Author Topic: Goblinoids  (Read 36160 times)

Offline bhu

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Re: Goblinoids
« Reply #40 on: November 10, 2011, 03:06:59 AM »
KNIGHT OF THE CRIMSON SWORD


   
“Kill a man, and you are a murderer. Kill millions of men, and you are a conqueror. Kill everyone, and you are a god.”

 The Knights of the Crimson Sword are a company of Knights exclusive to the Hobgoblin race.  Their purpose is to destroy the enemies of the Goblinoid races by any means necessary, and they are often used as shock troops in times of war.  Meant for offense instead of defense, the Knights are never held in reserve to defend the people, they are sent to crush opposition or weaken enemy defenses in preparation for the Hobgoblins main army moving in.  Many of their missions are suicidal at best.

BECOMING A KNIGHT OF THE CRIMSON SWORD
All Knights of the Crimson Sword begin as experienced Knights, and must be accepted by a current member of the order.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Knight's Challenge, Vigilant Defender
   BAB:  +6
   Skills:  Intimidate 6 ranks, Knowledge (War) 3 ranks, Ride 6 ranks
   Feats:  Combat Reflexes, Intimidating Strike
   Special: Must be sponsored by a current member of the Order.

Class Skills
 The Knight of the Crimson Sword's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nobility, War)(Int), Ride (Dex), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Fear is the 1st Key to Victory, Knights Challenge
2. +2    +3     +0     +0    Being Willing to Die the 2nd
3. +3    +3     +1     +1    And Skill at Arms the 3rd
4. +4    +4     +1     +1    Fear is the 1st Key to Victory
5. +5    +4     +1     +1    Being Willing to Die the 2nd
6. +6    +5     +2     +2    And Skill at Arms the 3rd
7. +7    +5     +2     +2    Fear is the 1st Key to Victory
8. +8    +6     +2     +2    Being Willing to Die the 2nd
9. +9    +6     +3     +3    And Skill at Arms the 3rd
10.+10   +7     +3     +3    For Hates Sake I Spit My Last Breath at Thee


Weapon Proficiencies: A Knight of the Crimson Sword gains no new weapon or armor proficiencies.
 
Knights Challenge: Your Knight and Knight of the Crimson Sword levels stack for purposes of determining how many times per day you can use your Knight's Challenge ability, and what level of Knight's Challenge you can use..

Fear is the 1st Key to Victory (Ex): At 1st level you get a +4 Competence Bonus on Intimidate Checks.

At 4th level when you successfully use your Intimidating Strike Feat, your opponent is Frightened for 1d3 rounds in addition to being Shaken for the duration of the encounter.

At 7th level when you successfully use your Intimidating Strike Feat, your opponent is Panicked for 1d3 rounds in addition to being Shaken for the duration of the encounter.

Being Willing to Die the 2nd (Ex): At 2nd level you can willingly lose your Dexterity Bonus to Armor Class at the beginning of your round as a Free Action (this counts as being Denied your Dex Bonus to AC).  You may regain it as a Free Action as well, but not until the beginning of your next turn.  While your Dex Bonus to AC is voluntarily lowered you gain a Circumstance Bonus on all Damage Rolls equal to your Effective Character Level.

At 5th level you get this Bonus to all Attack Rolls as well.

At 8th level, if you successfully confirm a Critical hit on an opponent while your Ac is voluntarily lowered, he must make a Fortitude Save (DC is 10 plus half HD plus Str Modifier) or die immediately.  If he is successful, he instead takes maximum damage from your strike (you do not need to roll).

And Skill at Arms the 3rd (Ex): At level 3 you get Improved Vigilant Defender: You may expend a use of your Knights Challenge to make an Attack of Opportunity against any opponent who would normally be immune to one, such as from the Mobility or Improved Grapple Feats, or one making a tumble Check.

At level 6 you may expend a use of your Knights Challenge ability to avoid provoking an Attack of Opportunity when you make an Attack that would normally do so (i.e. trying t pass an enemy, making a Grapple, Trip or other attack that provokes an attack of opportunity). 

At level 9 you may expend a use of your Knights Challenge ability to Smite one opponent who has damaged an Ally.  If this attack successfully hits, the opponent must make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Str Modifier) or be Dazed for 1d3 rounds.

For Hates Sake I Spit My Last Breath at Thee (Ex): At 10th level, you may fight and act normally below 0 hp, and may continue to fight until you are at negative hit points equal to 10 plus your Con score (i.e. if you have a Con of 15 you may fight until -25 hp).  If you can be healed above 0 hp within this time you will not die, otherwise you will expire when you reach the appropriate negative hp.  Note that you do not stabilize, and ocntinue to lose 1 hp per round below 0 hp.

PLAYING A KNIGHT OF THE CRIMSON SWORD
 Protecting the Goblinoid races takes precedence, and the best way to protect them is to eradicate anything that could be a potential threat (even before it becomes one).  This may lead you to occasionally make some odd partners, and work with races that wouldn't otherwise make peaceful contact with your people.  it also leads to occasional conflict.  For example if you work with the Humans to solve a mutual threat, you're pledged not to betray the humans if they aren't currently enemies, because that would make them enemies of the Hobgoblins.  But the Hobgoblin military may order you to.
 Combat: The Knight's are almost suicidal in combat, often calling out the most powerful opponent on the other side to single combat.  If there are no worthy opponents, and the situation doesn't call for them to die to complete their mission, they are fairly good schemers.  But if dying is the only way, the Knights rarely hesitate to do so.
 Advancement: The Knights are required to be among the best combatants their society has to offer.  If they slouch they end up dead on a mission, or drummed out in disgrace.  For that reason most Knights tend to concentrate on their fighting abilities.
Resources: Being a Knightly Order, the Knights usually enjoy the support of Hobgoblin society (and the other Goblinoids as well to a lesser extent).  They can often find shelter or supplies, although said supplies are often of indifferent quality or stolen as many Goblinoids are not the most greatest artisans.

KNIGHTS OF THE CRIMSON SWORD IN THE WORLD
"If it weren't for the Knights the Elves and Humans would've run us out long ago."
 The Knights of the Crimson Sword are an odd bunch in many ways.  You're expected to die in combat, in defense of many people who will gladly let you do so in order to escape that fate themselves.  You are expected to endure hardships, and experiences alien to your kind in order to ensure the survival of your race.  You are told to conduct yourself honorably, when you come from among a race that doesn't place that high a value on honorable deeds compared to results.
 Daily Life: Your daily life is filled with training and duties for the Order.  Unless you have been given a mission, in which case you are kept busy with that.  You have no downtime but for moments in the mission when you are waiting for events to unfold properly.
 Notables: Durum (LE Male Hobgoblin Knight 6/Knight of the Crimson Sword 5) is a fairly well known Knight in the communities close to the Hobgoblin fiefdom.  He's also the Hobgoblins chief muscle if something needs done (most specifically someone needs killed).
 Organizations: The Knights of the Crimson Sword are their own organization, and a fairly well funded one.  They aren't incredibly large, as few Hobgoblins meet the prerequisites to join, and many members are killed on missions.

NPC Reaction
 NPC's are torn regarding the Knights.  On the one hand the Knights seem fairly honorable, and can even be helpful if it's for the benefit of the Hobgoblin race.  On the other hand, their suicidal warriors willing to die at a moments notice.  Granted this is only if the NPC's race and the Hobgoblins aren't already at war.  If they are, then they hate the Knights with a passion.

KNIGHTS OF THE CRIMSON SWORD IN THE GAME
 The Knights can work with other races, which means that if players wish to be a Hobgoblin in a mixed race campaign, this PrC gives them a way to do that without you adjusting how the races work if Hobgoblins are still evil militants.
 Adaptation: The Knights fit best in a military campaign, or in a diplomatic one between races.  They're also one of the few Hobgoblin warrior cliques willing to work outside the normal boundaries of their race.
 Encounters: PC's can always encounter the Knights in time of ware or trouble, and beyond that they are rarely seen except on the odd mission that involves them being quiet and unobtrusive.

Sample Encounter
EL 12: A horde of Phase Spiders is overwhelming the Hobgoblin homeland, and have begun swarming out into the human lands as well.  The PC's have been asked to team with a group of Hobgoblin Knights to go and find the source of their sudden numbers and ferocity.


Durum
LE Male Hobgoblin Knight 6/Knight of the Crimson Sword 5
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 26, touch 10, flat-footed 26 (+9 Armor, +7 Shield)
hp 104 (11 HD)
Fort +9, Ref +3, Will +7 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Longsword +17/+12/+7 (1d8+6)
Base Atk +11, Grp +13
Atk Options Knights Challenge 8/day (Fighting Challenge +1, Test of Mettle), Fear is the 1st Key to Victory, Being Willing to Die the 2nd (+12)
Combat Gear 6 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 14, Dex 10, Con 16, Int 10, Wis 13, Cha 16
SQ Armor Mastery (Medium), Vigilant Defender, Shield Ally, Bulwark of Defense, Shield Block +1, Knights Code
Feats Combat Reflexes, Hold the Line, Intimidating Strike, Phalanx Fighting, Endurance (B), Mounted Combat (B)
Skills Climb +4, Diplomacy +5, Intimidate +13, Knowledge (War) +5, Knowledge (Geography, Nobility) +2, Move Silently +4, Ride +6
Possessions +5 Breastplate, +5 Heavy Steel Shield, +4 Longsword, 6 Potions of Cure Serious Wounds, 665 GP



EPIC KNIGHT OF THE CRIMSON SWORD

Hit Die: d12
Skills Points at Each  Level : 2 + int
Knights Challenge You continue to gain daily uses of your Knights Challenge ability.
Bonus Feats: The Epic Knight of the Crimson Sword gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 11, 2017, 05:11:39 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #41 on: November 10, 2011, 03:07:29 AM »
BLUE SAND SHAMAN


   
“If you must speak ill of another, do not speak it, write it in the sand near the water's edge.''

 Blue Sand Shamans are the minions of the evil Blue Dragons, used to corrupt and sabotage any nearby kingdoms or towns not under its sway. They forgo much of the usual powers of their kind to channel their abilities elsewhere.  The Rite of Blue Sands gives them unique powers they can use to spy upon and disrupt the efforts of their masters enemies.

BECOMING A BLUE SAND SHAMAN
A prospective Dragon Shaman must be sponsored by a current Blue Sand Shaman or Blue Dragon in order to undergo the Rite of Blue Sands (and being a tad racist they only accept Sunscorch Hobgoblins).  The Rite takes 24 hours, and at it's conclusion the participant is left with only 1 hit point.  But he may now take levels in Blue Sand Shaman.

 ENTRY REQUIREMENTS
   Race:  Sunscorch Hobgoblin
   Skills:  Intimidate 4 ranks, Knowledge (Nature) 4 ranks
   Feats:  Sandskimmer, Sand Camouflage (see Sandstorm for these Feats)
   Dragon Totem:  Blue
   Class Features: Touch of Vitality
   Special: Must undergo the Rite of Blue Sands


Class Skills
 The Blue Sand Shaman's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    One With the Sand
2. +1    +3     +0     +3    The Curse of Blue Sand
3. +2    +3     +1     +3    Corrupt Vitality
4. +3    +4     +1     +4    One With the Sand
5. +3    +4     +1     +4    The Curse of Blue Sand
6. +4    +5     +2     +5    Corrupt Vitality
7. +5    +5     +2     +5    One With the Sand
8. +6    +6     +2     +6    The Curse of Blue Sand
9. +6    +6     +3     +6    Corrupt Vitality
10.+7    +7     +3     +7    Breath of Sand

Weapon Proficiencies: A Blue Sand Shaman gains no new weapon or armor proficiencies.
 
One With the Sand (Su): At 1st level you permanently gain the benefits of the Waste Strider spell on your person (see Sandstorm).

At 4th level you may cast the spell Soul of the Waste at Will (See Sandstorm).

At 7th level you may cast the spell Sandform (see Sandstorm) 5/day.

The Curse of Blue Sand (Su): At 2nd level you may cast Dispel Water and Slipsand 3/day.

At 5th level you may cast Choking Sands 3/day, and cast Mummify and Sandstorm 1/day.

At 7th level you may convert an appropriately large patch of sand into a Devil Dune (see Sandstorm page 20) once per week.  You may now also cast Dispel Water and Slipsand at will, Choking Sands 5/day, and Sandstorm 3/day.

Corrupt Vitality (Su): The Blue Sand Shamans PrC levels stack with his Dragon Shaman levels to determine the amount of damage you can heal with your Touch of Vitality, and what effects you have access to (i.e. removing conditions and such). 
At level 3, any creature you use your Touch of Vitality on must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or become addicted to the ability.  For rules on addiction see the Book of Vile Darkness page 41, this has an Addiction rating of high. Your Charisma Modifier also improves by 1 for determining the number of hit points per day you can heal..

At level 6, any creature addicted to your Touch whose addiction rating passes above high (i.e. has been addicted 2 months or more) now can no longer heal wounds normally without your Touch of Vitality or by magical means. You also gain an additional +1 to your Cha Modifier for purposes of Touch of Vitality.

At level 9, any creature addicted to your Touch whose addiction rating passes above high (i.e. has been addicted 2 months or more) now can no longer heal wounds normally without your Touch of Vitality, including magic.
This addiction can be cured by the following spells: Break Enchantment, Limited Wish, Miracle, or Wish. You also gain an additional +1 to your Cha Modifier for purposes of Touch of Vitality.

Breath of Sand (Su): At 10th level when you use your Breath Weapon or Draconic Aura abilities on someone addicted to your Touch of Vitality your Blue Sand Shaman and Dragon Shaman levels stack for purposes of determining their power. For example a Dragon Shaman 6/Blue Sand Shaman 10 has a Breath Weapon doing 8d6 electricity damage in a 60' Line with a Save DC of (18 + Con Modifier), and the Bonus from it's Draconic Aura is +4.  The Shaman also has Fast Healing 3 so long as it remains in contact with sand.

PLAYING A BLUE SAND SHAMAN
 the Great Dragon has blessed you with powers unavailable to all but a few, and you owe him your life for it.  He has made you a Power on the world, even if you are a Power subservient to him, who is in turn subservient to a greater Power yet.  Even if your tribe had not turned from the Old Gods long ago, you would still choose this path.  For what has Maglubiyet ever done but sacrifice his children to further his own goals?
 Combat: Blue Sand Shamans are powers behind the throne type guys.  They work out of sight behind the scenes, and avoid physical combat.  Being forced to participate in it is generally considered a sign of weakness among them because it means you have risked too mcuh and exposed yourself.
 Advancement: Blue Sand Shamans advance as their patron Dragon wishes them to, most usually as spies and assassins to further his own goals.
Resources: Blue Sand Shamans can draw upon the resources of their cult and their Dragon if it's to further his goals.  Even on the rare chance they are acting on their own goals, they have enough status among their tribe that they can command help.

BLUE SAND SHAMANS IN THE WORLD
"All sin tends to be addictive, and the terminal point of addiction is what is called damnation."
 The Shamans are quite hated.  They poison water supplies, curse people with addiction to their healing powers, blight crops, kill livestock, and even cause the death or malformation of the unborn.  They are considered by most (other than their tribe) to be a curse on the world.
 Daily Life: The Shamans do as they have been directed.  If not on some mission, they will be studying their powers, or toiling at the behest of their cults mortal leaders.
 Notables: Kurn (LE Male Sunscorch Hobgoblin Dragon Shaman 6/Blue Sand Shaman 5) has traveled well along the path to his own damnation, currently having annihilated several villages of differing peoples form within.
 Organizations: The Blue Sand Shamans are a loose brotherhood, each cell belonging to the control of an individual Blue Dragon.  While they help and support one another in theory, they owe their allegiance to their patron and no other.

