Author Topic: Goblinoids  (Read 36258 times)

Offline bhu

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Re: Goblinoids
« Reply #100 on: October 06, 2012, 05:14:42 PM »
BLEAK ARCHER


   
"An arrow in the right back at night can solve all your problems."

 Bleak Archers are Shadowcasters who think of themselves as fearless warriors.  Despite spending most of their time hidden in shadow...

BECOMING A BLEAK ARCHER
Any Goblinoid Shadowcaster will do.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Mysteries:  Arrow of Dusk, Sight Eclipsed
   BAB:  +3
   Feats:  Favored Mystery (Arrow of Dusk)
   Skills:  Concentration 4 ranks, Hide 4 ranks, Move Silently 4 ranks


Class Skills
 The Bleak Archer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Geography, The Planes)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Arrow of Darkness, +1 level of Shadowcasting class
2. +1    +0     +3     +3    Concealing Darkness
3. +2    +1     +3     +3    Shadow Sight
4. +3    +1     +4     +4    Arrow of Darkness, +1 level of Shadowcasting class
5. +3    +1     +4     +4    Concealing Darkness
6. +4    +2     +5     +5    Shadow Sight
7. +5    +2     +5     +5    Arrow of Darkness, +1 level of Shadowcasting class
8. +6    +2     +6     +6    Concealing Darkness, +1 level of Shadowcasting class
9. +6    +3     +6     +6    Shadow Sight, +1 level of Shadowcasting class
10.+7    +3     +7     +7    Highwayman, +1 level of Shadowcasting class

Weapon Proficiencies: Bleak Archers gain no new weapon or armor proficiencies.

Arrow of Darkness (Su)
: Beginning at 1st Level your Arrow of Dusk Ability now does Lethal damage and may be used at will.

At 4th Level damage increases to 4d6.

At 7th Level damage increases to 6d8.

Concealing Darkness: Beginning at 2nd Level you may now used Sight Eclipsed as a Supernatural Ability 5 times per day. 

At 5th Level you become Invisible in any area of total darkness, and can see in Darkness (magical or otherwise) as if it were daylight.

At 8th Level you gain a Deflection Bonus to your AC equal to your Charisma Modifier in areas of darkness or shadowy illumination.

Shadow Sight: At 3rd Level you may use the Piercing Sight 5/day.

At 6th Level you may use Piercing Sight as a Supernatural Ability, and the range of your Darkvision increases to 120 feet.

At 9th Level you may use Piercing Sight at Will.

Master Archer (Su): You now gain iterative attacks with Arrow of Dusk, and you threaten a critical with it on an 18-20.



PLAYING A BLEAK ARCHER
 Your life is perfect.  You have a bow made from shadows, and no one can take it from you.  A bow you can use for your own private entertainment purposes.  Or as private as you can get for someone with multiple personalities.
 Combat: You prefer to fight from range.  Especially if you can avoid being seen.
 Advancement: Unless you work for the military, you can pretty much do whatever the hell you want.
Resources: You have what you can steal if you aren't employed by the military.

BLEAK ARCHERS IN THE WORLD
"You never see him during the day..."
 You really don't interact with the world.  Not even the other Goblins.  Thankfully there are voices in your head to keep you company.
 Daily Life: You tend to sleep during the day, coming out at night to sharpen your skills.
 Notables:
 Organizations: Bleak Archers are generally fairly solitary, though they do occasionally compare notes.  Many are employed by the goblin military forces.

NPC Reaction
 Due to your love of hiding in darkness, most NPC's aren't aware of your existence.  They have, however, learned to be aware of giggling shadows...

BLEAK ARCHERS IN THE GAME
 This assumes onf of the PC's is a meddling troublemaker.   Or at least this PC will likely be beloved by troublemakers...
 Adaptation: This is meant for mostly Goblinoid campaigns, but you can switch it to any race that has Shadowcasters.
 Encounters: Bleak Archers are usually found in wars involving the Goblinoids.

Sample Encounter
EL 12: The PC's are keeping watch, when a shadow tells them "Ignore me, I am but a shadow."  Needless to say their curiosity is piqued...


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



EPIC BLEAK ARCHER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Shadowcaster Your caster Level continues to improve with Epic levels, but you learn no new Mysteries.
Bonus Feats: The Epic Bleak Archer gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: January 19, 2017, 06:18:57 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #101 on: January 29, 2013, 05:12:22 PM »
BATIRI


   
”It looks tasty my precious…”

 Batiri are Goblins on the Isle of Chult in the Forgotten Realms.  They look like most Goblins but are green skinned.  They are savage matriarchal tribes of hunter/trackers who use short bows and spears to bring down the beasts they make Hide armor from.

BATIRI RACIAL TRAITS
·   -2 Str, +2 Dex
·   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Humanoid with the Goblinoid Subtype
·   Base land speed 30 ft.
·   Darkvision 60’
·   +4 Racial Bonus to Move Silently and Survival Checks
·   Automatic Languages: Goblin.  Bonus Languages: Common, Dwarven, Tabaxi, Draconic, Sylvan
·   Level Adjustment: +0
·   Favored Class: Scout

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

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

HEIGHT AND WEIGHT
 Base Height: Male: 3’ Female: 2’10”
 Height Modifier: +2d4”
 Base Weight: Male:  40 lbs.  Female: 35 lbs.
 Weight Modifier: x1 lb.

BATIRI CHARACTERS
 If you’ve ever wanted to play a dinosaur worshiping psychopath, boy do we have a race for you.  Batiri are pretty well adapted for jungles so they’d be optimal for campaigns set in one, but otherwise the weird goblin prostrating himself before the Deinonychus is gonna look mighty weird…
 Adventuring Race: Batiri have the usual reasons for adventuring for evil races: power, glory, and wealth.
 Character Development: Batiri tend towards wilderness based ambushes, so since you’ll likely be playing some sort of melee role try to offset the problems brought about by your size.  Like having a lovable dino companion!
 Character Names: Batiri use common Goblin names.

ROLEPLAYING A BATIRI
 Unlike most Goblinoids you have a distinct lack of cowardness, and instead feel the need to prove yourself in combat.  Granted you’re still a cheating bastard in fights.  Just because you aren’t a coward doesn’t mean you suddenly turned good.
 Personality: Batiri are vicious little monsters who think of you as food, but if you can prove yourself to them they’ll deal remarkably straight with you.  Provided of course that you can overlook the fact that most of them are sociopathic killers obsessed with hunting humanoids for sport (and food).
 Behaviors: Batiri are pretty much your average primitive tribesman who follow their leader without question provided she shows no signs of weakness.  Tribesmen who don’t are outcast pretty fast.
 Language: Batiri speak a heavily accented form of Goblin and have no written language.

BATIRI SOCIETY
 Batiri live in semi-nomadic matriarchal merchant clans.  They scour an area for what it can give up and move on to trade for what they need before repeating the process.  They are also well-known hunters and trackers, and are for hire assuming you can convince them not to eat you.  Their Queen holds her title so long as she can defend it against challengers in the arena.
 Alignment :  As with common Goblins, Batiri tend towards Neutral Evil.  It’s hard to be flesh–eating anthropophagi if you’re capable of mercy.
 Lands :  Most Batiri live in the jungles on the Island of Chult, usually near abandoned Dwarven mines or other easily protected areas.
 Settlements : The Batiri rarely venture forth from the jungle.  They are surrounded by monsters, and if they were to move in great numbers they would end up as something else’s food.
 Beliefs : The Batiri venerate Khurgorbaeyeg most, whom they refer to as Kuro.  They also personify the various Goblinoid Gods as various species of dinosaur and worship them as well, with each tribe choosing a dinosaur species/deity as their personal totem.
 Relations: Other races exist as food and enemies.  That’s all.  The Batiri are even more xenophobic than most Goblinoids if such is possible, and they do not take prisoners for long periods of time.  Captives are for eating regardless of species (except other Batiri, they usually refuse to be cannibals).  Exceptions are made for trading for goods the Goblins need.  They realize some things cannot be made or found in the jungle and merchants who make contact with them and survive can expect a decent exchange of goods.

BATIRI ADVENTURES
·   Kuro the great Gorgosaurus (aka Khurgorbaeyeg) demands your tribe wipe out an intruder to his jungle.  This intruder turns out to be some sort of magical beast that’s devouring dinosaur eggs that’s somehow wandered into Chult or been brought here.
·   A fire has fallen from the sky, and since then the undead have become worse and more numerous.  You have been tasked with journeying to it’s landing place to see if it is responsible and how things may be remedied.
·   Times are tough and the tribe needs food lest it break it’s own laws on cannibalism.  The hunt is on.


Plague Survivor
You have survived many epidemics in Chult.
 Prerequisites: Batiri, Jungle Stamina (see Races of Faerun)
 Benefits: You are immune to non-magical disease.

Toxic Blood
You specialize in fighting the many poisonous critters in Chult.
 Prerequisites: Batiri, Great Fortitude
 Benefits: You are immune to non-magical poison.

Craft Dinosaur Totem
You can craft the various Totems that the Batiri use to alert themselves to trouble.
 Prerequisites: Batiri, Caster Level 3
 Benefits: You can make a totem pole that is essentially a Wondrous Item that mimics any Abjuration spell with an Area of Effect and don't allow a Saving Throw (usually Alarm, Aerial Alarm, etc).  The caster must make a 10' high wooden totem pole (or have a tribesman do it if he has no woodcraft)  that is AC 2, Large, Hardness 5, and has 120 hp.  Prices to create are the same as a Wondrous item that is Use-Activate or Continuous, and that has no space limitation.  Divide the total cost by 4 due to the Totems immobility (i.e. once you plant it, you can't move it).

Craft Improved Dinosaur Totem
You can craft Totems that are more than just alarms for the tribe.
 Prerequisites: Batiri, Craft Dinosaur Totem
 Benefits: You can now create Totems with Abjuration Spells that do require a Saving Throw.

Craft Greater Dinosaur Totem
You can craft the most powerful of Totems
 Prerequisites: Batiri, Craft Improved Dinosaur Totem, Bless
 Benefits: You can now create Totems that boost warriors of the same Totem.  Choose Pelycosaur, Pterosaur, Carnosaur, Stegosaur, Raptor, Ceratopsian, Sauropod, Ankylosaur, and all Batiri Dinosaur Priest or Barbarians with the same Totem are Immune to Fear and Morale Penalties while within 60' of the Totem.


Batiri Racial Substitution Levels

Ranger
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Batiri Rangers can choose Archery, Hatchetman, or Spearman
  Combat Style:  Hatchetman gets the following Bonus Feats:  Weapon Finesse at Level 2, Close-Quarters Fighting at Level 6, and Improved Critical (Handaxe) at Level 11.  Spearman gets Combat Reflexes at Level 2, Short Haft at Level 6, and Vexing Flanker at Level 11.
Level 4:  Batiri Rangers have different Animal Companion options.
  Animal Companion:
Level 1: Compsognathus, Ramphorhynchus, Swindlespitter

4th Level or Higher (Level -3): Clawfoot, Crocodile, Dimetrodon, Fleshraker

7th Level or Higher (Level -6): Deinonychus, Giant Crocodile, Glidewing, Protoceratops, Pteranodon

10th Level or Higher (Level -9): Bloodstriker, Megaraptor, Pachycephalosaurus

13th Level or Higher (Level -12): Allosaurus, Ankylosaurus, Ceratosaur, Stegosaurus

16th Level or Higher (Level -15): Quetzalcoatlus, Triceratops, Tyrannosaurus

Dinosaurs may be found in MM, MM II, MM III, Eberron Campaign Setting, Serpent Kingdoms, and Dragon Magazine #318

Barbarian
 Level 1: Replace Rage with Tribal Totem
  Tribal Totem: This is identical to Barbarian Rage except the Bonus/Penalty, which is different depending on which of the following Totems you choose:

Pelycosaur: +4 Str, Gains Bite attack doing 1d6+Str

Pterosaur: +4 Dex, +4 to Jump Checks, +2 to Initiative Checks, -2 Fortitude Saves

Carnosaur: +4 Str, Critical Threat Range of Slashing Attacks increases by 1, +2 Damage with Slashing Weapons, -2 AC

Stegosaur: +4 Str, +2 Bonus to Attack and Damage rolls when you attack with a Readied Action or Attack of Opportunity, +2 Damage with Piercing Weapons, Base Land speed decreases by 5

Raptor: +4 Dex, +2 Attack and Damage rolls when making a Charge attack, +2 on Reflex Saves, -2 AC

Ceratopsian: +4 Str, +4 Con, Rage lasts 1 round longer than normal, -2 Reflex Saves

Sauropod: +4 Str, +4 Con, you are considered 1 Size Class larger than normal when performing or being subjected to any Special Attacks that make use of Size Modifiers, -2 AC

Ankylosaur: +4 Str, Fortitude Saves and Natural AC Bonus increase by +2, +2 Damage with Blunt Weapons, -2 Reflex Saves

Level 1: Replace Greater Rage with Greater Tribal Totem
  GreaterTribal Totem: This is identical to Barbarian Rage except the Bonus/Penalty, which is different depending on which of the following Totems you choose:

Pelycosaur: +6 Str, Gains Bite attack doing 1d6+Str, Gains Improved Grab: If you succeed with your Bite Attack on an opponent 1 or more Size Classes smaller than yourself you immediately get a Grapple Attempt as a Free Action without provoking an Attack of Opportunity

Pterosaur: +6 Dex, +8 to Jump Checks, +3 to Initiative Checks, -2 Fortitude Saves

Carnosaur: +6 Str, Critical Threat Range of Slashing Attacks increases by 2, +3 Damage with Slashing Weapons, -2 AC

Stegosaur: +6 Str, +3 Bonus to Attack and Damage rolls when you attack with a Readied Action or Attack of Opportunity, +3 Damage with Piercing Weapons, Base Land speed decreases by 5

Raptor: +6 Dex, +3 Attack and Damage rolls when making a Charge attack, +3 on Reflex Saves, -2 AC

Ceratopsian: +6 Str, +6 Con, Rage lasts 2 rounds longer than normal, -2 Reflex Saves

Sauropod: +6 Str, +6 Con, you are considered 2 Size Classes larger than normal when it is beneficial to you, -2 AC

Ankylosaur: +6 Str, Fortitude Saves and Natural AC Bonus increase by +3, +3 Damage with Blunt Weapons, -2 Reflex Saves

Level 1: Replace Tireless Rage with Tireless Tribal Totem
  Tireless Tribal Totem: Pretty much identical to Tireless Rage.
Level 20: Replace Mighty Rage with Mighty Tribal Totem
  Mighty Tribal Totem: This is identical to Barbarian Rage except the Bonus/Penalty, which is different depending on which of the following Totems you choose:

Pelycosaur: +8 Str, Gains Bite attack doing 1d6+Str, Gains Improved Grab: If you succeed with your Bite Attack on an opponent up to 1 Size Class larger than yourself you immediately get a Grapple Attempt as a Free Action without provoking an Attack of Opportunity.

Pterosaur: +8 Dex, +12 to Jump Checks. +4 to Initiative Checks, -2 Fortitude Saves

Carnosaur: +8 Str, Critical Threat Range of Slashing Attacks increases by 3, +4 Damage with Slashing Weapons, -2 AC

Stegosaur: +8 Str, +4 Bonus to Attack and Damage rolls when you attack with a Readied Action or Attack of Opportunity, +4 Damage with Piercing Weapons, Base Land speed decreases by 5

Raptor: +8 Dex, +3 Attack and Damage rolls when making a Charge attack, you may now make a Full Attack with a Charge, +4 on Reflex Saves, -2 AC

Ceratopsian: +8 Str, +8 Con, Rage lasts 4 rounds longer than normal, -2 Reflex Saves

Sauropod: +8 Str, +8 Con, you are considered 3 Size Classes larger than normal when it is beneficial to you, -2 AC

Ankylosaur: +8 Str, Fortitude Saves and Natural AC Bonus increase by +4, +4 Damage with Blunt Weapons, -2 Reflex Saves

Cleric
 Level 1: Batiri Clerics also have access to the Dinosaur Domain if they worship a God from the Goblinoid Pantheon.



Dinosaur Domain

Granted Power: Dinosaur Empathy: This works exactly like the Druids Wild Empathy Ability, but only against Dinosaurs (which for D&D purposes is defined as any prehistoric reptile).

