of their choice).


Class Skills
 The Soldier's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana, History, Religion, War) (Int), Ride (Dex), and Spellcraft (Int)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Fire Resistance 5, +1 Divine spellcaster Level
2. +1    +3     +0     +3    Purifying Weapons, +1 Divine spellcaster Level
3. +2    +3     +1     +3    Sacrifical Flames
4. +3    +4     +1     +4    Fire Resistance 10, +1 Divine spellcaster Level
5. +3    +4     +1     +4    Purifying Weapons, +1 Divine spellcaster Level
6. +4    +5     +2     +5    Sacrifical Flames
7. +5    +5     +2     +5    Fire Resistance 15, +1 Divine spellcaster Level
8. +6    +6     +2     +6    Purifying Weapons, +1 Divine spellcaster Level
9. +6    +6     +3     +6    Sacrifical Flames
10.+7    +7     +3     +7   Sacred Warrior, +1 Divine spellcaster Level


Weapon Proficiencies: A Soldier gains no new weapon or armor proficiencies.
 
Fire Resistance (Su): At 1st level the Soldier gains Fire Resistance 5.  This increases to 10 at 4th level, and 15 at 7th level.

Purifying Weapons (Su): At 2nd level any Longsword or handaxe held by a Soldier is considered a Flaming weapon.

At 5th level it is considered a Flaming Burst weapon.

At 8th level it is considered a Charging, Flaming Burst weapon.

Sacrifical Flames (Su): At 3rd level you may sacrifice a humanoid prisoner of war to Nomog-Geaya by burning him alive.  The ritual takes 1 minute to perform, and once the victim dies in the fire the Soldier has access to one additional Domain of Nomog-Geaya's that he does not currently have access to for 1 day.  Note he still only gets one Domain spell per level, he just has access to more options.

At 6th level you gain access to your additional Domain for three days, and you may spontaneously cast spells from the Fire Domains as if you had the Spontaneous Domain Feat.

At 9th level all your Domain spells are cast at +1 caster level for 1 day after the sacrifice.

Sacred Warrior (Su): At 10th level you become immune to fire damage.  So long as you have a spell from either the Fire or War Domain uncast you have DR x/-, where x is equal to the spells level.

PLAYING A SOLDIER OF THE LAST ORDER
 Maglubiyet is a false God.  He is a weakling, and the Goblins he patronizes are a race of weaklings.  They are as much a thorn in the side of your race as the Elves and the other Humanoids.  They must perish.  All must perish in order to open the gate that will bring Nomog-Geaya to the world. 
 Combat: Fire features a great deal in your plans of combat.  Fire is unpredictable, and swiftly burns out of control, but your immunity to it means only your enemies need worry about the flames you set on the battlefield. 
 Advancement: Soldiers advance almost obsessively as both warriors of some sort and as Clerics.  To do otherwise would be to turn their back on their god.
Resources: The Soldiers are a small cult, and cannot be openly supported by the main church of Nomog-Geaya.  They cannot always give you help if they wish to remain working in the open, and most times you will be forced to rely on what you can buy or steal.

SOLDIERS OF THE LAST ORDER NAME IN THE WORLD
"That boy is obsessed with fire a little too much..."
 Soldiers generally interact with the world by setting it on fire and murdering it's relatives.  They're raids are small for now, but they put anyone they capture to death, and there seems to be no shortage of victims to kidnap in the larger cities.
 Daily Life: Most of a Soldiers life is spent preparing for war, preparing to sacrifice prisoners, and scheming to expand the influence of his cult.  Many hire out as mercenaries or assassins, provided their employer allows them to have the bodies. 
 Notables: Turcu (LE Male Hobgoblin Cleric 4/Fighter 2/Soldier of the Last Order 5) is a young fanatic determined to prove himself no matter what the cost. 
 Organizations: The Soldiers are a fairly small organization, but very closely knit by their fanaticism.  Unfortunately this drives away as many Hobgoblins as it converts.

NPC Reaction
 NPC's tend to be horrified at the Soldiers tendency to burn prisoners to death, and the Hobgoblins military leaders aren't very fond of it either.  Those religious sacrifices could be used as slaves or questioned to provide information. 

SOLDIERS OF THE LAST ORDER IN THE GAME
 This class is best in an all evil, all Hobgoblin campaign.  The Soldiers can hide their true intentions well, but they always give themselves away eventually, and it will make for problems in the party if any of them are Good.
 Adaptation: This is definitely for horrific or at least grim campaigns.
 Encounters: PC's will generally encounter the Soldiers anytime the Hobgoblins have gone to war, or as mercenaries seeking sacrifices to their deity.  In any case it will likely be a bloody and unhappy encounter.

Sample Encounter
EL 12: The PC's have barely escaped with their lives from the battlefield, and things have not gone well for their side.  Slinking into the forest they spot fires in a clearing, and find a small party of Hobgoblins burning prisoners alive.  Do they try to save them and possibly call down the army that may be nearby on their heads?  Or do they move on?