NPC Reaction
 NPC's usually attempt to kill you on sight if they know who and what you are.

BLUE SAND SHAMANS IN THE GAME
 This is a pretty nasty PrC.  If you want to let PC's use this, best you make it an all evil campaign.
 Adaptation: This is meant for darker campaigns.  It's possible to use it in a humorous one, but it would be pretty twisted.
 Encounters: Blue Sand Shamans can be found just about anywhere on errands for their masters, particularly in any place which has defied him.

Sample Encounter
EL 12: The PC's have been asked to investigate a series of crimes, all apparently committed by drug addicts.  looking closer they find soemthing of a much darker nature however.


Kurn
LE Male Sunscorch Hobgoblin Dragon Shaman 6/Blue Sand Shaman 5
Init +1, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Goblin, Draconic
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
hp 93 (11 HD)
Fort +12, Ref +4, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +9
Atk Options Breath Weapon (3d6 30' Line of Electricity, DC 16)
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 12, Con 16, Int 10, Wis 10, Cha 14
SQ Dragonblood Subtype, +2 Racial Bonus on Saves vs Heat exposure, Totem Dragon (Blue), Draconic Aura +2 (Power, Presence, Resistance, Toughness, Vigor),  Cast Ventriloquism at will as a Spell-Like Ability, Immune to Paralysis and Sleep Effects, Immune to the Frightful Presence of Dragons, Touch of Vitality (29 points)
Feats Diehard, Endurance, Sandskimmer, Sand Camouflage, Steadfast Determination, Skill Focus (Bluff)(B)
Skills Bluff +7, Climb +4, Hide +7, Intimidate +6, Knowledge (Geography, Nature) +4, Search +2, Spellcraft +2
Possessions



EPIC BLUE SAND SHAMAN

Hit Die: d10
Skills Points at Each  Level : 2 + int
Corrupt Vitality Beginning at level 23 and every 3 levels thereafter you gain an additional  5 points of healing per day.
Bonus Feats: The Blue Sand Shaman gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 11, 2017, 07:15:50 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #42 on: November 10, 2011, 03:07:55 AM »
GOBLIN PENITENT


   
"AAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRGGGGGGGH!!!"

 Goblin Penitents are culled from the more religious of the poorer tribes (or criminals), convinced they have offended the Gods, and then brainwashed into making up for their imagined 'sins' by serving as expendable killers for the Church of Maglubiyet.  Driving themselves into a fury, they throw themselves at the enemy, dying on their blades as often as they take the enemy with them.

BECOMING A GOBLIN PENITENT
An appropriate religious background is all that is needed, as well as a certain lack of emotional restraint.  Being crazy helps too, and you will be soon after taking this PrC if you aren't already.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Feats:  Instantaneous Rage, Intimidating Rage, True Believer
   Skills:  Climb 4 ranks, Jump 4 ranks, Knowledge (Religion) 4 ranks
   Class Features:  Rage
   Special:  Must survive being kidnapped, tortured, and brainwashed by the Church of Maglubiyet


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

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Terrifying Rage
2. +2    +3     +0     +0    Ever Increasing Madness (-2/+2)
3. +3    +3     +1     +1    Painless Rage
4. +4    +4     +1     +1    Terrifying Rage
5. +5    +4     +1     +1    Ever Increasing Madness (-4/+6)
6. +6    +5     +2     +2    Painless Rage
7. +7    +5     +2     +2    Terrifying Rage
8. +8    +6     +2     +2    Ever Increasing Madness (-6/+6)
9. +9    +6     +3     +3    Painless Rage
10.+10   +7     +3     +3   Self-Sacrifice


Weapon Proficiencies: Goblin Penitents gain no new weapon or armor proficiencies.
 
Terrifying Rage (Ex): At levels 1, 4, and 7 the Penitent gains an additional daily use of Rage.  He also becomes terrifying to see when Raging. 
At Level 1 any opponent attacked by the Penitent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the duration of the encounter.  A successful Save means the opponent is immune to this particular Penitents Terrifying Rage for 24 hours.

At 4th level all opponents within 10' must make the Willpower Save to avoid being Shaken.

At 7th level if the Penitent successfully critically hits a Shaken opponent while Raging the opponent is Panicked for 1d4 rounds (he gains no additional Save to avoid this effect).

Ever Increasing Madness (Ex): The toll from the misery of the Penitents existence, and constant brainwashing eventually begin to manifest.  At second level the Penitent takes a -2 Competence Penalty on all Wisdom and Charisma Based skill checks (except Intimidate), but gains a +2 Morale Bonus on all Attack and Damage rolls (including critical confirmation rolls and opposed checks for combat maneuvers such as Bull Rush, Grapple, etc.).  The Penalty/Bonus increases to -4/+4 at level 5, and -6/+6 at level 8.

Painless Rage (Ex): The Penitent becomes ever more immune to pain and effects involving the nervous system when Raging.  At 3rd level the Penitent gains a +2 Resistance Bonus on Saves against anything that causes one of the following Conditions: Dazed, Nauseated, Non Lethal Damage, Paralyzed, Stunned, or spells/effects that cause penalties due to Pain (such as Wrack or Symbol of Pain.

At 6th level the bonus increases to +4.  The Penitent also becomes increasingly more difficult to stop, and gets a +2 Resistance Bonus on effects that cause the following conditions: Blown Away, Checked, Exhausted, Fatigued, or Knocked Down.

At 9th level the Penitent becomes immune to the Dazed, Nauseated, Paralyzed, or Stunned Conditions while Raging, as well as pain based effects.  It's Bonus against being Blown Away, Checked, Exhausted, Fatigued, or Knocked Down becomes +4. 

Self-Sacrifice (Ex): If you provoke an Attack of Opportunity you may let your attacker automatically hit you to do the same amount of damage to him, plus an additional 20 points of damage.

PLAYING A GOBLIN PENITENT
 You are a suicidal psychotic intended to be cannon fodder.  Used as a weapon of terror against the enemy you break their ranks though sheer faith that you will win out over greater odds (or occasionally with your inspiring death).  At least the Church hopes so.  If you live to be old enough to question your place in the scheme of things, you may be a bigger threat to the Church than all the Elves in the world...
 Combat:Get angry, and run at the enemy screaming while foaming at the mouth.  Seriously this is what you do for a living.  Mouth foamer.  Won't look good on a resume, but it does okay on the battlefield.
 Advancement: Most Penitents die, so they really don't get much of time to consider options for the future. 
Resources: Pretty much whatever you're able to take from opponents after crushing their head with a flail.  The Church considers you throwaway conscripts, so they give you the minimum you need to exist (along with some psychedelic mushrooms to keep you in line on occasion). 

GOBLIN PENITENTS IN THE WORLD
"How many arrows does it take to kill this little bastard?"
 Your exposure to the world outside of your training and brainwashing sessions consists of distracting your enemy by flinging yourself on his spear in order to get close enough to kill him.  You see the worlds in terms of "goblins" and "stuff that must die".  It doesn't exactly garner you fame, even among your fellow Goblins.
 Daily Life: You spend much time reading scripture, training, and psyching yourself up for the big day.  Also, you tend to be completely out of your mind on shrooms.  A lot.  It helps prevent you from thinking "Wait...wtf am I DOING?".
 Notables: Pancreas Devouring Bob (NE Male Goblin Barbarian 6/Goblin Penitent 6) is a young penitent who has made a name for himself by devouring a particular organ from slain foes...
 Organizations: The Church of Maglubiyet sponsors (creates) the Penitents, and sees to their welfare (brainwashing).  They can occasionally (almost never) ask the Church for aid (if it's in the Churches own self interests), or maybe food an shelter (a fried rat on a stick, fungus beer, and a cot in the common room).

NPC Reaction
 NPC reactions can be summed up as "Holy ____, run for your lives!"

GOBLIN PENITENTS IN THE GAME
 This is a PrC for mentally unstable religious fanatics.  Needless to say, think it over before allowing it for that reason.
 Adaptation: Goblin Penitents can be put in either serious or silly campaigns.
 Encounters: Penitents can be encountered in any war or combat situation involving Goblinoids, particularly if the Church of Maglubiyet is involved.

Sample Encounter
EL 12: "Abner...this Goblin appears to be attempting to crush my groin with a large wad of string.  Y'know killing him almost seems bad seeing as he's all crazy and such.  Poor lil feller."


Pancreas Devouring Bob
NE Male Goblin Barbarian 6/Goblin Penitent 6
Init +2, Senses: Listen -4, Spot -4, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 26, touch 13, flat-footed 24 (+1 Size, +2 Dex, +10 Armor, +3 Natural)
AC Raging 24, touch 11, flat-footed 22 (-2 Size, +1 Size, +2 Dex, +10 Armor, +3 Natural)
hp 102 (12 HD), 126 Raging
Fort +12 (+14 Raging), Ref +6, Will +4 (+6 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +2 Heavy Flail +18/+13/+8 (1d10+9)
Melee Raging  +2 Heavy Flail +20/+15/+10 (1d10+11)
Base Atk +12, Grp +14 (+16 Raging)
Atk Options Rage 4/day, Terrifying Rage, Ever Increasing Madness (-4/+4), Painless Rage
Combat Gear
-----------------------------------------------
Abilities Str 14 (Str 18 Raging), Dex 15, Con 14 (Str 18 Raging), Int 8, Wis 10, Cha 12
SQ Fast Movement
Feats Extend Rage, Instantaneous Rage, Intimidating Rage, Mad Foam Rager, True Believer
Skills Climb +6 (+8 Raging), Hide +10, Intimidate +16, Jump +6 (+8 Raging), Knowledge (Religion) +3, Move Silently +10, Survival -2, Tumble +6
Possessions +2 Collision Heavy Flail, +5 Silent Moves Shadow Breastplate, +3 Amulet of Natural Armor, Keoghtoms Ointment, 1 Potion of Cure Serious Wounds, 85 GP



EPIC GOBLIN PENITENT

Hit Die: d12
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Goblin Penitent gains a Bonus Feat every 2 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #43 on: November 10, 2011, 03:08:25 AM »
THE ASHEN SWORDS


   
"Do you like my fiery crown?  I take great pride in it, for rare indeed is the head of a Goblin  that has worn a crown of any sort."

 Few Goblins are willing to forsake their deities for something they have little knowledge and even less racial talent for such as Binding.  Those few who do embrace the Binders path at some point summon Marchosias.  It's as if they're draw to him somehow.  Odd considering his hatred of other assassins and thieves (which the Goblin race is seemingly almost too well predicated towards becoming).   It's theorized he'd like some measure of vengeance on the souls of the damned who made him a vestige, and the Ashen Swords are to be the force that delivers said vengeance.  Odd and seemingly unlikely as the Goblins have rarely been known for producing armies willing to assault Hell itself.  However they are thought of as generally being a token mook race (which would make their having serious power a real surprise), and they are power hungry which would make them blind enough to believe a supernatural entity who might not have their own best interests in mind.  Whatever the reason Marchosisas has demanded they only accept their own as new members, and they have obliged.

BECOMING AN ASHEN SWORD
The Ashen Swords accept any Goblin who has become a strong enough Binder to Bind Marchosias. 

 ENTRY REQUIREMENTS
   Race:  Goblin
   Special:  Ability to Bind Marchosias, must kill an assassin whose CR is equal to your own once per year (assassin being defined as any opponent with the Sneak Attack, Sudden Strike, Death Attack, or Skirmish abilities, or that can produce a Save or Die effect)
   Feats:  Favored Vestige (Marchosias), Ignore Special Requirements
   Skills:  Diplomacy 12 ranks, Gather Information 12 ranks


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

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Sword of Ash, +1 Effective Binder Level
2. +1    +3     +0     +3    Crown of Flame, +1 Effective Binder Level
3. +2    +3     +1     +3    Cloak of Cinders, +1 Effective Binder Level
4. +3    +4     +1     +4    Scepter of Flame, +1 Effective Binder Level
5. +3    +4     +1     +4    Master Killer, +1 Effective Binder Level


Weapon Proficiencies: Ashen Swords gain proficiency with all martial weapons.
 
Sword of Ash (Su): At 1st level you can summon a longsword made of burning ash at will as a Free Action anytime you have successfully bound Marchosias.  It acts as a +1 Flaming Burst, Bane, Fiercebane (See Magic Item Compendium), Implacable (again, see MIC) Longsword.  The Bane and Fiercebane abilities work against any opponents with the Sudden Strike, Sneak Attack, or Skirmish abilities (or any opponent able to provide a Death effect, such as Finger of Death).  This sword may only be used by you, and if it is sundered or disarmed it disappears and you may simply make another as a Free Action.  You may only use this ability while Marchosias is bound to you, and the sword disappears as soon as this is not the case.

Crown of Flame (Su): At 2nd level, any time you have Marchosias bound, you may 'mark' any one opponent once per round as a Swift Action.  That opponent loses any immunity or Resistance it has to Fire damage if it fails a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) for 24 hours.  If it succeeds it is immune to this Ashen Swords Crown of Flame ability for 24 hours.  Whenever you use this ability a literal crown of fire appears around your head, hence the name.  Once ised this ability may not be used again for 4 rounds.

Cloak of Cinders (Ex): At 3rd level, any time when you have Marchosias bound and are using his Smoke Form ability any creature entering your square must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated as long as he is within your square and for 1d4 rounds after he leaves.  He also takes 1d4 Fire damage from burning cinders as long as he is within your square if he has the Skirmish, Sudden Strike, or Sneak Attack abilities, or can cause a Death effect.

Scepter of Flame (Su): At 4th level, any time you have Marchosias bound you can summon a flaming scepter at will as a Free Action.  It is immaterial to all but you, and cannot be sundered or disarmed, but neither can you make sunder or disarm attempts with it.  You gain an additional attack each round at your highest Base Attack Bonus with it, and it does 2d6 fire damage.  If your opponent has the Sudden Strike, Skirmish, or Sneak Attack abilities, it does fire damage equal to the amount of dice they have in that ability instead to a minimum of 2d6 (i.e. if your opponent has +7d6 Sneak Attack, the scepter does 7d6 Fire damage on a successful hit).  The scepter can do critical hits against opponents with the Sudden Strike/Sneak Attack/Skirmish abilities on a roll of 20, doing double damage.  You may only use this ability while Marchosias is bound to you, and the scepter disappears as soon as this is not the case.  The scepter is considered a light weapon and you are considered proficient with it.

Master Killer (Su): At 5th level any opponent who has the Skirmish, Sudden Strike, or Sneak Attack abilities no longer gets a Save against your Crown of Flame ability.  If you successfully hit such an opponent with your Sword of Ash you always threaten a critical hit, even if the opponent is immune to criticals.

PLAYING AN ASHEN SWORD
 You are a paradox.  An assassin able to Bind (and some would say even befriend) a Vestige well known for his hatred of such.  Granted you'd swear Marchosias is up to something, you just have no idea what.  Until then the power he grants you is more than enough to make you take the risks associated with him.  Now if only you didn't have to make that yearly tithe...
 Combat: You prefer the assassins traditional method of combat: killing opponents who are unaware of you.  Why fight what you can ambush?
 Advancement: The Ashen Swords become obsessed with bettering their skills as assassins, and some may even take levels in more rogue-ish classes.
Resources: The Ashen Swords are a small but tight knit group, and are occasionally willing to help each other out so long as it isn't time for the tithe (at which point other members may consider you an applicable target).  They are fairly wealthy as there are always patrons for supernatural killers.