Level 1: Claws of the Beast

Level 2: Animalistic Power

Level 3: Primal Instinct

Level 4: Summon Nature’s Ally VI

Level 5: Summon Nature’s Ally V

Level 6: Tortoise Shell

Level 7: Summon Nature’s Ally VII

Level 8: Animal Shapes

Level 9: Nature’s Avatar
« Last Edit: January 17, 2017, 01:27:39 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #102 on: January 29, 2013, 05:12:57 PM »
DINOSAUR PRIEST


   
”How dare you impugn the honor and majesty of the mighty dinosaur!”

 Dinosaur Priests build the protective totems for Batiri forts, and conduct religious services when the tribe encounters the particular dinosaur species they associate with the Goblin pantheon.

BECOMING A PRIEST
Any Batiri Cleric is welcome

 ENTRY REQUIREMENTS
   Race:  Batiri
   Feats:  Dinosaur Wrangler (see Races of Eberron, Batiri qualify for this just as well as Halflings do)
   Skills:  Handle Animal 6 ranks, Knowledge (Nature, Religion) 4 ranks
   Patron:  Any God of the Goblinoid Pantheon
   Spellcasting: Must be able to cast spells from the Cleric List of at least 2nd Level, and have access to the Dinosaur Domain


Class Skills
 The Priests class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana, Geography, History, Nature, Religion)(Int), Spellcraft (Int), and Survival (Wis)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Dinosaur Totem, +1 Level of existing Divine casting class
2. +1    +3     +0     +3    Protective Totem, +1 Level of existing Divine casting class
3. +1    +3     +1     +3    Companion, +1 Level of existing Divine casting class
4. +2    +4     +1     +4    Dinosaur Totem, +1 Level of existing Divine casting class
5. +2    +4     +1     +4    Protective Totem, +1 Level of existing Divine casting class
6. +3    +5     +2     +5    Companion, +1 Level of existing Divine casting class
7. +3    +5     +2     +5    Dinosaur Totem, +1 Level of existing Divine casting class
8. +4    +6     +2     +6    Protective Totem, +1 Level of existing Divine casting class
9. +4    +6     +3     +6    Companion, +1 Level of existing Divine casting class
10.+5    +7     +3     +7    Dino Whisperer, +1 Level of existing Divine casting class

Weapon Proficiencies: A Priest gains no new weapon or armor proficiencies.
 
Dinosaur Totem: Beginning at 1st Level choose one of the following as a totem (this may not be changed later): Pelycosaur, Pterosaur, Carnosaur, Stegosaur, Raptor, Ceratopsian, Sauropod, or Ankylosaur.  As a Swift Action you may project an aura that boosts Allies within 30' (yourself included).  The Aura provides a +1 Bonus to something depending on the Totem chosen: Pelycosaur: Enhancement Bonus to Initiative Checks, Pterosaur: Dodge Bonus to AC, Carnosaur: Enhancement Bonus to Critical Confirmation rolls, Stegosaur: Enhancement Bonus to Attacks of Opportunity, Raptor: Enhancement Bonus to Flanking (i.e. you get +3 when Flanking now instead of +2), Ceratopsian: Enhancement Bonus to Damage rolls made during Charges, Sauropod: Enhancement Bonus to Bull Rush and Overrun Checks, or Ankylosaur: Natural Armor Bonus to AC improves by +1.

At 4th Level this Bonus increases to +2

At 7th Level this Bonus increases to +3, and range increases to 60'

Protective Totem: At Level 2 you get Craft Dinosaur Totem as a Bonus Feat.  You get Craft Improved Dinosaur Totem as a Bonus Feat at Level 5, and Craft Greater Dinosaur Totem at Level 8.

Companion: Beginning at Level 3 your God "gifts" you with a small, lovable (evil) dinosaur companion (spy) of the same type as your Totem (see below for stats). You may 'lose' a prepared spell of the appropriate level to spontaneously summon your Companion via a Summon Monster Spell.  At Level 3 this is a 5th Level spell, at 6th Level this is a 6th Level spell, and at 9th Level this is an 8th Level spell. 

Dino Whisperer (Su): At 10th Level you may now Turn/Rebuke Dinosaurs in the same manner as Undead (and surprisingly this causes you no religious quandaries).  Spells cast on Dinosaurs of the same Totem, or Barbarians with the same Dinosaur Totem as yourself are cast as though they were cast with the Extend Spell Feat (this does not increase the Spell's Level).

PLAYING A PRIEST
 Few tribal Shamans are as crazy as you.  You boogie with the dinosaurs at midnight.  Sometimes when they’re hungry and lunge at whatever twitches.  Since you insist on adopting them as symbols of deity, the Goblinoid Pantheon now uses them to communicate with you.  They even send you a little spy to keep tabs on you and aid you in your time of need when it can work it’s way though the layers of insanity surrounding you well enough to communicate.
 Combat: You generally buff others in combat, especially your little Dino Companion.  He comes in darn handy even if he is a spy for your God.
 Advancement: You rely on omens from your God to tell you what skills you will need to aid the tribe.  In short you’re a loonie who sees signs everywhere, some of which may actually be from your God.  He gets a little frustrated sometimes trying to get through, hence the eventual Dino Companion to explain things and drag you back on topic.
Resources: The tribes pretty much do whatever you say, mores the pity.   

PRIESTS IN THE WORLD
”That guys weird little critter friend just freaks me the Hell out.”
 You often have troubles understanding non-dinosaur species (including your own tribe).  On the other hand the quizzical looks you get from the occasional T-Rex imply maybe you don’t understand giant reptiles too much either.
 Daily Life: You spend much of your time making protective items for the tribe.  Otherwise you beat drums, eat hallucinogenic mushrooms, sing, dance, and sometimes massage gigantic monsters in hopes of understanding how they feel.
 Notables:
 Organizations: Dinosaur Priests don’t really belong to any organization than the particular cult they belong to.

NPC Reaction
 You’re nuts.  Even the other Goblins sometimes think so, but then anyone in contact with the Divine is bound to be driven a little mad sometimes.   Plus they don’t like that your familiar seems to always be watching them and plotting.

PRIESTS IN THE GAME
 This assumes you’re in an all Batiri campaign, as few other beings would accept you.  If you’re tribe gets wiped out you may hang out with other species till you find more Batiri but the Gods will start pushing you in the direction of other of your own kind.
 Adaptation: This is kind of meant for goofy campaigns but it can be adapted.
 Encounters: Priests are usually found in the middle of dinosaur gatherings or with their tribe.  They don’t venture out much on their own.

Sample Encounter
EL 12: The PC's are staring at a pod of Brachiosaurs wondering what the best way to get past them is, when some crazed Goblin begins a naked wardance and stirs the dinosaurs into a frenzy.  Friggin' goblins...


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



EPIC PRIESTS

Hit Die: d8
Skills Points at Each  Level : 2 + int
Bonus Feats: The Dinosaur Priest gains a Bonus Feat every 3 levels higher than 20th





« Last Edit: January 17, 2017, 12:43:38 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #103 on: January 29, 2013, 05:15:25 PM »
DINO COMPANIONS

                      Pelycosaur (Level 3)
                      Small Outsider (Extraplanar, Evil)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          17 (+1 Size, +6 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +6/+10
Attack:               Bite +9 melee (1d6+3)
Full Attack:          Bite +9 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Burst of Speed, Rushing Ferocity, Improved Grab
Special Qualities:    Darkvision 50', Scent, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +7, Ref +5, Will +6
Abilities:            Str 15, Dex 10, Con 14, Int 8, Wis 13, Cha 12
Skills:               Bluff +9, Hide +12, Intimidate +9, Knowledge (The Planes) +5, Listen +9, Move Silently +8, Spot +9, Survival +9
Feats:               Improved Initiative, Improved Scent, Uncanny Scent
Challenge Rating:     4
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Burst of Speed (Ex): 3/day a Pelycosaur can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds.  During this time it gets a +2 Dodge Bonus to AC and does +1d6 damage on any successful Charge attack.

Attach (Ex): If you succeed with your Bite attack you latch onto your opponent, and are automatically considered to be Grappling him (but lose your Dex Bonus to AC in the process).  You also have a +6 Racial Bonus to Grapple Checks.

Rushing Ferocity (Ex): If you move and attack an opponent who is Flat-Footed or unaware of your existence make two attack rolls and take the better of the two results.  You do double damage if the attack was successful.

Combat: Pelycosaurs tend to sneak up on opponents, and then rush them before they can react, latching on with their jaws and just gnawing away.


                      Pterosaur (Level 3)
                      Small Outsider (Extraplanar, Evil)
Hit Dice:             6d8+6 (33 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Fly 60 ft. (Good)
Armor Class:          17 (+1 Size, +2 Dex, +5 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +6/+2
Attack:               Bite +7 melee (1d6)
Full Attack:          Bite +7 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Power Dive, Power Fly-By
Special Qualities:    Darkvision 60', Evasion, DR 5/Good, SR 17, Telepathy 100', Agile Flyer
Saves:                Fort +6, Ref +7, Will +7
Abilities:            Str 10, Dex 15, Con 12, Int 8, Wis 14, Cha 13
Skills:               Bluff +10, Hide +15, Intimidate +9, Knowledge (The Planes) +7, Listen +11, Move Silently +11, Spot +11
Feats:                Flyby Attack, Hover, Wingover
Challenge Rating:     4
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Agile Flyer (Ex): The Pterosaur gets a +2 Dodge Bonus to AC while in flight.

Evasion (Ex): Identical to the Rogue Ability of the same name.

Power Dive (Ex): On any round the Pterosaur is flying and it makes a Charge Attack while losing 30' in altitude it can make two attack rolls and  take the better of the two results.  If the attack succeeds it does double damage.

Power Fly-By (Ex): You do +1d6 damage on any Fly-By Attacks.

Combat: Pterosaurs do Fly-By's to weaken opponents, before using a Power Dive to finish them off.


                      Carnosaur (Level 3)
                      Small Outsider (Extraplanar, Evil)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          17 (+1 Size, +1 Dex, +5 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +6/+4
Attack:               Bite +10 melee (1d6+2/19-20)
Full Attack:          Bite +10 melee (1d6+2/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Wounding Bite, Blood Frenzy
Special Qualities:    Darkvision 60', Blood Scent, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +7, Ref +6, Will +6
Abilities:            Str 15, Dex 12, Con 14, Int 8, Wis 13, Cha 10
Skills:               Bluff +9, Hide +14, Intimidate +9, Knowledge (The Planes) +6, Listen +10, Move Silently +10, Spot +10
Feats:                Improved Initiative, Power Critical (Bite), Weapon Focus (Bite)
Challenge Rating:     4
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Blood Frenzy (Ex):  Whenever a Carnosaur tastes blood (i.e. succeeds with a Bite Attack against a living creature) it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

Blood Scent (Ex): The Carnosaur can detect blood or wounded creatures by Scent within a 100' radius.

Improved Grab (Ex): If the Carnosaur hits with it's Bite Attack successfully on an opponent the same size or smaller it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may do it's bite damage as long as it maintains the Grapple.

Wounding Bite (Ex): The Carnosaurs Bite threatens a Critical on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Combat: Carnosaurs tend to head for wounded opponents and go for the Grapple, biting away till their opponent is dead.


                      Stegosaur (Level 3)
                      Small Outsider (Extraplanar, Evil)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          17 (+1 Size, +6 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +6/+4
Attack:               Tail Slap +9 melee (1d6+3/19-20)
Full Attack:          Tail Slap +9 melee (1d6+3/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Puncture, Always Ready, Veteran Opportunist
Special Qualities:    Darkvision, Dorsal Plates, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +7, Ref +5, Will +6
Abilities:            Str 15, Dex 10, Con 14, Int 8, Wis 13, Cha 12
Skills:               Bluff +10, Hide +13, Intimidate +10, Knowledge (The Planes) +6, Listen +10, Move Silently +9, Spot +10
Feats:                Combat Reflexes, Hold the Line, Power Attack
Challenge Rating:     4
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Dorsal Plates (Ex): Stegosaurs can maneuver to place their dorsal plates in an advantages position to block one foe, providing a +4 Shield Bonus.  If that opponent attacks with an unarmed strike/grapple/melee weapon it must make a DC 13 Reflex Save (Save DC is Dex Based) or take 1d6 plus it's own Str modifier in slashing damage.

Puncture (Ex): The Stegosaurs Tail Slap threatens a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Veteran Opportunist (Ex): You may now make Attacks of Opportunity when Flat-Footed.  Additionally if you're opponents movement provokes an Attack of Opportunity, that Attack does not count towards your limit for Attacks of Opportunity.

Combat: Stegosaurs usually ready an attack while guarding their charge.


                      Raptor (Level 3)
                      Small Outsider (Extraplanar, Evil)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          17 (+1 Size, +1 Dex, +5 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +6/+4
Attack:               Talon +9 melee (1d6+2/19-20)
Full Attack:          2 Talons +9 melee (1d6+2/19-20) and 1 Bite +9 melee (1d6+1/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pounce, Wounding Talons, Ambush
Special Qualities:    Darkvision 60', Scent, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +7, Ref +6, Will +6
Abilities:            Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Skills:               Bluff +7, Hide +13, Intimidate +7, Jump +9, Knowledge (The Planes) +5, Listen +9, Move Silently +8, Spot +9, Survival +9
Feats:                Improved Initiative, Improved Multiattack, Multiattack
Challenge Rating:     4
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Ambush (Ex): You gain 1d6 Sneak Attack (see the Rogue ability in the PHB).

Pounce (Ex): The Raptor can make a Full Attack on a Charge.

Wounding Attacks (Ex): The Raptors Natural Weapons threaten a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Combat: Raptors tend to run in full bore and wail on whoever is in the way.


                      Ceratopsian (Level 3)
                      Small Outsider (Extraplanar, Evil)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          17 (+1 Small, +1 Dex, +5 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +6/+4
Attack:               Gore +9 melee (1d6+3)
Full Attack:          Gore +9 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Enhanced Charge, Wounded Fury, Always Ready
Special Qualities:    Darkvision 60', Unexpected Burst of Speed, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +7, Ref +6, Will +6
Abilities:            Str 15, Dex 12, Con 14, Int 8, Wis 13, Cha 10
Skills:               Bluff +9, Hide +13, Intimidate +9, Knowledge (The Planes) +7, Listen +10, Move Silently +10, Spot +10
Feats:                Greater Powerful Charge, Power Attack, Powerful Charge
Challenge Rating:     4
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Enhanced Charge (Ex): The Ceratopsians Charge attacks threaten a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Unexpected Burst of Speed (Ex): 3/day a Ceratopsian can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds.  During this time it gets a +2 to Attack rolls and does +1d6 damage on any successful Charge attack.

Wounded Fury (Ex): Whenever a Ceratopsian takes damage it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

Combat: Ceratopsians tend to launch themselves like little spiky torpedoes.


                      Sauropod (Level 3)
                      Small Outsider (Extraplanar, Evil)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          17 (+1 Size, +6 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +6/+4
Attack:               Tail Sweep +9 melee (1d6+3)
Full Attack:          Tail Sweep +9 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Trample, Always Ready, Tail Sweep
Special Qualities:    Darkvision 60', Powerful Build, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +7, Ref +5, Will +6
Abilities:            Str 15, Dex 10, Con 14, Int 8, Wis 13, Cha 12
Skills:               Bluff +10, Hide +12, Intimidate +10, Knowledge (The Planes) +7, Listen +10, Move Silently +9, Spot +10
Feats:                Brutal Strike, Power Attack, Stalwart (see Dragon 323)
Challenge Rating:     4
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Powerful Build (Ex): Whenever a Sauropod is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Sauropod is treated as one size larger if doing so is advantageous to him.

A Sauropod is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Sauropod can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Trample (Ex): Your attacks on prone opponents threaten a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Tail Sweep (Ex): If you successfully hit with your Tail Sweep Attack you may immediately make a Trip attempt as a Free Action without provoking an Attack of Opportunity.  You get a +4 Bonus on the Opposed Check.

Combat: Sauropods tend to trip opponents and then jump up and down on them until they expire.


                      Ankylosaur (Level 3)
                      Small Outsider (Extraplanar, Evil)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          19 (+1 Size, +8 Natural), touch 11, flat-footed 18
Base Attack/Grapple:  +6/+4
Attack:               Tail Slap +9 melee (1d6+3)
Full Attack:          Tail Slap +9 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Always Ready, Stunning, Winded Opponent
Special Qualities:    Darkvision 60', Hard Armor, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +7, Ref +5, Will +6
Abilities:            Str 15, Dex 10, Con 14, Int 12, Wis 13, Cha 8
Skills:               Bluff +12, Hide +17, Intimidate +12, Knowledge (The Planes) +13, Listen +14, Move Silently +13, Spot +14
Feats:                Brutal Strike, Power Attack, Resounding Blow
Challenge Rating:     4
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Hard Armor (Ex): You are immune to Critical hits.

