Author Topic: Goblinoids  (Read 36159 times)

Offline bhu

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Re: Goblinoids
« Reply #60 on: November 11, 2011, 10:26:50 PM »
Squid Bee
                      Small Aberration
Hit Dice:             3d8+12 (25 hp)
Initiative:           +1
Speed:                10 ft. (2 squares), Fly 60' (Good)
Armor Class:          15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +2/+0
Attack:               Facehugger +3 melee touch (Attach)
Full Attack:          Facehugger +3 melee touch (Attach)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Facehugger Attack, Inspire Panic
Special Qualities:    Dark Vision 60'
Saves:                Fort +5, Ref +2, Will +4
Abilities:            Str 14, Dex 12, Con 18, Int 4, Wis 12, Cha 12
Skills:               Escape Artist +9, Hide +13, Spot +4, Survival +4
Feats:                Flyby Attack, Hover
Environment:          Warm Marsh
Organization:         Solitary, Group (3-6), or Hive (11-20)
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Chaotic Neutral
Advancement:          4-6 HD (Small), 7-12 HD (Medium)
Level Adjustment:     ---

"WHAT THE ____ IS THAT?"

Squid Bees appear to be odd octopoidal or cuttlefish creatures with winglike fins on its side.  It seems to swim through the air.  Needless to say this has something of an effect on people not used to seeing sea creatures fly.  And it's not what you'd call a good effect.

Facehugger Attack (Ex): By making a melee touch attack the Squid Bee attaches itself to it's opponents face (this can be done as part of a charge).  It is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC.  The opponent may attempt to Grapple it or attack with a light weapon (to remove it he must successfully Pin it in a Grapple).  If the opponent is Size Class Medium or Smaller the Squid Bee has cut off it's opponent air supply and it begins to suffocate (see DMG page 304).  Once the Facehugger attack is successful the Squid Bee begins vomiting poison into it's opponents face each round it maintains the Grapple.  Contact, DC 14 Fortitude Save (Save DC is Constitution based), Initial Damage 1d6 Dexterity, Secondary Damage 2d4 rounds of Paralysis.

Inspire Panic (Ex): Anytime the Squid Bee successfully uses it's Facehugger Attack, all opponents within 30' must make a DC 12 Willpower Save (Save DC is Charisma based) or be Shaken for 1d6 rounds (the victim of the Facehugger Attack takes a -2 Penalty on his Save).

Skills: Squid Bees have a +8 Racial Bonus to Escape Artist and Hide Checks.

Combat: Squid Bees usually hide and then perform their Facehugger Attack on a charge.  After a few rounds of Grappling they flee and wait for their venom to take effect, and return to feed on the paralyzed victim.





Ant Gawd
                      Medium Aberration
Hit Dice:             5d8+20 (42 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          20 (+10 Natural), touch 10, flat-footed 20
Base Attack/Grapple:  +3/+5
Attack:               Bite +5 melee (1d8+2 plus 1d6 acid)
Full Attack:          Bite +5 melee (1d8+2 plus 1d6 acid)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Call Minions
Special Qualities:    Dark Vision 60', Immune to Mind-Affecting Effects, Telepathy (100'), Charm Ant
Saves:                Fort +5, Ref +1, Will +5
Abilities:            Str 14, Dex 10, Con 18, Int 4, Wis 12, Cha 12
Skills:               Spot +5, Survival +5
Feats:               
Environment:          Warm Desert
Organization:         Solitary, Group (3-6), or Hive (10-50)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:          6-10 HD (Medium), 11-15 HD (Large)
Level Adjustment:    ---

"I'd almost swear it's talking to that anthill..."

Ant Gawds appear as massive (comparatively) armored mutant ant things.  They appear to be capable of communicating with and commanding lesser ant species.

Call Minions (Su): Ant Gawds may Summon an Ant Swarm at will.  This is identical to the Summon Swarm spell except the Ant Gawd can control the swarm, and it lasts for the duration of the encounter.

Telepathy (Su): Ant Gawds may communicate with all ants telepathically within 100'.

Charm Ant (Su): Ant Gawd can use Charm Monster once per day on Giant Ants as a Spell-Like ability.  it is able to override their immunity to Mind-Affecting Effects.

Combat: Ant Gawds prefer to lurk in the bushes and let minions fight for them.  If pressed to fight they are quite vicious.




Ant Swarm
                      Fine Vermin
Hit Dice:             3d8 (13 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          18 (+8 Size), touch 18, flat-footed 18
Base Attack/Grapple:  +2/-
Attack:               Swarm (1d6 plus 1d6 acid)
Full Attack:          Swarm (1d6 plus 1d6 acid)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction
Special Qualities:    Dark Vision 60', Swarm traits, Vermin traits, Immune to Weapon Damage
Saves:                Fort +3, Ref +1, Will +1
Abilities:            Str 1, Dex 10, Con 10, Int -, Wis 11, Cha 2
Skills:               Climb +3
Feats:                ---
Environment:          Any other than Aquatic
Organization:         Solitary, or Swarm (3-6)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"AAAAIIIIEEEE!!!"

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 11 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level).  Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills: Ant Swarms have a +8 Racial Bonus to Climb Checks, and may Always Take 10 on a Climb Check.

Combat: Ant Swarms fight like any other swarm.

Offline bhu

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Re: Goblinoids
« Reply #61 on: November 11, 2011, 10:27:15 PM »
Man-Snail
                      Large Aberration (Aquatic)
Hit Dice:             14d8+112 (175 hp)
Initiative:           -1
Speed:                20 ft. (4 squares), Climb 15 ft., Swim 30 ft.
Armor Class:          20 (-1 Size, -1 Dex, +10 Natural, +2 Deflection), touch 10, flat-footed 20
Base Attack/Grapple:  +10/+22
Attack:               Slam +16 melee (1d10+8)
Full Attack:          2 Slams +16 melee (1d10+8)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Radula
Special Qualities:    Dark Vision 60', Amphibious, Slime
Saves:                Fort +12, Ref +3, Will +10
Abilities:            Str 26, Dex 8, Con 26, Int 2, Wis 12, Cha 10
Skills:               Climb +16, Escape Artist +14, Spot +7, Swim +16
Feats:                Cleave, Endurance, Great Cleave, Multigrab, Power Attack
Environment:          Temperate or Warm Marsh or Aquatic
Organization:         Solitary or Pair or Group (3-6)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          15-28 HD (Large)
Level Adjustment:     ---

"Do we really have to fight this Bert?"

"Mebbe so...but I aint gonna touch it."

Man-Snails are huge barrel-chested anthropoid molluscs covered in green slime.  Not particularly fast or bright, they are quite ravenous and will eat anything that can't outrun them.

Improved Grab (Ex): If the Man-Snail hits successfully with it's Slam Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may then use it's Radula.

Radula (Ex): The Man-Snails Radula is a tongue like organ similar to a buzzsaw.  With it the Man-Snail can literally lick the flesh from it's opponents bones.  Because of the Radula it does 2d8+8 damage with a successful Grapple Check, and this damage ignores DR.

Slime (Ex): The Man-Snail is covered in a thick sticky green slime that is poisonous.  Contact, DC 25 Fortitude Save (Save DC is Constitution based), Initial Damage is opponent is Stunned for 1 round, Secondary damage is victim is Slowed (as per the Spell) for 1d6 rounds.

Skills: Man-Snails get a +8 Racial Bonus to Climb, Escape Artist, and Swim Checks, and may always Take 10 on a Climb or Swim Check. 

Combat: Man-Snails always go for the Grapple.  Then they just start munching away with the Radula while the victim is still alive.  Ew.

Offline bhu

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Re: Goblinoids
« Reply #62 on: November 13, 2011, 05:48:01 AM »
GOBLIN MOM


   
"PUT THAT DOWN!"

 You are the parent/ward of a small horde of squabbling brats (Goblins live communally and raise their children in the same manner).  You are expected to give them a proper education, keep them under control, and keep them safe.  A tall order for any mom when the kids massively outnumber you.

BECOMING A GOBLIN MOM
Being a female Goblin of breeding age with sufficient common sense is all that's necessary.

 ENTRY REQUIREMENTS
   Gender:  Female
   Race:  Any Goblinoid
   Special:  Must have raised, or be raising children, or be expecting
   Skills:  Diplomacy 4 ranks, Gather Information 4 ranks, Heal 4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks


Class Skills
 The Goblin Mom's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History, Local, Nature, Religion)(Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Cha), and Spot (Wis).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Fix Boo Boo's
2. +1    +0     +0     +3    Screaming to Get What You Want
3. +1    +1     +1     +3    I Raised You!
4. +2    +1     +1     +4    Fix Boo Boo's
5. +2    +1     +1     +4    Screaming to Get What You Want
6. +3    +2     +2     +5    I Raised You!
7. +3    +2     +2     +5    Fix Boo Boo's
8. +4    +2     +2     +6    Screaming to Get What You Want
9. +4    +3     +3     +6    I Raised You!
10.+5    +3     +3     +7    Spanking

Weapon Proficiencies: A Goblin Mom gains no new Weapon or Armor proficiencies.
 
Fix Boo Boo's (Ex): At Level 1 you seem to have gained a proficiency for fixing minor wounds children seem to accumulate daily.  You may always Take 20 on a Heal Check.

At Level 4 your devotion to helping fix Maglubiyet's people causes him to grant you the ability to heal their wounds a number of times per day equal to your Charisma Modifier. Each use of this ability heals 1d4+your PrC Level in hit points.  And it isn't even limited to Goblins or children.  Score! (This is a Supernatural Ability).

At Level 7 you have learned that candy fixes all problems.  Unfortunately this comes with a price: the dreaded sugar rush.  A number of times per day equal to your Charisma Modifier you may enchant a piece of candy for up to 24 hours, and anyone eating it is Hasted (as per the spell, this is a Supernatural Ability).

Screaming to Get What You Want (Su): You have raised ranting to an art form.  When you first get this ability choose which of the two paths you wish to follow: Intimidation or Humiliation.  This is a Mind-Affecting Fear Effect, the opponent must be able to hear and understand you, and if he succeeds in his Save he is immune to your Screaming ability for 1 day.