ASHEN SWORDS IN THE WORLD
"We do not speak of them.  Or at least I don't.  Ask someone else."
 The Ashen Swords interact with each other, not the world.  They kill their targets, and other assassins, and the rest of the world can jump off a cliff for all they care.
 Daily Life: Life is training and missions, and hiding from the retribution of others.  Seriously thats all you do.  Pretty much forever, or until you die, or Marchosias reveals whatever the hell he's up to.
 Notables: Dust (NE Male Goblin Binder 15/Ashen Sword 1) is a new member of the Ashen Swords eagerly looking for a target to prove himself.
 Organizations: The Ashen Swords are competing to be the best of the best in the assassination biz, and actively take out other Guilds and organizations in the same business.  They require members to make a yearly tithe of at least one individual in the business, the top targets being any members who have left the organization.  In general during the tithing week members avoid one another out of fear they may kill each other, whether they've done anything or not (because there is ample precedent for members settling scores without repercussion at this time, especially if they can't find any other assassins of a high enough CR).  members can feel free to take levels in other classes, but they are still considered members of the organization even then, and will be killed if they fail to remain in contact.

NPC Reaction
 Most NPC's have no idea the Ashen Swords exist, and wouldn't be too upset if they did.  They may be godless abominations worshiping vestiges, but they kill rogues and assassins.  No one else does that, so most common folk give them a buy. 

The rich and powerful crap themselves a lot though.

ASHEN SWORDS IN THE GAME
 This class will make the player a bit of a target.  Be sure they can handle the pressure.
 Adaptation: This is best for darker campaigns.  Or maybe not (see below).
 Encounters: Unless they're a qualifying target for the yearly tithe, or an Ashen Sword has been assigned to off him, it's rare that a PC will see an Ashen Sword unless he walks in on them doing a job.

Sample Encounter
EL 16: The PC's are calmly eating lunch on the patio of a local cafe when a goblin with a flaming head appears in a puff of smoke and violently beats to death a local drug lord with what appears to be a small sword made form ashes.  Either the local brew has some non-standard ingredients, or they've just seen something they shouldn't...


Dust
NE Male Goblin Binder 15/Ashen Sword 1
Init +6, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 31, touch 18, flat-footed 29 (+1 Size, +2 Dex, +8 Armor, +5 Deflection, +5 Natural)
hp 104 (16 HD)
Fort +13, Ref +7, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Sword of Ash +14/+9/+4 (1d6-1 plus 1d6 fire/19-20) or +1 Sickle +14/+9/+4 (1d4-1)
Ranged +3 Javelin +16 (1d4+1)
Base Atk +11, Grp +5
Atk Options Sword of Ash
Combat Gear
Supernatural Abilities Soul Binding (3 Vestiges), Pact Augmentation (3 abilities), Binder Level 16
-----------------------------------------------
Abilities Str 6, Dex 15, Con 14, Int 10, Wis 12, Cha 16
SQ Soul Guardian (Immune to Fear, Slippery Mind, immune to energy drain and negative levels), Suppress Sign
Feats Favored Vestige (Marchosias), Improved Critical (Longsword), Improved Initiative, Power Critical (Longsword), Weapon Finesse, Ignore Special Requirements (B), Skilled Pact making (B)
Skills Bluff +5, Concentration +4, Diplomacy +15, Gather Information +15, Hide +8, Intimidate +6, Knowledge (Arcana) +2, Move Silently +6, Ride +6, Sense Motive +4
Possessions +5 Ring of Protection, +8 Bracers of Armor, +5 Amulet of Natural Armor, +3 Returning Distance Seeking Javelin, +1 Wounding Sickle, Type 2 Bag of Holding, 393 GP



EPIC ASHEN SWORDS

Hit Die: d8
Skills Points at Each  Level : 2 + int
Effective Binder Level Your Effective Binder Level continues to increase with Epic levels
Pact Augmentation At 24th level, an Epic Ashen Sword gains a sixth ability from the pact augmentation list. She gains additional abilities from the list every 4 additional levels (7 at 28th, 8 at 32nd, and so on). This functions in all other ways as the ability of the same name described in the Tome of Magic.
Bonus Feats: The Epic Ashen Swords gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 11, 2017, 05:17:56 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #44 on: November 10, 2011, 03:08:57 AM »
RUST MONSTER HERDER


   
“Most children have a bug period, and I never grew out of mine.”

 While most Goblin children enjoy frolicking on the plains or getting into trouble, you often went off to explore the local caves, fascinated by the unusual flora and fauna there along with the various mineral formations.  Eventually you met the little larval bug who would change your life and put a new perspective on the world for you.  He would become your truest friend over the years, and eventually you would champion his kind, even over your own peoples wishes.  Nobody comes between you and lil' Goober.

BECOMING A RUST MONSTER HERDER
Generally you must have befriended a Rust Monster and have it become your companion.  And survive your attempts to feed it at what will likely be the parties expense.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Feats:  Aberrant Companion (See below), Aberrant Magic (see below), Aberration Trainer (see Arms and Equipment Guide page 73), Companion Spellbond, Epic Companion (see below)
   Skills:  Handle Animal 20 ranks, Knowledge (Dungeoneering, Nature) 12 ranks, Survival 12 ranks
   Class Abilities:  Animal Companion, Wild Empathy


Class Skills
 The Rust Monster Herder's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]    Abilities[/b]
1.   Rust Monsters Are Mah Fwiends
2.   Smite the Enemy
3.   Summon the Horde
4.   Rust Monsters Are Mah Fwiends
5.   Smite the Enemy
6.   Summon the Horde
7.   Rust Monsters Are Mah Fwiends
8.   Smite the Enemy
9.   Summon the Horde
10.  Master of Monsters

Weapon Proficiencies: Rust Monster Herders gain no new weapon or armor proficiencies.
 
Rust Monsters Are Mah Fwiends (Ex): At 1st level you may automatically Take 20 when making a Ride or Handle Animal Check against a Rust Monster or Annihilator.  All Rust Monsters/Annihilators initially treat you as friendly (even if you have metal, which they will not eat so long as you treat them well).  You may also ride a Rust Monster into battle if you have trained it.  Also your Rust Monster Herder levels stack with your Ranger or Druid class levels for determining the level of your Animal Companions abilities.

At 4th level all spells you cast on a Rust Monster/Annihilator that would be beneficial are cast as though they were cast with the Empower Spell Feat (this does not increase the level of the spell, and is a Supernatural ability).

At 7th level all spells you cast on a Rust Monster/Annihilator that would be beneficial are cast as though they were cast with the Quicken Spell Feat (this does not increase the level of the spell, and is a Supernatural ability).

Smite the Enemy (Su): Beginning at 2nd level you may Smite anyone who attacks or threatens one of your Rust Monsters.  Declare you are making a Smite before rolling for the attack.  You gain an untyped Bonus on the Attack and Damage rolls equal to your Rust Monster Tender Level.

At 5th level if you are successful with your Smite Attack all Aberration Allies present at the encounter gain the same Bonus to Attack and Damage rolls against that same opponent for the duration of the encounter.

At 8th level if you are successful with your Smite Attack and any Aberration Allies happen to be flanking your opponent they get a free Attack of Opportunity.

Summon the Horde (Su): At levels 3, 6, and 9 you gain an additional Rust Monster as a Companion (or Annihilator if you wish to take the penalty, these are equal in power to your current Rust Monster Companion).  You also gain the ability to Summon up small hordes of Rust Monsters/Annihilators while underground.

At level 3 you can Summon 2d4+1 Rust Monsters three times per day.  They stay for the duration of the encounter and are equivalent in power to the Herders Aberrant Companion.

At level 6 you may instead summon 3d6+3 Rust Monsters, or 1d4 Annihilators.

At level 9 you may summon 4d8+4 Rust Monsters, 2d4 Annihilators, or 1 Dire Rust Monster.

Master of Monsters (Su): At 10th level, once per day, you may sacrifice one use of your Summon the Horde ability to enhance your Rust Monster Companions abilities for 10 rounds.  For those 10 rounds, you get your full level when determining your Animal Companions abilities.  For example: Crazy Bob (Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2) has Goober, a Rust Monster Companion.  He is effectively Level 6 (Level 12 minus 6 because of taking a higher level companion).  For the duration of this ability he is Level 25.

PLAYING A RUST MONSTER HERDER
 You like bugs.  The weirder the better.  Some people say that makes you crazy, but they're the crazy ones.  The bugs will hide and protect you if need be.  And you will do your best to look out for them in turn.  Occasionally your people will ask you for help against their enemies, and if they can provide sufficient metal (or their enemies can) you will consider it.  After all it may make them rethink their view on buggy life forms.
 Combat: Combat is for fighter types.  You'd prefer to live in peace with your surroundings.  It's better for your friends that way.  But if need be, your carapaced friends can reduce the average team of adventurers to nudity in seconds.  Well near nudity anyways...
 Advancement: Rust Monster Herders have their aberrant friends in mind first and foremost, and will do what is necessary to protect them and see to it that they thrive.  This above all is present in their minds when they consider what paths to take in life.
Resources: Bug Monster Herders are usually social outcasts, so they only have their critters and a few like minded individuals to call upon for help.  Granted being an Epic level character means not many people are gonna go out of their way to provide you with trouble...

RUST MONSTER HERDERS IN THE WORLD
"You ever just know on meeting someone that there's something wrong with him?"
 You aren't well liked, and your rarely understood.  Nobody really 'gets' you, except your friends the Rust Monsters.  And that's fine by you.  You've always considered everyone else a pain in the behind anyway.
 Daily Life: Your daily life is spent tending to the needs of your friends and providing for their community.  Sometimes you also spend it educating like-minded youths in the hopes that others will follow the path you have chosen.  After all you won't live forever, and who will protect Goober and his family when you are gone if you don't raise responsible guardians?
 Notables: Crazy Bob (N Male Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2) is a nutty hermit who lives in the nearby caverns.  The other goblins are scared spitless of him, but in times of need he can be a friend if they supply him with iron for his 'friends'.
 Organizations: Rust Monster Herders are hermits of a sort, and most belong to no organizations of any kind.  They stick to protecting their 'flock' for lack of a better term.

NPC Reaction
 Most people hate Rust Monsters.  They aren't fond of Goblins either.  Goblins devoted to raising and protecting Rust Monsters are in a class of loathing all to their own.  Which is a nice way of saying your friends among the talking people are few.

RUST MONSTER HERDERS IN THE GAME
 This class means you will be lugging around a lot of Rust Monsters.  Meaning your party will be one step shy of lynching you on most occasions.  Be careful.
 Adaptation: This is probably better for a silly campaign, but it could do well in a serious one too.  You could even spin it off into a horror story if done right.
 Encounters: Rust Monster Herders are usually found underground with their 'family', unless they've been convinced to take part in a battle or go on an adventure to help out their critters.

Sample Encounter
EL 25:


Crazy Bob
N Male Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2
Init +5, Senses: Listen +11, Spot +11, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+5 Dex, )
hp 137 (25 HD)
Fort +15, Ref +19, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +23, Grp +21
Atk Options Favored Enemy (Aberration +4, Magical Beast +4, Plant +4, Ooze +4, Undead +4), Smite the Enemy (+2)
Combat Gear
Spells Per Day 1st: 4 (DC 14)
2nd: 4 (DC 15)
3rd: 4 (DC 16)
4th: 3 (DC 17)
-----------------------------------------------
Abilities Str 6, Dex 20, Con 12, Int 10, Wis 16, Cha 11
SQ Wild Empathy, Woodland Stride, Swift Tracker, Camouflage, Hide in Plain Sight, Rust Monsters are Mah Fwiends
Feats Aberrant Companion, Aberrant Magic, Aberration Trainer, Companion Spellbond, 3, Endurance (B), Improved Precise Shot (B), Manyshot (B), Rapidshot (B), Track (B)
Skills Climb +6, Concentration +16, Handle Animal +28, Hide +17, Jump +6, Knowledge (Dungeoneering, Geography, Nature) +16, Listen +11, Move Silently +17, Ride +17, Search +9, Spot +11, Survival +15
Possessions



Aberrant Companion
You have exchanged your Animal Companion for something of a more dubious nature.
 Prerequisites: Animal Companion, Aberration Trainer, Favored Enemy (Aberration)
 Benefits: You may trade your Animal Companion for an Aberration from the following list (remember if playing a Ranger your level is halved for determining the power level of your Animal Companion as well as what alternates you can choose).  Your Wild Empathy now also works on Aberrations with an Int of 4 or less:

1st: Faux Spider, Landsquid, Omnicidal Furry, Squig
4th: Ant Gawd, Choker, Howler Wasp, Squid Bee (Level -3)
7th: Grick, Harpoon Spider, Lurker, Rust Monster (Level -6)
10th: Catoblepas, Carrion Crawler, Gibbering Mouther, Wyste (Level -9)
13th: Embrac, Man-Snail, Seryulin, Slasrath (Level -12)
16th: Chwidencha, Dread Harpoon Spider, Lodestone Marauder, Prismatic Roper  (Level -15)

If you have Epic Companion you may also get more powerful Aberrations at Epic Levels:

22nd:  Arachnoid 12 Headed Hydra, Faux Beholder (Level -21)
25th: Annihilator, Arachnoid Spinosaurus (Level -24)
28th: Arachnoid Nightmare Beast, Dire Rust Monster (Level -27)

The new critters can be found on the list here: http://www.giantitp.com/forums/showpost.php?p=4084055&postcount=26


Aberrant Magic
Your Ranger or Druid spells now affect more than just animals...
 Prerequisites: Must be able to cast spells from the Druid or Ranger List, Knowledge (Dungeoneering) 6 ranks
 Benefits: Any spells you may cast that specifically target Animal(s) may now target Aberrations as well.  For example Animal Growth can now be cast on Aberrations.


Epic Companion (Epic)
You have a truly legendary companion.
 Prerequisites: Animal Companion, Handle Animal 12 ranks, Level 21+
 Benefits: Your Animal Companion continues to gain benefits with Epic Levels:

Companion Abilities
[table=head]Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special
21-22|+14|+14|+7|8|Improved Link
23-24|+16|+16|+8|9|Improved Share Spells 10'
25-26|+18|+18|+9|10|Improved Devotion
27-28|+20|+20|+10|11|Improved Multiattack
29-30|+22|+22|+11|12|Improved Share Spells 20'
31-32|+24|+24|+12|13|Improved Share Spells 40'
33-34|+26|+26|+13|14|Improved Share Spells 80'
35-36|+28|+28|+14|15|Improved Share Spells 160'
37-38|+30|+30|+15|16|Improved Share Spells (any range)
39-40|+32|+32|+16|17|Improved Intelligence

Improved Link: The Druid or Ranger can Take 20 on Handle Animal Checks made against their Animal Companion.

Improved Share Spells: The Range of the Share Spells ability doubles at level 23.  It doubles again at level 29 and every 2 levels thereafter, until it works at infinite range at level 37.

Improved Devotion: The Animal Companion becomes Immune to Mind-Affecting Effects.

Improved Multiattack: The Animal Companion gets the Improved Multiattack Feat.

Improved Intelligence: The Animal Companion gets +4 Int, but still qualifies for as an Animal for purposes of Feats/Spells/etc (in other words if you have this Feat and Aberrant Companion you still have your Aberrant Companion despite the increased intelligence).
« Last Edit: January 11, 2017, 05:45:20 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #45 on: November 10, 2011, 03:09:24 AM »
SAVASMAK


   
“All I want is a warm bed and and unlimited power.  Is that so wrong?”