Stunning (Ex): Opponents struck by the Ankylosaurs tail must make a DC 15 Fortitude Save (Save DC is Str based) or be Stunned 1 round.  If the strike is a successful Critical, he is Stunned 1d4 rounds instead.

Winded Opponent (Ex): Opponents struck by the Ankylosaurs tail must make a DC 15 Fortitude Save (Save DC is Str based) or be Fatigued for the duration of the encounter.  If the strike is a successful Critical, he is Exhausted instead.

Combat: Ankylosaurs tend to defend their charge, but instead of Readying and waiting fro trouble like the Stegosaurs they are a little more proactive.

Offline bhu

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Re: Goblinoids
« Reply #104 on: January 29, 2013, 05:16:17 PM »
DINO COMPANIONS

                      Pelycosaur (Level 6)
                      Medium Outsider (Extraplanar, Evil)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +8/+17
Attack:               Bite +10 melee (1d8+4)
Full Attack:          Bite +10 melee (1d8+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Burst of Speed, Rushing Ferocity, Improved Grab
Special Qualities:    Darkvision 50', Scent, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +8, Ref +6, Will +7
Abilities:            Str 17, Dex 10, Con 14, Int 8, Wis 13, Cha 12
Skills:               Bluff +10, Hide +10, Intimidate +10, Knowledge (The Religion, Planes) +5, Listen +9, Move Silently +10, Spot +9, Survival +11
Feats:               Improved Initiative, Improved Scent, Uncanny Scent
Challenge Rating:     6
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Burst of Speed (Ex): 3/day a Pelycosaur can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds.  During this time it gets a +2 Dodge Bonus to AC and does +1d6 damage on any successful Charge attack.

Attach (Ex): If you succeed with your Bite attack you latch onto your opponent, and are automatically considered to be Grappling him (but lose your Dex Bonus to AC in the process).  You also have a +6 Racial Bonus to Grapple Checks.

Rushing Ferocity (Ex): If you move and attack an opponent who is Flat-Footed or unaware of your existence make two attack rolls and take the better of the two results.  You do double damage if the attack was successful.

Combat: Pelycosaurs tend to sneak up on opponents, and then rush them before they can react, latching on with their jaws and just gnawing away.


                      Pterosaur (Level 6)
                      Medium Outsider (Extraplanar, Evil)
Hit Dice:             8d8+8 (44 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 60 ft. (Good)
Armor Class:          18 (+3 Dex, +5 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +8/+8
Attack:               Bite +8 melee (1d8)
Full Attack:          Bite +8 melee (1d8)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Power Dive, Power Fly-By
Special Qualities:    Darkvision 60', Evasion, DR 5/Good, SR 17, Telepathy 100', Agile Flyer
Saves:                Fort +7, Ref +9, Will +8
Abilities:            Str 10, Dex 17, Con 12, Int 8, Wis 14, Cha 13
Skills:               Bluff +12, Hide +14, Intimidate +11, Knowledge (Religion, The Planes) +7, Listen +11, Move Silently +14, Spot +11
Feats:                Flyby Attack, Hover, Wingover
Challenge Rating:     6
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Agile Flyer (Ex): The Pterosaur gets a +2 Dodge Bonus to AC while in flight.

Evasion (Ex): Identical to the Rogue Ability of the same name.

Power Dive (Ex): On any round the Pterosaur is flying and it makes a Charge Attack while losing 30' in altitude it can make two attack rolls and  take the better of the two results.  If the attack succeeds it does double damage.

Power Fly-By (Ex): You do +1d6 damage on any Fly-By Attacks.

Combat: Pterosaurs do Fly-By's to weaken opponents, before using a Power Dive to finish them off.


                      Carnosaur (Level 6)
                      Medium Outsider (Extraplanar, Evil)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          18 (+1 Dex, +7 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +8/+11
Attack:               Bite +11 melee (1d8+4/19-20)
Full Attack:          Bite +11 melee (1d8+4/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Wounding Bite, Blood Frenzy
Special Qualities:    Darkvision 60', Blood Scent, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +8, Ref +7, Will +7
Abilities:            Str 17, Dex 12, Con 14, Int 8, Wis 13, Cha 10
Skills:               Bluff +9, Hide +10, Intimidate +13, Knowledge (Religion, The Planes) +6, Listen +12, Move Silently +10, Spot +12
Feats:                Improved Initiative, Power Critical (Bite), Weapon Focus (Bite)
Challenge Rating:     6
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Blood Frenzy (Ex):  Whenever a Carnosaur tastes blood (i.e. succeeds with a Bite Attack against a living creature) it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

Blood Scent (Ex): The Carnosaur can detect blood or wounded creatures by Scent within a 100' radius.

Improved Grab (Ex): If the Carnosaur hits with it's Bite Attack successfully on an opponent the same size or smaller it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may do it's bite damage as long as it maintains the Grapple.

Wounding Bite (Ex): The Carnosaurs Bite threatens a Critical on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Combat: Carnosaurs tend to head for wounded opponents and go for the Grapple, biting away till their opponent is dead.


                      Stegosaur (Level 6)
                      Medium Outsider (Extraplanar, Evil)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +8/+11
Attack:               Tail Slap +10 melee (1d8+4/19-20)
Full Attack:          Tail Slap +10 melee (1d8+4/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Puncture, Always Ready, Veteran Opportunist
Special Qualities:    Darkvision, Dorsal Plates, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +8, Ref +6, Will +7
Abilities:            Str 17, Dex 10, Con 14, Int 8, Wis 13, Cha 12
Skills:               Bluff +13, Hide +9, Intimidate +14, Knowledge (Religion, The Planes) +6, Listen +10, Move Silently +9, Spot +10
Feats:                Combat Reflexes, Hold the Line, Power Attack
Challenge Rating:     6
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Dorsal Plates (Ex): Stegosaurs can maneuver to place their dorsal plates in an advantages position to block one foe, providing a +4 Shield Bonus.  If that opponent attacks with an unarmed strike/grapple/melee weapon it must make a DC 13 Reflex Save (Save DC is Dex Based) or take 1d6 plus it's own Str modifier in slashing damage.

Puncture (Ex): The Stegosaurs Tail Slap threatens a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Veteran Opportunist (Ex): You may now make Attacks of Opportunity when Flat-Footed.  Additionally if you're opponents movement provokes an Attack of Opportunity, that Attack does not count towards your limit for Attacks of Opportunity.

Combat: Stegosaurs usually ready an attack while guarding their charge.


                      Raptor (Level 6)
                      Medium Outsider (Extraplanar, Evil)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +6
Speed:                40 ft. (8 squares)
Armor Class:          18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +8/+10
Attack:               Talon +10 melee (1d8+2/19-20)
Full Attack:          2 Talons +10 melee (1d8+2/19-20) and 1 Bite +10 melee (1d8+1/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pounce, Wounding Talons, Ambush
Special Qualities:    Darkvision 60', Scent, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +8, Ref +8, Will +7
Abilities:            Str 15, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Skills:               Bluff +9, Hide +10, Intimidate +9, Jump +9, Knowledge (Religion, The Planes) +5, Listen +10, Move Silently +10, Spot +10, Survival +10
Feats:                Improved Initiative, Improved Multiattack, Multiattack
Challenge Rating:     6
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Ambush (Ex): You gain 1d6 Sneak Attack (see the Rogue ability in the PHB).

Pounce (Ex): The Raptor can make a Full Attack on a Charge.

Wounding Attacks (Ex): The Raptors Natural Weapons threaten a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Combat: Raptors tend to run in full bore and wail on whoever is in the way.


                      Ceratopsian (Level 6)
                      Medium Outsider (Extraplanar, Evil)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          18 (+1 Dex, +7 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +8/+11
Attack:               Gore +10 melee (1d8+4)
Full Attack:          Gore +10 melee (1d8+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Enhanced Charge, Wounded Fury, Always Ready
Special Qualities:    Darkvision 60', Unexpected Burst of Speed, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +8, Ref +7, Will +7
Abilities:            Str 17, Dex 12, Con 14, Int 8, Wis 13, Cha 10
Skills:               Bluff +10, Hide +9, Intimidate +12, Knowledge (Religion, The Planes) +7, Listen +12, Move Silently +10, Spot +10
Feats:                Greater Powerful Charge, Power Attack, Powerful Charge
Challenge Rating:     6
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Enhanced Charge (Ex): The Ceratopsians Charge attacks threaten a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Unexpected Burst of Speed (Ex): 3/day a Ceratopsian can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds.  During this time it gets a +2 to Attack rolls and does +1d6 damage on any successful Charge attack.

Wounded Fury (Ex): Whenever a Ceratopsian takes damage it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

Combat: Ceratopsians tend to launch themselves like little spiky torpedoes.


                      Sauropod (Level 6)
                      Medium Outsider (Extraplanar, Evil)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +8/+11
Attack:               Tail Sweep +10 melee (1d8+4)
Full Attack:          Tail Sweep +10 melee (1d8+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Trample, Always Ready, Tail Sweep
Special Qualities:    Darkvision 60', Powerful Build, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +8, Ref +6, Will +7
Abilities:            Str 17, Dex 10, Con 14, Int 8, Wis 13, Cha 12
Skills:               Bluff +12, Hide +8, Intimidate +12, Knowledge (Religion, The Planes) +8, Listen +10, Move Silently +10, Spot +10
Feats:                Brutal Strike, Power Attack, Stalwart (see Dragon 323)
Challenge Rating:     6
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Powerful Build (Ex): Whenever a Sauropod is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Sauropod is treated as one size larger if doing so is advantageous to him.

A Sauropod is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Sauropod can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Trample (Ex): Your attacks on prone opponents threaten a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Tail Sweep (Ex): If you successfully hit with your Tail Sweep Attack you may immediately make a Trip attempt as a Free Action without provoking an Attack of Opportunity.  You get a +4 Bonus on the Opposed Check.

Combat: Sauropods tend to trip opponents and then jump up and down on them until they expire.


                      Ankylosaur (Level 6)
                      Medium Outsider (Extraplanar, Evil)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          20 (+10 Natural), touch 10, flat-footed 20
Base Attack/Grapple:  +8/+11
Attack:               Tail Slap +10 melee (1d8+4)
Full Attack:          Tail Slap +10 melee (1d8+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Always Ready, Stunning, Winded Opponent
Special Qualities:    Darkvision 60', Hard Armor, DR 5/Good, SR 17, Telepathy 100'
Saves:                Fort +8, Ref +6, Will +7
Abilities:            Str 17, Dex 10, Con 14, Int 12, Wis 13, Cha 8
Skills:               Bluff +14, Hide +13, Intimidate +14, Knowledge (Religion, The Planes) +13, Listen +14, Move Silently +11, Spot +14
Feats:                Brutal Strike, Power Attack, Resounding Blow
Challenge Rating:     6
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Hard Armor (Ex): You are immune to Critical hits.

Stunning (Ex): Opponents struck by the Ankylosaurs tail must make a DC 17 Fortitude Save (Save DC is Str based) or be Stunned 1 round.  If the strike is a successful Critical, he is Stunned 1d4 rounds instead.

Winded Opponent (Ex): Opponents struck by the Ankylosaurs tail must make a DC 17 Fortitude Save (Save DC is Str based) or be Fatigued for the duration of the encounter.  If the strike is a successful Critical, he is Exhausted instead.

Combat: Ankylosaurs tend to defend their charge, but instead of Readying and waiting for trouble like the Stegosaurs they are a little more proactive.

Offline bhu

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Re: Goblinoids
« Reply #105 on: January 29, 2013, 05:17:32 PM »
DINO COMPANIONS

                      Pelycosaur (Level 9)
                      Large Outsider (Extraplanar, Evil)
Hit Dice:             12d8+36 (90 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          18 (-1 Size, +9 Natural), touch 9, flat-footed 18
Base Attack/Grapple:  +12/+26
Attack:               Bite +15 melee (1d10+6)
Full Attack:          Bite +15 melee (1d10+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Burst of Speed, Rushing Ferocity, Improved Grab
Special Qualities:    Darkvision 50', Scent, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
Saves:                Fort +11, Ref +8, Will +9
Abilities:            Str 18, Dex 10, Con 16, Int 8, Wis 13, Cha 12
Skills:               Bluff +12, Hide +8, Intimidate +12, Knowledge (The Religion, Planes) +15, Listen +10, Move Silently +10, Spot +10, Survival +11
Feats:               Cleave, Improved Initiative, Improved Scent, Power Attack, Uncanny Scent
Challenge Rating:     8
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Burst of Speed (Ex): 3/day a Pelycosaur can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds.  During this time it gets a +2 Dodge Bonus to AC and does +1d6 damage on any successful Charge attack.

Attach (Ex): If you succeed with your Bite attack you latch onto your opponent, and are automatically considered to be Grappling him (but lose your Dex Bonus to AC in the process).  You also have a +6 Racial Bonus to Grapple Checks.

Rushing Ferocity (Ex): If you move and attack an opponent who is Flat-Footed or unaware of your existence make two attack rolls and take the better of the two results.  You do double damage if the attack was successful.

Combat: Pelycosaurs tend to sneak up on opponents, and then rush them before they can react, latching on with their jaws and just gnawing away.


                      Pterosaur (Level 9)
                      Large Outsider (Extraplanar, Evil)
Hit Dice:             12d8+12 (66 hp)
Initiative:           +4
Speed:                10 ft. (2 squares), Fly 70 ft. (Good)
Armor Class:          18 (-1 Size, +4 Dex, +5 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +12/+17
Attack:               Bite +15 melee (1d10+1)
Full Attack:          Bite +15 melee (1d10+1)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Power Dive, Power Fly-By
Special Qualities:    Darkvision 60', Evasion, DR 10/Good, SR 17, Telepathy 100', Agile Flyer, Energy Resistance (all types) 5
Saves:                Fort +9, Ref +12, Will +10
Abilities:            Str 12, Dex 19, Con 12, Int 8, Wis 14, Cha 13
Skills:               Bluff +14, Hide +12, Intimidate +12, Knowledge (Religion, The Planes) +17, Listen +12, Move Silently +16, Spot +12
Feats:                Flyby Attack, Hover, Weapon Finesse, Wing Expert, Wingover
Challenge Rating:     8
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Agile Flyer (Ex): The Pterosaur gets a +2 Dodge Bonus to AC while in flight.

Evasion (Ex): Identical to the Rogue Ability of the same name.

Power Dive (Ex): On any round the Pterosaur is flying and it makes a Charge Attack while losing 30' in altitude it can make two attack rolls and  take the better of the two results.  If the attack succeeds it does double damage.

Power Fly-By (Ex): You do +1d6 damage on any Fly-By Attacks.

Combat: Pterosaurs do Fly-By's to weaken opponents, before using a Power Dive to finish them off.


                      Carnosaur (Level 8)
                      Large Outsider (Extraplanar, Evil)
Hit Dice:             12d8+36 (90 hp)
Initiative:           +6
Speed:                40 ft. (8 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +12/+20
Attack:               Bite +16 melee (2d8+6/19-20)
Full Attack:          Bite +16 melee (2d8+6/19-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Wounding Bite, Blood Frenzy
Special Qualities:    Darkvision 60', Blood Scent, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
Saves:                Fort +11, Ref +9, Will +9
Abilities:            Str 19, Dex 12, Con 16, Int 8, Wis 13, Cha 10
Skills:               Bluff +12, Hide +6, Intimidate +14, Knowledge (Religion, The Planes) +16, Listen +12, Move Silently +12, Spot +12
Feats:                Improved Initiative, Improved Natural Attack (Bite), Powerful Charge, Power Critical (Bite), Weapon Focus (Bite)
Challenge Rating:     8
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Blood Frenzy (Ex):  Whenever a Carnosaur tastes blood (i.e. succeeds with a Bite Attack against a living creature) it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

Blood Scent (Ex): The Carnosaur can detect blood or wounded creatures by Scent within a 100' radius.

Improved Grab (Ex): If the Carnosaur hits with it's Bite Attack successfully on an opponent the same size or smaller it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may do it's bite damage as long as it maintains the Grapple.