Turcu
LE Male Hobgoblin Cleric 4/Fighter 2/Soldier of the Last Order 5
Init +1, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 23, touch 11, flat-footed 22  (+1 Dex, +12 Armor)
hp 73 (11 HD)
Fort +13, Ref +3, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares), 40 w/Boots
Melee +4 Longsword +13/+8 melee (1d8+5/19-20) and +4 Handaxe +13 melee (1d6+4, x3)
Base Atk +10, Grp +11
Atk Options Rebuke Undead 5/day
Combat Gear
Spells Per Day  0: 6 (DC 13)
1st: 5 (DC 14)
2nd: 4 (DC 15)
3rd: 4 (DC 16)
4th: 2 (DC 17)
Caster Level 8th
-----------------------------------------------
Abilities Str 13, Dex 12, Con 14, Int 10, Wis 16, Cha 14
SQ Domains (Fire, War), Fire Resistance 10
Feats Holy Warrior, Martial Weapon Proficiency (Handaxe), True Believer, Two Weapon Fighting
Skills Climb +5, Concentration +8, Intimidate +6, Jump +1 (+6 w/Boots), Knowledge (Religion) +6, Move Silently +5, Ride +5, Spellcraft +4
Possessions +4 Longsword, +4 Handaxe, +4 Full Plate Armor, Boots of Striding and Springing, 229 GP



EPIC SOLDIER OF THE LAST ORDER

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells The Epic Soldiers caster level continues to increase with Epic Levels, but he doesn't gain additional spells per day.
Bonus Feats: The Epic Soldier gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #35 on: November 10, 2011, 03:04:32 AM »
MAGLUBIYET
Greater Deity
Symbol: Bloody Axe
Home Plane: Acheron
Alignment: Neutral Evil
Portfolio:    War, rulership
Worshipers: Goblins and Hobgoblins
Cleric Alignments: LG, LN
Domains: Chaos, Destruction, Evil, Trickery
Favored Weapon: Battleaxe

Maglubiyet appears as an 11' tall goblin with black skin and flaming eyes.  He is incredibly muscular for a Goblin. with sharp claws on his hands.  He is never seen without Kanbalta, a great black axe that constantly drips blood.

Dogma

Maglubiyet demands his followers oppose the followers of other Gods, particularly Kikanuti and the Elvish and Orcish pantheons.  He leads an army of dead Goblins against the Orcs eternally in Baator.


Clergy and Temples

The Sons of Maglubiyet make his temples in caves, and cut out the hearts of sacrificial victims for him once a month during the new moon.  They were gray-green scale mail and conical hats.

MAGLUBIYET
Fighter 20, Rogue 20
Large Outsider (Evil)
Divine Rank: 16
Hit Dice:             20d8+240 plus 20d10+240 plus 20d6+240 (1200 hp)
Initiative:           +14
Speed:                80 ft. (16 squares)
Armor Class:          75 (+10 Dex, +16 Divine, +29 Natural, +10 Deflection), touch 46, flat-footed 65
Base Attack/Grapple:  +55/+88
Attack:               +5 Battleaxe +88 melee (2d6+18/x3) or spell +83 melee/+80 ranged touch
Full Attack:          +5 Battleaxe +88/+83/+78/+73 (2d6+18/x3) or spell +83 melee/+80 ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Sneak Attack +10d6, Crippling Strike, Opportunist
Special Qualities:   Divine Immunities, DR 30/Epic, Fire Resistance 21, Spell Resistance 48, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 16 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (16 miles, DC 36), Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, Improved Evasion, Slippery Mind
Saves:                Fort +58, Ref +56, Will +50
Abilities:            Str 36, Dex 30, Con 34, Int 30, Wis 30, Cha 30
Skills:               Balance +48, Bluff +72, Climb +72, Concentration +51, Craft (Armorsmithing, Blacksmithing, Bowmaking, Metalworking, Weaponsmithing) +47, Diplomacy +48, Gather Information +49, Handle Animal +47, Hide +72, Intimidate +94, Jump +84, Knowledge (Dungeoneering, Geography, History, Local, Religion, The Planes, War) +49, Listen +72, Move Silently +72, Ride +48, Search +71, Sense Motive +71, Sleight of Hand +48, Spot +71, Swim +50, Tumble +72, Use Magic Device +72
Feats:                Adaptable Flanker, Cleave, Combat Reflexes, Defensive Sweep, Deft Strike, Deft Opportunist, Evasive Reflexes, Great Cleave, Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Critical (Battleaxe), Improved Initiative, Improved Sunder, Intimidating Strike, Overwhelming Assault, Power Attack, Rapid Assault, Robilars Gambit, Telling Blow, Vexing Flanker, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Close-Quarters Fighting (B), Combat Brute (B), Combat Expertise (B), Cometary Collision (B), Dodge  (B), Flay (B), Improved Bull Rush (B), Melee Evasion (B), Mobility (B), Power Critical (B), Shock Trooper (B)
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Annihilating Strike, Banestrike (Elves), Battlesense, Call Creatures (Goblinoids, Wolves), Control Creatures (Goblinoids), Divine Sneak Attack, Divine Weapon Focus, Divine Weapon Mastery, Divine Weapon Specialization, Extra Domain (Trickery), Grow Creature (Goblinoids, Wolves), Irresistible Blows, Supreme Initiative, Wound Enemy
Domain Powers: Chaos and Evil spells are cast at +1 Caster Level, Smite 1/day
Spell-Like Abilities: Maglubiyet can cast the following spells at will as Spell-Like abilities:   Animate Objects, Blasphemy, Chaos Hammer, Cloak of Chaos, Confusion, Contagion, Create Undead, Desecrate, Disguise Self, Disintegrate, Dispel Good/Law, Earthquake, False Vision, Harm, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Inflict Mass Light Wounds, Invisibility, Magic Circle Against Good/Law, Mislead, Nondetection, Polymorph Any Object, Protection from Good/Law, Screen, Shatter, Summon Monster IX (Chaos or Evil only), Time Stop, Unholy Aura, Unholy Blight, Word of Chaos. Caster Level is 26.  Save DC is 36 plus the spell level.
Possessions: Kanbalta: +5 Keen Vampiric Unholy Surge Battleaxe.