 Savasmak are Warmage specialists, the living engines of destruction of the Hobgoblin army.  A single Savasmak can destroy small cites by himself at a leisurely pace, and at a great distance.  Thankfully for the world there are few enough of them, and most have retired from active warfare to pursue their studies and teach the next generation (okay so maybe it's not such a good thing).

BECOMING A SAVASMAK
Savasmak generally start as Warmages (and most take the class all the way to Epic levels).

 ENTRY REQUIREMENTS
   Class Abilities:  Warmage Edge
   Casting:  Must be able to cast 9th level Evocation spells
   Feats:  Battle Caster, Battlecaster Offense, Enhance Spell, Extra Edge, any two Metamagic Feats
   Skills:  Concentration 20 ranks, Intimidate 20 ranks, Knowledge (Arcana) 23 ranks, Knowledge (War) 10 ranks, Spellcraft 23 ranks
   Race: Hobgoblin

Class Skills
 The Savasmak's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (any)(Int), Listen (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1.   Powerful Evocation
2.   Long Range Killer
3.   Personal Defense
4.   Powerful Evocation
5.   Long Range Killer
6.   Personal Defense
7.   Powerful Evocation
8.   Long Range Killer
9.   Personal Defense
10.  Master Artillerist

Weapon Proficiencies: A Savasmak gains no new weapon or armor proficiencies.
 
Powerful Evocation: At 1st level the Save DC's of your damage dealing Evocation spells gain a Bonus equal to your Savasmak level.

At 4th level the maximum amount of damage dice your Evocation spells do increases by an amount equal to your Savasmak level.  For example a 3rd level Savasmak casting Fireball could do 13d6 damage.

At 7th level when you roll damage dice for your Evocation spells  you may re roll all 1's (and keep re-rolling until you don't have any 1's).

Long Range Killer (Ex): The range of your damage dealing Evocation spells is increased by 100% at Levels 2, 5, and 8.  This stacks with the Enlarge spell Feat.

Personal Defense (Su): At 3rd level you get a Deflection Bonus to your AC equal to the level of your highest uncast spell.  For example as long as you have an uncast 9th level spell you have a +9 Deflection Bonus.  If the Savasmak has Epic Level Spellcasting, and has Epic Spells uncast the Bonus is +15.

At 6th level you may as a Free Action switch your Warmages Edge Bonus from doing damage  to increasing your Deflection Bonus.  For example if you have 9th level uncast spells and a +6 Warmages Edge Bonus, you get a +15 Deflection Bonus.

At 9th level you may switch your Warmages Edge Bonus to a Resistance Bonus to Saving Throws instead of augmenting your Deflection Bonus.

Master Artillerist: At 10th level your opponents do not get a Saving throw against damage dealing Evocation spells you cast, nor do they get Spell Resistance.

PLAYING A SAVASMAK
 Your job is to blow things up from a distance.  And you're good at it.  So good in fact that everyone wants you dead, including your side.  Most of the time you live in seclusion which only spurs the various rumors about you.  You have to have your food tested for poison, your concubines checked for weapons and disease, etc.  They've even tried killing you by trying to bring down your house.
 Combat: You stay as far back as you can and lob magical bombs until everything is dust.  That's pretty much it.  You've trained your whole life for that so it's what you do.
 Advancement: You generally have focused narrowly on being magical artillery to such an exclusion you may as well keep going on that route.  No sense screwing things up now.
Resources: You're probably pretty darn rich by now.  If not you probably have the Hobgoblin military backing you assuming their paranoid leaders haven't tried to have you killed.

SAVASMAKS IN THE WORLD
"____!"
 You are usually sheltered from the world as you are considered too important to lose.  Even after you retire and become a teacher you have bodyguards, and food tasters, and personal emissaries from the government.  A government they are presumably loyal to over yourself.
 Daily Life: Your day is taken up by training new combat mages unless there's a war, in which case it's taken up by travel to your next bombing site.
 Notables: Kirku (LE Male Hobgoblin Warmage 20/Epic Warmage 3/Savasmak 2) is an infamous artillery mage.  So infamous in fact hat his rivals would like to see him dead, and often commit atrocities in his name so he can take the fall.
 Organizations: You probably now train at, or at least still help with, the magic school that taught you war magic. 

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

SAVASMAKS IN THE GAME
 This class assumes you were a member of the Hobgoblin military (or still are) which can complicate some aspects of a campaign.  For example finding a reason a military general would be traveling with heavily armed vagrants of other races.  You get the idea.
 Adaptation: This assumes you are or were a military man, and it's destructive nature makes it more suitable for serious campaigns as opposed to silly.
 Encounters: Savasmaks are generally only encounterd in wartime, or if the PC's are foolish enough to raid a military mage school in Hobgoblin lands. So in general most PC's won't be seeing them much.

Sample Encounter
EL 26: The PC's have been hired to take out an infamous blaster mage that's been destroying towns along the border with the Hobgoblin Khanates.


Kirku
LE Male Hobgoblin Warmage 20/Epic Warmage 3/Savasmak 2
Init +3, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Goblin, Infernal, Draconic
------------------------------------------------
AC , touch , flat-footed   (+3 Dex, )
hp 112 (25 HD)
Fort +9, Ref +11, Will +14 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +13, Grp +12
Atk Options Warmage Edge +9
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 16, Con 13, Int 16, Wis 10, Cha 19
SQ Armored Mage (Heavy), Advanced Learning ()
Feats Battle Caster, Battlecaster Defense, Chain Spell, Energy Substitution, Extra Edge, Heavy Armor Proficiency, Greater Spell Focus (Evocation), Spell Focus (Evocation), Spell Penetration, Enhance Spell (B), Sudden Empower (B), Sudden Enlarge (B), Sudden Maximize (B), Sudden Widen (B),
Skills Concentration +25, Intimidate +28, Knowledge (Arcana) +27, Knowledge (War) +17, Move Silently +7, Spellcraft +27
Possessions
« Last Edit: January 11, 2017, 05:24:41 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #46 on: November 10, 2011, 03:09:53 AM »
BUGBEAR TERRORIST


   
"Fear has it's uses."

 Terrorists are arcane warriors who specialize in causing fear, and cursing opponents.  They are used to destabilize cities before invasion forces are sent in.

BECOMING A TERRORIST
Bugbear Terrorists begin as Hexblades, and perfect the craft of that class before becoming a Terrorist

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Class Abilities: Hexblade's Curse 5/day
   Skills:  Intimidate 22 ranks, Knowledge (Arcana) 22 ranks
   Feats:  Extend Curse, Frightful Presence, Epic Curse
   Spells:  Must be able to cast at least 1 spell with the Fear descriptor


Class Skills
 The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]  Abilities[/b]
1.     Loom
2.     Curse of Fear
3.     Terrorize
4.     Loom
5.     Curse of Fear
6.     Terrorize
7.     Loom
8.     Curse of Fear
9.     Terrorize
10.    Lord of Terror

Weapon Proficiencies: Bugbear Terrorists get no new weapon or armor proficiencies.

Loom (Su): At 1st level if you attack an opponent who is flat-footed, he perceives you as 2 Size Classes larger than you are for the duration of the encounter if he fails a Will Save (DC is 10 plus 1/2 HD plus Charisma Modifier).  You do not take Size Penalties, but you do get the usual Size Bonus to Grapple, Bull Rush, Trip, and Overrun Checks.  Also the damage of your attack increases two steps (i.e. if your sword normally does 1d6 it now does 1d10). Your opponents attacks have a 20% chance of missing due to the difference in your real and perceived sizes. 

At 4th level if you succeed with your Loom ability you also gain a +8 Deflection Bonus to AC for the duration of the encounter.

At 7th level if you succeed with your Loom ability your opponent is Denied his Dexterity Bonus to Armor Class against you for the duration of the encounter.

Curse of Fear (Su): At 2nd level, opponents you have successfully Cursed do not gain a Saving Throw against Fear Effects.

At 5th level, opponents you have successfully Cursed that are Immune to Fear lose that immunity for the duration of their Curse.

At 8th level the duration of any Mind-Affecting Fear effects successfully cast within 120' of you (including your own abilities) is doubled.

Terrorize (Su): At 3rd Level if you successfully Curse an opponent under the influence of a Fear effect they must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or die immediately. 

At 6th Level whenever an opponent you have successfully Cursed saves against a Death Effect he is Panicked for 1d6 rounds.

At 9th Level any opponent within 60' of you under the influence of a Fear effect loses 2d6 hit points per round.

Lord of Terror (Su): You are immune to Mind-Affecting Effects and Death Effects.  You are immune to abilities or spells that do nothing but give untyped penalties (such as the Hexblade's Curse or the Bestow Curse spell). Your Type becomes Outsider with the Native and Evil subtypes.  The Save DC of your Hexblade's Curse and Loom abilities increase by +4.

 
PLAYING A TERRORIST
 You exist purely to scare the bejeezus out of people.  The thought being if you make them too terrified to fight the Bugbears can take over without a battle.  It appeals both to Bugbear pride and laziness.  Plus you're probably a sadistic whacko who gets his jollies scaring people anyway.
 Combat: You tend to use your fear and curse abilities to frighten opponents away, and hamper any willful enough to stay.  With a little luck you can permanently drive a few insane and thus enhance your reputation.
 Advancement: Most Terrorists concentrate on increasing their curse and Fear abilities.  It's the bread and butter of their profession.
Resources: You usually have the backing of the Bugbear government (or at least a pretty rich employer).

TERRORISTS IN THE WORLD
"AAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!"
 You usually don't interact with the world much at all.  You stay in hiding because if no one knows what you look like or where you are it enhances your rep.
 Daily Life: You spend much time studying your magic or future targets.  You need to know what scares them the most to really mess with them.
 Notables: Yavuz (CE Male Bugbear Hexblade 17/Epic Hexblade 3/Bugbear Terrorist 1) is hired to depopulate areas so Bugbears can move in.
 Organizations: There are a few training schools for terrorists, but usually you belong to some sort of military organization.

NPC Reaction
 Most NPC's run screaming from you. A few drop dead from heart failure or go insane.

TERRORISTS IN THE GAME
 This class lends itself to pretty evil players, and can be campaign troubling.  So make sure the player using it isn't a fathead.
 Adaptation: This one is best for dark, gritty campaigns.
 Encounters: Terrorists are usually encountered when someone needs a city evacuated or cowed into submission, or they need everyone scared away from a certain place.

Sample Encounter
EL 25: The PC's have been hired to discover whats haunting a local mountain peak.  And what's coincidentally making all the noise that sounds an awful lot like construction...


Yavuz
CE Male Bugbear Hexblade 17/Epic Hexblade 3/Bugbear Terrorist 1
Init +4, Senses: Listen +3, Spot +3, Dark Vision 60', Scent
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+3 Natural, )
hp 177 (25 HD)
Fort +10, Ref +10, Will +14 
Arcane Resistance, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +21, Grp +25
Atk Options
Combat Gear
Spells Per Day 1st: 3 (DC 15)
2nd: 3 (DC 16)
3rd: 3 (DC 17)
4th: 2 (DC 18)
Spells Known 1st: Cause Fear, Detect Magic, Phantom Threat, Protection from Good, Undetectable Alignment
2nd: Blindness/Deafness, Darkness, See Invisibility, Touch of Idiocy
3rd: Dispel magic, Hound of Doom, Nondetection, Slow
4th: Cursed Blade, Fear, Greater Invisibility, Phantasmal Killer
Supernatural Abilities Greater Hexblade's Curse 6/day (DC 28), Aura of Unluck 2/day, Dark Companion, Loom (DC 28)
-----------------------------------------------
Abilities Str 18, Dex 10, Con 15, Int 10, Wis 12, Cha 18
SQ
Feats Ability Focus (Hexblade's Curse, Loom), Empower Curse, Extend Aura, Extend Curse, Frightful Presence, Improved Initiative, Epic Aura of Unluck, Epic Curse
Skills Climb +6, Hide +2, Intimidate +29, Knowledge Arcana +23, Listen +3, Move Silently +6, Search +2, Spot +3
Possessions



EPIC HEXBLADE

Hit Die: d10
Skills Points at Each  Level : 2 + int
Hexblade's Curse Beginning at Level 21 and every 4 levels thereafter you gain an additional daily use of your Hexblade's Curse, and the Save DC of your Hexblades curse continues to increase with Epic Levels.
Aura of Unluck Beginning at Level 24 and every 4 levels thereafter you gain an additional daily use of you Aura of Unluck ability.
Spells Your Caster level increases with Epic levels but you don't get extra spells per day, nor do you learn new spells.  At level 24 and every 6 levels thereafter the Hexblade may choose another spell to cast as a Swift Action.
Familiar At Level 22 and every 2 levels higher your Familiars Intelligence and Natural Armor Bonus increase by an additional +1.  The Familiars Spell Resistance is equal to his Masters Level+5.  At 21st level and every 10 levels after that the Hexblade gains the benefits of the Epic Spell Feat for one spell of their choice.
Bonus Feats: The Epic Class Name gains a Bonus Feat every 5 levels higher than 20th


Extend Aura
Your Aura of Unluck lasts longer
Prerequisites: Aura of Unluck
Benefits: This may be taken multiple times.   Each time you take it increase the duration of your Aura of Unluck by 3 rounds.

Epic Curse
Only the God's themselves can cast worse curses than yours.
Prerequisites: Dire Hexblade's Curse 6/day, Empower Curse
Benefits: The Penalty for your Hexblade's Curse raises to -8.  If you have the various Curse Feats from Dragon 339 it has the following effects:
Curse of Distraction: DC=30+Spell Level
Curse of Failure: +8 Bonus
Curse of Ignorance: -20 Penalty
Curse of Paranoia: -10 Penalty
Curse of Sloth: Move reduced to 5'.
Curse of the Softened Blade: -8 Penalty
Curse of the Stricken: -8 Penalty


Epic Aura of Unluck
Arrows just seem to disintegrate in the air around you sometimes...
Prerequisites: Aura of Unluck 4/day
Benefits: The percentile chance for attacks to miss you increases to 50%.


Epic Arcane Resistance
Spell? What spell?
Prerequisites: Arcane Resistance, Mettle
Benefits: Your Arcane Resistance Bonus on Saves doubles.


Epic Swift Spell
You can permanently cast one spell swiftly.
Prerequisites: Able to cast a spell from the Hexblade spell list as a Swift Action
Benefits: Choose one spell you can cast as a Swift Action.  You may now cast that spell as an Immediate Action once per day.  Each time ou take this Feat choose a new Spell to apply it to
« Last Edit: January 11, 2017, 05:26:16 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #47 on: November 10, 2011, 03:10:23 AM »
THE PEOPLE'S CHAMPION


   
"YOU...SHALL NOT PASS!!"

 Goblins are small and easily exploited.  They're kidnapped, enslaved, experimented on, and generally treated like animals.  Occasionally one objects and gets tortured and killed.  On even rarer occasion one actually is crazy enough to be a competent opponent, and ends up becoming a Champion of his own kind.  His own people dont usually know what to make of this as it kind of goes against Goblin nature.

BECOMING A PEOPLE'S CHAMPION
Being crazy helps.  Being able to stay out of the way of hits helps too.