Wounding Bite (Ex): The Carnosaurs Bite threatens a Critical on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Combat: Carnosaurs tend to head for wounded opponents and go for the Grapple, biting away till their opponent is dead.


                      Stegosaur (Level 9)
                      Large Outsider (Extraplanar, Evil)
Hit Dice:             12d8+36 (90 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          18 (-1 Size, +9 Natural), touch 9, flat-footed 18
Base Attack/Grapple:  +12/+20
Attack:               Tail Slap +15 melee (1d10+6/19-20)
Full Attack:          Tail Slap +15 melee (1d10+6/19-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Puncture, Always Ready, Veteran Opportunist
Special Qualities:    Darkvision, Dorsal Plates, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
Saves:                Fort +11, Ref +8, Will +9
Abilities:            Str 19, Dex 10, Con 16, Int 8, Wis 13, Cha 12
Skills:               Bluff +16, Hide +5, Intimidate +16, Knowledge (Religion, The Planes) +16, Listen +12, Move Silently +10, Spot +10
Feats:                Combat Reflexes, Cometary Collision, Hold the Line, Improved Bull Rush, Power Attack
Challenge Rating:     8
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Dorsal Plates (Ex): Stegosaurs can maneuver to place their dorsal plates in an advantages position to block one foe, providing a +4 Shield Bonus.  If that opponent attacks with an unarmed strike/grapple/melee weapon it must make a DC 13 Reflex Save (Save DC is Dex Based) or take 1d6 plus it's own Str modifier in slashing damage.

Puncture (Ex): The Stegosaurs Tail Slap threatens a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Veteran Opportunist (Ex): You may now make Attacks of Opportunity when Flat-Footed.  Additionally if you're opponents movement provokes an Attack of Opportunity, that Attack does not count towards your limit for Attacks of Opportunity.

Combat: Stegosaurs usually ready an attack while guarding their charge.


                      Raptor (Level 9)
                      Large Outsider (Extraplanar, Evil)
Hit Dice:             12d8+24 (78 hp)
Initiative:           +8
Speed:                50 ft. (10 squares)
Armor Class:          18 (-1 Size, +3 Dex, +6 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +12/+18
Attack:               Talon +13 melee (1d10+2/19-20)
Full Attack:          2 Talons +13 melee (1d10+2/19-20) and 1 Bite +13 melee (1d10+1/19-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Pounce, Wounding Talons, Ambush
Special Qualities:    Darkvision 60', Scent, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
Saves:                Fort +11, Ref +10, Will +10
Abilities:            Str 15, Dex 17, Con 14, Int 8, Wis 14, Cha 10
Skills:               Bluff +10, Hide +8, Intimidate +10, Jump +10, Knowledge (Religion, The Planes) +15, Listen +12, Move Silently +12, Spot +12, Survival +12
Feats:                Dodge, Improved Initiative, Improved Multiattack, Mobility, Multiattack
Challenge Rating:     8
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Ambush (Ex): You gain 1d6 Sneak Attack (see the Rogue ability in the PHB).

Pounce (Ex): The Raptor can make a Full Attack on a Charge.

Wounding Attacks (Ex): The Raptors Natural Weapons threaten a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Combat: Raptors tend to run in full bore and wail on whoever is in the way.


                      Ceratopsian (Level 9)
                      Large Outsider (Extraplanar, Evil)
Hit Dice:             12d8+36 (90 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +12/+20
Attack:               Gore +15 melee (1d10+6)
Full Attack:          Gore +15 melee (1d10+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Enhanced Charge, Wounded Fury, Always Ready
Special Qualities:    Darkvision 60', Unexpected Burst of Speed, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
Saves:                Fort +11, Ref +9, Will +9
Abilities:            Str 19, Dex 12, Con 16, Int 8, Wis 13, Cha 10
Skills:               Bluff +12, Hide +5, Intimidate +14, Knowledge (Religion, The Planes) +17, Listen +13, Move Silently +10, Spot +12
Feats:                Greater Powerful Charge, Improved Bull Rush, Power Attack, Powerful Charge, Shock Trooper
Challenge Rating:     8
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Enhanced Charge (Ex): The Ceratopsians Charge attacks threaten a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Unexpected Burst of Speed (Ex): 3/day a Ceratopsian can increase it's Base Land Speed to 60 as a Free Action for 1d3 rounds.  During this time it gets a +2 to Attack rolls and does +1d6 damage on any successful Charge attack.

Wounded Fury (Ex): Whenever a Ceratopsian takes damage it becomes subject to Frenzy (see Complete Warrior) until it has successfully killed an opponent.

Combat: Ceratopsians tend to launch themselves like little spiky torpedoes.


                      Sauropod (Level 9)
                      Large Outsider (Extraplanar, Evil)
Hit Dice:             12d8+36 (90 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          18 (-1 Size, +9 Natural), touch 9, flat-footed 18
Base Attack/Grapple:  +12/+20
Attack:               Tail Sweep +15 melee (1d10+6)
Full Attack:          Tail Sweep +15 melee (1d10+6)
Space/Reach:          10 ft./5 ft. (10 ft. w/tail)
Special Attacks:      Trample, Always Ready, Tail Sweep
Special Qualities:    Darkvision 60', Powerful Build, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
Saves:                Fort +11, Ref +8, Will +9
Abilities:            Str 19, Dex 10, Con 16, Int 8, Wis 13, Cha 12
Skills:               Bluff +14, Hide +4, Intimidate +14, Knowledge (Religion, The Planes) +18, Listen +12, Move Silently +10, Spot +12
Feats:                Brutal Strike, Improved Bull Rush, Improved Overrun, Power Attack, Stalwart (see Dragon 323)
Challenge Rating:     8
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Powerful Build (Ex): Whenever a Sauropod is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Sauropod is treated as one size larger if doing so is advantageous to him.

A Sauropod is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Sauropod can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Trample (Ex): Your attacks on prone opponents threaten a Critical hit on a 19-20.  If the Critical is successful you may make two damage rolls and use the better of the two.

Tail Sweep (Ex): If you successfully hit with your Tail Sweep Attack you may immediately make a Trip attempt as a Free Action without provoking an Attack of Opportunity.  You get a +4 Bonus on the Opposed Check.

Combat: Sauropods tend to trip opponents and then jump up and down on them until they expire.


                      Ankylosaur (Level 9)
                      Large Outsider (Extraplanar, Evil)
Hit Dice:             12d8+36 (90 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          20 (- 1 Size, +11 Natural), touch 9, flat-footed 20
Base Attack/Grapple:  +12/+20
Attack:               Tail Slap +15 melee (1d10+6)
Full Attack:          Tail Slap +15 melee (1d10+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Always Ready, Stunning, Winded Opponent
Special Qualities:    Darkvision 60', Hard Armor, DR 10/Good, SR 17, Telepathy 100', Energy Resistance (all types) 5
Saves:                Fort +11, Ref +7, Will +9
Abilities:            Str 19, Dex 10, Con 16, Int 12, Wis 13, Cha 8
Skills:               Bluff +16, Hide +9, Intimidate +16, Knowledge (Arcana, History, Religion, The Planes) +14, Listen +14, Move Silently +12, Spot +14
Feats:                Ability Focus (Stunning, Winded Opponent), Brutal Strike, Power Attack, Resounding Blow
Challenge Rating:     8
Alignment:            Lawful Evil (Bargrivyek, Khurgorbaeyeg), Neutral Evil (Maglubiyet)

Always Ready (Ex): If you Ready an Attack Action you gain a +4 Bonus on the Attack and Damage roll.

Hard Armor (Ex): You are immune to Critical hits.

Stunning (Ex): Opponents struck by the Ankylosaurs tail must make a DC 22 Fortitude Save (Save DC is Str based) or be Stunned 1 round.  If the strike is a successful Critical, he is Stunned 1d4 rounds instead.

Winded Opponent (Ex): Opponents struck by the Ankylosaurs tail must make a DC 22 Fortitude Save (Save DC is Str based) or be Fatigued for the duration of the encounter.  If the strike is a successful Critical, he is Exhausted instead.

Combat: Ankylosaurs tend to defend their charge, but instead of Readying and waiting for trouble like the Stegosaurs they are a little more proactive.

Offline bhu

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Re: Goblinoids
« Reply #106 on: January 29, 2013, 05:18:07 PM »
GOBLIN (Cerilian)


   
”Well what have we got here boys?”

 Squat, bow legged Goblinoids with flat faces, pointed ears and sharp teeth.  Skin color ranges from grayish-green to dull brown, and their eyes are red.

GOBLIN RACIAL TRAITS

Cerilian Goblins come in three flavors: Common (about 50% of the race), Elite (about 30% of the race), and Huge (about 20% of the race).  Common Goblins are identical to Goblins, Elite Goblins are identical to Hobgoblins, and Huge Goblins are the equivalent of Bugbears.  Favored Class is Fighter for all three types though.

GOBLIN CHARACTERS
 If you like the idea of Goblins as professional Viking types, this is probably more your speed than the usual Goblinoids.  And as a bonus you get a cuddly pet wolf.  Who doesn’t like the idea of a pet wolf?
 Adventuring Race: Money, money, exterminating the other races to appease your God, and money.  Did we mention money?  Goblins will kill anything for money.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Cerilian Goblins use the usual Goblin names.

ROLEPLAYING A GOBLIN
 The world is yours if you’re willing to go out and take it by force (or at least so you believe).  Unfortunately no matter how big a bully you may be there are always bigger ones.  Fortunately you belong to a group, and they’re there for just such times.
 Personality: Cerilians are braver than most Goblins, and professional mercenaries who raid for money and glory.  Unfortunately they’re still quite racist due to their religion but they’re more subtle about it.  They aren’t mouth foamers who hang you in the town square, but you definitely have no legal rights in their territory.
 Behaviors: Cerilian Goblins love proving themselves.  Their society is a sort of martial meritocracy with the biggest bully having the most respect.
 Language: Cerilian Goblins speak the Goblin language as usual despite their differences in appearance.

GOBLIN SOCIETY
 Goblins are misogynistic tribes living in extended patriarchal clans.  Unlike other Goblinoids they aren’t cowardly or prone to slave-taking, and in some ways are more ‘civilized’ in that they are cleaner, more organized, and technologically developed.  They certainly aren’t any less evil.
 Alignment :  Cerilian Goblins are Evil with a strong tendency towards Lawfulness due to the structure of their society.  Everyone has it’s place, and anyone who doesn’t know their place gets shown it pretty quickly.
 Lands :  Goblins are fairly widespread throughout Cerilia.
 Settlements :  Goblins prefer desolate, lonely places where they can hide and launch raids from.  They like to build forts in easily defensible places like hills, though many prefer plains and forests to raise their wolves and livestock.
 Beliefs : Cerilian Goblins generally worship Kartathok (aka Maglubiyet).
 Relations: Unlike Goblinoids of other worlds the Cerilian Goblins often trade with other races as they are well known miners, leathermakers, and mercenaries.  They also occasionally raise livestock and are excellent wolf trainers.

GOBLIN ADVENTURES
·   The livestock have fared poorly this year, and there’s no one nearby weak enough to raid.  Even worse, since you have been raiding, everyone to big to hit isn’t willing to sell to you.  So your parents have tasked you with going out into the world and finding some money.  Congratulations on your new job as a professional sword for hire you poor fool.
·   Something is wrong with the wolves of late.  They’ve been disobedient and fey, and hanging about with strange wolves coming from the forests.  Time you find out what’s going on.
·   A Hill Giant has been bullying the fort into paying him tribute.  As one of the tribes biggest Goblins you’ve been told to go hand him his own butt.


Wolf Trainer
You train wolves as mounts.
 Prerequisites: Goblin (Cerilian), Handle Animal 1 rank
 Benefits: +4 on Handle Animal, Ride, and Wild Empathy Checks related to wolves or Worgs.

Wolfrider
You are an experience wolf cavalryman.
 Prerequisites: Goblin (Cerilian), BAB +7, Mounted Archery, Mounted Combat, Ride-By Attack
 Benefits: You may use the following three tactical maneuvers (This may be taken as a Fighter Feat.):

Ground and Pound You get a +4 Bonus on Damage rolls if you attack an opponent your Wolf/Worg Mount has Tripped before they can stand back up.

Synchronized Attack Both you and your mount make Initiative rolls, and you both attack on whichever of the two is better.

Roll You automatically make Soft Falls if your Mount is killed or falls, no roll is necessary.


Backstabber
You prefer to attack opponents unawares.
 Prerequisites: Goblin (Cerilian), Move Silently 4 ranks
 Benefits: If your opponent is Flat-footed or unaware of you, you may substitute a Move Silently Check for an Attack roll.  This may be taken as a Fighter Feat.

Improved Backstabber
You have made a career of whacking people
 Prerequisites: Goblin (Cerilian), Backstabber
 Benefits: You may now also substitute a Move Silently Check for your Damage roll. This may be taken as a Fighter Feat.


Goblin Racial Substitution Levels

Fighter
 Level 4: Replace Bonus Feat with Wolf Companion. 
  Wolf Companion: This works like the Druid’s Animal Companion Ability, except that you may only choose a Wolf (or substitute a Worg at Level 4, or a Dire Wolf at Level 7).  Much like the Ranger your effective Druid Level for determining your Companions abilities is half your Fighter Level.

Knight
 Level 3 and 4: Replace 4th Level Bonus Feat with Wolf Mount
  Wolf Mount:  This works like the Druid’s Animal Companion Ability, except that you may only choose a Wolf (or substitute a Worg at Level 4, or a Dire Wolf at Level 7).  Much like the Ranger your effective Druid Level for determining your Companions abilities is half your Knight Level.

Paladin of Tyranny
 Level 5: Replace Special Mount with Wolf Mount.
  Wolf Mount:  Instead of a warhorse your mount is a Worg.
« Last Edit: January 17, 2017, 12:44:58 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #107 on: January 29, 2013, 05:18:37 PM »
MERCENARY


   
”You want us to kill a what?”

 Goblins often produce more children than their primitive economic model can handle.  This leaves a lot of youngsters who need to prove themselves via some form of violence, and no one but each other to commit said violence upon.  So a solution was made to hire rambunctious young adults out as mercenaries.  It gets them training and battle experience, it gives them a chance for glory, and it gets them out of their parents hair.

BECOMING A MERCENARY
Being a Goblinoid Figher is all that’s required.

 ENTRY REQUIREMENTS
   Race:  Goblin (Cerilian)
   Feats:  Any 3 Fighter Feats
   Skills:  Handle Animal 4 ranks, Ride 4 ranks
   BAB:  +6


Class Skills
 The Mercenaries’ class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Ambushin’
2. +2    +3     +0     +3    Chargin’
3. +3    +3     +1     +3    Whackin’
4. +4    +4     +1     +4    Ambushin’
5. +5    +4     +1     +4    Chargin’
6. +6    +5     +2     +5    Whackin’
7. +7    +5     +2     +5    Ambushin’
8. +8    +6     +2     +6    Chargin’
9. +9    +6     +3     +6    Whackin’
10.+10   +7     +3     +7   Mother of God, What Am I Doing?

Weapon Proficiencies: A Mercenary gains no new weapon or armor proficiencies.
 
Ambushin’ (Ex): At Levels 1, 4, and 7 you may choose one from the following list of abilities (Save DC’s are 10 plus 1/2 HD plus either Str or Dex Modifier, whichever is used for the attack):

Bonk If you successfully hit a Flat-Footed (or one who is unaware of you) opponent with a Blunt Weapon, he must make a Fortitude Save or be Stunned 1 round.

Improved Bonk (Prerequisite: Bonk) If you successfully hit a Stunned opponent, he must make a Fortitude Save or  be Exhausted 1d6 rounds.

Whack If you successfully hit a Flat-Footed (or one who is unaware of you) opponent with a Slashing Weapon, he must make a Fortitude Save or be Blinded 1 round.

Improved Whack (Prerequisite: Whack) If you successfully hit a Blinded opponent, he must make a Fortitude Save or  be Panicked 1d6 rounds.

Poke If you successfully hit a Flat-Footed (or one who is unaware of you) opponent with a Piercing Weapon, he must make a Fortitude Save or be Nauseated 1 round.

Improved Poke (Prerequisite: Poke) If you successfully hit a Nauseated opponent, he must make a Fortitude Save or  be Paralyzed 1d6 rounds.

Critical Injury (Prerequisite: Bonk, Whack or Poke) Choose Bonk, Whack or Poke.  If you successfully make a Critical hit when using that Ability your opponent gets no Saving Throw against it.