Other Divine Powers
As an Greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.
Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a Standard Action he can perceive anything within 16 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. he can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 16hours.
Portfolio Powers: Maglubiyet sense any act involving his portfolio the instant it happens and 16 weeks into the past or future.
Automatic Actions: Maglubiyet can use Craft (Armorsmithing, Metalworking, and Weaponsmithing) or Knowledge (War) as a Free Action if the DC for the task is 30 or lower. He can perform up to 20 Free Actions each round.
Create Magic Items: Maglubiyet can create any magic item.

Offline bhu

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Re: Goblinoids
« Reply #36 on: November 10, 2011, 03:05:03 AM »
GRANDMOTHER


   
"Violence is not the way of our creator."

 Grandmothers are the leaders of Bhuka society, as well as their connection to the Goddess Kikanuti.  They are responsible for both the physical and spiritual well-being of their fellow Bhuka.  Since there must always be Grandmothers in training in case the actual Grandmother dies, there are always several young priestesses ready to assume the mantle.  They are used to travel between villages and clans and keep the lines of communication going and help with problems threatening the Bhuka as a whole.

BECOMING A GRANDMOTHER
To become a Grandmother one must be a female Bhuka who sincerely believes in and is devoted to Kikanuti, as well as be accepted by the current Grandmother.

 ENTRY REQUIREMENTS
   Race:  Bhuka
   Gender:  Female
   Feats:  Leadership, True Believer
   Skills:  Diplomacy 4 ranks, Knowledge (History, Religion) 4 ranks
   Domains:  Must have access to two of the following Domains: Earth, Good, Magic, Protection, Plant, Summer


Class Skills
 The Grandmother's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Geography, History, Local, Nature, Religion)(Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Enhanced Domain Ability, +1 Level of Divine Spellcasting Class
2. +1    +3     +0     +3    Goddess Hear My Plea, +1 Level of Divine Spellcasting Class
3. +1    +3     +1     +3    Maybe We Can Work Something Out, +1 Level of Divine Spellcasting Class
4. +2    +4     +1     +4    Enhanced Domain Ability, +1 Level of Divine Spellcasting Class
5. +2    +4     +1     +4    Goddess Hear My Plea, +1 Level of Divine Spellcasting Class
6. +3    +5     +2     +5    Maybe We Can Work Something Out, +1 Level of Divine Spellcasting Class
7. +3    +5     +2     +5    Enhanced Domain Ability, +1 Level of Divine Spellcasting Class
8. +4    +6     +2     +6    Goddess Hear My Plea, +1 Level of Divine Spellcasting Class
9. +4    +6     +3     +6    Maybe We Can Work Something Out, +1 Level of Divine Spellcasting Class
10.+5    +7     +3     +7   Greater Mass Sanctuary, +1 Level of Divine Spellcasting Class


Weapon Proficiencies: A Grandmother gains no new weapon or armor proficiencies.
 
Enhanced Domain Ability (Su): At 1st, 4th, and 7th level you may enhance one of your domains.  At 1st level you gain one of the following benefits depending on which of the Domains you choose:

Earth: You can sacrifice one of your daily Turn Elemental attempts to spontaneously cast Nature's Rampart.
Good: You can cast Magic Circle Against Evil once per day as a Supernatural Ability.
Magic: For purposes of using Magic items via your Domain Ability your Wizard level is equal to your Cleric level.
Protection: The Protective Ward you generate affects your next 3 Saving Throw attempts.
Plant: You can sacrifice one of your daily Turn Plant attempts to spontaneously cast Plant Growth.
Summer: You can cast Daylight once per day as a Supernatural Ability.

At 4th level you may choose to augment your other Domain ability or enhance the one you have already chosen.  If you wish to enhance the one you have already chosen you get a power from the following list:

Earth: You can sacrifice one of your daily Turn Elemental attempts to spontaneously cast Commune with Nature.
Good: You can cast Dispel Evil once per day as a Supernatural Ability.
Magic: You can cast Lesser Spell Matrix once per day as a Supernatural Ability.
Protection: You can cast Indomitability once per day as a Supernatural Ability.
Plant: You can sacrifice one of your daily Turn Plant attempts to spontaneously cast Tree Stride.
Summer: You can cast Blistering Radiance once per day as a Supernatural Ability.

At 7th level you may choose to augment your second Domain ability or enhance the one you have already chosen twice.  If you wish to enhance the one you have already chosen you get a power from the following list:

Earth: You can sacrifice one of your daily Turn Elemental attempts to spontaneously cast Master Earth.
Good: You can cast Holy Word once per day as a Supernatural Ability.
Magic: You can cast Greater Arcane Sight once per day as a Supernatural Ability.
Protection: You can cast Dispelling Screen once per day as a Supernatural Ability.
Plant: You can sacrifice one of your daily Turn Plant attempts to spontaneously cast Animate Plants.
Summer: You can cast Blistering Radiance once per day as a Supernatural Ability.

Goddess Hear My Plea (Su): At 2nd level you may 'lose' any spell of 4th level or higher to spontaneously cast Divination.

At 5th level you may 'lose' any spell of 5th level or higher to spontaneously cast Commune.

At 8th level you may 'lose' and spell of 7th level or higher to spontaneously cast Resurrection.

Maybe We Can Work Something Out (Su): At 3rd level you may 'lose' any spell of 5th level or higher to spontaneously cast Mass Sanctuary.

At 6th level you may 'lose' any spell of 6th level or higher to spontaneously cast Geas/Quest.