For Intimidation at Level 2 you can make an Intimidate Check as a Full Action by screaming your head off.  Every living opponent within 30' must make a Willpower Save (Save DC is equal to Intimidate Check) or be Shaken for the duration of the encounter.

At Level 5 the range extends to 60 feet, or you can choose to restrict it to one opponent and he is instead either Frightened or Cowering (your choice) for 2d6 rounds. 

At Level 8 all opponents within 60' (living or not) must make the Save or be Frightened for 2d6 rounds, or you can choose to focus this on one opponent and he is instead Paralyzed in Fear for 2d4 minutes. 

For Humiliation at Level 2 you can make a Bluff or Diplomacy Check as a Full Action by launching into a rant.  Your opponent must make a Willpower Save (DC is 10 plus Skill Check) or you have effectively cast Suggestion upon him.  Range is 30 ft.

At Level 5 the range is 60 ft, and the Save DC is +2 if you personally know the victim well.

At Level 8 you instead may use Mass Suggestion.

I Raised You! (Su): At Level three you gain a certain aura of respectability among Goblinoids and their warbeasts.  You effectively permanently gain the benefits of the Sanctuary spell against Goblinoids and their warbeasts (Worgs, Guulvorgs, etc) because you remind them of the women who raised them (and you may in fact be one of the women who raised them).  Save DC is 10 plus 1/2 Hit Dice plus Charisma Modifier.

At Level 6 you can inspire Goblinoids and their Warbeasts ("Suck it up and stop being a wussie!") a number of times per day equal to your Charisma Modifier as a Standard Action.  All Allies of the appropriate type within 60' get a +1 Circumstance Bonus to all rolls.

At Level 9 this Bonus increases to +2.

Spanking: If you successfully deal non-lethal damage to an opponent, he automatically fails the next Willpower Save you cause him to make so long as it is done within 6 rounds.

PLAYING A GOBLIN MOM
 Goblin moms must be a hardy breed.  They have to run herd over the children, which after birth are frankly like little piranha with feet.  Once they are cognizant enough you have to teach them little nuances like language, and distinguishing other Goblins from food.  The comes religious instruction, how to avoid poison berries, etc.   
 Combat: You're expected to enter combat only as a last ditch effort to protect the children.  That being said you have some nice class abilities to delay or obfuscate till help arrives, and some healing for after.
 Advancement: Advancement for Goblin Moms is fairly similar.  After all you don't get a lot of time or resources to allow you to branch out barring unusual circumstances.
Resources: You work with the other Moms, so you theoretically have access to an excellent communication network.  So while you have little financial compensation, you do get the respect of the tribe, and that gets you benefits in other ways.  Favors for example.

GOBLIN MOMS IN THE WORLD
"I don't envy her that job."
 You have the respect of the tribe, probably because you raised most of them never having gone off to war yourself.  You can also scream a Bullette into submission.  That comes in handy as a skill far more often than you'd like.
 Daily Life: Your daily life is cooking, cleaning, teaching, and child rearing, like any mom.  You just study a few more things in your spare time. 
 Notables:
 Organizations: Goblin Moms are a familiar organization in any village.  Most wouldn't function too well without them.

NPC Reaction
 NPC Goblins are somewhere between respect and abject terror.  Outsiders tend to pity you or at least respect your lungpower.

GOBLIN MOMS IN THE GAME
 A Goblin Mom assumes a village bound campaign unless circumstances have well and truly gone bad.
 Adaptation: This is mostly for NPC's unless the group agrees to a nanny centric campaign where their goal is to ride herd over kids.  They may prefer enemies they can kill.
 Encounters: This is most definitely meant for silly campaigns.

Sample Encounter
EL 12: The PC's are supposed to wipe out a Goblin infestation when one of their women begins loudly addressing the mercenary captain calling him less than a man.  Now your marching across a swamp so the women and kids of their tribe can find safe passage to another tribe.  It seems self defeating somehow...


Name
NE Female Goblin Rogue 6/Goblin Mom 6
Init +2, Senses: Listen +, Spot +, Dark Vision 60'
Languages Common, Goblin, Orc
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +2 Dex, )
hp 42 (12 HD)
Fort +4, Ref +9, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +1
Atk Options Sneak Attack +3d6
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 14, Con 10, Int 14, Wis 13, Cha 16
SQ Trapfinding, Trap Sense +2, Evasion, Uncanny Dodge
Feats
Skills Appraise +4, Bluff +10, Craft (Weaving) +4, Diplomacy +10, Gather Information +10, Handle Animal +8, Heal +8, Hide +8, Knowledge (History, Local, Nature, Religion) +4, Intimidate +8, Listen +8, Move Silently +8, Profession (Seamstress) +4, Search +8, Sense Motive +8, Sleight of Hand +4, Spot +8, Use Magic Device +4
Possessions



EPIC GOBLIN MOM

Hit Die: d6
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability
Bonus Feats: The Epic Goblin Mom gains a Bonus Feat every x levels higher than 20th


Child Companion
You are now followed permanently by a small, clingy Goblin child.
Prerequisites: Goblin Mom
Benefits: This is similar to the Druid's Animal Companion Ability, but instead of an Animal you get a small Goblin Child.


Child Swarm
You're now permanently surrounded by kids.
Prerequisites: Child Companion
Benefits: This is similar to the Druid's Animal Companion Ability, but instead of an Animal you get a swarm of Goblin children to replace your single one.


Mommie luvs Woofums
You are now followed permanently by a small, clingy Worg puppy..
Prerequisites: Goblin Mom, Handle Animal 4 ranks
Benefits: This is similar to the Druid's Animal Companion Ability, but instead of an Animal you get a small Worg puppy.


Puppy Swarm
You're now permanently surrounded by puppies.
Prerequisites: Mommie luvs Woofums
Benefits: This is similar to the Druid's Animal Companion Ability, but instead of an Animal you get a pack of Worg pups to replace your single one.


A Mother's Love
You now radiate healing.
Prerequisites: 4 Level's in Goblin Mom
Benefits: When you use your 4th Level Fix Boo Boo's ability, you now Heal all Allies within 30'.


Work Dammit!
"WORTHLESS PIECE OF ____!" You can now intimidate magic items into working better.
Prerequisites: 4 ranks in Use Magic Device, Screaming to Get What You Want (Intimidation)
Benefits: If you fail a Use Magic Device Check, once per day per Magic Item you may make an Intimidate Check as a Free Action.  If you succeed the item works normally as if you had made the UMD Check.
« Last Edit: January 12, 2017, 02:19:17 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #63 on: November 13, 2011, 05:48:34 AM »
Goblin Child
                      Tiny Humanoid (Goblinoid)
Hit Dice:             1d8 (4 hp)
Initiative:           +2
Speed:                20 ft. (4 squares)
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +0/-10
Attack:               Bite +2 melee (1d3-2)
Full Attack:          Bite +2 melee (1d3-2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      -
Special Qualities:    Dark Vision 60', AAAAH!
Saves:                Fort +0, Ref +4, Will +0
Abilities:            Str 6, Dex 14, Con 10, Int 8, Wis 10, Cha 8
Skills:               Hide +10, Listen +2, Move Silently +6, Ride +6, Spot +2
Feats:                Weapon Finesse
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          ---
Level Adjustment:     ---

AAAAH! (Ex): Goblin Children gain a +2 Dodge Bonus to AC against opponents of a Larger Size Class than themselves (this stacks with other Dodge Bonuses).

Skills: Goblins have a +4 Racial Bonus on Move Silently and Ride Checks.

Combat: Generally Goblin children flee, leading their pursuers into traps or ambushes.




Goblin Child Swarm
                      Tiny Humanoid (Goblinoid, Swarm)
Hit Dice:             5d8 (22 hp)
Initiative:           +2
Speed:                20 ft. (4 squares)
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +3/-
Attack:               Swarm (1d6)
Full Attack:          Swarm (1d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction
Special Qualities:    Dark Vision 60', Swarm traits, Half Damage from Slashing and Piercing, AAAAH!
Saves:                Fort +4, Ref +6, Will +1
Abilities:            Str 6, Dex 14, Con 10, Int 8, Wis 10, Cha 8
Skills:               Hide +10, Listen +2, Move Silently +10, Ride +6, Spot +2
Feats:                Dodge, Mobility
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          ---
Level Adjustment:     ---

AAAAH! (Ex): Goblin Children gain a +2 Dodge Bonus to AC against opponents of a Larger Size Class than themselves (this stacks with other Dodge Bonuses).

Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 12 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.

Skills: Goblins have a +4 Racial Bonus on Move Silently and Ride Checks.

Combat:  When in swarms Goblin children like to hide and ambush weaker looking adventurers with their land piranha imitation.


Companion Abilities
[table=head]Level|Bonus HD|Dodge Bonus to AC|Roll Bonus|Initiative Bonus|Special
1-2|+0|+0|+0|+1|Hitch-a-Ride
3-5|+2|+2|+1|+2|Uncanny Dodge
6-8|+4|+4|+2|+3|Enhanced Sugar Rush
9-11|+6|+6|+3|+4|Enhanced Inspiration
12-14|+8|+8|+4|+5|
15-17|+10|+10|+5|+6|Improved Uncanny Dodge
18-20|+12|+12|+6|+7|


Bonus HD The number of extra d8 Hit Dice gained by the Goblin Child.  It has Good Reflex Save.
Dodge Bonus to AC The number here is an improvement to the Goblin Child's Dodge Bonus to AC against all opponents.
Distraction Bonus The Save DC of the Goblin Childrens Distraction ability improves by this much (if it's a single Goblin Child it gains this as a Bonus to Hide Checks instead).
Initiative Bonus This is how much the Goblin Child's existing Initiative Bonus improves by.