Chargin’ (Ex): At Levels 2, 5, and 8 you may choose one from the following list of abilities:

Fake Charge (Ex): When you take the Run Action you triple your base land speed, and your movement does not provoke attacks of opportunity.

Run Blindly Into Your Own Damnation cause You're Too Fuckin' Stupid to Know Any Better: When you perform a Charge Attack, you gain a Luck Bonus to AC and Attack rolls equal to half your Mercenary Level (round down).

Runaway Train: You can make a Full Attack at the end of a Charge.

Whackin’ (Ex): At Levels 3, 6, and 9 you may choose one from the following list of conditions: Checked, Confused for 1 round, Fatigued for 1 round, Knocked Prone, Sickened for 1 round, or Staggered for 1 round.  If you successfully make a Critical hit, your opponent immediately suffers this condition with no Save.

Mother of God, What Am I Doing? (Ex): At 10th Level you awake to the sudden realization that there are better ways to spend your time than fighting, i.e. you have decided you want to live.  Pursuant to this point you permanently gain the benefits of a Freedom of Movement spell through sheer force of will.

PLAYING A MERCENARY
 One way or the other you’re going back to goblin land famous, or at least darn tough.  Preferably after having killed a lotta stuff.  Girls like it when you kill stuff, your Pa says so.  Mom rolls her eyes when he says it but you notice they’re still married so it’s clobberin’ time!
 Combat: Combat is the reason you exist.  You may not be as strong as an Ogre but you’re sure if you sneak up behind him and bludgeon him in the head often enough before running like hell he’ll eventually go down.  You learn little tricks like that out in the field.
 Advancement: You tend to gain experience in some pretty odd things.  You travel a lot and meet some pretty odd people before you kill them.  So you learn versatility is a good thing unlike some Goblins.
Resources: The resources you have available depend a great deal on how successful you have been and who is currently hiring you.

MERCENARIES IN THE WORLD
”You don’t think they’ll take the money and run?”
 You sometimes find it sad you meet new things only to bash their heads in.  Some of them might know where some good loot is.  You should bash their heads after interrogating them.
 Daily Life: You have the typical daily existence of a soldier: boring training with occasional moments of mayhem and slaughter.
 Notables:
 Organizations: All Mercenaries are part of an organization.  Mercenary companies are by definition an organization themselves of a sort, and only similar powerful groups have the money to hire you.

NPC Reaction
 NPC’s are generally nervous of most mercenaries, and being as you’re Goblins as well they don’t exactly look on you fondly.

MERCENARIES  IN THE GAME
 This assumes the group are all traditional warrior types, or at least military,  If not someone may be looking for an awol Goblin…
 Adaptation: This is obviously meant for Goblins in the Birthright setting but it can be adapted.
 Encounters: Mercenaries can be found plenty of places.  They hire out as city or caravan guards, body guards, assassins, and even the usual wartime extras.  If something needs watched or killed and there’s money to be had, they’re there.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



EPIC MERCENARY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Mercenary gains a Bonus Feat every 2 levels higher than 20th

« Last Edit: January 17, 2017, 01:23:10 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #108 on: January 29, 2013, 05:19:55 PM »
GRODD GOBLIN


   
”Cormyr will fall.  We will be avenged.”

 Androgynous Goblinoids with lime green skin, and light blue eyes.  Originally from the Forgotten Realm they are now trapped on a demiplane called Grodd that is tainted by the Plane of Shadow.

GRODD GOBLIN RACIAL TRAITS
·   -2 Str, +2 Dex, -2 Cha
·   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Humanoid with the Goblinoid Subtype
·   Base land speed 30 ft.
·   Darkvision 60’
·   Shadow Kinship (Ex):  Centuries of dealing with beings from the Shadow Plane slipping into their own has made the Grodd Goblins resistant to them.  They are immune to Str drain from Shadows.
·   +4 Racial Bonus to Move Silently Checks.
·   Automatic and Bonus languages
·   Level Adjustment: +0
·   Favored Class: Fighter or Shadowcaster

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6
 
AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height:  2’10”
 Height Modifier: +2d4”
 Base Weight: 35 lbs.
 Weight Modifier:  x1 lb.

GRODD GOBLIN CHARACTERS
 Grodd Goblins are pretty decent Shadowcasters and Fighters, and aren’t as sniveling or cowardly as many other Goblinoids are portrayed.  If you want to play an odd Goblinoid, particularly a Caster of some sort, they do well.
 Adventuring Race: For Grodd Goblins the primary reason is revenge on Faerun for centuries of imprisonment on the demiplane.  Though some do also venture for the usual reasons of power and glory.
 Character Development: Your size and immunity to Shadows could make you an excellent caster, particularly one that specializes in hunting or controlling undead.
 Character Names: Grodd Goblins still use typical Goblin names.

ROLEPLAYING A GRODD GOBLIN
 Your odd appearance makes you both exotic and unsettling towards other races.  They’re used to Goblins who act and look a certain way and you very definitely don’t fit the bill.  Not to mention being unable to tell if you’re male or female gives a lot of races the heebies being as they are gender dimorphic.
 Personality: Grodd Goblins are far more civilized than ‘normal’ Goblins, and allow their women much more freedom than usual.  Despite their hatred of humans and elves their personality and civilization is closer to either than to their Goblinoid ancestors.
 Behaviors: Grodd is a military rules city, so almost any Goblin worth his salt is either in the military, trying to invent things to better the military, or trying to get contracts with the military.  Might makes right, and might comes with having really neat weapons and armor, so you need the spiffiest you can buy.
 Language: Grodd Goblins speak a corrupted form of Ancient Elven.

GRODD GOBLIN SOCIETY
 Due to hundreds of years of isolation with a Dragon hellbent on training them to be an army of vengeance, the Grodd Goblins are remarkably advanced due to her tutelage.  Some would put their city on par with some human realms.  Unlike most Goblinoids the sexes are fairly equal, and females have no limits placed on them by society.  Of course given their androgynous appearance telling the sexes apart isn’t always easy.  They are currently a militocracy that allows slavery (but oddly enough isn’t particularly interested in it). 
 Alignment : The Grodd Goblins lean strongly towards Neutrality after centuries of not encountering other races other than the occasional extraplanar invasion.  The great Dragon who was their tutor was Evil, and their race has always leaned that way anyway, so it comes as little surprise that most of the current generation. is Evil as well.
 Lands :  All Grodd Goblins currently live in the extradimensional city of Grodd.
 Settlements :  Given the option of escape they would like to return to Cormyr, wipe out the humans there, and settle in.
 Beliefs : Grodd Goblins worship “The Iron One”, possibly a dimly half remembered aspect of Maglubiyet or a General whose name was lost in their flight from Cormyr centuries ago. 
 Relations: Grodd Goblins aren’t much fond of other races.  They’ll take them as slaves if the opportunity arises, and they don’t have to put forth much effort to do it.  They truly hate the men and elves of Cormyr. 

GRODD GOBLIN ADVENTURES
·   An extradimensional portal has opened.  You have been asked to find a way to shut it before it brings trouble. 
·   Your people are dying and rising as Shadows, which is odd considering you are immune to their touch,  You have been asked to find out what’s going on.
·   The city awakes to find a Toad the size of a house sitting in the main square.  It appears to be native to the Plane of Shadow, will not budge, and doesn’t seem particularly easy to damage or effect.  You have been asked to find out if it is a sentient being, and if so what it wants.



Enhanced Shadow Kinship
You’ve had to deal with more than just Shadows…
 Prerequisites: Grodd Goblin
 Benefits: You gain a +2 Bonus on all Saving Throws made against natives of the Shadow Plane.

Skin of Night
You’re hard to spot sometimes in the dark, almost like you’re invisible.
 Prerequisites: Grodd Goblin, Shadow Heritage (See Planar Handbook)
 Benefits: If you make a successful opposed Hide Check in an area of heavy shadow or darkness, you are considered Invisible as per the spell for 1 round per hit die or until you make an attack (this is a Supernatural Ability).  You may use this 3/day.

Empowered Shadow Companion
Your Shadow has grown in size and power.
 Prerequisites: Grodd Goblin, Shadow Companion, Caster Level 3
 Benefits: Your Shadow Companion becomes Size Class Small.

See in Darkness
Your normal Darkvision becomes something much different.
 Prerequisites: Grodd Goblin, Wis 15+
 Benefits: You can see in magical or non-magical darkness as if it were ordinary daylight.


Grodd Goblin Racial Substitution Levels

Shadowcaster
 Level 1: You gain access to new Mysteries from the Plane of Shadow School listed below

Wizard
 Level 1: Replace Familiar with Shadow Companion.
  Shadow Companion:  Your Familiar is a Tiny Shadow as opposed to the usual Familiar.

Cleric
 Level 1: Grodd Clerics who worship the Iron One can choose from the following Domains:  Shadow, Undead, War.



NEW MYSTERY PATH: PLANE OF SHADOW

Shadow Strands
Apprentice, Plane of Shadow
Level/School: 1st, Illusion (Shadow)
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level, no two of which can be more than 25 ft. apart
Duration: 3 rounds
Saving Throw: Will negates
Spell Resistance: Yes

Identical to the Net of Shadows spell (see Magic of Faerun).


Darkness Has A Face
Apprentice, Plane of Shadow
Level/School: 2nd, Illusion (Shadow)
Range: Personal
Target: You
Duration:10 minutes/level (D)

Identical to the Shadow Mask spell (see Forgotten Realms Campaign Setting).


Bag of Shadows
Apprentice, Plane of Shadow
Level/School: 3rd, Illusion (Shadow)
Range: Touch
Target: 1 ft.-diameter circle
Duration: 1 minute/level (D)
Saving Throw: No
Spell Resistance: No

Identical to the Shadow Cache spell (see Manual of the Planes).


Shadow Weapon
Initiate, Plane of Shadow
Level/School: 4th, Illusion (Shadow)
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes; see text

This is identical to the Spectral Weapon spell (See Complete Adventurer).


Black Portal
Initiate, Plane of Shadow
Level/School: 5th, Illusion (Shadow)
Range: Personal and Touch
Target: You and up to one touched creature/level
Duration: 1 minute/Level
Saving Throw: Will negates
Spell Resistance: Yes

This is identical to the Shadowfade spell (see Manual of the Planes).


Touch of Shadow
Initiate, Plane of Shadow
Level/School: 6th, Abjuration (Shadow)
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Shadow
Duration: 1 round/level or concentration
Saving Throw: None
Spell Resistance: No

This is identical to the spell Greater Shadow Tentacle (see Lords of Darkness).


Shadow Guardian
Master, Plane of Shadow
Level/School: 7th, Conjuration (Summoning, Shadow)
Range: Touch
Duration: 1 hour/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes

This is identical to the Shadow Trap spell (see Champions of Ruin).


Curse of Shadow
Master, Plane of Shadow
Level/School: 8th, Illusion (Shadow)
Range: Touch
Target: Creature Touched
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes

Identical to Greater Bestow Curse (See Complete Divine).


Shadow Apotheosis
Master, Plane of Shadow
Level/School: 9th, Illusion (Shadow)
Range: Long (400 ft. + 40 ft./level)
Target: One-mile radius spread, centered on a point in space
Duration: 1 Day/Level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

This is identical to the Shadow Landscape spell (see Complete Divine).


Shadow 
                      Tiny Undead (Incorporeal)
Hit Dice:             1d12 (6 hp)
Initiative:           +3
Speed:                Fly 40 ft. (Good)
Armor Class:          16 (+2 Size, +3 Dex,, +1 Deflection), touch 16, flat-footed 13
Base Attack/Grapple:  +0/-
Attack:               Incorporeal Touch +5 melee touch (1 point of Str)
Full Attack:          Incorporeal Touch +5 melee touch (1 point of Str)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Strength Damage
Special Qualities:    Darkvision 60’, incorporeal traits, undead traits, +2 Turn Resistance
Saves:                Fort +0, Ref +2, Will +3
Abilities:            Str -, Dex 16, Con -, Int 6, Wis 12, Cha 12
Skills:               Hide +11*, Listen +5, Search +6, Spot +5
Feats:                Dodge


Shadow 
                      Small Undead (Incorporeal)
Hit Dice:             2d12 (13 hp)
Initiative:           +2
Speed:                Fly 40 ft. (Good)
Armor Class:          14 (+1 Size, +2 Dex,, +1 Deflection), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-
Attack:               Incorporeal Touch +4 melee touch (1d3 points of Str)
Full Attack:          Incorporeal Touch +4 melee touch (1d3 points of Str)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Strength Damage
Special Qualities:    Darkvision 60’, incorporeal traits, undead traits, +2 Turn Resistance
Saves:                Fort +0, Ref +2, Will +4
Abilities:            Str -, Dex 14, Con -, Int 6, Wis 12, Cha 12
Skills:               Hide +7*, Listen +6, Search +7, Spot +6
Feats:                Dodge

Strength Damage (Su): The touch of a shadow deals 1 point of Strength damage to a living foe (1d3 for Small Shadows). A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Skills::  Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.
« Last Edit: January 17, 2017, 12:52:52 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #109 on: January 29, 2013, 05:21:07 PM »
GRODD ADEPT


   
“Everything that is, casts a shadow”

 Grodd Adepts are arcane casters who specialize in shadow magic, tapping the Plane of Shadow for power.  They also study healing magic to keep themselves and other military units on their feet.

BECOMING AN ADEPT
Any Grodd Goblin who can cast Arcane spells with the Shadow descriptor is good to go.

 ENTRY REQUIREMENTS
   Race:  Grodd Goblin
   Feats:  Spell Focus (Illusion), Enhanced Shadow Reality (see Dragon 325, page 77)
   Skills:  Knowledge (Arcana, The Planes) 4 ranks, Spellcraft 4 ranks
   Spellcasting:   Must be able to cast 2nd Level Arcane spells, at least 1 of which must have the Shadow descriptor.


Class Skills
 The Adepts’ class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Knowledge (Any)(Int), Move Silently (Dex), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Enhanced Spell List, +1 Level of existing Arcane Casting Class
2. +1    +0     +0     +3    Shadow Magic, +1 Level of existing Arcane Casting Class
3. +1    +1     +1     +3    Shadow Fighting, +1 Level of existing Arcane Casting Class
4. +2    +1     +1     +4    Enhanced Spell List, +1 Level of existing Arcane Casting Class
5. +2    +1     +1     +4    Shadow Magic, +1 Level of existing Arcane Casting Class
6. +3    +2     +2     +5    Shadow Fighting, +1 Level of existing Arcane Casting Class
7. +3    +2     +2     +5    Enhanced Spell List, +1 Level of existing Arcane Casting Class
8. +4    +2     +2     +6    Shadow Magic, +1 Level of existing Arcane Casting Class
9. +4    +3     +3     +6    Shadow Fighting, +1 Level of existing Arcane Casting Class
10.+5    +3     +3     +7    Master, +1 Level of existing Arcane Casting Class

Weapon Proficiencies: An Adept gains proficiency in all Simple Weapons.

Enhanced Spell List: At Levels 1, 4, and 7 you may choose to add one of the following three categories of spells to your spell list (if the spells are available from multiple lists, use the list with the higher level.  For example if a spell is Cleric 4/Wizard 5, it's a 5th level spell for your purposes):

Any 3 spells with the Darkness descriptor

Any 3 spells with the Shadow descriptor

Any 3 spells from the Healing subschool

Shadow Magic (Ex): At Level 2 if you are casting a spell with the Shadow descriptor and fail a required Concentration Check (such as from casting defensively or being damaged), you do not lose the spell (it still doesn’t go off.

At Levels 5 spells you cast do not provoke Attacks of Opportunity while in shadowy areas, darkness, of the Planes of Grodd or Shadow.

At Level 7 choose any 2 spells you know with the Shadow descriptor and from now on their casting time is a Swift Action.

Shadow Fighting (Ex): Beginning at Level 3 you gain a +4 Bonus when making Attacks of Opportunity in areas of intense shadow or darkness.

At Level 6 you gain a +4 Bonus when Flanking in areas of intense shadow or darkness.

At Level 9 your movement does not provoke Attacks of Opportunity in areas of intense Shadow or Darkness.

Master (Su): You may now make a melee touch attack that does 1d6 Strength damage.  If your opponents Strength dies he rises as a Shadow in 24 hours (you do not automatically control him).  This is a negative energy effect.
 