At 9th level you may 'lose' any spell of 7th level or higher to spontaneously cast Renewal Pact.

Greater Mass Sanctuary (Su): At 10th level you may 'lose' any spell of 8th level or higher to spontaneously cast Mass Sanctuary as a Supernatural Ability.  Unlike the normal spell, this one affects all Allies within 100', and lasts 1 minute per level.

PLAYING A GRANDMOTHER
 You believe the best way to solve problems is to find out what caused them in the first place, and remedying it.  While others simply charge forward with swords, you ask why the monsters are suddenly attacking a village, because if you find out that you may be able to halt their attacks without killing them, or putting anyone else at risk.  And the villagers may gain them as allies if they are treated well enough.  There are few truly evil beings that cannot be reasoned with or understood.
 Combat: Violence only brings more violence.  Kikanuti teaches that you should solve problems without it.  And your tribe cannot risk your destruction as that would leave them without a connection to the Divine.
 Advancement: Grandmothers in training will eventually be the leaders of their people responsible for protecting them and educating a new generation of priestesses.  Therefore most concentrate on the skills they believe will best aid this design.  Raw power is of less interest to them than knowing how to keep their charges safe.
Resources: As a leader of the village in training, you have access to just about anything they have.  Assuming of course they have anything.  Bhuka aren't known for being rich.

GRANDMOTHERS IN THE WORLD
"I don't know what we'd do without you."
 Grandmothers tend to get respect from even some evil beings, so long as they live up to the duties of their station.  Being as they are willing to give many beings a second chance (or a first) when all others push them aside, there are many who will not willingly go against the Grandmothers.
 Daily Life: Your days are taken up by lessons from the current reigning Grandmother, and your duties to the village.  Occasionally these duties even include missions ot the outside world for the good of the tribe.
 Notables: Stikuchi (LG Female Bhuka Cleric 6/Grandmother 6) is a young woman learning to one day be the leader of her tribe, assuming it survives the various pogroms conducted against it by the Goblins.
 Organizations: The Grandmothers are a loose affiliation.  The reigning Grandmother of a village can decide to send the priestesses in training to help out other allies, and she hopes this help will be returned in times of need.  But there is nothing in the way of a formal organization with rules.

NPC Reaction
 NPC's tend to fawn over the Grandmothers if Bhuka, or at least respect them if they know who they are.  Outsiders to the desert often consider them little more than savages, an attitude that won't get them far if they need help.  Goblins and worshipers of Maglubiyet despise them.

GRANDMOTHERS IN THE GAME
 The Grandmothers tend to prefer peace over violence, and will not do well in a campaign with players who are bloodthirsty savages.  Campaigns involving war can still involve Grandmothers as they will be trying to stop it, but they won't do well if there are obviously revenge oriented PC's.
 Adaptation: The Grandmothers are pretty much written for a serious campaign set in the deserts involving the Bhukas.  If your campaign doesn't involve these things, well your players should probably try something else unless they want to do the 'fish out of water' thing.
 Encounters: Grandmothers are always found at Bhuka villages, or on errands for them.  They are also often found at the villages of their Crucian allies, or in any conflict involving nearby worshipers of Maglubiyet.

Sample Encounter
EL 12: "If you are looking for an ally to help you in the wastelands, you would do well to remember to be a little less condescending towards it's inhabitants.  Especially when you've been caught trying to pilfer our supplies."


Stikuchi
LG Female Bhuka Cleric 6/Grandmother 6
Init +0, Senses: Listen +4, Spot +4
Languages Bhuka, Goblin
------------------------------------------------
AC 23, touch 14, flat-footed 23 (+4 Deflection, +6 Armor, +3 Natural)
hp 66 (12 HD)
Fort +11, Ref +4, Will +14 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Light Mace +7/+2 (1d6)
Base Atk +7, Grp +7
Atk Options Turn Undead 5/day
Combat Gear
Spells Per Day 0: 6 (DC 14)
1st: 6 (DC 15)
2nd: 5 (DC 16)
3rd: 5 (DC 17)
4th: 4 (DC 18)
5th: 3 (DC 19)
6th: 2 (DC 20)
Caster Level 12
-----------------------------------------------
Abilities Str 10, Dex 10, Con 13, Int 10, Wis 18, Cha 14
SQ Sure Feet, Glare Resistance, Water Sense, +2 on Saves vs. Heat and Dehydration, Domains (Protection, Summer)
Feats Drift Magic, Improved Heat Endurance, Leadership, Priest of the Waste, Sacred Boost, True Believer, Heat Endurance (B)
Skills Concentration +5, Diplomacy +6, Gather Information +6, Knowledge (History, Local, Religion) +4, Knowledge (Nature) +6, Sense Motive +8, Spellcraft +4, Survival +7
Possessions +4 Ring of Protection,+6 Bracers of Armor, +3 Amulet of Natural Armor, Masterwork Light Mace, 1 Planar Ally Scroll, 45 GP



EPIC GRANDMOTHERS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells The Grandmothers caster level continues to increase with Epic levels, but she does not gain additional spells per day.
Bonus Feats: The Epic Grandmother gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #37 on: November 10, 2011, 03:05:30 AM »
KIKANUTI
Lesser God
Symbol: Clay pot painted with a stylized bird.
Home Plane:
Alignment: Neutral Good
Portfolio: Protection, fertility
Worshipers: Goblins
Cleric Alignments: CG, LG, NG
Domains: Earth, Good, Magic, Protection, Plant, Summer
Favored Weapon: Light Mace

Kikanuti is the Patron Goddess of the Bhuka people, and they believe she has rescued them from the darkness of the Underworld and brought them to the surface.