Hitch-a-Ride (Ex) The Goblin child/children is/are so small that they can be carried around by either the goblin mom, or any other being able to carry them. While riding on another unit, the children take up no additional space, and are able to make a single attack from their mount per round. Clinging to a unit in combat requires a DC10 ride check (As a move action) or they will fall off and take 1d4 points of damage per size category higher then small. (Falling from a small unit will deal no damage, falling from a medium will deal 1d4 damage, falling from a large will deal 2d4 damage, ETC.) Riding around on a Goblin Mom does not require a ride check unless in combat, riding around on a willing mount requires a DC10 ride check only once (to get onto the mount) and riding on an unwilling unit requires a DC15 ride check to mount, and a DC10 ride check to stay mounted. Unwilling mounts may attempt to remove the goblin children at any time to a maximum of five times, should the goblin children succeed five consecutive DC10 ride checks, the unwilling mount must give up for at least 1d6 hours before trying again.

Uncanny Dodge (Ex) Identical to the ability listed on page 50 of the PHB.

Enhanced Sugar Rush (Su) When under the effects of the Goblin Mom's Sugar Rush ability your base land speed doubles, after which you are Fatigued.

Enhanced Inspiration (Su) When under the effects of the Goblin Mom's "I Raised You" ability, the Bonus granted is +1 more than normal

Improved Uncanny Dodge (Ex) Identical to the ability listed on page 50 of the PHB.
« Last Edit: November 20, 2011, 03:14:14 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #64 on: November 13, 2011, 05:48:51 AM »
Worg Puppy
                      Tiny Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
Base Attack/Grapple:  +1/-8
Attack:               Bite +5 melee (1d3-1)
Full Attack:          Bite +5 melee (1d3-1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Trip
Special Qualities:    Dark Vision 60', Low Light Vision, Scent
Saves:                Fort +3, Ref +6, Will +2
Abilities:            Str 9, Dex 19, Con 13, Int 4, Wis 14, Cha 10
Skills:               Hide +14, Listen +4, Move Silently +7, Spot +4, Survival +2 (+6 Tracking by Scent)
Feats:                Weapon Finesse, Track (B)
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          ---
Level Adjustment:     ---

Trip (Ex): A Worg that successfully hits with a Bite Attack can attempt to Trip the opponent as a Free Action with a +3 Bonus to the Check.  It does not need to make a Touch Attack and does not provoke an Attack of Opportunity.  If the attempt fails, the opponent cannot attempt to Trip the Worg in response as normal.

Skills: Worgs have a +1 Racial Bonus on Listen, Move Silently, and Spot Checks.  They also get a +2 Racial Bonus on Hide Checks, and +4 Racial Bonus on Survival Checks when tracking by Scent.

Combat Worg Pups are smart enough not to be too aggressive because of their size.  They're sneaky.  They like to trip you and run away.

Worg Pup Swarm
                      Tiny Magical Beast (Swarm)
Hit Dice:             5d10+5 (32 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
Base Attack/Grapple:  +5/-
Attack:               Swarm (1d6)
Full Attack:          Swarm (1d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Trip
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, Swarm traits, Half damage from Slashing and Piercing
Saves:                Fort +5, Ref +8, Will +3
Abilities:            Str 9, Dex 19, Con 13, Int 4, Wis 14, Cha 10
Skills:               Hide +14, Listen +5, Move Silently +7, Spot +5, Survival +4 (+8 Tracking by Scent)
Feats:                Alertness, Track
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          ---
Level Adjustment:     ---


Trip (Ex): A Worg that successfully hits with a Swarm Attack can attempt to Trip the opponent as a Free Action with a +3 Bonus to the Check.  It does not need to make a Touch Attack and does not provoke an Attack of Opportunity.  If the attempt fails, the opponent cannot attempt to Trip the Worg in response as normal.

Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 12 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.

Skills: Worgs have a +1 Racial Bonus on Listen, Move Silently, and Spot Checks.  They also get a +2 Racial Bonus on Hide Checks, and +4 Racial Bonus on Survival Checks when tracking by Scent.

CombatIn horde form Worg puppies are more aggressive.  They try to trip up weaker looking opponents and then latch on.


Companion Abilities
[table=head]Level|Bonus HD|Natural Armor Adj.|Roll Bonus|Initiative Bonus|Special
1-2|+0|+0|+0|+1|Loyalty
3-5|+2|+2|+1|+2|Sneak Attack +1d6
6-8|+4|+4|+2|+3|Enhanced Trip
9-11|+6|+6|+3|+4|Enhanced Inspiration
12-14|+8|+8|+4|+5|
15-17|+10|+10|+5|+6|Sneak Attack +2d6
18-20|+12|+12|+6|+7|


Bonus HD
Natural Armor Adj.
Roll Bonus
Initiative Bonus

Bonus HD The number of extra d8 Hit Dice gained by the Worg Pup.  It has Good Fortitude and Reflex Saves.
Natural Armor Adj. The number here is an improvement to the Worg Pup's existing Natural AC Bonus.
Distraction Bonus The Save DC of the Worg Pups Distraction ability improves by this much (if it's a single Worg Pup it gains this as a Bonus to Hide Checks instead).
Initiative Bonus This is how much the Worg Pup's existing Initiative Bonus improves by.

Loyalty (Ex) You are immune to Fear effects as long as you remain within 10' of he Goblin Mom.

Sneak Attack (Ex) Identical to the ability listed on page 50 of the PHB.

Enhanced Trip (Ex) Your Trip checks now get a +2 Bonus.

Enhanced Inspiration (Ex) When under the effects of the Goblin Mom's "I Raised You" ability, the Bonus granted is +1 more than normal
« Last Edit: November 20, 2011, 03:14:30 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #65 on: November 13, 2011, 05:49:23 AM »
KLEINBAR


   
"you underestimate me due to my lack of height.  Foolish choice.

 A Kleinbar is the offspring of a Bugbear and a Goblin, an unusual event to say the least, and usually the result of a forcible encounter by a large bully.  Or at least that's the stereotype they have to live with.  They look like incredibly stocky Goblins with extra body hair and several layers of muscle. 

KLEINBAR RACIAL TRAITS
·   +2 Str, +2 Dex, -2 Cha
·   Size Class: Medium
·   Humanoid with the Goblinoid Subtype
·   Base speed 30 ft.
·   Dark Vision 60'
·   +1 Natural Armor Bonus
·   A Kleinbar has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 1 Feat.
·   Kleinbar automatically speak Common and Goblin.  Bonus languages include Draconic, Giant, Gnoll, Elven, and Orc.
·   Level Adjustment: +0
·   Favored Class: Rogue

STARTING AGE
 Adulthood: 13
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 28
 Old: 43
 Venerable: 56
 Maximum Age: +2d10 Years
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male: 4'5" Female: 4'3"
 Height Modifier: +2d8
 Base Weight: Male: 100 lbs.   Female: 80 lbs.
 Weight Modifier: x (1d6) lbs.

KLEINBAR CHARACTERS
 If you're looking for a melee/rogue combo the Kleinbar does pretty good.  It's physical bonuses allow it to be sneaky and fight if necessary, and even be decent at range.  So it has some decent options, and it's lack of Int/Wis penalties can make it a decent Gish too.
 Adventuring Race: Stereotypically they go on adventures to prove themselves to both Bugbears and Goblins, and to get money.  They tend to get the short end of things so they realize quickly the easy path of killing other people to get their money is a way out.  Except it's not so easy, nor is it always a way out.
 Character Development: Kleinbar have a lot of anger due to their mixed nature and lack of acceptance from two societies.  This doesn't mean they rage like the Orcs do, but they do have an unacceptably large tendency towards psychosis.  It's not good to make them angry because not only are they pissed, but they have extraordinary focus.
 Character Names: Kleinbar use either Goblin or Bugbear names depending on which parents society has raised them.

ROLEPLAYING A KLEINBAR
 Other humanoids don't know what to make of you.  You aren't quite a Goblin, and you don't have even the semi civilized veneer of the Hobgoblin war machine.  Goblins look down on you for using your strength to settle problems when you consider it just another tool.  One they don't have.  Bugbears look down on you for not being strong enough.  It's a wonder you lived to adulthood.
 Personality: Rage.  You have a whoole lotta internalized rage.  Being rejected at virtually every turn has made you a bit of a prickly pear, and there are those who love to goad you into proving the stereotypes about you true.  Unfortunately they don't consider you might be an insane stalker who will dedicate his life to destroying them...
 Behaviors: Kleinbar behavior is antisocial, even for Goblinoids.  They're outsider nature leaves them troubled and prone to seeking violence as a means of solving their problems.  Many are accomplished serial killers,
 Language: Kleinbar speak Goblin and Common much like their parents.

KLEINBAR SOCIETY
 The Kleinbar belong to whichever parent they live with, meaning they live in either the Goblin or Bugbear cultures respectively.
 Alignment : Alignment is usually Neutral or Chaotic Evil, it largely depends on which parents society the Kleinbar tends to be represented in.
 Lands : Generally they live with their parental races unless cast out for some reason.  Since one species lives in temperate plains and the other in mountains the Kleinbar generally live in villages on the edge of both.
 Settlements : See above.
 Beliefs : Religious beliefs are pretty much the. same as other Goblinoids, and they worship the Goblinoid Pantheon.
 Relations:  The Kleinbar have the same inborn hatred of non-Goblinoids as their parental races.  There is some animosity between them and the other Goblinids as well due to some prejudices.  The Bugbears consider them too physically weak.  Goblins note their tempers and tendency to solve problems with strength, and so consider them to be intellectually defective.

KLEINBAR ADVENTURES
·   Adventurers have wiped out the village while you were on a raid.  The others are fleeing but you have decided to track down the humans and make them pay.  Stealth and poison will do wonders for you.
·   You've been jailed because various local murders were seen being committed by a Kleinbar.  You've seen the individual responsible and know it's something much more powerful than one of your kind.  The problem is what to do about it when your buddies spring you from jail?
·   Father has passed away at long last, and left everything to you, much to the dismay of your Bugbear half brothers.  Something doesn't add up as the old bastard never liked you.  Instinct tells you a hammer is about to fall somewhere near your vicinity....



Bugbear Strength
You have inherited your Bugbear parents power.
 Prerequisites: Kleinbar, must be taken at 1st Level.
 Benefits: You gain +2 Strength, but lose -2 Intelligence.