PLAYING AN ADEPT
 Despite public opinion you are not some twitchy weirdo, you are among the top brass of your culture.  You just don’t always care to look the part as fine clothes and manners and such don’t appeal to you.  After all you can just blast anyone that diplomacy doesn’t work on.
 Combat: You were meant for fighting and battlefield control, and you don’t mind participating in combat at all.  You kind of live for it as a way of alleviating the boredom.  Plus you have a lot of frustration to vent.
 Advancement: Grodd Adepts are military casters so their advancement is pretty well regulated.
Resources: Grodd Adepts can draw upon the cities military and finances without reserve so long as it’s in defense of the realm or to find a way to destroy their hated enemies.

ADEPTS IN THE WORLD
”What’s that freaky lil Goblin doing?”
 Adepts are virtual hermits as they are either studying, on guard duty, on raid duty, or trying to figure ways to reach Cormyr from Grodd.
 Daily Life: Your time is spent in furious study for the day you will be called upon to use your powers for the benefit of your fellows.
 Notables:
 Organizations: All Grodd Adepts belong to the Grodd military.  They usually don’t willingly let Adepts go, so you’re in it for the long haul.

NPC Reaction
 NPC’s don’t like you because your abilities make you dangerous, and they kind of think you’re skeevy in general.  Other Grodd Goblins are jealous of your position, so pretty much you’re only other close friends are Adepts or military.

ADEPTS  IN THE GAME
 This assumes one of the PC’s is dedicated to defending Grodd/destroying Cormyr as part of the Goblinoid military.  It could complicate relations with other PC’s whose goals are opposed to such.
 Adaptation: This is pretty much currently restricted to Faerun but it could be adapted easily.
 Encounters: Adepts are usually encountered accompanying the troops on raids, or defending Grodd from invasion. 

Sample Encounter
EL 12: The PC’s have been hired to find out who keeps killing people and causing trouble at night in the city.  Turns out it’s a weird little Goblin Wizard who’s ticked at the mayor for some reason.


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



EPIC ADEPT

Hit Die: d4
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Adept gains a Bonus Feat every 3 levels higher than 20th





« Last Edit: January 17, 2017, 12:57:01 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #110 on: January 30, 2013, 10:47:08 PM »
BEASTMAN


   
”Tell me a story.”

 The original Beastmen of Mystara were created by Hel as repositories for the reincarnated souls of evil beings, and are the ancestors of most of the Goblinoid (and other Humanoid) races.  They don’t breed true, and but for the fact that they are hairy monstrous primitives there is virtually little to link one member of the race to another as they seem capable of breeding with any Humanoid and their children inherit the traits of any random species within the bloodline.  Even their size varies greatly.   Skin color ranges from various shades of white, brown, yellow or green.  Hair colors include black, brown, green, yellow, red, blue, or mottled.  Eyes may be virtually any color (number of eyes varies from 1-3), ears may or may not be pointed (and vary in size), body parts may or may not be oversized, and they may or may not have fur.  Teeth resemble humanoid or shark teeth, may or may not have pronounced canines, and may or may not have a pronounced over or under bite. 

BEASTMAN RACIAL TRAITS (Small)
·    -2 Int, -2 Wis
·   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character. Space is 5', Reach is 5'.
·   Type: Beastmen are Humanoid with any one subtype from the following list: Goblin-blooded, Giant-blooded, Human-blooded, Orc-blooded, Elf-blooded, Gnoll-blooded, Dwarf-blooded, etc.   Basically any mammalian Humanoid-blooded.  A Goblin blooded Beastman is also a Goblinoid for purposes of spells, PrC’s, abilities, etc.  Beastmen may also take any Racial Feta as long as it meets certain requirements.  It can’t take Feats that require a Racial Ability or physical ability (such as wings) that they do not have.  Nor may they take Racial Feats that are purely cultural in nature.  Ancient Beastmen also have the Evil Subtype.
·   Base land speed 30 ft.
·   Darkvision 60’
·   +3 Natural AC Bonus
·   Beastmen are proficient with Simple and Martial melee weapons as well as the Harpoon, Javelin, Net, and Sling.  They are also proficient with Light Armor and Shields as well as Hide Armor.
·   Automatic Languages: Beastman, Common.  Bonus Languages: Antalian, and Icevale Elvish.
·   Level Adjustment: +0
·   Favored Class: Barbarian

BEASTMAN RACIAL TRAITS (Medium)
·   +2 Str, +2 Con, -2 Dex, -2 Int, -2 Wis
·   Size Class: Medium
·   Type: Beastmen are Humanoid with any one subtype from the following list: Goblin-blooded, Giant-blooded, Human-blooded, Orc-blooded, Elf-blooded, Gnoll-blooded, Dwarf-blooded, etc.   Basically any mammalian Humanoid-blooded.  A Goblin blooded Beastman is also a Goblinoid for purposes of spells, PrC’s, abilities, etc.  Beastmen may also take any Racial Feta as long as it meets certain requirements.  It can’t take Feats that require a Racial Ability or physical ability (such as wings) that they do not have.  Nor may they take Racial Feats that are purely cultural in nature.  Ancient Beastmen also have the Evil Subtype.
·   Base land speed 30 ft.
·   Darkvision 60’
·   +3 Natural AC Bonus
·   Beastmen are proficient with Simple and Martial melee weapons as well as the Harpoon, Javelin, Net, and Sling.  They are also proficient with Light Armor and Shields as well as Hide Armor.
·   Automatic Languages: Beastman, Common.  Bonus Languages: Antalian, and Icevale Elvish.
·   Level Adjustment: +0
·   Favored Class: Barbarian

BEASTMAN RACIAL TRAITS (Large)
·   +10 Str, +6 Con, -4 Dex, -2 Int, -2 Wis
·   Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10', Reach is 10’.
·   Type: Beastmen are Humanoid with any one subtype from the following list: Goblin-blooded, Giant-blooded, Human-blooded, Orc-blooded, Elf-blooded, Gnoll-blooded, Dwarf-blooded, etc.   Basically any mammalian Humanoid-blooded.  A Goblin blooded Beastman is also a Goblinoid for purposes of spells, PrC’s, abilities, etc.  Beastmen may also take any Racial Feta as long as it meets certain requirements.  It can’t take Feats that require a Racial Ability or physical ability (such as wings) that they do not have.  Nor may they take Racial Feats that are purely cultural in nature.  Ancient Beastmen also have the Evil Subtype.
·   Base land speed 30 ft
·   Darkvision 60’
·   +5 Natural AC Bonus
·   A Large Beastman has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +3 base Attack Bonus, +1 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Listen, Spot, Survival, Swim. It also gets 2 Feats.
·   Beastmen are proficient with Simple and Martial melee weapons as well as the Harpoon, Javelin, Net, and Sling.  They are also proficient with Light Armor and Shields as well as Hide Armor.
·   Automatic Languages: Beastman, Common.  Bonus Languages: Antalian, and Icevale Elvish.
·   Level Adjustment: +2
·    Favored Class: Barbarian

STARTING AGE
Starting Age is identical to whichever Humanoid Subtype the Beastman has.  For example if he is Goblin Blooded, then his Starting Age, and Aging Effects are the same as a Goblin.

HEIGHT AND WEIGHT (SMALL)
Use the Height/Weight chart for any Small Humanoid race.

HEIGHT AND WEIGHT (MEDIUM)
Use the Height/Weight chart for any Medium Humanoid race.

HEIGHT AND WEIGHT (LARGE)
Use the Height/Weight chart for any Large Humanoid race.

BEASTMAN CHARACTERS
 If you want to play a tribal warrior of some type the Beastmen are good for that, and a bit more versatile than most other races.  You also have a talent for certain types of magic because of your past.
 Adventuring Race: Beastmen go on adventures for glory, to prove themselves, because they’ve been outcast, to look for aid for the tribe, etc.  They have as many reasons as humans do.
 Character Development: You can take just about any race specific Feat.  This allows you a great deal of variety when making builds so take advantage.
 Character Names: Bagorr, Krugadd, Dakogg, Potakk, Zabozz (Beastman names aren’t gender specific). 

ROLEPLAYING A BEASTMAN
 You’re a lover and a fighter, and you waste no time participating in either activity.  While you enjoy proving your ability to kick butt, you do have common sense.  You know better than to start what you can’t finish or overextend yourself given the lean years of hardship you have endured.
 Personality: Surface Beastmen are generally cruel, merciless beings who have degenerated socially like the Goblinoids, giving the Hollow World Beastment something of a bad rep.  Hollow Worlders tend to be open, generous, and hospitable as long as strangers are the same.
 Behaviors: Beastmen are mostly interested in hunting, fighting, and sex, not always necessarily in that order.  Their life is often short, hard, and cruel, and it is to their credit that they do not let this make them cruel as well.  Proving oneself in acts of physical or martial prowess are common.
 Language: Beastmen have their own harsh, gutteral language with lots of hard consonants.

BEASTMAN SOCIETY
 Beastmen are warrior tribes living in societies vaguely similar to America’s Inuit tribesman (accent on the word vaguely).  They admire great story tellers and feats of physical prowess or hunting.  While they do like fighting, survival is most important and they do not go to war without great provocation.  Resources are scarce and cannot be wasted in pointless fighting, though lack of them may cause war if there isn’t enough to go around.  They do not discriminate against the female gender, and are welcoming of foreigners so long as they are not aggressive.
 Alignment :  While originally created as hosts for some sort of evil spirits, the Beastmen of the Hollow World have moved on from their past for the most part and have no inclination towards one alignment or another.  Surviving surface Beastmen tend more towards Chaotic or Neutral Evil.
 Lands :  Most inhabit the Borean Valley and remain in the frozen northlands.
 Settlements :  Some do stray into the upper world of Mystara, but their life is a hard one due to their reputation.
 Beliefs : Beastmen generally worship Ka the Preserver
 Relations: Beastmen have no real allies as they aren’t truly a unified people.  They sometimes war with the Icevale Elves or Antalians over resources, and Goblinoids from the surface e world hate them.  Actually most of the worlds surface humanoids aren’t fond of them as their legends still tell of the Beastmen as vessels for Evil.

BEASTMAN ADVENTURES
·   Members of the tribe are reverting to their original nature and becoming cruel and evil.  Possession is blamed, and you are to find the source of the problem and destroy it.
·   Great beasts are suddenly stalking the snow drifts where they shouldn’t be, as there is neither food nor the correct environment for them.  Once again you have been called upon to find the source of this.
·   An evil Wokani is harassing the tribe for no reason anyone can discover.  You are being sent as a diplomat to see what she really wants, and kill her if she is unreasonable.


Teeth of the Beast
You have some pretty nasty chompers.
 Prerequisites: Beastman, must be taken at 1st Level
 Benefits: You get a Primary Bite attack doing 1d6 plus your Strength Modifier.

Senses of the Beast
You can track prey by more traditional means.
 Prerequisites: Beastman, must be taken at 1st Level
 Benefits: You gain the Scent Ability.

Oversized Hands
Your hands, and sometimes arms, are much bigger than normal
 Prerequisites: Beastman, must be taken at 1st Level
 Benefits: You may wield weapons one size class larger than normal without penalty.

Oversized Legs
You have some mighty big feet.
 Prerequisites: Beastman, must be taken at 1st Level
 Benefits: You gain a +4 Racial Bonus on resisting Trip Checks.

Fur of the Beast
You are covered in thick fur.
 Prerequisites: Beastman, must be taken at 1st Level
 Benefits: You can Energy Resistance (Cold) 5.

One Eye
You are a cyclops.  Cannot be taken if you have Many Eyes.
 Prerequisites: Beastman, must be taken at 1st Level
 Benefits: You gain a +4Racial Bonus on Saves against Gaze Attacks.

Many Eyes
You are a Triclops or worse. Cannot be taken if you have One Eye.
 Prerequisites: Beastman, must be taken at 1st Level
 Benefits: You may always take 10 on Spot and Search Checks.

Mongrel
You’re an odd mix, even for one of your kind
 Prerequisites: Beastman, must be taken at 1st Level
 Benefits: You gain two Subtypes at first Level as opposed to 1.

Strength of the Giant
You mayhave some Troll Blood
 Prerequisites: Beastman, must be taken at 1st Level, must be Large or Giant Blooded
 Benefits: You gain the Powerful Build ability.


Beastman Racial Substitution Levels

Binder
 Level 1: Soul Binding
  Soul Binding: You don’t pact with Vestiges, instead you allow yourself to be possessed by the spirits of dead evil beings.  See below for stats.

Barbarian
 Level 1: Replace Fast Movement with Snow-walker
  Snow-walker:  You can move across ice and snow without penalty.

Druid
 Level 1: Replace Animal Companion with Enhanced Spell List
  Enhanced Spell List: Instead of an Animal Companion the Druid gains 2 spells of each Level from either the Cleric or Wizard lists to add to his spell list.  The spells cannot be from the Evocation school.

Cleric
 Level 1: Beastmen worship Ka the preserver.  His Domains are Community, Knowledge, Protection, Scalykind.  Ka is Lawful Good.
« Last Edit: January 17, 2017, 12:58:51 AM by bhu »

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Re: Goblinoids
« Reply #111 on: February 01, 2013, 12:30:23 AM »
HOSTS


   
”You want to see something scary?”

 The Beastmen were created to hold the reincarnated souls of evil beings, and some have reverted to their old ways.  They agree to host the spirits of the Dead in return for power, while giving the spirit time in which to fulfill some goal it may have, or simply allow it to feel the pleasures of living again.

BECOMING A HOST
A few levels in Binder will do (or having the Bind Vestige Feat.

 ENTRY REQUIREMENTS
   Race:  Beastman with the Evil Subtype
   Class Abilities: Soul Binding
   Feats:  Favored Vestige, Expel Vestige
   Skills:  Concentration 4 ranks, Intimidate 4 ranks, Knowledge (Religion) 4 ranks


Class Skills
 The Hosts class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Geography, History, Nature, Religion)(Int), and Sense Motive (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Necromancy, Pact Augmentation
2. +1    +3     +0     +3    Dead Knowledge
3. +2    +3     +1     +3    Secrets of the Dead
4. +3    +4     +1     +4    Necromancy
5. +3    +4     +1     +4    Dead Knowledge
6. +4    +5     +2     +5    Secrets of the Dead
7. +5    +5     +2     +5    Necromancy
8. +6    +6     +2     +6    Dead Knowledge
9. +6    +6     +3     +6    Secrets of the Dead
10.+7    +7     +3     +7    Necromancy
11.+8    +7     +3     +7    Dead Knowledge
12.+9    +8     +4     +8    Secrets of the Dead
13.+9    +8     +4     +8    Necromancy
14.+10   +9     +4     +9   Dead Knowledge
15.+11   +9     +5     +9   Secrets of the Dead



Weapon Proficiencies: A Host gains no new weapon or armor proficiencies.

Necromancy (Su): You can sense the presence of, and communicate with, the Dead.

At 1st Level you may cast Deathwatch, Detect Evil, Detect Undead and Hide from Undead at will as Supernatural Abilities.  You are also aware of any corpse within 60'.

At 4th Level you may cast Reveille, and Speak with Dead at will as Supernatural Abilities.

At 7th Level you may cast Halt Undead at will as a Supernatural Ability.

At 10th Level the range of all spells you cast as Supernatural Abilities via this class doubles.

At 13th Level the effective ranges quadruples.

 
Pact Augmentation: Your Binder and Host Levels Stack for purposes of determining the abilities you gain from Pact Augmentation, and the maximum Level of the Vestige you can Bind.

Dead Knowledge (Ex): Your constant contact with the Dead gives you access to much knowledge.  At 2nd Level you gain Dead Knowledge, which works in all ways like the Bardic Knowledge ability.

At Levels 5, 8, 11, and 14 you may choose any Feat you qualify for as a Bonus Feat, or you may gain 4 ranks in any Skill  (whatever skill you choose is now considered a Class Skill if it isn't already, and you spend the ranks as if  it were a Class Skill).

Secrets of the Dead (Su): In exchange for being limited to Binding on dead soul at a time, the Dead have given you access to powers only they understand.  At Levels 3, 6, 9, 12, and 15 you may choose  one Ability from the following list:

Corrupting Touch You may make a melee touch attack doing 1d6 damage.

Allip's Touch (Prerequisite: Corrupting Touch) You may make a melee touch Attack doing 1d4 Wisdom Drain.

Devourer's Touch (Prerequisite: 9th Level) You may make a melee touch Attack and if successful your opponent gains 1 negative Level.  The Save DC of the Willpower Save needed to remove it is Cha based.