Dogma
 
Kikanuti firmly opposes Maglubiyet and the evil Goblinoid races, but she is not willing to risk her children, and advises them to always avoid conflict if they can.

Clergy and Temples

Each Bhuka village has a ceremonial pit covered with a lid of painted hides.  All ceremonies take place here.  Kikanuti only has female priests, and they are generally the head of each village presiding over a council of elders.


KIKANUTI
Cleric 20, Druid 20
Large Outsider (Good)
Divine Rank: 10
Hit Dice:             20d8+200 plus 20d8+200 plus 20d8+200 (1080 hp)
Initiative:           +10
Speed:                80 ft. (16 squares)
Armor Class:          62 (-1 Size, +10 Dex, +23 Natural, +10 Deflection, +10 Divine), touch 39, flat-footed 52
Base Attack/Grapple:  +50/+61
Attack:               +5 Light Mace +71 melee (1d4+1d6+12) or spell +66 melee/+69 ranged touch
Full Attack:         +5 Light Mace +71/+66/+61/+56 melee (1d4+1d6+12) or spell +66 melee/+69 ranged touch
Space/Reach:          10 ft./10 ft.
Special Attacks:      Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Turn Undead 17/day
Special Qualities:   Divine Immunities, DR 20/Epic, Fire Resistance 15, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 10 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 32), Wild Shape 5/day (elemental 3/day), Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Venom Immunity, A Thousand Faces, Timeless Body
Saves:                Fort +56, Ref +50, Will +59
Abilities:            Str 24, Dex 30, Con 30, Int 30, Wis 36, Cha 35
Skills:               Bluff +45, Climb +40, Concentration +89, Craft (Pottery) +66, Diplomacy +99, Gather Information +45, Handle Animal +68, Heal +92, Hide +43, Knowledge (Arcana, History, Religion, The Planes) +43, Knowledge (Nature) +72, Listen +69, Move Silently +43, Profession (Farmer) +60, Search +43, Sense Motive +46, Sleight of Hand +47, Spellcraft +93, Spot +69, Survival +73, Swim +63, Tumble +43
Feats:              Augment Healing, Blind-Fight, Combat Casting, Consecrate Spell, Earth Devotion, Enlarge Spell, Extend Spell, Good Devotion, Greater Spell Penetration, Holy Potency, Imbued Healing, Maximize Spell, Protection Devotion, Protective Ward, Quicken Spell, Reach Spell, Sacred Boost, Spell Focus (Good), Spell Penetration, Touch of Healing, Transdimensional Spell
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Area Divine Shield, Command Plants, Divine Earth Mastery, Divine Inspiration, Divine Shield, Extra Domains (Protection, Plant, Summer), Gift of Life, Life and Death
Domain Powers: +2 on Wisdom Based Skill Checks during summer, Turn Air Creatures 18/day, Cast Good spells at +1 caster level, Protective Ward 1/day, Rebuke Plant Creatures 18/day, use magic devices like scrolls/spells as a 5th level Wizard
Spell-Like Abilities: Kikanuti can cast the following spells at will as Spell Like Abilities:  Aid, Animate Plants, Antimagic Field, Barkskin, Blade Barrier, Command Plants, Control Plants, Control Weather, Dispel Evil, Dispel Magic, Earthquake, Elemental Swarm, Entangle, Holy Aura, Holy Smite, Holy Word, Identify, Imbue with Spell Ability, Impede Sun's Brilliance, Iron Body, Magic Circle Against Evil, Magic Stone, Mordenkainen's Disjunction, Nystul's Magic Aura, Mind Blank, Plant Growth, Prismatic Sphere, Protection from Energy, Protection from Dessication, Protection from Evil, Protection from Spells, Repel Wood, Repulsion, Sanctuary, Shambler, Shield Other, Skin of the Cactus, Soften Earth and Stone, Spell Immunity, Spell Resistance, Spike Stones, Stone Shape, Stoneskin, Storm of Vengeance, Summon Monster IX (Good only), Sunbeam, Sunburst, Sunstroke, Wall of Stone, Unearthly Heat, Wall of Thorns.  Caster Level is 20.  Save DC is 34 plus the spell level.
Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=22 plus spell level
Druid Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=22 plus spell level
Possessions: +5 Defending, Merciful, Holy Surge Light Mace


Other Divine Powers
As a Lesser deity, Kikanuti may take a 10 on any check.  She treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure.  She is immortal.
Senses: Kikanuti can see, hear, touch, and smell at a distance of 10 miles.  As a Standard Action she can perceive anything within 10 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour.  She can extend his senses to up to 5 locations at once.  She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Powers: Kikanuti sense any act involving cooperation or gaining/losing territory the instant it happens and retains the sensation for up to 6 weeks after the event occurs. 
Automatic Actions: Bargrivyek can use any xxx as a Free Action if the DC for the task is 20 or lower.  She can perform up to 5 Free Actions each round.
Create Magic Items: Kikanuti can create items involving protection or fertility as long as the items market price does not exceed 30,000 GP.

Offline bhu

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Re: Goblinoids
« Reply #38 on: November 10, 2011, 03:05:58 AM »
VRIL ESCAPEE


   
"Wait...that elf...is it an elf, or is it a Drow wearing lots of makeup?"

 The Vril often have some serious problems.  Basically magically engineered slaves of the Drow, the horrifyingly bloody training they undergo to weed out the weaker amongst them sometimes gives the survivors what could be considered anger issues.  Eventually this growing anger leads some of the Vril slaves to say or do something unthinkable, and they are sentenced to death.  A very lucky few manage to escape their fate, some of which die in the hazards of the Underdark.  The Vril are pretty adaptive though, and the survivors are quite tough.