Goblin Agility
You have inherited your Goblin parents agility.
 Prerequisites: Kleinbar, must be taken at 1st Level.
 Benefits: You gain +2 Dexterity, but lose -2 Intelligence.

Born Wrong
You were born psychotic.
 Prerequisites: Kleinbar, must be taken at 1st Level.
 Benefits: You take a -2 Penalty on all Charisma Based skills except Bluff and Intimidation.  You may always Take 10 on Bluff and Intimidation Checks, and they are always considered Class Skills for you.

Kleinbar Rage
You are a little unstable.
 Prerequisites: Born Wrong, Rage 2/day
 Benefits: All of your Class Levels stack for purposes of determining how many times per day you can Rage.  When you are in a Rage/Frenzy, you gain a Bonus on Critical confirmation rolls equal to your Armor Class Penalty.


Kleinbar Racial Substitution Levels

BARBARIAN
 Levels 2 and 4: Replace Uncanny Dodge and Improved Uncanny Dodge with Uncanny Stamina and Improved Uncanny Stamina
  Uncanny Stamina: When you make a successful Fortitude Saving Throw against any effect that does half damage on a successful Fortitude Save (or a reduced effect) you now take no damage/effect on a successful Save.  This cannot be used if you are paralyzed or helpless.
  Improved Uncanny Stamina: You now only take partial damage/effect on a failed Fortitude Save as well.

ROGUE
 Level 10: Gains the following new options when choosing a Rogues Special Ability.
  Blind: If you successfully confirm a Critical and are able to add your Sneak Attack dice to the attack, your opponent must make a Reflex Save (Save DC is 10 plus 1/2 HD plus Strength modifier) or be permanently Blinded.
  Silence: If you successfully confirm a Critical and are able to add your Sneak Attack dice to the attack, your opponent must make a Reflex Save (Save DC is 10 plus 1/2 HD plus Strength modifier) or be permanently muted.
  Slow: If you successfully confirm a Critical and are able to add your Sneak Attack dice to the attack, your opponent must make a Reflex Save (Save DC is 10 plus 1/2 HD plus Strength modifier) or have his movement speed halved for a week.

LURK
 Level 8: Replace Initiative Boost with Killer's Edge.
  Killer's Edge: The Save DC of your Lurk Augments gains an additional Bonus equal to your Int Modifier. In other words if it was a DC 12 (10 +2 for Int) it's now a 14.
« Last Edit: January 12, 2017, 02:22:55 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #66 on: November 17, 2011, 03:12:03 AM »
Goblin Children and Worg Puppies updated

Offline bhu

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Re: Goblinoids
« Reply #67 on: November 19, 2011, 03:57:20 AM »
GOBLIN BOMBER


   
And so he says, “I don't like the cut of your jib!” And I go, I says, “It's the only jib I got, baby!”

 Goblin Bombers are elite military units who have discovered gunpowder and specialize in the use of guns, bombs and incendiaries.  Which is a pretty nice way of saying they're cannon fodder for the Hobgoblin military who are smart enough not to get involved with unstable chemical mixtures...

BECOMING A GOBLIN BOMBER
Knowing the right skills helps, but being crazy is an absolute necessity.

 ENTRY REQUIREMENTS
   Race:  Any Goblin
   Skills:  Craft (Guns) 4 ranks, Disable Device 4 ranks, Knowledge (Arcana) 4 ranks
   Feats:  Alchemical Dabbler, Point Blank Shot


Class Skills
 The Goblin Bomber's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Alchemy, Guns)(Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering, Dungeoneering)(Int), Listen (Wis), Profession (Wis), Search (Int), and Spot (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Guns
2. +1    +0     +3     +3    Grenades
3. +2    +1     +3     +3    Gumption +1
4. +3    +1     +4     +4    Guns
5. +3    +1     +4     +4    Grenades
6. +4    +2     +5     +5    Gumption +2
7. +5    +2     +5     +5    Guns
8. +6    +2     +6     +6    Grenades
9. +6    +3     +6     +6    Gumption +3
10.+7    +3     +7     +7    Yeah, Baby!

Weapon Proficiencies: Bombers gain no new weapon or armor proficiencies.
 
Guns (Ex): You become proficient with, and able to use Craft (guns) to make the following items from page 20-22 of D20 Past:
1st Level: Blunderbuss Musket, Blunderbuss Pistol, Brown Bess, Cannons, Snaplock Musket, Snaplock Pistol.

4th Level: Dueling Pistol, Ferguson Rifle, Four-Barrel Pistol.

7th Level: Colt revolver rifle, Kentucky Rifle, Pepperbox, Plains Rifle, Rifle-Musket, 12 gauge double barrel shotgun.  Craft DC's and creation costs are listed below. 

In addition at Levels 1, 4, and 7 you get 1 Gun Feat (also listed below), and may now choose Gun Feats whenever you get a General Feat from leveling up.  You may also choose the Feat 'Part Time Wizard'.

Grenades (Ex): You become proficient with, and able to use Craft (guns) to make the following items from page 26 of D20 Past (Items marked with a * are new, and stats will be given below):
2nd Level: Blast Grenade, Gunpowder Barrel, Molotov*, Smoke Bomb *

5th Level: Bomb*, Fire Rockets *, Multiple Rocket Launcher *

8th Level: Dynamite, Portable Cannon *, Land Mine *

In addition at Levels 2, 5, and 8 you get 1 Grenade Feat (also listed below)and may now choose Grenade Feats whenever you get a General Feat from leveling up.  You may also choose the Feat 'Part Time Wizard'.

Gumption (Ex): Your lunacy and intense familiarity with unexpected explosions does you well, and you gain a +1 Bonus to the following rolls:

Any Save made to avoid an effect than causes the following conditions: Blinded, Checked, Dazed, Dazzled, Deafened, Knocked Prone, or Stunned,

Any Fear Effects or Morale Penalties.

At level 6 the Bonus increases to +2, and at Level 9 it increases to +3.

Yeah, Baby! (Ex) You gain a +4 Bonus on all Saving throws against any attack, spell or power that has an Area of Effect.  You become proficient with, and able to use Craft (guns) to make Super Bombs.

PLAYING A GOBLIN BOMBER
 People are nervous around you, and not just because you have barrels of explosive powder strapped to you.  It's worse if you've had coffee.  Heck after about 5 cups your meal is free as long as you move along.  People are weird.
 Combat: Louder, bigger, and more dangerous is better.  Well, usually, it depends on how close you are to the action.  You prefer to be behind a nice wall or on a fast moving Worg scattering bombs or gunning people down.  Burning things is pretty awesome too.  You, uh...you may have a problem.
 Advancement: Advancement kinda depends on what area you'd like to specialize in.  Gunfighters try to make bigger, better guns,  Grenadiers try to make bigger explosions.  The loonies look for better ways to try to look good doing stupid things that should cause their death.
Resources: The military is always in need of a Goblin like you.  So are criminals, adventurers, mercenaries, just about anyone who needs something burnt down, blown up, or shot.

GOBLIN BOMBERS IN THE WORLD
"Could you point that elsewhere please?"
 Bombers are usually working in their labs avoiding the populace, or testing their latest invention on said populace.  Which is a polite way of saying you don't get a lot of dates...
 Daily Life: Much of your time is sucked up by finding (or stealing) funds for research, building prototypes, and then testing them.  Occasional thought id given to food or bathing,
 Notables:
 Organizations: There are many loose associations of Bombers who band together for mutual support and protection (and mostly so they can steal each others designs).

NPC Reaction
 You may things 'splode.  It's a given no one wants you around.

GOBLIN BOMBERS IN THE GAME
 Too much use of fire and explosives causes unintended collateral damage.  Make sure the Bomber knows he could accidentally kill the party.
 Adaptation: This could be done for serious or silly campaigns.
 Encounters: PC's will encounter Bombers on random arson sprees, in military combat, conducting fireworks shows, etc.

Sample Encounter

EL 12: The PC's leave their favorite bar when a lone Goblin steps into the street and gives them 'the look'.  Obviously he's an assassin or the floor show.


Carbine Joe
NE Male Goblin Rogue 6/Goblin Bomber 6
Init +4, Senses: Listen +, Spot +, Dark Vision 60'
Languages Common, Draconic, Gnoll, Goblin
------------------------------------------------
AC , touch , flat-footed   (+4 Dex, )
hp 54 (12 HD)
Fort +4, Ref +14, Will +9 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +2
Atk Options Sneak Attack +3d6
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 18, Con 12, Int 15, Wis 14, Cha 8
SQ Trapfinding, Trap Sense +2, Evasion, Uncanny Dodge
Feats
Skills
Possessions



EPIC GOBLIN BOMBER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Guns At Level 21 you become proficient with, and able to use Craft (guns) to make the following items from page 20-22 of D20 Past: Army Revolver, Derringer, Dreyse Needle Gun, LeMat Revolver, Navy Revolver
Grenades At Level 22 you become proficient with, and able to use Craft (guns) to make the following items: Focused Charge*, Improved Land Mine*
Gumption At Level 23 and every 3 levels after your Gumption Bonus goes up by +1.
Bonus Feats: The Epic Goblin Bomber gains a Bonus Feat every 3 levels higher than 20th


GUN FEATS

Abnormal Ammo
You can make really unusual bullets.
 Prerequisites: Craft Magic Arms and Armor, must know spell doing an unusual damage such as energy, negative energy, force, etc
 Benefits: You can make magic bullets.  Any bullets you have enchanted to be at least +1 may also be enchanted to do a particular form of damage by 'losing' one spell that does that type of damage when crafting the ammo.  In other words if you want fire bullets, and know Flame Sphere you can lose 1 memorization of Flame Sphere (or 1 spell slot of that level if you know Flame Sphere) as a Free Action while crafting the ammo, and they do fire damage on a successful hit.

Anti-Air
You can shoot opponents out of the sky.
 Prerequisites: Far Shot
 Benefits: Flying opponents you shoot must make a Fortitude Save (DC is 10 plus damage taken) or fall out of the sky taking additional falling damage if they can hit the ground this turn.