 ENTRY REQUIREMENTS
   Race:  Goblin
   Special:  Must be delusional
   Alignment:  Must be Chaotic
   Skills:  Bluff 20 ranks, Intimidate 20 ranks, Jump 20 ranks, Tumble 20 ranks
   Feats:  Dodge, Elusive Target, Giantbane, Mobility
   Base Reflex Save: +14


Class Skills
 The Peoples Champion's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b] Abilities[/b]
1.     Delusionary Reflexes
2.     Delusionary Skill at Arms
3.     Special Delusions
4.     Delusionary Fortitude
5.     Delusionary Skill at Arms
6.     Special Delusions
7.     Delusionary Will
8.     Delusionary Skill at Arms
9.     Special Delusions
10.    Folk Hero

Weapon Proficiencies: A People's Champion gains no new weapon or armor proficiencies.
 
Delusionary Saves (Ex): In your madness you truly do believe you tougher than others.  Beginning at 1st level your total Reflex Save Modifier is equal to your own, or your opponents +4, whichever is better (choose one opponent within 60').  If facing multiple opponents, you must choose one.  At 4th level this also applies to Fortitude Saves, and at 8th level it also applies to Willpower Saves.  This only lasts for the duration of the encounter, or until you switch opponents.

Delusionary Skill at Arms (Ex): At 2nd level at the beginning of the day you may choose to gain the benefits of any one Feat that gives you some form of combat bonuses if you meet the prerequisites.

At 5th level you no longer need to meet the Feats prerequisites to choose it.

At 8th level choose one opponent within 60'.  Your bonus to attack rolls is now equal to his if it happens to be greater than yours.  For example if your opponent is an Orc Fighter with a +38 to hit with melee attacks, and you have a +25, you now have a +38.  This only lasts for the duration of the encounter, or until you switch opponents.

Special Delusions (Ex): At levels 3, 6, and 9 you can choose one special ability from the following list:

"____" YOU! As an Immediate Action once per encounter you can change one successful attack with an unarmed strike into one that does 100 points of damage and Stuns the opponent for 1d3 rounds (opponent does not get a Save against this effect). 

"You sir, are a stunningly bad shot" Once per encounter you may use this ability as an Immediate Action.  For (3 rounds plus one round per point of Dex modifier) all ranged attacks automatically miss you.

"YARR!" Your attacks do an additional +20 damage for each size category larger than you your opponent is.  If you threaten a critical your confirmation roll gets a Bonus equal to your opponents Size Class Modifier to Grapple Checks.

"Giants R Stooopid." Once per encounter you may use this ability as an Immediate Action.  For (3 rounds plus one round per point of Dex modifier) all melee attacks by opponents whose Size Class is larger than yours automatically miss you.

"Oh Noes! Once per encounter as an Immediate Action you may take the full force of what was meant to be an area of effect attack on the party.  Neither you or the party take damage or other effects, but you are stunned automatically for 1d3 rounds.

"You are an emotional cripple.  Your soul is dog poop.  Every single thing about you is ugly."  As a Standard action you may unleash an insult so monstrous that all Enemies within 120' feel compelled to pull your skin off.  If they fail a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier or a Bluff Check whichever is higher) they must drop everything to pursue you and engage you in melee combat, and will refuse to do anything else but defend themselves if attacked (and even then they will take Total Defense in an effort to reach you.  In the meantime your Base Land Speed increases by 100'.  This lasts 3 rounds plus 1 round per level of this class.

Folk Hero (Ex): You may use your Special Delusions abilities twice per encounter.  If you have the Leadership Feat your Leadership score increases by an amount equal to your People's Champion level.  You receive a Bonus equal to your People's Champion level on any 3 Charisma Based skills of your choice.

PLAYING A PEOPLE'S CHAMPION
 You are bat____ crazy.  You champion a people who are Evil and don't really get your altruism, though they are willing to take advantage of it.  Your opponents are willing to underestimate you because they think you're a harmless crazy, or you'll eventually take the hint and wander off.  Boy are they in for a surprise.
 Combat: Champions prefer to stick and run under the theory that if you poke enough small holes in a big opponent, he'll eventually bleed out.
 Advancement: Champions are varied and individualistic, but most rely on avoiding being hit while being able to hit opponents.  Beyond that common link however most are quite different from the other.
Resources: Champions are kind of oddballs among their own people, and not usually understood outside them.  You may have achieved fame and some wealth, but more likely you've achieved 'notoriety'.  Possibly not the good kind.

PEOPLE'S CHAMPIONS IN THE WORLD
"You know, a long time ago being crazy meant something. Nowadays everybody's crazy."
 You spend much time plotting the downfall of the enemies of the people.  Even if they don't necessarily consider them enemies.  Even if they aren't really there.  Needless to say this freaks some people out, and can sometimes erode their confidence in you.
 Daily Life: Much of your day is spent plotting and scheming against Enemies of the People! (real and imaginary).  Sometimes you even accomplish a successful revolution.
 Notables: The Flaming Codpiece (CG Male Goblin Rogue 20/Epic Rogue 4/People's Champion 1) is a lunatic goblin hero wearing a fiery codpiece of doom.  Or so he says.  Especially when he's drunk. 
 Organizations: Champions sometimes have followers equally as crazed as they are, but for the most part they are loners.  Some occasionally join organizations provided they are devoted to the right cause but it's rare.

NPC Reaction
 If the NPC's are Goblins in trouble, you are their savior and can do no wrong.  If not, who are you, you weird freak?

PEOPLE'S CHAMPIONS IN THE GAME
 This is a good class for people who like loony swashbuckling types who rely on luck and chutzpah.
 Adaptation: This is probably best meant for silly campaigns.
 Encounters: People's Champions can be found wherever Goblins are being oppressed.  In other words just about anywhere.

Sample Encounter
EL 25: The PC's have been asked to help a complete madman storm a castle.  The madman is a Goblin.  He also appears to have named himself after a portion of his clothing that appears to be noticeably on fire.


The Flaming Codpiece
CG Male Goblin Rogue 20/Epic Rogue 4/People's Champion 1
Init +6, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +6 Dex, )
hp 112 (25 HD)
Fort +9, Ref +20, Will +9
+6 Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Slippery Mind, Delusionary Reflexes
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +18, Grp +12
Atk Options +12d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 23, Con 12, Int 10, Wis 13, Cha 12
SQ Defensive Roll, Skill Mastery (Intimidate, Tumble, Use Magic Device)
Feats Combat Reflexes, Deft Opportunist, Dodge, Elusive Target, Giantbane, Mobility, Savvy Rogue, Telling Blow, Dextrous Fortitude, Dextrous Will, Improved Combat Reflexes
Skills Balance +14, Bluff +25, Climb +6, Disguise +9, Escape Artist +14, Gather Information +9, Hide +22, Intimidate +25, Jump +18, Knowledge (Local) +4, Listen +9, Move Silently +22, Open Lock +14, Search +9, Ride +12, Sleight of Hand +14, Spot +9, Tumble +30, Use Magic Device +17
Possessions
« Last Edit: January 11, 2017, 05:27:20 PM by bhu »

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Re: Goblinoids
« Reply #48 on: November 10, 2011, 03:11:00 AM »
WHIP OF KHURGORBAEYEG


   
“Slaves would be tyrants were the chance theirs”
 
 Khurgorbaeyeg is the Goblin God of slavery and his followers do their best to follow the example he sets.  They are responsible for crushing the spirits of captured slaves, and crushing their bodies if that effort fails.  Even among a race of militant fanatics there are those easily beyond the pale when compared to their fellows.  The Whips are that group for the Goblins.

BECOMING A WHIP OF KHURGORBAEYEG
Generally one must be a Goblin devoted to Khurgorbaeyeg, a pretty hardcore racist, and be willing to kidnap slaves.

 ENTRY REQUIREMENTS
   Race:  Goblin
   Patron:  Khurgorbaeyeg
   Alignment: Must be Evil
   Domains:  Access to the Domination Domain
   Skills:  Intimidate (4 ranks), Knowledge: Religion (8 ranks)
   Feats:  Domain Focus (Domination), Greater Spell Focus (Enchantment)
   Special Must have been accepted by the organization after capturing slaves for them.


Class Skills
 The Whip of Khurgorbaeyeg's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion)(Int), Ride (Dex), Spellcraft (Int)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Whip Master, Brother Wolf
2. +1    +3     +0     +3    The Master Calls, +1 Level of Divine Spellcasting Class
3. +2    +3     +1     +3    +1 Level of Divine Spellcasting Class
4. +3    +4     +1     +4    Whip Master, +1 Level of Divine Spellcasting Class
5. +3    +4     +1     +4    The Master Calls, +1 Level of Divine Spellcasting Class
6. +4    +5     +2     +5    +1 Level of Divine Spellcasting Class
7. +5    +5     +2     +5    Whip Master, +1 Level of Divine Spellcasting Class
8. +6    +6     +2     +6    The Master Calls, +1 Level of Divine Spellcasting Class
9. +6    +6     +3     +6    +1 Level of Divine Spellcasting Class
10.+7    +7     +3     +7    Slavemaster, +1 Level of Divine Spellcasting Class

Weapon Proficiencies: A Whip of Khurgorbaeyeg gains no new weapon or armor proficiencies.
 
Whip Master (Su): At 1st level the Whip can fundamentally alter any whip they hold and use as a weapon.   It can affect opponents regardless of their Armor Bonus, and it does lethal damage (you may still do non-lethal damage at no penalty).  It also threatens in it's area, and does not provoke Attacks of Opportunity. 

At 4th level whips you hold have an Enhancement Bonus equal to your Wisdom Modifier. 

At 7th level whips you hold gain the Paralyzing property (see Magical Item Compendium).

Brother Wolf (Su): This is identical to the Druid's Animal Companion ability except that the Whip can only choose a Wolf.  For purposes of determining the Wolf Companions abilities the Whips Cleric and Whip of Khurgorbaeyeg levels stack.

The Master Calls (Su): At 2nd level, if an opponent is struck by the Whips... er ...whip, he takes a -2 Penalty on all Willpower Saves for the rest of the encounter.  This does not stack with itself.

At 5th level this penalty increases to -4.

At 8th level this penalty increases to -6.

Slavemaster (Ex): Spells from your Domination Domain are added to your Cleric spell list, and a number of times per day equal to your Charisma modifier you may curse one opponent within 60'.  If that opponent fails an initial Saving Throw against one of your Enchantment spells, he does not get any rerolls due to Feats of Class Abilities, nor does he get to make another Save if he is ordered to do something he would strongly object to (i.e. ordering a Charmed person to kill a friend).


PLAYING A WHIP OF KHURGORBAEYEG
 Anyone other than Goblins is a slave or potential slave the moment you get the chance.  It's the natural order.  Non Goblins simply aren't people and don't have rights.  Nothing anyone does to them should carry any penalty unless they kill a slave that's more valuable alive than dead.
 Combat: The Whips use their wolf companion as a bodyguard while using their spells to dominate enemies, or capture slaves.
 Advancement: Whips tend to make sure they're enchantment abilities grow ever stronger.  It's needed to keep their ever growing slave population in line.
Resources: As official members of the Church (and likely the Goblin military as well) the Whips enjoy plenty of resources thrown their way.  And as long as they use them for the Churches benefit that will continue.

WHIPS OF KHURGORBAEYEG IN THE WORLD
"Unless you want to end in chains avoid that one.  He's trouble. for everything he touches."
 You interact with your pet wolf, not the world.  The world can go screw itself, it's all a bunch of cannon fodder anyway.  Your wolf is a connection to the divine, and he's all you truly care about.  Which means, as a side note, never kill a Whips pet wolf unless you can off them in the process as well.  It's just too much trouble otherwise.
 Daily Life: Much of your time is taking as a slave overseer, nabbing new slaves in raids. or your religious duties. 
 Notables:
 Organizations: The Whips are part of the Goblin Church overall, but are their own organization on the side as they are in charge of all things regarding slavery.  Sale, punishment, acquiring, disposal, etc.  In some ways this gives them quite a bit more power than some fo the other priests in their society.

NPC Reaction
 People hate you.  Loathe might actually be a more accurate term.  Even some Goblins aren't fond of you given you're penchant for enslaving anyone you dislike.

WHIPS OF KHURGORBAEYEG IN THE GAME
 The Whips are pretty thoroughly and unredeemably evil, and should probably be used only in an all Evil all Goblin party (they're pretty racist too).
 Adaptation: This is best for darker campaigns.  It's hard to make slavery funny because it so easily offends people.
 Encounters: Whips are encountered whenever battling Goblinoids as they tend to be brought along to manage any slaves that are captured.

Sample Encounter
EL 12: The PC's have been hired to retrieve the survivors of a Goblin raid before they can be sold on the slave market.


Name
LE Male Goblin Cleric 6/Whip of Khurgorbaeyeg 6
Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +2 Dex, )
hp 66 (12 HD)
Fort +11, Ref +6, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +2
Atk Options Turn Undead 5/Day, Whip Master, The Master Calls (-4)
Combat Gear
Spells Per Day 0: 6 (DC 13)
1st: 6 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
6th: 1 (DC 19)
-----------------------------------------------
Abilities Str 6, Dex 15, Con 12, Int 10, Wis 16, Cha 14
SQ
Feats Domain Focus (Domination), Extend Spell, Greater Spell Focus (Enchantment), Spell Penetration, Unsettling Enchantment, Spell Focus (Enchantment)(B)
Skills Concentrate +7, Intimidate +10, Knowledge (Religion) +8, Move Silently +6, Ride +6, Spellcraft +4
Possessions



EPIC WHIP OF KHURGORBAEYEG

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells The Whips caster level increases with Epic levels, but he gains no extra spells per day.
Bonus Feats: The Epic Whip of Khurgorbaeyag gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 11, 2017, 05:30:06 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #49 on: November 10, 2011, 03:11:36 AM »
PROFESSIONAL DUELIST


   
"Choose your weapon."

 Hobgoblin society is a pretty messed up kind of place to be in, as it prizes martial skill above all else.  Duels and assassinations are common place to advance in ranks, but they favor the young and limber if too formal.  Cue the Professional Duelist.  Your job is to take the place of those too old (but still necessary for society to function) to defend themselves in matters of honor.  Which basically means you lack much of an sense of honor yourself, and are a paid killer

BECOMING A PROFESSIONAL DUELIST
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin, but some occasional exceptions are made for other Goblinoids
   Skills:  Balance +6, Concentration +6, Martial Lore +6
   Feats:  Hjorleikr Style, Weapon Finesse, Weapon Focus (Rapier or Longsword)
   BAB:  +6
   Class Abilities:  Insightful Strike, Battle Ardor, must know at least 1 Diamond Mind and Ironheart Maneuver


Class Skills
 The Professional Duellist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Martial Lore (Int), Sense Motive (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  MK  MR  SK  Abilities[/b]
1. +1    +2     +0     +0    1   0   0   Dodge Bonus +2
2. +2    +3     +0     +0    0   0   0   Adaptive Fighter
3. +3    +3     +1     +1    1   1   0   Enhanced Critical
4. +4    +4     +1     +1    0   0   0   Dodge Bonus +4
5. +5    +4     +1     +1    1   0   1   Adaptive Fighter
6. +6    +5     +2     +2    0   1   0   Enhanced Critical
7. +7    +5     +2     +2    1   0   0   Dodge Bonus +6
8. +8    +6     +2     +2    0   0   0   Adaptive Fighter
9. +9    +6     +3     +3    1   1   0   Enhanced Critical
10.+10   +7     +3     +3    0   0   1   Professional Killer

Weapon Proficiencies: A Professional Duellist gains no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you learn a new Maneuver from either the Diamond Mind or Ironheart Style if you meet it's prerequisites.  Your Professional Duelist and Warblade levels stack for purposes of determining your Initiator Level and highest level of Maneuvers and Stances Known.  MK: Maneuvers Known, MR: Maneuvers Readied.