BECOMING A VRIL ESCAPEE
Escape the Drow and live.  That's really just about it.

 ENTRY REQUIREMENTS
   Race:  Vril
   Skills:  Climb 4 ranks, Listen 4 ranks, Survival 6 ranks
   Feats:  Improved Skinshift, Vril Drow Slayer
   Class Features:  Rage
   BAB:  +6


Class Skills
 The Vril Escapee's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature, Dungeoneering)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Shrieking Rage
2. +2    +3     +0     +0    Enhanced Skinshifting
3. +3    +3     +1     +1    Drow Killer
4. +4    +4     +1     +1    Shrieking Rage
5. +5    +4     +1     +1    Enhanced Skinshifting
6. +6    +5     +2     +2    Drow Killer
7. +7    +5     +2     +2    Shrieking Rage
8. +8    +6     +2     +2    Enhanced Skinshifting
9. +9    +6     +3     +3    Drow Killer
10.+10   +7     +3     +3    WAAAAARGH!


Weapon Proficiencies: A Vril Escapee gains no new weapon or armor proficiencies.
 
Shrieking Rage (Ex): At 1st level the Vrils Shriek attack does an additional +1d6 damage when you are Raging, and you gain an additional daily use of your Shriek ability.

At 4th level you may use Rage and Shriek once more per day.

At 7th level you may use Rage and Shriek an additional time per day, and gain an additional daily use of Shriek as a Free Action on the round you die.  Your dying Shriek does double the normal damage.

Enhanced Skinshifting (Ex): Beginning at 2nd level, the Vril Escapee can choose to Skinshift simultaneously whenever it Rages as a Free Action, and the Skinshift lasts as long as it's Rage would (meaning if the Escapee has the Extend Rage Feat it extends the Sinshift as well).

Beginning at 5th level whenever the Escapee SKinshifts it chooses two types of damage it's DR affects instead of just one.

At 8th level whenever the Escapee Skinshifts it gains DR/-.

Drow Killer (Ex): At 3rd level the Bonus you get on Attack rolls due to your Vril Drow Slayer Feat against the Drow (and related creatures) and spiders increases to +2.

At 6th level it increases to +4.  The Save DC of your Shriek ability increases by +2 when used against Drow (or related creatures) or Spiders (this stacks with the Ability Focus  Feat).

At 9th level it increases to +6.

WAAAAARGH! (Su): Your opponents no longer get a Saving Throw against your Shriek ability.

PLAYING A VRIL ESCAPEE
 You aren't a nice guy.  Life (well, the Drow really) has given you a pretty crappy deal.  You live for the few moments something ticks you off and gives you the excuse to vent your pent up anger.  Basically your a manic depressive psychopath with a hair trigger, but you come in handy.  You'd have to for people to be willing to put up with you.
 Combat: Like most Barbarians you tend to Rage and bodily fling yourself at enemies in combat, especially groups of them given your Shrieking ability.  A good Shriek can hurt or take out a decent group of lower powered foes all at once.  Even hurting you isn't such a good idea due to your reflexively screaming in pain.
 Advancement: Escapees vary greatly.  Many simply go the road of anger and bloodshed, but they tend to have myriad obsessions due to the tortures they have undergone.  So there is a good deal of variety among them.  A few even end up becoming cured (or at least as close as they get), and go on to lead decent lives.
Resources: Unless you've somehow gained a benefactor after fleeing the Drow, you're on your own.  You probably have little or no money, no skills outside of killing, and no real knowledge of the outside world.

VRIL ESCAPEES IN THE WORLD
"Somebody really needs to have a talk with that guy.  Not me though,  I like living."
 Vril Escapees are hated by the Drow, who irrationally assume that once they escape they'll try freeing their brethren (brethren they have had to fight against to stay alive their entire lives).  They aren't exactly well loved by non-Drow who don't quite like their unpredictable outbursts of temper, lack of any social abilities, and unusual mental deviancies gained by a lifetime of torture.  On the other hand those obsessed with exterminating the Drow adore you, and often tend to adopt you for your useful abilities in hunting down your former masters.
 Daily Life: You spend most of the day polishing your pickaxe, and fantasizing about revenge.  Or slowly enacting said revenge.  Or slowly beating to death some poor fool in a bar cause he looked at you funny.  Sometimes you spend it pestering the barmaid to teach you about flowers because there weren't any in the Underdark.
 Notables: Angqos (CE Male Vril Barbarian 6/Vril Escapee 6) does not regret the hell he endured after fleeing his Mistress in the Underdark,  He now spends his time organizing and leading war parties against the Drow.
 Organizations: The Escapees almost always end up joining any organization devoted to killing the Drow.  Not by choice, but because usually said organizations are the only ones who can help protect them from the wrath of their former owners.  And are willing to put up with their problems.  And teach them to live outside their former warrens.

NPC Reaction
 NPC's generally don't like you.  First, you're a goblinoid, which means trouble.  Bad trouble.  Second, the Drow want you dead.  Which definitely means you're trouble.  Third...you have some emotional issues.  BIG emotional issues.  People still talk about the day you burned down the bar trying to swat a persistent fly.  Granted you helped rebuild the bar, so they didn't hang you, but they're still kinda uneasy...
VRIL ESCAPEES IN THE GAME
 The Escapees should be easy to fit into any campaign involving the Drow.  Without the Drow you'll need to substitute some master they have a dislike for, but that shouldn't be too big a problem.
 Adaptation: The Escapee could go easily in a light or dark campaign.  In the case of the former you have the explosive tempered hothead who cause no end of shenanigans.  In the latter, you have an obsessed pychotic desperately clinging to his last shreds of normality and trying to put his life back together.
 Encounters: PC's on the run from the Drow may run into an Escapee making a break for it himself.  Or if they sign on to fight the Drow, or come upon a battle involving them they will also possibly see a Vril Escapee.