BFG
You can modify guns to do more damage.
 Prerequisites: Craft (Guns) 8 ranks
 Benefits: When making a gun you can increase the ammo size if you add +4 to the Craft DC.  If successful the guns damage increases one step (for example if it did 1d10 it now does 1d12).

Blown Across the Room
Your Guns do knockback.
 Prerequisites: Craft (Guns) 8 ranks
 Benefits: When making a gun you can modify it' stopping power if you add +4 to the Craft DC.  If successful any opponent shot by the gun must make a Fortitude Save (DC is 10 plus damage taken) or be Checked, and pushed back 10'.

Bottomless Magazines
Magical cross training means you no longer have to reload.
 Prerequisites: Craft Magic Arms and Armor, must know Minor Creation spell
 Benefits: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of Minor Creation (or 1 spell slot of that level if you know Flame Sphere) as a Free Action, and that Gun never needs to be reloaded.  The Gun costs an additional +xxx GP to make.

Cold Sniper
You can castrate a fly at 100 yards with a hand cannon.
 Prerequisites: Far Shot
 Benefits: The range increments at which you take Spot and Ranged Attack Penalties are doubled.

Depleted Phlebotinum Shells
You knew those 'Learn Wizardy at Home' courses would come in handy.  Now you can gun down those pesky foes with DR.
 Prerequisites: Craft Magic Arms and Armor, must know the Major Creation Spell
 Benefits: As a Swift Action, once per round you may change the material the bullets in your gun are made from, or change their Alignment Subtype for purposes of overcoming DR.  Obviously you still have to guess what will overcome the DR unless you know that ahead of time.

Gun Struggle
It helps to be able to use a firearm in a grapple.
 Prerequisites: Defensive Archery (see Races of the Wild)
 Benefits: You may fire Medium or smaller guns in a Grapple without penalty.

Hollywood Silencer
Your guns are quiet.
 Prerequisites: Craft Magic Arms and Armor, Silent Spell
 Benefits: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of any Illusion spell that effects hearing (or 1 spell slot of that level if you know the spell) as a Free Action, and that Gun is completely silent when fired.

Laser Sights
Your can make targeting rays!
 Prerequisites: Craft Magic Arms and Armor, must know Targeting Ray spell
 Benefits: When crafting a Gun of at least +1 Enchantment you can lose 1 memorization of Targeting Ray (or 1 spell slot of that level if you know Flame Sphere) as a Free Action, and that Gun permanently gains the Targeting Rays Bonus on attack rolls.  Costs an additional xxx GP to make.

Last Breath Bullet
You always get one last shot.
 Prerequisites: None.
 Benefits: If you take enough damage to be brought to 0 hp or less, or Fail a Save vs a Death Effect or anything that instantly kills you, you may attack with your Gun as a Free Action before dying at no penalty.

LEEEEROOOY!
You charge with guns blazing.
 Prerequisites: Shot on the Run
 Benefits: When performing a Charge Attack you may make one additional Ranged Attack with a Gun at any point during the charge.

Master Gunsmith
You could make a revolver out of anything.
 Prerequisites: Craft (Guns) 12 ranks
 Benefits: Reduce the time and GP costs to make Guns by 25%.  Additionally you can make crude guns out of substandard materials at 50% the time and cost normal, but they are -1 to hit and damage.

Quick Draw
You've often shot opponents before they can even react.
 Prerequisites: Improved Initiative
 Benefits: You may draw any gun of Small size or smaller and fire it once per turn as a Swift Action.  You may do this a number of times per day equal to your Dexterity Modifier.

Shoot Out the Lock
You're good at opening doors.
 Prerequisites: Ranged Sunder
 Benefits: You get a +4 bonus on all rolls when making a Ranged Sunder attack.


GRENADE FEATS

Cluster Bombs
You sow confusion with a cluster of small bombs that detonate around you.
 Prerequisites: Craft (Guns) 12 ranks
 Benefits: You have rigged a harness with up to 12 Grenades Size Class Small or smaller.  As a Swift Action you may pull a cord, and 3 Grenades each get flung in each of the 4 directions from your square, targeting a random square 15' away (leaving you just outside of the blast radius).   Harness weighs 5 lbs and costs 50 GP and 4 hours to make.

Explosives Expert
You can make a bomb out of anything.
 Prerequisites: Craft (Guns) 12 ranks
 Benefits: Reduce the time and GP costs to make Grenades by 25%.  Additionally you can make crude grenades out of substandard materials at 50% the time and cost normal, but they are -1 to hit and damage.

Goblin Fire
Your Molotov's contain napalm.  Throw with care obviously...
 Prerequisites: Craft (Alchemy) 6 ranks
 Benefits: Molotov Cocktails you make burn for 1d3 rounds.

Grenade Hot Potato
You can catch and return grenade-like weapons thrown at you.
 Prerequisites: Grenadier
 Benefits: You can make a DC 20 Reflex Save to catch any Grenade like weapon thrown into your square, and throw it yourself. 

High Speed Missile Dodge
You're used to moving out of the way of projectiles due to lab accidents...
 Prerequisites: Mobility
 Benefits: The Bonus to AC you get from Mobility now applies to all Ranged Attacks as well as any Attacks of Opportunity.

Incredibly Obvious Bomb
Your bombs sow fear and discord.
 Prerequisites: Craft (Guns) 6 ranks
 Benefits: Living opponents seeing one of your bombs must make a Willpower Save (DC is 12 plus 1/2 Hit Dice) or be Shaken as long as he remains within 60' of the Bomb.

Knock Out Bomb
Your Smoke Bombs contain Knockout Gas.
 Prerequisites: Craft Magic Arms and Armor, must know Deep Slumber spell
 Benefits: Your Smoke Bombs still have their normal Area of Effect and Duration, but instead of smoke they have the same effect as a Deep Slumber spell.

Logic Bomb
Your Grenades are extra effective against Constructs.
 Prerequisites: Craft Magic Arms and Armor, must know Repair Serious Damage spell
 Benefits: Ironically, despite the prerequisite, your Grenades that do Concussion damage do an extra 4d6 damage.

Macross Missile Massacre
You go overboard with the rockets.
 Prerequisites: Craft (Guns) 12 ranks
 Benefits: Your rockets fire clusters of smaller rockets, which fire yet smaller clusters of rockets.  Damage for your Multiple Rocket Launcher is halved, but the burst radius is doubled.

Missile Lock On
Your primitive rockets have pretty decent accuracy...
 Prerequisites: Craft Magic Arms and Armor, must know True Strike spell
 Benefits: Your Fire Rocket and Multiple Rocket Launcher ammo gains the benefits of a True Strike spell when fired.  Each Rocket costs an additional xx GP to make.

Rocket Punch
Instead of being explosives your rockets contain large iron fists...
 Prerequisites: Craft (Guns) 6 ranks
 Benefits: Rockets from your Multiple Rocket Launcher may instead do 12d6 Ballistic damage instead of the normal explosion.  Rocket punches threaten a critical on a natural 20.

Snake Bombs
Your Smoke Bombs contain Poison Gas.
 Prerequisites: Craft (Poison) 12 ranks or must know the Poison spell
 Benefits: Your Smoke Bombs can contain any inhaled poison instead of smoke (Area an Duration is same).  Each Bomb costs an additional xx GP to make.

Sticky Bombs
Your Grenades are adhesive.
 Prerequisites: Craft (Alchemy) 6 ranks or must know the Make Whole spell
 Benefits: Your Blast Grenades contain a small bulb on one side filled with a tiny amount of Sovereign Glue, and you may attach one to an opponent or other target with a melee touch attack (breaking the bulb and adhering the Grenade).  The victim can per form a Strength Check (DC 15) to remove it this round if he has an action left.  It adheres permanently the next round.  Each Bomb costs an additional xx GP to make.

Stink Bombs
Oh God, the smell...
 Prerequisites: Craft (Alchemy) 8 ranks or know the Stinking Cloud spell
 Benefits: Your Smoke Bombs have their normal Area and Duration but instead of smoke they duplicate the Stinking Cloud spell.

Unholy Nuke
Your bomb has a little Essence of the Devil...
 Prerequisites: Craft Magic Arms and Armor, Corrupt Spell (see Complete Divine)
 Benefits: Any Grenade you make that does Concussion Damage now has it's damage split between Concussion and Profane damage.  Each Bomb costs an additional xx GP to make.

Notes: Craft time listed is to assemble from parts.  GP Cost is selling price, you can make it for half that.