Stances Known: At 5th and 10th Level you learn a new Stance from either the Diamond Mind or Iron Heart Style if you meet the prerequisites.

Dodge Bonus (Ex): When wielding a Light Weapon and wearing no more than Light Armor or carrying more than a Light Load, a Duelist gains a +2 Dodge Bonus to AC.  This increases to +4 at level 4, and +6 at Level 7.

Adaptive Fighter (Ex): At 2nd Level the Duelist can wield any one handed melee weapon as though it were a Light Weapon (i.e. it can be used with the Weapon Finesse Feat). 

At 5th Level you get a +2 Competence Bonus.  As a Free Action once per round you may place the Bonus on either Attack rolls, Damage rolls, or your Armor Class.

At 8th Level you may choose any 1 Maneuver you know.When readied it may be used twice before being considered expended.

Enhanced Critical (Ex): At 3rd Level your successful Critical hits have more powerful effects.  Beginning at third level if you successfully confirm a Critical against an opponent, they take an additional point of damage per rounds for a number of rounds equal to your Professional Duelist Level.  Multiple hits stack.

At 6th Level if you successfully confirm a Critical against an opponent, the next attack you perform that has a Save DC (for example a Maneuver) is +2 to the Save DC.

At 9th Level if you successfully confirm a Critical against an opponent, you may regain a Maneuver you have already expended.

Professional Killer (Ex): Opponents that are normally immune to Critical hits are not immune to potential Critical hits from you, and you gain a +4 Competence Bonus on all Critical Confirmation rolls.

PLAYING A PROFESSIONAL DUELIST
 You can be a consummate professional, an arrogant pig, or a simple brute.  Whatever your outward demeanor that you use to sell your abilities and earn money, you are little more than a hired killer.  Unlike most assassins however, you kill opponents one on one in front of an audience.
 Combat: Professional Duelists generally focus on fighting single opponents.  This can lead to some disadvantages in large brawls, but most seem to compensate fairly well.
 Advancement: Duelists focus on killing to the exclusion of all else.  Not only is it what earns them money it also earns them respect in their society.
Resources: Most Duelists have several patrons (or perhaps just one really rich one who keeps them on retainer).  They provide them with sparring partners to keep in shape, money, and room and board.  Some times they splurge for magic weapons or armor if they think you need the edge.

PROFESSIONAL DUELIST IN THE WORLD
"You have to fight who?!?"
 Duelists are rarely seen in society outside of fights.  They make a lot of enemies, and it's preferable no one realizes where they live.  This also means they're pretty lonely.
 Daily Life: Your day is spent sparring to keep in shape, and keeping your head low till the next fight.  Your food and drink is generally delivered to you, and if you must go out you do so in disguise.
 Notables:
 Organizations: There are a great many swodsmanship schools in Hobgoblin society that teach dueling, and the odds favor you belong to one of them.  If you have a single patron, the odds are he has some sort of organization himself.

NPC Reaction
 You make NPC's nervous of course.  Most cold blooded murderers do.  Especially if you're standing on the other side of the field from them.

PROFESSIONAL DUELIST IN THE GAME
 Some players may be a little squeamish at the idea of playing wit a cold blooded murderer who gets paid to off people
 Adaptation: This is generally intended to be a serious class, but it could be adapted to a sillier campaign.
 Encounters: Professional Duelists are usually encountered at large social events, or traveling incognito.

Sample Encounter
EL 13: One of the PC's is asked to escort a Duelist en route to a fight, as it is assumed there will be attempts on his life.  They find it ironic that they are being asked to escort a psychotic killer easily capable of defending himself.  Or maybe there's something they don't know...


Name
LN Male Hobgoblin Swashbuckler 3/Warblade 3/Professional Duelist 6
Init +4, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Goblin, Giant Orc
------------------------------------------------
AC , touch , flat-footed   (+4 Dex, +4 Dodge, )
hp 81 (12 HD)
Fort +12, Ref +11, Will +4 
Grace +1, Battle Clarity +2, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +13
Atk Options Insightful Strike +2, Weapon Aptitude, Battle Ardor +2, Adaptive Fighter, Enhanced Critical
Combat Gear
Stances Known 1st: Stance of Clarity
3rd: Pearl of Black Doubt
Maneuvers Known 1st: Moment of Perfect Mind, Sapphire Nightmare Blade
2nd: Emerald Razor, Wall of Blades
3rd: Iron  Heart Surge
4th: Ruby Nightmare Blade
-----------------------------------------------
Abilities Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 13
SQ
Feats Blade Meditation (Diamond Mind, Ironheart), Hjorleikr Style, Weapon Focus (Rapier), Weapon Finesse (B)
Skills Balance +19, Bluff +10, Concentration +16, Diplomacy +7, Intimidate +12, Martial Lore +8, Move Silently +8, Sense Motive +9, Tumble +16
Possessions



EPIC PROFESSIONAL DUELIST

Hit Die: d10
Skills Points at Each  Level : 2 + int
Dodge Bonus Your Dodge Bonus increases by an additional +2 at Level 21 and every three Levels thereafter
Bonus Feats: The Epic Professional Duelist gains a Bonus Feat every x levels higher than 20th


Hjorleikr Style
des
 Prerequisites: BAB +4, Weapon Finesse, Weapon Focus (Rapier or Longsword)
 Benefits: If you successfully confirm a Critical against an opponent with a Rapier or Longsword, you have a +2 Morale Bonus on Attack rolls against him for the duration of the encounter.

Advanced Hjorleikr Style
des
 Prerequisites: BAB +12, Hjorleikr Style, Improved Critical (Rapier or Longsword), Improved Initiative
 Benefits: If you successfully confirm a Critical against an opponent with a Rapier or Longsword, he is considered Flat-footed the next round.

Hjorleikr Mastery
des
 Prerequisites: BAB +24, Advanced Hjorleikr Style, Power Critical (Rapier or Longsword), Weapon Specialization (Rapier or Longsword)
 Benefits: If you successfully confirm a Critical against an opponent with a Rapier or Longsword, he takes 1 point of temporary Constitution damage in addition to normal critical effects.

Offline bhu

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Re: Goblinoids
« Reply #50 on: November 10, 2011, 03:12:01 AM »
WORG CAVALRY


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

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

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

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


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

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Wolf Companion
2. +2    +3     +3     +0    Improved Mounted Combat
3. +3    +3     +3     +1    Improved Two Weapon Fighting
4. +4    +4     +4     +1    Wolf Companion
5. +5    +4     +4     +1    Improved Mounted Combat
6. +6    +5     +5     +2    Improved Two Weapon Fighting
7. +7    +5     +5     +2    Wolf Companion
8. +8    +6     +6     +2    Improved Mounted Combat
9. +9    +6     +6     +3    Improved Two Weapon Fighting
10.+10   +7     +7     +3    Elite Killers

Weapon Proficiencies: Worg Cavalry gain no new weapon or armor proficiencies. 
 
Wolf Companion: Your Worg Cavalry Levels and Ranger Levels stack for purposes of determining the abilities of your Animal Companion, however you get your full Worg Cavalry Levels (not half of them like the Ranger).

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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



EPIC WORG CAVALRY

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



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

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

Tunglsverd Mastery
des
 Prerequisites: BAB +24, Advanced Hjorleikr Style, Spirited Charge, Two Weapon Pounce
 Benefits: If you perform a mounted charge with Scimitars, you automatically threaten a Critical hit.

Offline bhu

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Re: Goblinoids
« Reply #51 on: November 10, 2011, 03:12:43 AM »
ELF BREAKER


   
"Man, there's nuthin' so satisfying as crushing an Elf's skull, and watching his brains run out through his ears."

 The Elf Breakers are devotees of an ancient unarmed fighting art among the Goblinoids known as Demirel ('Iron Fist').  They practice channeling their rage (and in some cases psychosis) into their fighting style.  They prefer a hard striking, punishing combat form that allows them to hear their opponents bones break.  While they are well-liked in Goblin society for their deeds in the wars with Elves, privately most other citizens think they are barely restrained nutcases.

BECOMING AN ELF BREAKER
Most Elf Breakers go into the woods to study at various schools intended to bring out their inner beast.  In other words they start at barbarians.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Class Abilities:  Rage
   Feats:  Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike
   Skills: Intimidate 8 ranks

Class Skills
 The Elf Breaker's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Intimidate (Cha), Jump (Str), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Iron Skin, Iron Rage
2. +2    +3     +0     +0    Iron Fist
3. +3    +3     +1     +1    Iron Grasp
4. +4    +4     +1     +1    Iron Skin
5. +5    +4     +1     +1    Iron Fist
6. +6    +5     +2     +2    Iron Grasp
7. +7    +5     +2     +2    Iron Skin
8. +8    +6     +2     +2    Iron Fist
9. +9    +6     +3     +3    Iron Grasp
10.+10   +7     +3     +3    Iron Head

Weapon Proficiencies: Elf Breakers gain no new weapon or armor proficiencies.

Iron Skin (Ex): Dedicated body toughening exercises make you unnaturally tough.  Not very pretty, but tough.  At 1st level you gain DR 2/- (this stacks with similar DR from other Feats or Class Abilities).

At 4th Level DR increases to 4/-

At 7th Level DR increases to 6/-
 
Iron Rage: You Elf Breaker and Barbarian Levels stack for purposes of determining how many daily uses of Rage you get.

Iron Fist (Ex): Your unarmed strikes are fairly powerful.  At 2nd Level anything struck by your unarmed strike is immediately Checked, and receives a minus on all Concentration rolls equal to your Strength Modifier for the duration of the encounter.

At 5th Level if you successfully hit an opponent with your Unarmed Strike, you may inflict one of the following Conditions for 1 round if he fails a Fortitude Save (Save DC is 10 plus 1/2 HD plus Strength Modifier): Blinded, Deafened, Exhausted, Nauseated, or Stunned.

At 7th Level your opponent gets no Save against the Condition, but he can make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Strength Modifier) if he is the same or smaller Size Class as the Elf Breaker to avoid being knocked Prone.

Iron Grasp (Ex): At 3rd Level you no longer take Size Penalties to Bull Rush, Grapple, and Trip Checks.

At 6th Level your opponent no longer gets Size Bonuses to Bull Rush, Grapple, and Trip Checks.

At 9th Level you if you successfully Pin an opponent in a Grapple he begins to Suffocate (see DMG for Suffocation rules).

Iron Head (Ex): At 10th Level you can no longer be Checked, Dazed, or Stunned.  You are also immune special attacks from Feats that require Stunning Fist as a prerequisite (such as Pain Touch).  When Raging you gain a +5 Circumstance Bonus on all damage rolls (+10 if your opponent is an Elf.

PLAYING AN ELF BREAKER
 You like to make people think you're crazy so they underestimate you.   Make them think you're harmless.  Unfortunately for you...you are crazy, and everyone knows it.  So there's no fooling anyone.  Granted they still don't know you're a skilled combatant, but you do have certain...issues.
 Combat: Elf Breakers like combat up close and personal.  They generally prefer to ensure the death of their opponents bare fisted. 
 Advancement: Elf Breakers tend to be psychopaths who enjoy the feel of tearing muscle and breaking bones under their hands.
Resources: Most Elf Breakers are dead broke, so unless they can bum money off rich friends, they're on their own.

ELF BREAKERS IN THE WORLD
"Do you sometimes think Urf is crazy?"
 Elf Breakers generally appear to be drunken reprobates passed out in the gutter or perusing the local women of the night.  Or they sometimes appear as homeless whackos.  But in wartime they are a pretty decent asset.
 Daily Life: Your life is mostly fighting, drinking, forcing yourself on women or inanimate objects in a drunken stupor, and waking up with no memory of the last 48 hours.  And you like it that way.
 Notables: The Iron Monkey (NE Male Hobgoblin Barbarian 6/Elf Breaker 5) is a fighter famous for his odd behavior, and conspiracy theories.
 Organizations: Most Elf Breakers belong to a training school, and they can count on their schoolmates or occasionally their Sifu to help them if desperate.

NPC Reaction
 You're a nut.  A powerful nut who can crush people's necks with your bare hands.  That doesn't imply "trust me".  Neither does your talking to forest animals, and pottery.

ELF BREAKERS IN THE GAME
 This class represents crazy loonies with anger management problems, and if you don't mind those in your campaign, it's okay.  Otherwise...
 Adaptation: Elf Breakers are meant for silly campaigns, but they can be adapted for serious ones.
 Encounters: Elf Breakers are mostly fond in times of war, at training camps way out in the woods, or getting drunk and strangling pigs because they think it's funny.

Sample Encounter
EL 12: The PC's have been hired to escort a famous Hobgoblin fighting champion to a match, since he has received death threats.  And the PC's can see why.  He spends his time in the trees naked, making odd cooing noises, and flinging his poo at passers by.  Privately he admits he does this to make himself seem crazy, and thus make people think he's a harmless kook as opposed to a famous killer.  He also admits privately that he talks to badgers, who have informed him that hummingbirds are spitting in the local water supply, so the PC's should drink only the wine.  Gonna be a loooooong assignment...


The Iron Monkey
NE Male Hobgoblin Barbarian 6/Elf Breaker 5
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Goblin, Orc
------------------------------------------------
AC , touch , flat-footed   ()
AC Raging , touch , flat-footed   (-2 Rage, )
hp 88,  (11 HD) 110 raging
Fort +11, Ref +5, Will +4 
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +11, Grp +14 (+16 Raging)
Atk Options Rage 4/day, Iron Fist, Iron Grasp
Combat Gear
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 10, Con 14 (18 Raging), Int 12, Wis 13, Cha 13
SQ Fast Movement, Trap Sense +2, DR 4/-
Feats Angry Fist, Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike
Skills Bluff +6, Climb +9, Concentration +7, Intimidate +10, Jump +12, Move Silently +4, Ride +9, Survival +10, Tumble +5
Possessions



EPIC ELF BREAKER

Hit Die: d10
Skills Points at Each  Level : 2 + int
Iron Skin Your DR increases by +2 at Level 21, and every three rounds thereafter.
Iron Fist At Level 22 Conditions caused by your Unarmed Strikes last for a number of rounds equal to your (Elf Breaker Level divided by 3).
Bonus Feats: The Epic Elf Breaker gains a Bonus Feat every 3 levels higher than 20th




Angry Fist
You unarmed strikes are more potent during Rage.
 Prerequisites: Rage, Iron Fist class abilities.
 Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action).  For the duration of your Rage you take 2 points of non lethal damage per round (your DR does not protect from this damage).  In exchange you do one extra die of damage with your unarmed strikes.  In other words if you normally do 1d8, you now do 2d8.  If you do 2d6, it's now 3d6.


Frenzied Fist
Your unarmed strikes are more potent on a critical hit during Rage.
 Prerequisites: Angry Fist
 Benefits:  Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action).  For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage).  In exchange your unarmed strikes threaten a Critical hit on a 19/20, and do x3 damage on a successfully confirmed critical hit.


Flying Fist
You get an extra attack per round with your unarmed strikes when raging.
 Prerequisites: Angry Fist
 Benefits:  Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action).  For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage).  In exchange when making a Full Attack, you get one extra unarmed strike per round at your highest BAB.