Sample Encounter
EL 12: "Awright.  Due to my 'experience', I've been put in charge of this operation.  We're goin' up against a full sized Drow war party.  Now this means some of you are gonna die..."

"Screw this man, I'm outta here!"

"And the rest of you will be enjoying the affections of that guys wife when you return as war hero's."

"HEY!!"

"Sorry kid.  War is hell."


Angqos
CE Male Vril Barbarian 6/Vril Escapee 6
Init +2, Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Goblin, Undercommon
------------------------------------------------
AC 27, touch 13, flat-footed 25 (+1 Size, +2 Dex, +4 Natural, +10 Armor)
AC Raging 25, touch 11, flat-footed 23 (-2 Rage, +1 Size, +2 Dex, +4 Natural, +10 Armor)
hp 126 (12 HD), 150 Raging
Fort +14 (+16 Raging), Ref +6, Will +4 
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Greatsword +14/+9/+4 (1d10+2/19-20)
Melee Raging +1 Greatsword +16/+11/+6 (1d10+5+1d8/19-20)
Ranged +1 Javelin +14 (1d6+1)
Base Atk +12, Grp +9 (+11 Raging)
Atk Options Rage 2/day, Shriek 1/day, Shrieking Rage, Drow Killer
Combat Gear 1 Potion of Cure Serious Wounds
-----------------------------------------------
Abilities Str 13 (17 Raging), Dex 14, Con 18 (22 Raging), Int 8, Wis 10, Cha 10
SQ Energy Resistance (Sonic) 5, Light Blindness, Skinshift 4/day, Fast Movement, Enhanced Skinshifting
Feats Improved Skinshift, Instantaneous Rage, Mad Foam Rager, Sudden Shriek, Vril Drow Slayer
Skills Balance +7, Climb +10 (+12 Raging), Hide +7, Intimidate +5, Jump +8 (+10 Raging), Listen +5, Move Silently +7, Spot +5, Survival +7
Possessions +5 Breastplate, +1 Berserker Brash Maiming Greatsword, +1 Distance Returning Javelin, Cloak of Stone, Heartseeking Amulet, 1 Potion of Cure Serious Wounds, 249 GP



EPIC VRIL ESCAPEE

Hit Die: d12
Skills Points at Each  Level : 4 + int
Shrieking Rage Beginning at Level 21 and every 3 levels thereafter the Escapee gains an additional daily use of either Rage or Shriek.
Drow Killer Beginning at Level 24 and every 3 levels thereafter your Bonus against the Drow and Spiders increases by +2.
Bonus Feats: The Epic Vril Escapee gains a Bonus Feat every x levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #39 on: November 10, 2011, 03:06:31 AM »
SHRIEKER


   
Mistress keeps telling me I'm 'disturbingly capable for one of the lesser races'.  I just know I'm gonna haveta kill her now before she has me offed..."

 Shriekers are Vril trained as Battle Mages for their Drow Mistresses.  Since their style of magic tends to be loud and unsubtle they aren't really going to be much good as assassins, and the odds are they'll die before their restricted training allows them to become too much of a menace.

BECOMING A SHRIEKER
Most Shriekers begin as Sorcerers or Warmages before taking levels in this class.
 ENTRY REQUIREMENTS
   Race:  Vril
   Spells:  Must be able to cast 2nd level Arcane spells, at least one of which has the Sonic descriptor
   Skills:  Concentration 8 ranks, Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks
   Feats:  Battle Caster, Dazing Shriek, Sudden Shriek


Class Skills
 The Shrieker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana, Dungeoneering)(Int), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Extra Shriek, +1 Level of Arcane Casting Class
2. +1    +0     +0     +3    Shrieking Spell
3. +1    +1     +1     +3    Sonic Combat Training, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    Extra Shriek, +1 Level of Arcane Casting Class
5. +2    +1     +1     +4    Shrieking Spell
6. +3    +2     +2     +5    Sonic Combat Training, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    Extra Shriek, +1 Level of Arcane Casting Class
8. +4    +2     +2     +6    Shrieking Spell
9. +4    +3     +3     +6    Sonic Combat Training, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7    Death Scream, +1 Level of Arcane Casting Class


Weapon Proficiencies: A Shrieker gains no new weapon or armor proficiencies.
 
Extra Shriek (Ex): At levels 1, 4, and 7 you gain one extra daily use of your Shriek ability.

Shrieking Spell (Su): At level 2 you may 'lose' one of your daily uses of your Shriek ability to modify a spell you are casting that has the Sonic descriptor.  At level 2 the you may chose to cast the spell as though it had been cast with one of the following Metamagic Feats: Enlarge Spell, Extend Spell.

At level 5 you may also use it to cast a spell as though it had been cast with one of the following Metamagic Feats: Empower Spell, Explosive Spell.

At level 8 you may also use it to cast a spell as though it had been cast with one of the following Metamagic Feats: Maximize Spell, Widen Spell.

Sonic Combat Training (Su): At third level when preparing spells you may prepare any spell with the Sonic descriptor as a spell one level higher (or if you do not prepare spells you may cast it as a Full Round Action instead of a Standard Action).  If your opponent doesn't Save successfully vs. this spell (or if it has no Save) he must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Dazed 1 round.