Crafting Weapons
[table=head]Weapon|Craft DC|Craft Time|GP Cost
Army Revolver|25|4 hours|350 GP|
Blast Grenade|15|10 min.|350 GP|
Bomb|20|1 hour|700 GP|
Blunderbuss Musket|20|3 hours|475 GP|
Blunderbuss Pistol|20|3 hours|475 GP|
Brown Bess|20|3 hours|325 GP|
Cannon, Field (1 lb.)|25|1 week|1050 GP|
Cannon, Field (6 lb.)|25|1 week|1100 GP|
Cannon, Field (9 lb.)|25|1 week|1150 GP|
Cannon, Field (12 lb.)|25|1 week|1200 GP|
Cannon, Siege (18 lb.)|25|1 week|1250 GP|
Cannon, Siege (32 lb.)|25|1 week|1300 GP|
Cannon, Siege (60 lb.)|25|1 week|1350 GP|
Colt Revolver Rifle|25|4 hours|425 GP|
Derringer|25|4 hours|225 GP|
Dreyse Needle Gun|25|5 hours|400 GP|
Dueling Pistol|20|3 hours|4475 GP|
Dynamite (1 stick)|15|10 min.|300 GP|
Ferguson Rifle|25|5 hours|450 GP|
Fire Rocket Launcher|25|3 days|300 GP|
Four-Barrel Pistol|20|4 hours|300 GP|
Gunpowder Barrel|20|1 hour|300 GP|
Kentucky Rifle|20|4 hours|350 GP|
Land Mine|20|1 hour|600 GP|
Land Mine, Improved|25|3 hours|750 GP|
LeMat Revolver|25|5 hours|375 GP|
Molotov|10|1 round|150 GP|
Multiple Rocket Launcher|25|1 week|1200 GP|
Navy Revolver|25|4 hours|325 GP|
Pepperbox|25|4 hours|350 GP|
Plains Rifle|12|4 hours|300 GP|
Portable Cannon|25|2 weeks|750 GP|
Rifle Musket|20|3 hours|350 GP|
Smoke Bomb|10|4 hours|250 GP|
Snaplock Musket|20|3 hours|525 GP|
Snaplock Pistol|20|3 hours|500 GP|
Super Bomb|35|1 month|1600 GP|
12 Gauge double barrel shotgun|25|4 hours|375 GP|
Gunpowder (1 lb.)|10|1 hour|60 GP|
Pistol Shot (12)|15|1 hour|200 GP|
Blunderbuss Shot (10)|15|1 hour|150 GP|
Musket Shot (10)|15|1 hour|200 GP|
12 Gauge Buckshot (10)|15|2 hours|100 GP|
18 Gauge Buckshot (10)|15|2 hours|75 GP|
Cannon Shot (10) 1 lb.|15|1 day|100 GP|
Cannon Shot (10) 6 lb.|15|1 day|125 GP|
Cannon Shot (10) 9 lb.|15|1 day|150 GP|
Cannon Shot (10) 12 lb.|15|1 day|175 GP|
Cannon Shot (10) 16 lb.|15|1 day|200 GP|
Cannon Shot (10) 32 lb.|15|1 day|225 GP|
Cannon Shot (10) 60 lb.|15|1 day|250 GP|
Chain Shot (10)|20|+6 hours|+25 GP|
Grapeshot (10)|20|+ 1 day|+25 GP|
Fire Rockets (10)|20|10 hours|250 GP|
Rockets (10)|30|8 days|350 GP|
Focused Charge|20|+1 day|+500 GP|
Percussion Cap Ammo (20) .22|20|2 hours|100 GP|
Percussion Cap Ammo (20) .36|20|2 hours|125 GP|
Percussion Cap Ammo (20) .41|20|2 hours|125 GP|
Percussion Cap Ammo (20) .42|20|2 hours|125 GP|
Percussion Cap Ammo (20) .44|20|2 hours|125 GP|
Percussion Cap Ammo (20) .58|20|2 hours|175 GP|
Percussion Cap Ammo (20) .60|20|2 hours|200 GP|



Alchemical Dabbler
You have dabbled in Alchemy despite not being a spellcaster.
Prerequisites: Must have a Spell-Like or Supernatural ability as a Racial or Class feature., or have 4 ranks in Knowledge (Arcana)
Benefits: You can create items via Craft (Alchemy) despite not being a spellcaster.  You also gain a +2 Bonus on Craft (Alchemy) Checks.
« Last Edit: January 12, 2017, 07:20:29 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #68 on: November 20, 2011, 03:38:07 AM »
no thoughts on the bomber yet?

Offline bhu

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Re: Goblinoids
« Reply #69 on: November 25, 2011, 03:45:06 AM »
anymore tropes i can use for gnfighting or bombs?

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Re: Goblinoids
« Reply #70 on: November 27, 2011, 10:00:15 AM »
Through The Walls?
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Goblinoids
« Reply #71 on: November 28, 2011, 03:35:15 AM »
added more.  Here's a lil something else to peek at whilst i work over the bomber


SERIAL KILLER


   
"I was only following Maglubiyet's orders."

 You make the world a more interesting place.  And by interesting we mean a hellish nightmare of terror and uncertainty.  Everyone has emotional and mental problems, but few have them on the Epic scale you do. 

BECOMING A SERIAL KILLER
Generally you must be a Kleinbar who was born with or developed some form of psychosis.

 ENTRY REQUIREMENTS
   Race:  Kleinbar
   Class Abilities:  Rage, Sneak Attack
   Feats:  Born Wrong, Kleinbar Rage
   Skills:  Bluff 6 ranks, Hide 6 ranks, Listen 6 ranks, Move Silently 6 ranks
   Alignment Must be Neutral Evil or Chaotic Evil.


Class Skills
 The Serial Killer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Mask of Sanity +2
2. +1    +3     +0     +3    +1d6 Sneak Attack
3. +2    +3     +1     +3    Silent Rage
4. +3    +4     +1     +4    Mask of Sanity +4
5. +3    +4     +1     +4    +1d6 Sneak Attack
6. +4    +5     +2     +5    Silent Rage
7. +5    +5     +2     +5    Mask of Sanity +6
8. +6    +6     +2     +6    +1d6 Sneak Attack
9. +6    +6     +3     +6    Silent Rage
10.+7    +7     +3     +7    Psychotic Fury

Weapon Proficiencies: A Serial Killer gains proficiency with any one Exotic Weapon.
 
Mask of Sanity (Ex): At Levels 1, 4, and 7 the Serial Killer gains a cumulative +2 Bonus to Bluff and Intimidate Checks.

Sneak Attack (Ex): Identical to the ability listed on page 50 of the PHB.

Silent Rage (Ex): At Levels 3, 6, and 9 you gain an additional daily use of Rage.  You may also use the following skills now while Raging: Bluff, Hide, Move Silently, and Tumble.

Psychotic Fury (Ex) You become immune to Mind-Affecting Effects while Raging.

PLAYING A SERIAL KILLER
 You kill people.  Well, among other things, but mostly people.  Motives include sex, a need to sow fear, wealth, what you see as a Divine mission, or perhaps even orders from a demon or deity.  Why you do what  you do generally isn't important to others.  They're a lot more interested in the possibility you may be a danger to them. 
 Combat: You don't fight people, you ambush them.  Fighting gives them the option of fighting you back, and that simply will not do. 
 Advancement: Advancement really depends on the individual delusions of each serial killer.   They usually approach a wide variety of class mixes.
Resources: Unless you happen to be someone's pet murderer, you're pretty much on your own.  Not many people can abide your personality long enough to deal with having you as a hireling.

SERIAL KILLERS IN THE WORLD
"He was always a little too quiet for a Goblinoid..."
 Serial Killers are feared and reviled for the most part, though in the more Evil cultures they can become hero's.  Their mental problems make them predictable though, and few remain on any position of power for very long.
 Daily Life: Daily life varies depending on your PC's individual mental aberrations.  Mostly you'll be hiding from society in the hopes they don't discover you.
 Notables:
 Organizations: Serial Killers are loners.  Occasionally a rare few work in pairs, but generally they see each other as competition.  Some organizations hire them as assassins/torturers, but most prefer their help more controllable.

NPC Reaction
 NPC's would likely murder you as a foaming at the mouth lynch mob if they knew who you were.  You must always appear to be normal in their eyes.

SERIAL KILLERS IN THE GAME
 This class will be troublesome.  It assumes one PC is (perhaps secretly) suffering from psychosis, and feels a need to murder people.  Even in an all evil party this might not fly since it assumes the PC's character has little self control, and will eventually commit deeds that lead back to the party at inopportune moments.
 Adaptation: This is meant for serious, grim campaigns but can be used in dark humor.
 Encounters: PC's will rarely realize they've encountered a serial killer unless they walk in on him doing what comes naturally. 

Sample Encounter
EL 12: Several locals have been murdered and eaten.  No one seems to be talking until an old Goblin woman with tears in her eyes asks to speak to the PC's.


The Greenbriar Cannibal
CE Male Kleinbar Barbarian 4/Rogue 2/Serial Killer 6
Init +0, Senses: Listen +, Spot +,
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   ()
hp  (12 HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 18, Dex 16, Con 15, Int 10, Wis 12, Cha 6
SQ
Feats
Skills
Possessions



EPIC SERIAL KILLER

Hit Die: d6
Skills Points at Each  Level : 8 + int
Mask of Sanity At Level 21 and every 3 levels thereafter your Bonus increases by an additional +2.
Sneak Attack At Level 22 and every 3 Levels thereafter you gain an additional +1 Sneak Attack.
Silent Rage At Level 23 and every 3 Levels thereafter you gain an additional daily use of Rage.
Bonus Feats: The Epic Serial Killer gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: January 12, 2017, 02:21:20 AM by bhu »

Offline Monotremeancer

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Re: Goblinoids
« Reply #72 on: November 28, 2011, 04:51:04 AM »
:plotting I think I will like this one
I'm what's staring back from the abyss.
How come you guys never wave?

Please send me a PM if you give me kudos. I'm interested in what I'm doing right.

Offline bhu

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Re: Goblinoids
« Reply #73 on: November 29, 2011, 04:06:55 AM »
New Weapons
[table=head]Weapon|Damage|Crit.|Dmg. Type|Range Inc.|Burst Rad.|Reflex DC|
Bomb|5d6|-|Concussion|-|20 ft.|DC 18|
Fire Rockets|4d6|-|Fire|90 ft.|10 ft.|-|
Land Mine|4d6|-|Concussion|-|15 ft.|DC 15|
Land Mine, Improved|6d6|-|Concussion|-|20 ft.|DC 16|
Multiple Rocket Launcher|8d6|-|Concussion|150 ft.|20 ft.|DC 19|
Portable Cannon|4d6|20|Ballistic|15 ft.|5 ft.|DC 15|
Smoke Bomb|x|-|-|-|20 ft.|-|
Super Bomb|10d6|-|Concussion|-|35 ft.|DC 21|
Focused Charge|15d6|20|Concussion|-|60 ft. Cone|DC 24|



New Weapons
[table=head]Weapon|Rate of Fire|Mag.|Size|Weight|
Bomb|-|-|Med.|10 lbs.|
Fire Rockets|Single|1 int.|Large|10 lbs.|
Land Mine|-|-|Med.|10 lbs.|
Land Mine, Improved|-|-|Med.|10 lbs.|
Multiple Rocket Launcher|S,A|10 int.|Huge|1000 lbs.|
Portable Cannon|Single|1 int.|Large|20 lbs.|
Smoke Bomb|-|-|Small|5 lbs|
Super Bomb|-|-|Large|60 lbs.|
Focused Charge|-|20|Large|60 lbs.|



Bomb:
This is a fairly primitive explosive lit by a fuse or another flammable material.  You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.