Liches Touch (Prerequisite: Corrupting Touch) In addition to damage, your Corrupting Touch now paralyzes opponents who fail a Fortitude Save (Save DC is Cha based) for 1d4 rounds.

Shadows Touch (Prerequisite: Corrupting Touch) You may make a melee touch Attack doing 1d4 Strength Drain.

Wraiths Touch (Prerequisite: Corrupting Touch) You may make a melee touch Attack doing 1d4 Constitution Drain.

Ghostwalk (Prerequisite: 15th Level) You may gain or lose the Incorporeal Subtype at will as a Swift Action.

Frightful Moan (Prerequisite: 6th Level) You can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the your moan for 24 hours.

Create Spawn If you kill an opponent with one of your Secrets of the Dead Abilities it raises as an uncontrolled undead within 24 hours.  Allip's Touch: Allip, Devourer's Touch: Wight, Liches Touch: Spectre, Shadows Touch: Shadow, Wraiths Touch: Wraith.

Ghostskin You gain a Deflection Bonus to AC equal to your Charisma Modifier.

PLAYING A HOST
 Somehow you have been returned to your races origins and you now host the souls of dead evil beings.  Usually Humanoid servitors of the Immortals, but in a pinch any thing you can find. 
 Combat: You avoid combat unless your host requires it or it is absolutely necessary.  You are too important a part in the scheme of things to fall quietly in an obscure fight. 
 Advancement: You serve the cause of Evil in many ways.  You might be a simple enforcer.  Perhaps you host a fallen tyrant or crime lord now running his organization from beyond the grave.  What you do and learn depends a lot on what dead people you know.
Resources: Hosts are little more than savage beasts despite their spiritual powers.  They have what they can take by force and hold, unless the spirit they host made plans in life.

HOSTS IN THE WORLD
"We exiled Karag for being...difficult..."
 You interact more with those who have left the world than those who are in it.  The living mean nothing to you.  They don't grant you power.
 Daily Life: Much of your time is spent enacting your various schemes or those of whatever you have bound.
 Notables:
 Organizations: Hosts have no organization greater than master and student.  They are highly individualistic, and their goals often work to cross purposes so they don’t much associate with one another,

NPC Reaction
 You scare the crap out of most NPC's and rightly so.  What kind of delusional maniac lets dead people take over his body.

HOSTS  IN THE GAME
 This class assumes the PC will not always be 'himself' so to speak.  That could make for trouble.
 Adaptation: This is meant for darker campaigns set in the Hollow World but could be easily adapted.
 Encounters: Hosts could be encountered anywhere doing just about anything.

Sample Encounter
EL 12: The PC's are ice fishing when they see a man they know to be dead cheerfully hailing them.  They know he's dead because they killed him...


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



EPIC HOST

Hit Die: d8
Skills Points at Each  Level : 4 + int
Dead Knowledge You may choose a New Feat or Skill at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Host gains a Bonus Feat every 5 levels higher than 20th






« Last Edit: January 17, 2017, 12:59:27 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #112 on: February 04, 2013, 02:12:10 AM »
NEW VESTIGES


FIGHTER
Vestige Level: 1
Binding DC: 15
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You become proficient with a Fighter's weapons and armor, and gain some of his martial prowess.
Armor Proficiency: You gain proficiency with all Armor.
Shield Proficiency: You gain proficiency with all Shields except Tower Shields.
Weapon Proficiency: You gain proficiency with Martial Weapons.
Fighting Skill: You gain any one Fighter Feat you qualify for.  You choose when you bind the Fighter and may not switch it until you Bind a different Fighter.

SAMURAI
Vestige Level: 1
Binding DC: 15
Special Requirement: Must be Lawful.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain a Samurai's fighting style and intimidating stare.
Daisho Proficiency: You become proficient with the Katana and Wakizashi.
Nito: You effectively have the Two Weapon Fighting Feat when wielding a Katana and Wakizashi.
1000 Yard Stare: You gain a +4 Bonus on Intimidate Checks.
Kiai: As a Free Action you may let out a scream while attacking, and you gain a +2 Bonus on the Attack and Damage rolls.  Once you use this ability you may not use it for another 5 rounds.

SWASHBUCKLER
Vestige Level: 1
Binding DC: 15
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain the use of the Swashbucklers more Acrobatic Fighting Style.
Rapier Proficiency: You become proficient with the Rapier.
Weapon Finesse: You gain the use of the Weapon Finesse Feat.
Graceful Strike: You apply your Dex Modifier to damage rolls when using a Rapier as opposed to Str.
Dodge: You gain the Dodge Feat.

KNIGHT
Vestige Level: 2
Binding DC: 17
Special Requirement: Must be Lawful.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain the Knight's fighting abilities.
Heavy Armor Proficiency: You become proficient with Heavy Armor, and take no speed penalty while wearing it.
Heavy Shield Proficiency: You become proficient with Heavy Shields.
Martial Weapon Proficiency: You become proficient with Martial Weapons.
Challenge Opponent: You may challenge a single opponent a a Swift Action, and you gain a +1 Bonus on AC against that foe.

MONK
Vestige Level: 2
Binding DC: 17
Special Requirement: Must be Lawful.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain a Monk's fighting abilities as well as their physique.
Monks Fists:  You gain the benefit of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as those of a monk of a level equal to your effective binder level. This ability does not grant you any other abilities of a monk,such as flurry of blows
Feather Fall: You automatically fall as though under the influence of a
 feather fall spell. You can suppress or activate this ability as a standard action.
Sprint: Your Land Speed increases +20'.
Purity of Body: You become immune to poison and disease, magical or otherwise.  You also gain a +1 Enhancement Bonus to all Saving Throws.

NINJA
Vestige Level: 2
Binding DC: 17
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: What you get with this vestige.
Sudden Strike:  With your melee attack, you deal an extra 1d6 points of damage plus 1d6 points per four effective binder levels anytime your target would be denied its Dexterity bonus to Armor Class. This extra damage applies to ranged attacks only if the opponent is within 30 feet. The extra damage from sudden strike stacks with that from sneak attack whenever both would apply to the same target.
Ghost Step: As a free action you may become Invisible for 1 round.  Once used you may not use this Ability again for 5 rounds.
Ki Dodge: As a free action you may gain Concealment (20% miss chance) against all attacks for 1 round.  Once used you may not use this Ability again for 5 rounds.
Poison Use: You don't risk accidentally poisoning yourself when applying poison to a weapon.

PALADIN
Vestige Level: 2
Binding DC: 20
Special Requirement: Must be Lawful or Chaotic
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: What you get with this vestige.
Smite Evil: When attacking you may declare you are using this ability, and once used it cannot be used again for 5 rounds.  If you successfully hit and your opponent is Evil, you do +1d6 damage.
Aura of Courage : You become immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
Mount: Once per day (i.e. once per binding session) you may summon a Heavy Warhorse which will serve you for the duration of the Binding, or until it is dead.
Lay on Hands: You may heal yourself or an Ally or damage an Undead with a touch.  Damage healed (or dealt) is equal to your Charisma Bonus.  Once this ability is used you may not use it again for 5 rounds.

SOULKNIFE
Vestige Level: 2
Binding DC: 17
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: What you get with this vestige.
Mind Blade: This is identical to the Soulknife ability of the same name.
Throw Mind Blade: This is identical to the Soulknife Ability of the same name.
Psychic strike: This is identical to the Soulknife Ability of the same name (you get +1d8 damage).  Once this ability is used it may not be used again for 5 rounds.
Shape Mind Blade: This is identical to the Soulknife Ability of the same name.
« Last Edit: February 17, 2013, 09:15:21 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #113 on: February 04, 2013, 08:24:46 PM »
BARBARIAN
Vestige Level: 3
Binding DC: 20
Special Requirement: Can't be Lawful.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You become quicker, and can Rage like a Barbarian.
Fast Movement: Your Base land speed increases by +10'.
Rage: You gain a +2 Enhancement Bonus to Attack and Damage rolls and Fortitude Saves.
Uncanny Dodge: Identical to the Barbarian Ability listed in the PHB.
Trap Sense: You get a +2 Bonus to Reflex Saves to avoid traps, and a +2 Dodge Bonus to AC against traps.

MARSHALL
Vestige Level: 3
Binding DC: 20
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain the Marshall's ability to command men.
Minor Aura: This is identical to the Marshall Ability listed in the Miniature's Handbook.  You choose which specific Aura you can use when Binding the Vestige.
Major Aura: This is identical to the Marshall Ability listed in the Miniature's Handbook.  You choose which specific Aura you can use when Binding the Vestige.
Grant Move Action: This is identical to the Marshall Ability listed in the Miniature's Handbook.  This may be used once per day (i.e. once per binding session).
Diplomacy: You gain Wanderer's Diplomacy as a Bonus Feat.

ROGUE
Vestige Level: 3
Binding DC: 20
Special Requirement: Can't be Lawful.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain the Rogue's maneuverability and stabbiness.
Sneak Attack: Identical to the Rogue Ability listed in the PHB.  You get +1d6 Sneak Attack with an additional die for every 4 effective Binder Levels.
Uncanny Dodge: Identical to the Rogue Ability listed in the PHB.
Evasion: Identical to the Rogue Ability listed in the PHB.
Trapfinding: Identical to the Rogue Ability listed in the PHB.

SCOUT
Vestige Level: 3
Binding DC: 20
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain the Scout's fighting abilities.
Skirmish: Identical to the Scout Ability listed in the Complete Adventurer. You get 1d6 Skirmish, plus another 1d6 per 4 effective Binder Levels.
Trackless Step: Identical to the Scout Ability listed in the Complete Adventurer.
Flawless Stride: Identical to the Scout Ability listed in the Complete Adventurer.
Battle Fortitude: Identical to the Scout Ability listed in the Complete Adventurer.  +1 on Fortitude Saves and Initiative Checks.

SPELLTHIEF
Vestige Level: 3
Binding DC: 20
Special Requirement: Can't be Lawful.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You get the Spellthief's magic snatching. 
Sneak Attack: Identical to the Rogue Ability listed in the PHB.  You get +1d6 Sneak Attack with an additional die for every 6 effective Binder Levels.
Steal Spell: Identical to the Spellthief Ability listed in the Complete Adventurer.  You may steal spells of up to 3rd Level.
Steal Spell-Like Ability: Identical to the Spellthief Ability listed in the Complete Adventurer.
Spellgrace: Identical to the Spellthief Ability listed in the Complete Adventurer.  Bonus to Saves is +1.

HEXBLADE
Vestige Level: 4
Binding DC: 22
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You get the Hexblades supernatural powers.
Hexblade's Curse: This is identical to the Hexblade Ability listed in the Complete Warrior.  For purposes of determining the Save DC your Hexblade Level is equal to your Effective Binder Level.  You may use the Curse twice per day (i.e. twice per binding session).
Arcane Resistance: This is identical to the Hexblade Ability listed in the Complete Warrior.
Mettle: This is identical to the Hexblade Ability listed in the Complete Warrior.
Familiar: This is identical to the Hexblade Ability listed in the Complete Warrior. For purposes of determining your Familiars Abilities, your Hexblade Level is equal to your effective Binder Level.

RANGER
Vestige Level: 4
Binding DC: 22
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You get the Rangers fighting style and friendship with animals.
Favored Enemy: Identical to the Ranger Ability listed in the PHB (you may choose 1 Favored Enemy, plus one more for each 5 effective Binder levels..
Wild Empathy: Identical to the Ranger Ability listed in the PHB.
Combat Style: Identical to the 2nd Level Ranger Ability listed in the PHB.
Animal Companion: Identical to the Ranger Ability listed in the PHB.  For purposes of determining abilities your Ranger Level is equal to your Binder Level.

WARLOCK
Vestige Level: 4
Binding DC: 22
Special Requirement: Must be Chaotic.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You get the Warlock's supernatural abilities.
Eldritch Blast: This is identical to the Warlock Ability listed in Complete Arcane.  Damage is 1d6 plus another 1d6 per 4 effective Binder Levels.
Detect Magic: This is identical to the Warlock Ability listed in Complete Arcane.
Deceive Item: This is identical to the Warlock Ability listed in Complete Arcane.
Invocation: This is identical to the Warlock Ability listed in Complete Arcane.  When you first Bind this Vestige you may choose 1 Least or Lesser Invocation to use.

WARMAGE
Vestige Level: 4
Binding DC: 22
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain the Warmages mix of armor and magic use.
Armored Mage: You gain proficiency with Medium Armor.
Warmage Edge: Identical to the Warmage Ability listed in Complete Arcane, but it only works with the two Spell-like Abilities you gain from this Vestige.
Spells: Choose one 3rd Level and one 2nd Level spell from the Warmage spell list.  You may cast them as a Spell-Like Ability 3 times per day.
« Last Edit: February 19, 2013, 10:58:21 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #114 on: February 04, 2013, 08:29:03 PM »
BARD
Vestige Level: 5
Binding DC: 25
Special Requirement: Can't be Lawful.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You get the Bards music and performance abilities.
Bardic Knowledge: what it does.
Bardic Music: You may use Bardic Music a number of times per day equal to your Binder Level divided by 4.  You have access to all the Bardic Music abilities of a 9th Level Bard.
Bardic Performance: You get a +8 Bonus on Perform Checks.
Spell: Choose any one spell from the Bard list of 4th Level or less.  You may cast it 3/day as a Spell-Like Ability.

CRUSADER
Vestige Level: 5
Binding DC: 25
Special Requirement: Must be Chaotic or Lawful.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain access to the Crusader's fighting style.
Steely Resolve: Identical to the Crusader Ability of the same name, Crusader Level is the same as your Binder Level.
Furious Counterstrike: Identical to the Crusader Ability of the same name, Crusader Level is the same as your Binder Level.
Crusader's Strike: Choose any one Maneuver from any of the schools a Crusader can learn of 5th Level or less .  You may use this Maneuver once per round.
Crusader's Stance: Choose any one Stance from any of the schools a Crusader can learn of 5th Level or less . 

DUSKBLADE
Vestige Level: 5
Binding DC: 25
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain access to the Duskblade's fighting style.
Arcane Channeling: You can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Spell: Choose any two spells from the Duskblade list of 3rd Level or less.  You may cast them 3/day as a Spell-Like Ability.  Twice per day you may cast one of them as a Swift Action.

FACTOTUM
Vestige Level: 5
Binding DC: 25
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting..
Granted Abilities: You gain access to the Factotums versatility.
Inspiration: You get 6 inspiration points.
Cunning Insight: Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Charisma modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
Cunning Knowledge: When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your Binder level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.
Cunning Strike: With a quick study of a vulnerable opponent’s defenses, you can spot the precise area you need to hit to score a telling blow. You can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your Binder level as your rogue level.

BEGUILER
Vestige Level: 6
Binding DC: 25
Special Requirement: None.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain access to Arcane magic and a few tricks.
Cloaked Casting: The Save DC of any spell you cast increases by 2 if your target is Denied his Dexterity Bonus to AC.  In addition you also get a +2 Bonus on rolls to overcome any Spell Resistance they may have.
Spells: Choose any two spells from the Beguiler list of 6th Level or less.  You may cast them 3/day as a Spell-Like Ability.
Surprise Casting 3: When you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.  You may Feint as a Move Action instead of a Standard Action.

DREAD NECROMANCER
Vestige Level: 6
Binding DC: 26
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain access to the Necromancers control of negative energy.
Charnel Touch: Once every 5 rounds you can make a melee Touch Attack doing 1d8 negative energy damage plus 1 point per 4 Binder Levels.  In addition your opponent must make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or be infected with a disease of your choice (see DMG).
Rebuke Undead: You may Rebuke Undead (Cleric Level is equal to your Binder Level).
Fear Aura: You can radiate a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 your class level + your Cha modifier) or become shaken. A creature who successfully saves cannot be affected by your fear aura for 24 hours.
Negative Energy Burst: You can emit a burst of negative energy from your body, harming living creatures within 5 feet of you. This burst deals 1d4 points of damage per Binder level. A successful Will save (DC 10 + 1/2 your class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage you deal to living creatures. You can use this a number of times per day equal to your Binder Level divided by 5.