At 6th level if he fails the Save he is Dazed 1d3 rounds.

At 9th level he no longer casts the spell as a spell 1 level higher (or casts it as a Standard action like any spell if he doesn't prepare spells ahead of time).

Death Scream (Su): Once per encounter you may unleash the Death Scream: A 60' long cone of Sonic energy doing 1d6 damage per Hit Die you possess (Reflex Save for half damage, Save DC is 10 plus half Hit Dice plus Charisma modifier).  Anyone damaged by it must also make a Second Save (Same DC) or be permanently Deafened and Dazed 1d3 rounds.

PLAYING A SHRIEKER NAME
 Your mother always told you that you had a death wish, and an unholy attraction to elf women.  Nothing else could explain your willingness to so obviously become cannon fodder in the service of someone who barely recognizes your existence.  You'd explain to her your training will one day come in handy during the revolution, but Mistress may be listening...
 Combat: You're made for combat.  Or so your Mistress says.  She gets you into fights before you've healed from the last one, uses you as a 'trap shield', barely feeds and equips you, and perversely wants you to be a competent enough killer to defend her yet not pose a threat to her existence.  In return for this service you get to hang out with some crazy half naked Drow chick and occasionally learn new killin' spells.  Hardly seems fair does it?
 Advancement: Unless and until they can escape, Shriekers advance in whatever direction they're told to unless they can find training on the side away from their Mistress (which isn't likely).
Resources: Usually you are owned by a Drow who uses you as their own private cannon.  So you have whatever resources they wish to give you, unless you've escaped, at which point you're initially dead broke.  It ain't easy being a Goblinoid...

SHRIEKERS IN THE WORLD
"Do you sometimes get the feeling Teblice stares at me in an unnatural way?
 Shriekers are poor creatures bred for nothing but battle, and who are smart enough to know it.  many of them suffer from depression or odd mental quirks due to the stress of their situation, and usually die before they can get help.  Once freed however, they are remarkably loyal to whoever is responsible, even if that person is of a Good alignment.  You can just see the Lawful Good Paladin being followed by his Chaotic Evil wannabe sidekick.  "I can change boss, no seriously..."
 Daily Life: Your days are spent training, avoiding death at the hands fo your fellows, avoiding death at the hands of your Mistress, and avoiding death at the hands of her enemies.  On the odd occasion you get to vent your frustration, bad stuff happens.
 Notables: Teblice (CE Male Vril Warmage 6/Shrieker 6) is a budding revolutionary unwilling to admit his secret elf fetish (especially to his mom).
 Organizations: Escaped Shriekers often band together to form anti drow groups, or at least for mutual protection.  Otherwise the closest thing they have are the training camps back in the slave warrens.  Which may one day be the center of a revolutionary uprising against the hated Drow.
NPC Reaction
 NPC's tend to be on the business end of your sonic abilities, usually at the order of your Mistress.  Which means they hate her, and you aren't exactly popular...

SHRIEKERS IN THE GAME
 Shriekers are assumed to be (or at one point have been) slaves.  This may make some players uncomfortable, so make sure they're okay with it.
 Adaptation: Shriekers tend to be more for serious campaigns given their origins as slaves, but they could do in humorous ones as the sarcastic sidekick/minion.
 Encounters: Shriekers are generally assigned to protect important Drow, or help with raiding parties.  So PC's will see them twhen the Drow go to war, or the PC's try to sneak into a dark elf stronghold.

Sample Encounter
EL 12: The PC's are spying on a Drow caravan, wondering how best to take it, and looking for an opening.  They notice a weird striped goblinoid who always seems to be near the Priestess in charge of it looks to be...enamored of her.  Perhaps he likes other Elves as well.  Now if only the party can talk the Elven Knight into chatting him up so they can gain some info...


Teblice
CE Male Vril Warmage 6/Shrieker 6
Init +2, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Goblin, Undercommon, Dwarven, Orc
------------------------------------------------
AC 28, touch 19, flat-footed 26 (+1 Size, +2 Dex, +9 Armor, +6 Shield)
hp 66 (12 HD)
Fort +6, Ref +6, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Morningstar +9/+4 (1d6+3)
Base Atk +6, Grp +1
Atk Options Shriek 1/day, Warmage Edge +2,
Combat Gear
Spells Per Day 0: 6 (DC 12)
1st: 7 (DC 13)
2nd: 7 (DC 14)
3rd: 6 (DC 15)
4th: 5 (DC 16)
5th: 3 (DC 17)
Caster Level 10
-----------------------------------------------
Abilities Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 14
SQ Skinshift 3/day, Light Blindness, Armored Mage (Light), Advanced Learning (Luminous Gaze, Wind Wall)
Feats Battle Caster, Dazing Shriek, Greater Spell Focus (Evocation), Spell Focus (Evocation), Sudden Shriek
Skills Concentration +17, Intimidate +17, Knowledge (Arcana) +17, Spellcraft +17
Possessions +5 Chain Shirt, +5 Light Steel Shield, +4 Morningstar, Bracers of the Blast Barrier, Dimension Stride Boots, 83 GP



EPIC SHRIEKER

Hit Die: d6
Skills Points at Each  Level : 2 + int
Extra Shriek At level 21 and every 3 levels thereafter you gain 1 extra daily use of your Shriek ability.
Spells Your caster level continues to increase with Epic levels but you do not gain extra spells per day or learn new spells.
Bonus Feats: The Epic Shrieker gains a Bonus Feat every 3 levels higher than 20th