Fire Rockets:  These are basically large metal tubes used to fire flaming rockets from.  Similar to some of the more primitive Chinese fireworks weapons.  Anything struck by a Fire Rocket takes an additional 1d6 Fire Damage the second round and stands a chance of catching on fire (see d20 Modern page 213).

Land Mine:  Primitive Land Mine buried that has a long fuse which must be lit.  Timing it against enemy movement can be tricky.  The fuse burns at a rate of 5' per round.

Land Mine, Improved: Advanced mine using a pit trap.  If opponents fall into the pit, they detonate the mine.  It also detonates if they forcibly strike it should they be so foolishly inclined.

Multiple Rocket Launcher: The size of a large siege cannon, these are huge multi-barreled launchers mounted on a wheeled chassis that fire explosive rockets.  Again, similar to early Chinese concepts.

Portable Cannon: Like early firearms, flintlocks are difficult to load. Reloading a flintlock firearm requires two full-round actions, unless
otherwise noted in the weapon description. A character with the
Quick Reload feat can reload with a single full-round action.
Flintlocks are slightly more accurate than matchlocks and
wheel locks; therefore, characters can apply their Dexterity modifiers
to attack rolls with a flintlock. Their small range increments
reflect their inaccuracy compared to modern firearms.
Optional: Like early firearms, flintlocks are difficult to
fire in wet weather. At the GM’s discretion, a flintlock weapon
misfires in rain or other wet conditions, on a natural attack
roll of 1.

Smoke Bomb: Primitive version of a smoke grenade. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round. On the first round a 5' radius is filled with smoke, expanding 5' per round to a maximum of a 15' radius at round 3.  The smoke provides Total Concealment, and obscures all vision inside, including Darkvision.  It disperses after 10 rounds, but a Moderate wind (11+ mph) shortens this to 4 rounds, and a Strong wind (21+mph) shortens it to 1.

Super Bomb: Enormous version of a regular Bomb.  You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.

Focused Charge: Huge bomb deigned to detonate with it's force all going in one direction, hence making it a cone effect as opposed to a burst.  You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.
« Last Edit: December 23, 2011, 03:28:24 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #74 on: December 01, 2011, 03:44:03 AM »
Weapons tables are done, i just need to do descriptions.  Let me know what  you think about them.

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Re: Goblinoids
« Reply #75 on: December 07, 2011, 03:34:03 AM »
new weapons are done, filling in bomber feats now.   Feel free to post criticism

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Re: Goblinoids
« Reply #76 on: December 08, 2011, 03:37:47 AM »
KRIEGBAR


   
"There's a more optimal way of doing this you know."

 A Kriegbar is the offspring of a Bugbear and a Hobgoblin.  They tend to look like well muscled athletic Hobgoblins who are somewhat furrier than normal.  A great many are tactical geniuses with a mind for squad level warfare, but alas as they grow older their brain sort of short circuits and thy end up given over to fits of rage.  Many end up being put down assuming they live so long.

KRIEGBAR RACIAL TRAITS
·   +2 Str, +2 Dex, +2 Con, -2 Cha
·   Size Class: Medium
·   Humanoid with the Goblinoid Subtype
·   Base speed 30 ft.
·   Dark Vision 60'
·   +1 Natural Armor Bonus
·   A Kriegbar has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 1 Feat.
·   Kriegbar have a +4 Racial Bonus to Move Silently Checks.
·   Kriegbar automatically speak Common and Goblin.  Bonus languages include Draconic, Giant, Gnoll, Elven, and Orc.
·   Level Adjustment: +1
·   Favored Class: Marshall

STARTING AGE
 Adulthood: 13
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 28
 Old: 43
 Venerable: 56
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: (x2d4) lbs.

KRIEGBAR CHARACTERS
 You were born for melee or rogueing it up.  Your physical stats are all good, and you have no mental drawback except Cha.  So you won't be a face man, but you make a good backstabbing assassin.
 Adventuring Race: Money and  power.  An advantage of some sort is required to balance out the risk to your person.  Failing that a solution to a problem you have will get you off and going.
 Character Development: Kriegbar gain a boost to all three physical stats making them pretty much set for their role as a melee combatant.  Or maybe a gish who doesn't need Charisma.
 Character Names: Kriegbar use either Goblin or Bugbear names depending on which parents society has raised them.

ROLEPLAYING A KRIEGBAR
 Your resemblance to Hobgoblins throws people off when they first see you because quite frankly your personality doesn't quite match.They're expecting a warmongering religious psychopath, not a calculating schemer.  Granted that doesn't exactly put them at ease either.
 Personality: You tend to think first before speaking or doing to ponder your options, and rarely betray what you feel inside.  This causes some problems as others get frustrated wanting you to act more, or at least quicker, or because you aren't so easily provoked.  For those unfortunates among you who do go into homicidal rages at old age, you have problems because those who couldn't provoke you before can do so easily now.  Much to their sorrow.
 Behaviors: Kriegbar are often accused of being emotionless robots due to their analytical approach to most problems.  Once they get older, they're often accused of insanity as many of them become berserkers.  Many, not all.  Either way you get stereotyped horribly.
 Language: Kriegbar speak Goblin and Common much like their parents.

KRIEGBAR SOCIETY
  The Kriegbar belong to whichever parent they live with, meaning they live in either the Goblin or Bugbear cultures respectively.
 Alignment : Kriegbar tend to gravitate towards Neutral Evil, somewhere midway between their parents.
 Lands : Generally they live with their parental races unless cast out for some reason.  Since one species lives in warm hills and the other in mountains the Kleinbar generally live in villages on the edge of both.
 Settlements : See above.
 Beliefs :Religious beliefs are pretty much the. same as other Goblinoids, and they worship the Goblinoid Pantheon.
 Relations: While they have the same inborn cultural racism as other Goblinoids, Kriegbar have led a different enough life to consider other species as possible value or friends.  Well, some do...

KRIEGBAR ADVENTURES
·   The mercenary band you tour with has been hired to find an artifact, but you subsequently discover your employers have hired 3 other competing teams of roughly equal size.  What gives?  And what do you do now?
·   You've been accused of the rages common to older members of your race to implicate you in the murder of a high ranking military official.  The only witnesses are outsiders, and even worse they aren't goblinoids.  Your work is cut out for you.
·   Your mother has asked you to deliver a family heirloom to her sister.  Who lives on the other side of a trail preyed on by bandits of a dozen races. 





Kriegbar Tactician
You were born with a knack for tactics.
 Prerequisites: Kriegbar, must be taken at 1st Level
 Benefits: You gain a +2 Racial Bonus to all opposed checks in Combat,

Kriegbar Rage
Some Kriegbar surrender to madness as they age.
 Prerequisites: Kriegbar, must be taken once you have reached the end of or passed the Middle Age category, BAB +6
 Benefits: You gain a +2 Racial Bonus to Attack and Damage rolls on any round in which you are willing to accept a -2 Penalty to your Armor Class.

Tall as a Bugbear
You have inherited your Bugbear parents prodigious size and mass, and then some.
 Prerequisites: Kriegbar, must be taken at 1st level, Str 15+
 Benefits: You gain Powerful Build (Ex): The physical stature of Kriegbar lets them function in many ways as if they were one size category larger. Whenever a Kriegbar 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 Kriegbar is treated as one size larger if doing so is advantageous to him. A Kriegbar 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 Kriegbar 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.

Born Athlete
You have inherited an enhanced version of your Hobgoblin parents physical prowess.
 Prerequisites: Kriegbar, must be taken at 1st level, Con 15+
 Benefits: If it's higher, you may use you Constitution Modifier in place of  your Str or Dex modifier for skills that key off of those two stats.


Kriegbar Racial Substitution Levels

Marshall
 Level 1: Change Minor Aura
  Minor Aura: The Bonus from Minor Auras (and Major Auras if you have the Enhanced Major Aura Feat) is equal to your Intelligence Modifier instead of your Charisma Modifier.

ROGUE
 Levels 3, 6, 9, 12, 15, 17: Replace Trap Sense with Crafty
  Crafty: Instead of Trap sense your Bonus goes to Bluff Checks made to Feint in Combat

FIGHTER
 Levels 4, 8, 12: Replace Feats with Favored Enemy
  Favored Enemy: At Level 4 you get Favored Enemy (Humanoids) +2.  This Bonus applies to all Humanoids but is otherwise identical to the Ranger Ability.  Bonus increases by +2 at Levels 8 and 12.
« Last Edit: January 12, 2017, 02:24:38 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #77 on: December 22, 2011, 03:06:26 AM »


KRIEGBAR TACTICIAN


   
"Fight with your head, not with your sword-arm."

 The Kriegbar seem to have a racial proclivity for tactical fighting in small groups, often leading them to become leaders or mercenary forces or specialized military units.

BECOMING A KRIEGBAR TACTICIAN
A Kriegbar who has taken level in Marshall will get you there.

 ENTRY REQUIREMENTS
   Race:  Kriegbar
   Class Abilities:  Major Aura +2
   Skills:  Knowledge (History, War) 4 ranks
   Feats:  Additional Move Action, Kriegbar Tactician


Class Skills
 The Kriegbar Tactician's class skills (and the key ability for each skill) are
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Auras, Tactical Formation
2. +1    +3     +0     +3    Special Aura
3. +2    +3     +1     +3    Bonus Feat
4. +3    +4     +1     +4    Tactical Formation
5. +3    +4     +1     +4    Special Aura
6. +4    +5     +2     +5    Bonus Feat
7. +5    +5     +2     +5    Tactical Formation
8. +6    +6     +2     +6    Special Aura
9. +6    +6     +3     +6    Bonus Feat
10.+7    +7     +3     +7    Master of Group Tactics

Weapon Proficiencies: You gain no new Armor or Weapon proficiencies.
 
Auras: Your Kriegbar Tactician and Marshall Levels stack for purposes of determining how many Major and Minor Auras he knows.