PSYCHIC WARRIOR
Vestige Level: 6
Binding DC: 25
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You get some combat ability and access to psionic powers.
Warrior Training: You gain proficiency with all Simple and Martial Weapons and all forms of Armor and Shields (except Tower Shields).
Feat: Choose any 1 Fighter Feat you qualify for for the duration of the Binding session.
Powers: Choose any two powers from the Psychic Warrior list of 5th Level or lest to use as Psilike Abilities to use once every 5 rounds each (Manifester Level is equal to Binder Level).  Save DC's if any are Charisma based.

SWORDSAGE
Vestige Level: 6
Binding DC: 25
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain access to the Swordsage's fighting styles.
AC Bonus: You can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Quick to Act: You get a Bonus on Initiative Checks equal to your Binder Level divided by 4.
Swordsage Strike: Choose any one Maneuver from any of the schools a Swordsage can learn of 7th Level or less .  You may use this Maneuver once per round.
Swordsage Stance: Choose any one Stance from any of the schools a Swordsage can learn of 7th Level or less . 

WARBLADE
Vestige Level: 6
Binding DC: 25
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gain access to the Warblades fighting style.
Warblade Strike: Choose any one Maneuver from any of the schools a Warblade can learn of 7th Level or less .  You may use this Maneuver once per round.
Warblade Stance: Choose any one Stance from any of the schools a Warblade can learn of 7th Level or less . 
Battle Skill: You gain an Insight Bonus to all Attack rolls and Opposed Combat Checks equal to your Int Modifier.
Uncanny Dodge: This is identical to the Rogue ability of the same name listed in the PHB.
« Last Edit: May 19, 2013, 03:13:49 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #115 on: February 04, 2013, 08:30:39 PM »
FAVORED SOUL
Vestige Level: 7
Binding DC: 30
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You gains access to divine power.
Energy Resistance: You gain Energy Resistance 10 to 2 different types of energy.
Deities Weapon: Gain a bonus on attack and damage rolls with a specific weapon of your choice equal to your effective Binder Level divided by 5.
Spells: Choose any 2 spells from the Sorcerer spell list of 7th Level of less.  You may cast each of them 3/day as a Spell-Like Ability.

SORCERER
Vestige Level: 7
Binding DC: 30
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You get access to Arcane Magic.
Spells: Choose any 4 spells from the Sorcerer spell list of 7th Level of less.  You may cast each of them 3/day as a Spell-Like Ability.

PSION
Vestige Level: 8
Binding DC: 35
Special Requirement: None
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You get access to Psionic Power.
Powers: Choose any three Powers from the Psion list.  You may cast them each 3/day as a Psi-Like Ability.  Manifester Level is equal to your Binder Level, and Save DC's if any are Charisma based.
« Last Edit: May 19, 2013, 02:58:14 PM by bhu »

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Re: Goblinoids
« Reply #116 on: February 04, 2013, 08:40:23 PM »
BIND CLERIC (Epic Vestige Feat)
Prerequisites: Ability to Bind 8th Level Vestiges, Knowledge (Arcana, Religion, The Planes) 30 ranks
Special Requirement: Must be identical in Alignment to the Cleric you wish to bind.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You can turn undead and gain access to divine magic.
Spells: Choose any 3 spells from the Cleric spell list.  You may cast each of them 3/day as a Spell-Like Ability.
Turn Undead: You may Turn or Rebuke Undead as a Cleric (Cleric Level is equal to your Effective Binder Level.



BIND DEMON (Epic Vestige Feat)
Prerequisites: Ability to Bind 8th Level Vestiges, Knowledge (Arcana, Religion, The Planes) 30 ranks
Special Requirement: Must be identical in Alignment to the Demon you wish to bind.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be an Ostegos, also referred to as a Death Demon. 
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: What you get with this vestige.
Demon Form: This is identical to the Alternate Form Ability, but you can only become an Ostegos (see below for stats)

BIND DRUID (Epic Vestige Feat)
Prerequisites: Ability to Bind 8th Level Vestiges, Concentration 30 ranks, Knowledge (Arcana) 30 ranks, Knowledge (Nature) 15 ranks
Special Requirement: Must be identical in Neutral.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: Your alignment and personality is replaced by that of the dead individual you are hosting.
Granted Abilities: You can change form and gain access to Druidic magic.
Wild Shape: You may Wild Shape as a 20th Level Druid.
Spells: Choose any 2 spells from the Druid spell list.  You may cast each of them 3/day as a Spell-Like Ability.



BIND WIZARD (Epic Vestige Feat)
Prerequisites: Ability to Bind 8th Level Vestiges, Concentration 30 ranks, Knowledge (Arcana, The Planes) 30 ranks
Special Requirement: Must be identical in Alignment to the Cleric you wish to bind.
Manifestation: The Dead soul appears as it did in life (or in death if it wishes to be dramatic).
Sign: You now appear to be the dead person who you are hosting.
Influence: None
Granted Abilities: You gain access to Arcane Power.
Spells: Choose any 4 spells from the Wizard spell list.  You may cast each of them 3/day as a Spell-Like Ability.


                      Ostegos
                      Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             7d8+49 (80 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class:          22 (-1 Size, +2 Dex, +11 Natural), touch 11, flat-footed 20
Base Attack/Grapple:  +10/+21
Attack:               Claw +15 melee (1d8+6 plus paralysis)
Full Attack:          2 Claws +15 melee (1d8+6 plus paralysis) and 1 Bite +13 melee (2d6+3 plus poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Paralysis, Poison, Spell-Like Abilities, Adamantine Claws
Special Qualities:    Darkvision 60', Damage Reduction 10/Good and Magic, SR 17
Saves:                Fort +14, Ref +9, Will +10
Abilities:            Str 23, Dex 15, Con 25, Int 8, Wis 16, Cha 16
Skills:               Concentration +7, Hide +8, Intimidate +10, Knowledge (any 1) +1, Listen +13, Move Silently +10, Search +2, Spot +12
Feats:                Combat Reflexes, Improved Initiative, Multiattack
Environment:          Any
Organization:         Solitary or Group (2-4)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          8-11 HD (Large), 12-21 HD (Huge)
Level Adjustment:     ---

The Ostegos appears as a gaunt 10' tall humanoid with grey scales and batlike wings. 

Paralysis (Ex): Opponents struck by the Death Demon's claws must make a DC 20 Fortitude Save of be Paralyzed 1d4+1 rounds (Save DC is Con based).  Adamantine claws tip their four fingered hands and their fangs drool poison.  Their eyes burn like coals.

Poison (Ex): Opponents struck by the Death Demon's bite must make a Fortitude Save to avoid being Poisoned.  Injury, DC 20, Initial and Secondary damage is 1d8 Con

Adamantine Claws (Ex): The Death Demon's claws are considered Adamantine for purposes of ignoring DR.

Spell-Like Abilities (Sp): At will: Darkness, Greater Teleport.

Combat: Ostegos normally wade directly into the fray attacking with teeth and claws.
« Last Edit: May 19, 2013, 04:12:24 PM by bhu »

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Re: Goblinoids
« Reply #117 on: February 19, 2013, 10:58:46 PM »
first couple rounds of vestiges done for review

Offline bhu

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Re: Goblinoids
« Reply #118 on: May 19, 2013, 05:14:46 PM »
COMMANDANT


   
"Luck is when one hears the bell at seven o'clock in the morning and knows it is the cook calling you to breakfast and not the Commandant calling you to task."

 Commandants are political officers in the Hobgoblin military meant to 'motivate' troops who aren't sufficiently blind fanatics.  They punish rule breakers, and they punish a few innocents to just to ensure everyone remains fearful of them.

BECOMING A COMMANDANT
A slavish devotion to authority, and absolutely no mercy or ethics helps.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Skills:  Bluff 6 ranks, Intimidate 6 ranks
   Major Aura:  Resilient Troops
   Feats:  Squad Commander, Supernatural Aura (see Bugbear Sergeant in this thread on page 3).
   Base Will Save: +5
   Alignment Must be Lawful Evil


Class Skills
 The Commandant's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (any)(Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Motivator, Auras
2. +1    +3     +0     +3    Unique Aura
3. +2    +3     +1     +3    Push the Limits
4. +3    +4     +1     +4    Motivator
5. +3    +4     +1     +4    Unique Aura
6. +4    +5     +2     +5    Push the Limits
7. +5    +5     +2     +5    Motivator
8. +6    +6     +2     +6    Unique Aura
9. +6    +6     +3     +6    Push the Limits
10.+7    +7     +3     +7    High Commandant

Weapon Proficiencies: A Commandant gains no new weapon or armor proficiencies.

Motivator (Ex): Beginning at 1st Level when you use your Grant Move Action Ability the range is extended to 45'.  This increases again to 60' at Level 4, and 75' at Level 7.

Auras: You Commandant and Marshal Levels stack for purposes of determining the number of Minor Auras you know and the Bonus Granted by your Major Auras.

Unique Aura (Su): At Levels 2, 5, and 8 you can choose a unique Major Aura from the list below:

Aura of Conformity (Prerequisite: 8th Level): All Allies within range are Immune to Mind-Affecting Effects as long as this Aura is up.

Aura of Deathlessness: All Allies within range immediately stabilize if reduced to below 0 hp, and may continue to fight and act as normal.

Aura of Endurance: All Allies within range are immune to Fatigue/Exhaustion Effects while this Aura is up. 

Aura of Protection: All Allies within range who are forced to make a Fortitude Save use the highest Save Bonus among them.

Aura of Vitality: All Allies within range have the effects of any Poisons or Paralysis delayed for as long as this Aura is up.

Shield Wall: All Allies within range use the AC value of whichever one of them has the highest Armor Class.

Push the Limits (Su): At 3rd Level all Allies affected by one of your Auras gain the benefit of the Endurance Feat.

At 6th Level all Allies affected by one of your Auras gain the benefit of the Diehard Feat.

At 9th Level all Allies affected by your Aura gain the benefit of the Steadfast Determination Feat.

High Commandant (Ex): The Bonus granted by your Major and Minor Auras increases by +1.
 
PLAYING A COMMANDANT
 You are one of the worlds most evil beings.  Others are not people, they're tools used as means to an end.  On some level you realize your superiors think the same of you, but if you do well enough you'll be replacing them someday.
 Combat: Commandants have a virtually supernatural ability to keep their troops going despite all odds.  It's why they're called upon in times of war.  They don't actually fight so much themselves as direct others.
 Advancement: Commandants do what their told, which is ensuring everyone else does what they're told.  This means advancement in rank goes to the most brutal and merciless among them.   It also means a higher rate of desertion among these elite, as eventually people decide to stop burning them in effigy and go for the real thing.
Resources: You can draw on the military for help on official business.

COMMANDANTS IN THE WORLD
"Ya just know his own guys are gonna shoot him some day.  Prolly in the back."
 Commandants are kind of like the Gestapo or the russian Commissars: brutal political overseers who demand the soldiers or civilians under their charge obey or die.  They are to ensure there are no prisoners of war by ordering the death of any Goblinoid who flees from battle or gets captured, or does anything but suicidally fling themselves at the enemy.
 Daily Life: If war is on, you're a very public figure, ever present and giving orders.  When war is off you retire into anonymity due to pissing people off during the war.  When a fight's on everyone needs you, afterwards they complain about you being a prick and talk about hanging you with your own intestines.
 Notables:
 Organizations: Virtually all Commandants belong to the Goblinoid military.  The few exceptions are deserters for one of vaarious reasons.

NPC Reaction
 PC's treat you like any other Hobgoblin.  Maybe a little worse since you're an ill-tempered megalomaniac with an attitude problem.

COMMANDANTS IN THE GAME
 This assumes one PC is current or former military, which means either he went awol and is wanted, or the rest of the party is military.
 Adaptation: This is meant primarily for an all Goblinoid or at least all Evil campaign.
 Encounters: Commandants are generally seen in military encampments and raids.  When not on active duty they remain out of sight.

Sample Encounter
EL 12: The PC's are down on their luck mercenaries forced to choose between hiring out to the Hobgoblin military or the rabid horde of Vampire Spawn that they're trying to get rid of.  Their commanding officer is the spookiest hobgoblin they've seen in some time.


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



EPIC COMMANDANT

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Commandant gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: June 01, 2013, 12:24:34 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #119 on: June 01, 2013, 12:43:53 AM »
MINDHAMMER


   
"unintelligible shrieking"
 
On rare occasion a Forestkith or Dekanter Goblinoid will be born a Soulknife.  Generally their Mind Blades resemble blunt instruments rather than actual swords.  Most quickly grow enamored of this ability, and put all their attention into developing it and making it stronger.  And by stronger they mean increasing the damage (hey they are just primitive Goblinoids.

BECOMING A MINDHAMMER
Be a Soulknife of the appropriate race.

 ENTRY REQUIREMENTS
   Race:  Dekanter or Forestkith
   Class Abilities:  Mind Blade Enhancement +1
   Skills:  Autohypnosis 6 ranks
   Feats:  Mind Strike, Swift Mind Strike


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

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Psychic Strike +1d8
2. +2    +3     +0     +3    Enhanced Mind Blade +1d6
3. +3    +3     +1     +3    Mindhammer
4. +4    +4     +1     +4    Psychic Strike +2d8
5. +5    +4     +1     +4    Enhanced Mind Blade +2d6
6. +6    +5     +2     +5    Mindhammer
7. +7    +5     +2     +5    Psychic Strike +3d8
8. +8    +6     +2     +6    Enhanced Mind Blade +3d6
9. +9    +6     +3     +6    Mindhammer
10.+10   +7     +3     +7    Greathammer

Weapon Proficiencies: A Mindhammer gains no new weapon or armor proficiencies.

Psychic Strike (Su):
At Levels 1, 4, and 7 you get an additional +1d8 damage with Psychic Strike (this stacks with dice of Psychic Strike from other classes).

Enhanced Mind Blade (Su): Your Mind Blade does an additional 1d6 damage at Levels 2,5, and 8.

Mindhammer (Su): At 3rd Level your Mind Blade Dazes your opponent for 1 round on a successful Critical hit.

At 6th Level you have the option of either Dazing or Stunning your opponent with a successful Critical hit.

At 9th Level you have the option of either Dazing,Stunning or Paralyzing your opponent with a successful Critical hit.


Greathammer (Su): At 10th Level you threaten a critical hit with your Mind Blade on a Natural 17-20.
 
PLAYING A MINDHAMMER
 You are a grunting barbarian who lucked out and had the genetics available for psionic power.  Unfortunately you haven't done much with your abilities beyond becoming a thug.  Way to show that creativity Gobbo.
 Combat: Mindhammers rely on a pretty old standby: hit it until it falls.  Then put one more shot in it just to be sure.
 Advancement: Mindhammers are fairly narrow minded.  'Thog smash' is about the height of their tactical abilities, and most never advance beyond that simple concept.
Resources: Mindhammers are often valued members of their tribe because though they appear unarmed they can summon a weapon at will.  Which makes them great ambush attackers.

MINDHAMMERS IN THE WORLD
"Put the club down..."
 'Thog smash' also pretty much sums up your interactions with others as well.  Your power has granted you some mild megalomaniacal tendencies, and you tend to hit whoever disagrees with you.  As can be expected this has made you a bit of a polarizing figure.
 Daily Life: You're pretty much like any other barbaric tribesman, except you don't have to work much as you need to be well rested to kill whatever needs killing.  You also get all the women you want in the hopes you pass on your gifts.
 Notables:
 Organizations: Mindhammers usually make it into whatever elite batch of warriors their tribe has, or sometimes get hired as mercenaries or slaves.  They don't often go far in the world.

NPC Reaction
 NPC's think of you as a twitchy sociopath (mostly because you are).  Even other Goblinoids try to cross the street when you walk down.

MINDHAMMERS IN THE GAME
 This one shouldn't inherently cuse too much intraparty conflict.  I'm losing my touch, I know.
 Adaptation: This probably assumes the campaign is in the Forgotten Realms, but it's easily enough adaptable.
 Encounters: Mindhammers are usually found defending the tribe, or on occasional raids.

Sample Encounter

EL 12: The PC's are in the middle of nowhere trying to figure out a map when a surprised Goblinoid rounds the corner, freaks out, and kneecaps the party Rogue with a magic club he's pulled from thin air...


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



EPIC MINDHAMMER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Psychic Strike  At Level 21 and every three Levels thereafter you get an additional +1d8 damage with Psychic Strike.
Enhanced Mind Blade At Level 22 and every three Levels thereafter your Mind Blade gains an additional +1d6 damage.
Bonus Feats: The Epic Mindhammer gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: June 07, 2013, 03:58:58 PM by bhu »