Powerful Fist
Your unarmed strikes can send opponents flying.
 Prerequisites: Angry Fist, one other Feat requiring Angry Fist as a prerequisite
 Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action).  For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage).  In exchange whenever you make a successful unarmed strike on an opponent of the same Size Class or Smaller, you may immediately make a Bull Rush attack as a Free Action without provoking an Attack of Opportunity.


Spearing Fist
Your unarmed strikes can pierce armor.
 Prerequisites: Angry Fist, one other Feat requiring Angry Fist as a prerequisite
 Benefits: Whenever you enter into Rage you may announce you are using this Feats abilities (using the Feat is a Free Action).  For the duration of your Rage you take 1 point of non lethal damage per round (your DR does not protect from this damage).  In exchange your unarmed strikes ignore Shield and Armor Bonuses to AC.


Epic Fist
Your kung fu is strong.
 Prerequisites: Rage, Iron Fist class abilities, Angry Fist, 2 other Feats requiring Angry Fist as a prerequisite, Con 25+
 Benefits: When using Angry Fist or any Feat requiring it as a prerequisite you no longer take nonlethal damage each round.  You automatically get the benefits of those Feats whenever you enter Rage.

Offline bhu

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Re: Goblinoids
« Reply #52 on: November 10, 2011, 03:13:16 AM »
GOBLIN HASHISHIN


   
“Remorse for what? You people have done everything in the world to me. Doesn't that give me equal right?”

 The Goblins have raised a very special kind of assassin.  They take the most vicious of their younglings, and train them from birth to hate the Elves and other races, ensure their devotion to Maglubiyet's eternal war with religious fanaticism, and put them through hellish training programs.  They also feed them alchemical potions to help them lose the last aspects of what could be considered their humanity or self control.  The result is controlled berserker.  An assassin of stealth and guile who is expert in avoiding traps and patrols, and saving his fury for the right moment.  Once his assigned target is in reach he goes berserk, flailing at the mark in a frenzy until one of them is dead.

BECOMING A GOBLIN HASHISHIN
Obviously a few levels each of Rogue and Barbarian will do you.

 ENTRY REQUIREMENTS
   Class Abilities:  Rage, Trap Sense +1, Trapfinding
   Race:  Goblin
   Feats:  Instantaneous Rage, Telling Blow
   Skills:  Climb 4 ranks, Disable Device 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Open Lock 4 ranks



Class Skills
 The Goblin Hashishin's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Quiet Rage
2. +1    +0     +3     +0    Sneak Attack +1d6
3. +2    +1     +3     +1    Espionage
4. +3    +1     +4     +1    Quiet Rage
5. +3    +1     +4     +1    Sneak Attack +2d6
6. +4    +2     +5     +2    Espionage
7. +5    +2     +5     +2    Quiet Rage
8. +6    +2     +6     +2    Sneak Attack +3d6
9. +6    +3     +6     +3    Espionage
10.+7    +3     +7     +3    Master Assassin

Weapon Proficiencies: A Goblin Hashishin gains no new armor or weapon proficiencies.
 
Quiet Rage (Ex): At Levels 1, 4, and 7 you get an additional daily use of Rage.  Unlike normal Barbarian Rage, you may use all Dexterity based skills while Raging, and may make a DC 20 Willpower Check to use either the Concentration skill (or an ability requiring concentration) or an Int based skill as a Free Action.

Sneak Attack (Ex): This is identical to, and stack with, the Rogue Ability of the same name.

Espionage (Ex): At 3rd Level you can move at any speed without taking penalties on Hide or Move Silently checks.

At 6th level you get lucky when it comes to traps.  If you fail a roll and cause a trap to go off, make a separate Level Check.  If this Check beats the Traps DC, it malfunctions slightly and doesn't effect you.  Everyone else is still vulnerable.  If it would normally only effect you it goes off once you have left it's area of effect.

At 9th Level if you beat the Traps DC by 5, you can rig it to go off up to 1 minute after you leave or you can harmlessly reset it.

Master Assassin (Ex): When you successfully use your Sneak Attack on an opponent choose one of the following Conditions, and that opponent is affected by it for a number of rounds equal to your Sneak Attack Dice if he fails a Reflex Save (Save DC is 10 plus 1/2 HD plus Dex Modifier): Confused, Deafened, Nauseated or Stunned.

PLAYING A GOBLIN HASHISHIN
 You were born to die.  All beings are, and most of them will die forgotten and without purpose.  You have been groomed from birth to die for a specific purpose: the destruction of your races enemies. 
 Combat: Hashishin are expected to worm their way into enemy palaces or forts, avoid any traps or security, and  then quietly murder their target.  Escaping with their own lives is optional.  Therefore they are not so much expert warriors as murderers.  If you have to kill someone quickly and quietly it's better to do so when they're vulnerable as opposed to facing you fully armed.
 Advancement: Hashishin are expected to be top notch assassins.  If they fall behind in their skills, their superiors kill them.  If they fail an assignment or try to quit, their superiors kill them.  That's pretty big incentive to keep on top of things, and always looking to increase one's skill level.
Resources: Hashishin are given what their superiors believe they need at the beginning of their assignment, and they are expected to rely on their ingenuity if anything else is needed.

GOBLIN HASHISHIN IN THE WORLD
"We need some more magical defenses against these guys.  Nothing else has worked so far."
 You're a recluse.  The only living beings you speak to are your superiors or coworkers for the most part, and the Gods only know when one of them is going to be required to put you down for reasons you don't know and may not understand.  You actually begin to crave assignments because it gets you out on your own away from them.  Of course you can't speak to anyone else because you know you're being watched, and they'd kill you if you did.
 Daily Life: Your days are spent in training, scoping out targets, or making your move to eliminate them.  Besides escaping it's all you do.  The burnout rate for survivors of your profession is quite high.
 Notables: Number 4 (LE Male Goblin Barbarian 2/Rogue 4/Hashishin 6) is a moderately experiences assassin whose time may be up if he can't pull off a job blaming foreigners for the killing of a local Elf Lord.
 Organizations: The Hashishin are a religious organization of assassins.  While it is rumored they live on a mountain fortress, this has never been proven, and is likely a lie spread by them to confuse the Elven military who are looking for them.

NPC Reaction
 NPC's just think of you as 'that quiet guy', or something similarly harmless.  If they knew who you were they'd freak out completely.  The day you wake up to what kind of hell your life is becomes a nightmare for everyone.  Because once you leave or become exposed everyone will want you dead, and you'll need to kill just about everyone you know/come in contact with.

GOBLIN HASHISHIN IN THE GAME
 This class assumes you are a blind religious fanatic who kills people in the name of Maglubiyet.  Not only that but you're willing to lose your own life to destroy the target.  Could be difficult for PC's to pull off without the party nixing them
 Adaptation: This is meant for serious campaigns.  Really serious espionage/noir type stuff.
 Encounters: Ideally no one is supposed to encounter a Hashishin.  They're supposed to hit quietly during the night and disappear.  If someone sees them or interferes that's the worst possible outcome.

Sample Encounter
EL 12: The PC's have been arrested for the murder of a high ranking Elven official.  The only living witness claims it was a lone Goblin, so the PC's get released, but then the witness is murdered the same day.  They don't have long to find out what the hell is going on.


Number 4
LE Male Goblin Barbarian 2/Rogue 4/Hashishin 6
Init +8, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +4 Dex, )
hp 78 (12 HD)
Fort +8, Ref +13, Will +4 
Uncanny Dodge, Improved Uncanny Dodge, Evasion
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +9, Grp +6
Atk Options Quiet Rage 3/day, Sneak Attack +4d6,
Combat Gear
-----------------------------------------------
Abilities Str 13, Dex 18, Con 14, Int 10, Wis 12, Cha 6
SQ Fast Movement, Trapfinding, Trap Sense +1, Espionage
Feats Improved Initiative, Instantaneous Rage, Mad Foam Rager, Silencing Blow, Telling Blow
Skills Balance +8, Climb +5, Disable Device +8, Disguise +2, Gather Information +2, Hide +12, Jump +5, Knowledge (Local, Nobility) +4, Listen +9, Move Silently +12, Open Lock +12, Ride +8, Spot +9, Survival +5, Tumble +8, Use Magic Device +2
Possessions


EPIC HASHISHIN

Hit Die: d8
Skills Points at Each  Level : 6 + int
Quiet Rage You gain an additional daily use of Rage at Level 21, and every 4 levels thereafter.
Sneak Attack You gain an additional die of Sneak Attack at Level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Hashishin gains a Bonus Feat every 4 levels higher than 20th



Silencing Blow
Your sneak attacks render foes unable to speak.
Prerequisites: Sneak Attack+2d6, Move Silently 8 ranks, BAB +6
Benefits: If you successfully Sneak Attack an opponent, he is unable to speak for a number of rounds equal to your Sneak Attack Dice.
« Last Edit: January 11, 2017, 05:35:39 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #53 on: November 10, 2011, 03:13:49 AM »
BUGBEAR SERGEANT


   
"Sneaking up on people and stabbing them is the high part of my night."

 Bugbear Sergeants are team leaders of mercenary assassins who sneak into enemy camps and kill targets.  Any targets, they aren't picky as long as they're paid promptly, and have a chance at killing what they're supposed to.  They aren't as stupid as Bugbears are supposed to be. 

BECOMING A SERGEANT
Generally you just have to be a Bugbear and go through the necessary training.  Which means you'll need a few levels of Marshall. 

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Marshall Auras:  Motivate Dexterity
   Sneak Attack:  +2d6
   Skills:  Bluff 6 ranks, Hide 6 ranks, Intimidate 6 ranks, Move Silently 6 ranks
   Feats:  Leadership


Class Skills
 The Sergeant's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local, War)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Survival (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    +1d6 Sneak Attack, Auras
2. +1    +0     +3     +3    Special Aura
3. +2    +1     +3     +3    Bonus Feat
4. +3    +1     +4     +4    +1d6 Sneak Attack
5. +3    +1     +4     +4    Special Aura
6. +4    +2     +5     +5    Bonus Feat
7. +5    +2     +5     +5    +1d6 Sneak Attack
8. +6    +2     +6     +6    Special Aura
9. +6    +3     +6     +6    Bonus Feat
10.+7    +3     +7     +7    Master Sergeant

Weapon Proficiencies: A Sergeant gains no new weapon or armor proficiencies.
 
Sneak Attack (Ex): At Levels 1, 4, and 7 the Bugbear Sergeant gains an additional die of Sneak Attack damage (see PHB page 50).  This stacks with Sneak Attack dice gained from other sources.

Auras: Your Bugbear Sergeant and Marshall Levels stack for purposes of determining how many Major and Minor Auras he knows.

Special Aura (Su): At Levels 2,5, and 8 you gain an Aura unique to the Bugbear Sergeants from the following list (these are Major Auras, and do not count against the maximum number of Auras you may know):

Aura of Ambushing (Prerequisites: Sneak Attack +2d6): All Allies within range gain +1d6 Sneak Attack (see PHB page 50), and this stacks with Sneak Attack gained from other sources.  This may be taken multiple times.   For example if taken at levels 2 and 5 this grants +2d6 Sneak Attack.

Aura of Evasion (Prerequisites: Evasion): All Allies within range gain the Evasion Ability (see PHB pg 50), or Improved Evasion if they already have Evasion.

Aura of Dodging (Prerequisite: Uncanny Dodge): All Allies within range gain the Uncanny Dodge Ability (see PHB pg 50), or Improved Uncanny Dodge if they already have Evasion.

Aura of Fear (Prerequisite: Intimidate 8 ranks): Allies gain Frightful Presence.  Whenever they Flank or successfully Sneak Attack or confirm a Critical hit on an opponent whose Hit Dice is equal to or less than theirs the opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the rest of the encounter.

Aura of Speed (Prerequisite: Grant Move Action 1/day): All Allies within range can Feint in combat as a Swift Action.

Motivate Stealth: Bonus on Hide and Move Silently Checks (Bonus is same as Major Aura).
 
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.


Master Sergeant (Su): All opponents withing 10' of you are considered Flat-Footed if they fail a Willpower Save (DCis 10 plus 1/2 HD plus Charisma Modifier).

PLAYING A SERGEANT
 You are a leader of...well not men.  Males to be certain, but men implies humans, and you've always thought of them as small and weak.  A mongrel race.  You enjoy killing them in the night.  Even if Maglubiyet and Hruggek didn't order it you'd probably do it anyway.  Granted you don't get you hands dirty so often, but you're always present when it's done.
 Combat: The Bugbears under your command sneak in with you nearby giving them support.  The goal is to get in, cut people in their sleep, and get out.  You don't do stand up toe to toe fighting.  Not unless you have to.  Guerrilla fighting is more your style. 
 Advancement: For most Sergeants advancement depends on the mercenaries under their command, as they tend to tailor their auras to make best use of what they have.
Resources: Sergeants tend to be paid pretty decently, but between jobs your resources are limited to what you can steal.

SERGEANTS IN THE WORLD
"Gentleman...we appear to have a problem."
 Sergeants don't like for their face to be seen or known.  Proxies do their dealing for them so they never meet clients face to face.  They actually take an interest in killing anyone who does.  It's the mark of a professional they say.
 Daily Life: Your time is spent planning missions, or angling for clients for new missions, or taking out rivals.  The usual for a minor criminal figure.  Or not so minor if you're lucky.
 Notables:
 Organizations: Sergeants belong to small mercenary bands of thieves and assassins.  Sometimes they may be employed by a larger organization if they do well, but this is rare as people tend not to like them or trust them.

NPC Reaction
 NPC's probably don't know you exist, and if they do it means they're marked for death.  So it's probably best to say they don't exactly like you.

SERGEANTS IN THE GAME
 This class assumes the Sergeant is a leader of a band of killers.  He really won't be satisfied with anything else which may cause conflict.
 Adaptation: This is probably best for serious campaigns, but in theory it could be adopted to humor easily enough.  Think of a Bugbear Moriarty.
 Encounters: Sergeants are only encountered during a mission.  Beyond that they stay out of sight.

Sample Encounter
EL 13: The PC's are hired by a suspicious but famous Elven merchant woman who claims Bugbear Assassins want her dead.


Name
CE Male Bugbear Marshall 2/Rogue 3/Bugbear Sergeant 4
Init +2, Senses: Listen +13, Spot +13, Dark Vision 60'
Languages Common, Goblin, Orc
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +3 Natural)
hp  (12 HD)
Fort +7, Ref +12, Will +12 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options Sneak Attack +2d6
Combat Gear
-----------------------------------------------
Abilities Str 12, Dex 14, Con 12, Int 13, Wis 14, Cha 16
SQ Trapfinding, Trap Sense +1, Minor Auras (Master of Opportunity, Master of Tactics, Motivate Dexterity), Major Auras (Motivate Ardor, Motivate Attack)
Feats , Skill Focus: Diplomacy (B)
Skills Bluff +13, Climb +8, Diplomacy +12, Gather Information +10, Jump +8, Hide +13, Intimidate +13, Listen +13, Move Silently +13, Search +12, Sense Motive +13, Spot +13
Possessions



EPIC SERGEANT

Hit Die: d6
Skills Points at Each  Level : 6 + int
Auras You get an additional Minor Aura at Level 21 and every 3 Levels thereafter.
Sneak Attack You gain an additional +1d6 Sneak Attack at Level 22 and every 4 Levels thereafter.
Bonus Feats: The Epic Sergeant gains a Bonus Feat every 4 levels higher than 20th



Squad Commander
Prerequisites: Must know at least 1 Major Aura
Benefits: The range of your Aura increases from 60' to 90'.