Tactical Formation (Ex): At Levels 1, 4, and 7, you gain one of the following Feats as a Bonus Feat: Adaptable Flanker, Eyes in the Back of Your Head, Exhausting Defense, Expert Tactician, Formation Expert, Improved Shieldmate, Phalanx Fighting, Shieldmate, Vexing Flanker, Wolfpack.

Special Aura (Ex): At Levels 2,5, and 8 you gain an Aura unique to the Kriegbar Tactician from the following list (these are considered Major Auras if they give a Bonus):

Tactical Aura All Allies within range gain the use of one Feat you have, whether they have the prerequisites or not.

Personal Training Aura All Allies within range gain use of one class ability you possess with the following limitations: It must be an Exceptional Ability, they must be high enough level to have access to it, they must meet any prerequisites, and it cannot be your Aura Ability.  For example if you're a multiclassed Rogue and want to give them Sneak Attack, they would get an amount of Sneak Attack Dice appropriate for their level.  If you'd multiclassed and received an ability requiring an alignment, only Allies with the appropriate Alignment would receive the benefits. 

Motivate Opportunity Gives a Bonus to Attack Rolls when making Attacks of Opportunity.

Motivate Teamwork Gives a Bonus to Attack Rolls when attacking an opponent an Ally has already attacked this round.

Tight Formation Gives a Bonus to AC when at least one Ally is within an Area you threaten.

Pile On Gives a Bonus to Damage Rolls when attacking an opponent an Ally has already attacked this round.


Bonus Feat: At Levels 3, 6, and 9 you get a Bonus Feat from the Following List: Additional Major Aura, Additional Minor Aura, Additional Move Action, Battlefield Commander, Enhanced Major Aura, Enhanced Minor Aura, Enhanced Move Action, Multiple Major Auras, Multiple Minor Auras, Persistent Aura, Squad Commander, Stacking Auras, Supernatural Aura (see Bugbear Sergeant for Feat descriptions).

Master of Group Tactics (Ex): You may now Aid Another once per round as a Free Action, and the Bonus given is equal to your Kriegbar Tactician Level (your Bonus is improved whether you are using it as a Free or a Standard Action).

PLAYING A KRIEGBAR TACTICIAN
 Despite your mixed parentage, you were recognized early on as a natural leader and given the chances to succeed where others would have been left behind.  Now you hope to avoid the madness common to those of your kind in old age.
 Combat: You prefer to fight with a small group of trusted allies you have trained together with to become a well oiled machine.  The idea of fighting alone is actually somewhat repulsive to you.
 Advancement: Advancement depends largely on your employer, and what you're willing to endure to be considered the best at what you do.
Resources: Resources depend on whether you're an independent mercenary or part of the Goblinoid military. 

KRIEGBAR TACTICIANS IN THE WORLD
"Give him the right men and I think he could take down the Tarasque itself."
 Others see you as a brilliant, if slightly deranged, fanatic.  But you get the job done, so you get cut some slack.  A lot of slack.  The downside is the moment you fail to perform, you'll find out just how much rope you were given to hang yourself with.
 Daily Life: Most of your time is spent drilling endlessly for the moment you have an assignment.
 Notables:
 Organizations: You almost always belong to an organization, even if it's a small mercenary band headed by yourself.  You hope for richer work with the army of some nation though.

NPC Reaction
 NPC's are either scared of you (typical as you're a Goblinoid warrior after all) or admire you're abilities enough to afford minor celebrity status.

KRIEGBAR TACTICIANS IN THE GAME
 This PrC assumes you are military or an independent mercenary.  Either way, you aren't really a typical adventurer so much as a professional killer.  Fame and all the other reasons people go on adventures for aren't for you.  You solve problems, you get paid, you move on.
 Adaptation: This could do well in serious or silly campaigns.
 Encounters: Kriegbar Tacticians are usually encountered during warfare, or just before or after.

Sample Encounter
EL 12: A band of Goblinoids has been cutting off supply lines to a local kingdom.  You've been hired to take them out.


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 KRIEGBAR TACTICIAN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Auras You gain an additional Minor or Special Aura at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Kriegbar Tactician gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 12, 2017, 02:23:50 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #78 on: December 23, 2011, 04:09:54 AM »
Tactician done, any thoughts?

Offline bhu

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Re: Goblinoids
« Reply #79 on: January 09, 2012, 12:30:14 AM »
RUHIGBAR


   
"Leave me alone."

 A Ruhigbar is the offspring of a Goblin and a Hobgoblin.  Slightly shorter than the average human they also have fairly human features for a goblinoid hybrid.  Many pass for hybrids of various kinds as most people aren't really sure of their parentage (which is not necessarily better for them than being known as a Goblinoid).

RUHIGBAR RACIAL TRAITS
·   +2 Dex
·   Size Class: Medium
·   Humanoid with the Goblinoid Subtype
·   Base speed 30 ft.
·   Dark Vision 60'
·   +4 Racial Bonus on Hide and Move Silently Checks.
·   Ruhigbar automatically speak Common and Goblin.  Bonus languages include Draconic, Giant, Gnoll, Elven, and Orc.
·   Level Adjustment: +0
·   Favored Class: Factotum

STARTING AGE
 Adulthood: 13
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 28
 Old: 43
 Venerable: 56
 Maximum Age: +2d10 Years

HEIGHT AND WEIGHT
 Base Height: Male: 4' 5" Female: 4' 5"
 Height Modifier: +2d6"
 Base Weight: Male:  85 lbs.  Female: 80 lbs.
 Weight Modifier: (x1d6) lbs.

RUHIGBAR CHARACTERS
 With a Dex Bonus and no penalty stats the Ruhigbar makes for a pretty flexible PC.  It's good for dex based melee or skill monkeys, and if you go arcane caster the bonus comes in nice too. 
 Adventuring Race: The Ruhigbar generally go on adventures to find their own kind, gain material support for their fellows, or for very personal reasons.
 Character Development: Ruhigbar seem quiet and withdrawn, but this isn't depression as much as plotting.  They're always plotting, and a smart man can see the wheels turning behind their eyes instead of the blank stare they're meant to convey.
 Character Names: Ruhigbar use either Goblin or Hobgoblin names depending on which parents society has raised them.

ROLEPLAYING A RUHIGBAR
 You kind of scare most people.  You don't say much, you're difficult to read, you act 'weird'.  Since you don't fall into an easily predictable category, that frightens people, and they mistreat you.  At least until you get together with the others and find them in the small hours.
 Personality: None.  Many Ruhigbar are described using terms such as 'drone', 'robot', 'emotionless', etc.  You have emotions, you just aren't comfortable showing them to anyone you can't trust (i.e. other Ruhigbar).
 Behaviors: Ruhigbar are introverts, and could be described as shy.  Many seem to suffer from depression or anxiety.  Granted they have a pretty messed up childhood, and it doesn't get better as adults, so it's possible to see why such is the case.
 Language: Ruhigbar speak Goblin and Common much like their parents.

RUHIGBAR SOCIETY
 Unlike many goblinoid hybrids the Ruhigbar have made a strong effort to move away and form their own culture.  They haven't really been successful due to their incredibly miniscule numbers, and attrition from would be members being killed attempting to join them.
 Alignment : The Ruhigbar are strongly neutral.  They don't want people involved in their business, and they don't want involved in anything outside themselves as well.  They're self centered enough to not really have tendencies towards Good, but not so much that they fall into Evil.
 Lands : Ruhigbar do not have normal lands.  When able to they tend to group together and move away from other civilizations.
 Settlements : Ruhigbar like solitude.  They prefer to avoid the company of others who aren't Ruhigbar themselves, and usually move into isolated areas in order to avoid them.
 Beliefs : Ruhigbar might be one of the few Goblinoids it's really possible to tear away from the racial pantheon.  Their mistreatment at the hands of the other Goblinoids don't always endear them to Maglubiyet (or Gods in General for that matter).  A surprising amount of Ruhigbar are apatheists.
 Relations: Ruhigbar prefer to associate with their own.  The other Goblinoids treat them like cerap because of their racial proclivities.  Non-Goblinoids are as bad or worse, assuming that most Ruhigbar are no different than their kin.

RUHIGBAR ADVENTURES
·   A priest of Meriadar is asking for your help in a diplomatic meeting between the human and goblinoid governments.  You feel absolutely certain this is going to end bad.
·   You've heard of an all Ruhigbar city deep within the mountains.  Your goal is to find it without being followed by anyone who doesn't belong (i.e. just about most of the rest of the world).
·   An infamous Hobgoblin general has died, and by some coincidence of fate you have inherited his position.  Imagine the surprise on everyone's face once they realize your dad liked 'smaller women'.


RUHIGBAR FEATS


Brothers
You can sense your own kind.
 Prerequisites: Ruhigbar, Must be taken at 1st Level
 Benefits: You can automatically sense any other Ruhigbar within 30', and can communicate with them Telepathically at the same range.

Familial Skills
You can share more than your thoughts.
 Prerequisites: Ruhigbar, Brothers
 Benefits: Your racial sense/telepathy increases +5'.  If another Ruhigbar is in range and you use Aid Another to help him with a Skill Check the Bonus is increased by +2.

Familial Defense
Your family is always there to lend a hand.
 Prerequisites: Ruhigbar, Brothers
 Benefits: Your racial sense/telepathy increases +5'.  If another Ruhigbar Ally occupies a square you threaten you gain a +1 on all Saving Throw rolls.

Familial Yearning
Your family is never far away.
 Prerequisites: Ruhigbar, Brothers
 Benefits: Your racial sense/telepathy increases +5'.  You may Mindlink as per the power with one other Ruhigbar per point of Wisdom Modifier.  Duration is permanent or until you decide to end it.

Familial Solidarity
No one betrays the family.
 Prerequisites: Ruhigbar, Bothers, 1 additional Ruhigbar Feat
 Benefits: You get a circumstance Bonus to AC equal to the amount of other Ruhigbar Allies occupying squares you threaten.
« Last Edit: January 17, 2012, 12:35:08 AM by bhu »