Battlefield Commander
Prerequisites: Squad Commander, 6th Level
Benefits: The range of your Aura increases from 90' to 120'.

Additional Minor Aura
 Prerequisites: Must know at least 2 Minor Auras
Benefits: You get to choose one additional Minor Aura.

Additional Major Aura Prerequisites: Must know at least 2 Major Auras
Benefits: You get to choose one additional Major Aura.

Enhanced Major Aura  Prerequisites: Must know at least 1 Major Aura
Benefits: The Bonus provided by one of your Major Auras is equal to your Charisma Modifier or it's regular Bonus (whichever is higher).  This may be taken multiple times, choose a different Aura each time.

Enhanced Minor Aura Prerequisites: Must know at least 1 Minor Aura
Benefits: This may be chosen multiple times, choose a different Minor Aura each time.  That Aura's Bonus is +2 higher than normal.

Additional Move Action Prerequisites: Grant Move Action class ability
Benefits: You can grant one additional Move Action per day.

Enhanced Move Action Prerequisites: Additional Move Action
Benefits: As well as Move Actions your Class Ability may now also be used to grant extra Swift or Immediate Actions.

Multiple Minor Auras
Prerequisites: Must know at least 3 Minor Auras
Benefits: You may now project up to 2 Minor Auras at once, and projecting an Aura is a Free Action.

Multiple Major Auras
Prerequisites: Must know at least 3 Major Auras
Benefits: You may now project up to 2 Major Auras at once, and projecting an Aura is a Free Action.

Persistent Aura
Prerequisites: Supernatural Aura
Benefits: Your Allies get the benefit of your Auras even if you are Dazed, Unconscious, Stunned, or Paralyzed.

Stacking Auras
Prerequisites: Must know at least 6 Minor Auras.
Benefits: The Circumstance Bonuses from your different Auras stack now.

Supernatural Aura
Prerequisites: Must be able to cast spells/manifest psionics or have a Spell-Like or Supernatural Ability, Level 6
Benefits:  Your Allies to not need to speak your language or understand you or even be intelligent to gain the benefit of the Auras you project.  They can even be Mindless, and do not need to hear you.  If you choose to use your Auras in this manner they become Supernatural Abilities.
« Last Edit: January 11, 2017, 05:41:46 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #54 on: November 10, 2011, 03:14:44 AM »
HORNED BERSERKER


   
"BLARG!"

 Horned Berserkers are goblinoid shock troops, usually either Dekanter or Varag depending on world setting.  They are sent ahead to break lines or to hunt down escaped slaves in times of peace due to their tracking abilities.  Despite your usefulness your masters see you as little more than trained dogs, and potentially rabid ones at that.

BECOMING A HORNED BERSERKER
A couple levels each of Scout and Barbarian will be necessary. 

 ENTRY REQUIREMENTS
   Race Varag or Dekanter
   Class Abilities:  Rage, Skirmish +1d6
   Feats:  Instantaneous Rage, Mad Foam Ranger, Powerful Charge

Class Skills
 The Horned Berserker's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str, and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +0    Enhanced Skirmish
2. +2    +0     +3     +0    Enhanced Mobility
3. +3    +1     +3     +1    Enhanced Charge
4. +4    +1     +4     +1    Enhanced Skirmish
5. +5    +1     +4     +1    Enhanced Mobility
6. +6    +2     +5     +2    Enhanced Charge
7. +7    +2     +5     +2    Enhanced Skirmish
8. +8    +2     +6     +2    Enhanced Mobility
9. +9    +3     +6     +3    Enhanced Charge
10.+10   +3     +7     +3    Suicidal Berserker

Weapon Proficiencies: The Horned Berserker gains no new weapon or armor proficiencies if it's a Dekanter.  Varag are trained in the use of the Horned Helm (see Races of Faerun).

Enhanced Skirmish (Ex): At 1st Level when you successfully use your Skirmish while Raging, you do an additional +1d6 damage.

At 4th level when you move more than 10, you gain an additional +1d6 Skirmish damage per extra 10' you move.

At 7th Level you may now use your Skirmish Ability on any turn you move at least 5' instead of 10.

Enhanced Mobility (Ex):  At 2nd Level you can move half your normal speed while climbing and no longer lose your Dexterity Bonus to AC.

At 5th Level when Raging you no longer take a -2 penalty to AC.

At 8th level your movement doesn't provoke Attacks of Opportunity.

Enhanced Charge (Ex): At 3rd Level when charging while Raging you may take a penalty on your AC for the round up to your BAB, and add double that amount to all damage rolls for the round.

At 6th Level if you are hit during a round in which you are using the 3rd Level Enhanced Charge Ability, you gain one additional daily use of Rage per hit (maximum you can gain is equal to your Constitution Modifier, the extra uses are lost if not used within 24 hours).

At 9th Level you when charging while Raging you can expend additional daily uses of rage as a Swift Action to enhance your attack if it is successful.  Each use of rage used adds a multiplier to the damage.  For example one use of Rage doubles the damage, 2 uses triple the damage, 3 uses quadruples it, etc.  This stacks with multipliers from critical hits, but not from Feats or other sources.

Suicidal Berserker (Ex): At 10th Level the Horned Berserker can last longer than -10 hp while Raging.  It can act and fight normally until - (Constitution score plus level).  For example a Barbarian 2/Scout 4/Horned Berserker 3 with a Con of 10 could fight until -20 hp.  Once rage wears off however, he must be above -10 hp or die immediately.  The Berserker also gains a +4 Circumstance Bonus to all opposed Checks while Raging.
 
PLAYING A HORNED BERSERKER
 They may look down on you, but without you the army couldn't find escaped prisoners.  Plus they rely on you to break the front lines of enemy forces so despite them looking down on you for not being 'true warriors', whose the guy that smashes into the Elves first every battle?  You are that's who.  So screw the Generals.  They better get some better food if they want you running into pikes again.
 Combat: Your combat style relies on speed and mobility, or more specifically running headlong into your enemy.  So gear up for the usual charging builds.
 Advancement: You don't have a lot of choice in advancement unless you've escaped.  Your owners provide your training (and by provide we mean they force  you).
Resources: None.  You're a slave, and if you've escaped your situation isn't much better.

HORNED BERSERKERS IN THE WORLD
"He's a good dog."
 You're a slave to the goblinoid military hegemony.  Yay for you, you get to experience a short hellish life before death where you spend an entire afterlife...fighting.  How you get out of bed in the morning is beyond most people unless you also are a religious fanatic devoted to Maglubiyet.  Oh wait, most of you are...
 Daily Life: Training and combat for the most part, as well as psychological conditioning designed to make you a monster.
 Notables: Volf (NE Male Varag Barbarian 2/Scout 4/Horned Berserker 6) kind of wishes he had more say so in his life, but he manages to work of all his hate by killing Elves in war.
 Organizations: You belong to the goblinoid (specifically the Hobgoblin) military.

NPC Reaction
 Most people think of you as little more than a rabid dog, and therefore little more than something to be feared or used to their own ends.

HORNED BERSERKERS IN THE GAME
 This assumes you are a slave in the military, or an escapee on the run from your former masters (and the rest of the known world).  This could focus a lil too much attention on you if the rest of the group isn't similar.
 Adaptation: This could be serious or silly.  It would be a dark silly but still...
 Encounters: PC's will usually encounter you in war, or on the run after escaping from war.

Sample Encounter
EL 12: The PC's are hired to help guard an Elven border fort, when a goblinish thing shows up and asks for sanctuary.  Oh and he has t he plans for an assault on you.


Volf
NE Male Varag Barbarian 2/Scout 4/Horned Berserker 6
Init +3, Senses: Listen +5, Spot +1, Dark Vision 60'
Languages Goblin
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +1 Natural, )
hp 88 (12 HD)
Fort +9, Ref +11, Will +4 
Uncanny Dodge, Improved Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 60 ft. (12 squares)
Melee
Base Atk +11, Grp +15
Atk Options Rage 1/day, Skirmish (+1d6, +1 AC), Enhanced Skirmish, Enhanced Charge
Combat Gear
-----------------------------------------------
Abilities Str 18, Dex 14, Con 14, Int 5, Wis 12, Cha 10
SQ Fast Movement, Trap finding, Trackless Step, Enhanced Mobility
Feats Improved Bull Rush, Instantaneous Rage, Mad Foam Ranger, Power Attack, Powerful Charge, Endurance (B)
Skills Climb +9, Intimidate +4, Jump +9, Listen +5, Search +2, Survival +5
Possessions



EPIC HORNED BERSERKER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Horned Berserker gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: January 11, 2017, 05:37:38 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #55 on: November 10, 2011, 03:15:20 AM »
PACKMASTER


   
"Cry Havok, etc..."

 Packmasters lead teams of Varag warriors, usually ones with the Horned Berserker PrC.  Seeing them in combat is usually quite demoralizing for those who know what they are.

BECOMING A PACKMASTER
Pretty much all Packmasters are Marshalls, though some of them do multiclass into Fighters.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Feats:  Leadership (Cohort or Followers must be Varags)
   Class Abilities:  Must have at least 1 Minor and 1 Major Marshall's Auras, including Motivate Urgency and Over the Top
   Skills:  Intimidate 6 ranks
   Alignment: Cannot be Good


Class Skills
 The Packmaster's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (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    Grant Special Action
2. +1    +3     +0     +3    Team Attacks
3. +2    +3     +1     +3    Act Quickly +1
4. +3    +4     +1     +4    Grant Special Action
5. +3    +4     +1     +4    Team Attacks
6. +4    +5     +2     +5    Act Quickly +2
7. +5    +5     +2     +5    Grant Special Action
8. +6    +6     +2     +6    Team Attacks
9. +6    +6     +3     +6    Act Quickly +3
10.+7    +7     +3     +7    Pack Attack

Weapon Proficiencies: A Packmaster gains no new Weapon or Armor proficiencies.
 
Grant Special Action (Su): At Levels 1, 4, and 7 the Packmaster gains an additional daily use of the Grant Move Action ability he gains as a Marshall.  He also gains some additional uses with it.  At Level 1 if a
Varag Ally influenced by one of his Auras falls below 0 hit points the Packmaster can expend one of his daily uses of Grant Move Action to immediately stabilize him.

At Level 4 if a Varag Ally affected by one of the Packmasters Auras fails a Fortitude or Willpower Save the Packmaster can expend a daily use of this ability to let him reroll the Save.  This may be done once per Saving Throw.

At Level 7 if a Varag Ally affected by one of the Packmasters Auras fails a Saving Throw (even if the Level 4 reroll ability is used) he may expend a daily use of Grant Move Action to allow them to put off the damage or effects of whatever required the Save for 1 round (this stacks with the Mad Foam Rager Feat).

Team Attacks (Su): At Levels 2, 5, and 8 the Packmaster Can also expend one daily use of it's Grant Move Action ability to allow it's Varag Allies to perform special team attacks that round.  At each appropriate Level you can choose one from the following list:

Dual Attack: To use this two of your Varag Allies must be attacking the same opponent.  They get a +2 Bonus on the attack roll, and if they succeed in hitting they both automatically threaten a critical hit for the next three rounds.

Dual Defense: To use this two of your Varag Allies must be threatened by the same opponent, and cannot be more than 5' apart.  They both get a +1 Bonus to their AC, and confirmed critical attacks by that opponent have a 75% chance of being converted into a normal hit for the next three rounds.

Group Attack: To use this three or more of your Varag Allies must be attacking the same opponent.  Each Varag who is flanking that opponent gains +3d6 Sneak Attack for the round.

Group Defense:  To use this three of your Varag Allies must be threatened by the same opponent, and cannot be more than 5' apart.  For the next three rounds that opponent has a -4 on attack and damage rolls.

High and Low: To use this two of your Varag Allies must be attacking the same opponent.  The first makes a regular attack roll, while the second makes a Trip Attack.  If the initial attack is successful the Trip attack check is equal to whatever the Varag making the Trip attempt rolls or (the first attacks damage plus 10) whichever is higher.

Ground and Pound: To use this two or more of your Varag Allies must be attacking the same opponent, who is prone.  For this round they do not need to roll to hit the prone opponent, they automatically hit with a +4 Bonus to damage rolls.  They also do 1 point of temporary Constitution damage.


Act Quickly (Ex): At Level three the Packmaster and any Allies influenced by his Auras get a +1 Bonus to Initiative.  This increases to +2 at level 6, and +3 at level 9.

Pack Attack (): At 10th Level on the first round of combat (or the surprise round if you get lucky), before Initiative is rolled you can declare you are using this Ability as a Free Action by expending one daily use of your Grant Move Action Ability.  During this first round your Varag Allies within 60' of you move before everyone, and do not have to move in a straight line to charge

PLAYING A PACKMASTER
 You don't really consider anyone but yourself as a 'person'.  Except maybe your loyal dogs, but they're pets.  Pets are loved, but replaceable and expendable.  Everyone and everything else rates even lower than them.  To say you aren't a nice guy is a bit of an understatement. 
 Combat: Packmaster's don't enter combat so much as direct their 'pets' form the rearguard.  They're capable of fighting if necessary, they just prefer a less direct role.
 Advancement: Most Packmaster's are attached to a military unit of some sort as shock troops, so their advancement largely depends on their commanding officer.
Resources: As part of the Hobgoblin military you have access to what will be needed to complete your mission, but you're on your own other than that.

PACKMASTERS IN THE WORLD
"Personally I think his so-called dogs have more humanity than he does."
 Packmaster's tend to be sadistic loners with bizarre philosophies and outlooks on life that alienate them even from their fellow Hobgoblin's.  Most tend to be madmen, nihilists, anarchist, and sociopaths.
 Daily Life: Much of your time is spent training your charges and keeping them in readiness for combat.  Or actual combat, which can be less frightening than your training methods.
 Notables:
 Organizations: Most Packmaster's tend to belong to some form of military unit or mercenary group.

NPC Reaction
 NPC's tend to loath you, even your own kind.  Most Packmaster's are offensive on purpose, because they dislike the company of others.  Odd considering the focus of their class is commanding other individuals, but that's just their bullying nature coming through.

PACKMASTERS IN THE GAME
 This class assumes you're a bit of a mean, amoral killer who is willing to mentally and physically torture others to turn them into killing machines.  That might not go over well with some...
 Adaptation: This mostly meant for dark campaigns but could be adapted for more light hearted ones.
 Encounters: PC's will usually encounter Packmaster's during war, or when they're sent to track fugitives.

Sample Encounter
EL 13: The PC's find a badly injured elf hiding in the forest moments before a group of drooling Goblinoid monsters breaks into the clearing.


Name
LE Male Hobgoblin Marshall 6/Packmaster 6
Init +2, Senses: Listen +6, Spot +6, Dark Vision 60'
Act Quickly +2
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   ()
hp 90 (12 HD)
Fort +13, Ref +4, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 13, Dex 10, Con 16, Int 10, Wis 12, Cha 18
SQ Minor Auras (Art of War, Master of Tactics, Over the Top), Major Auras (Hardy Soldiers, Motivate Urgency), Grant Move Action 3/day, Grant Special Action, Team Attacks (Group Attack, High and Low),
Feats Battlefield Commander, Enhanced Move Action, Leadership, Squad Commander, Stacking Auras
Skills Bluff +10, Intimidate +19, Knowledge (Local) +5, Listen +6, Ride +5, Sense Motive +6, Spot +6, Survival +6
Possessions



EPIC PACKMASTER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Team Attacks You may pick an additional Team Attack at Level 22 and every 3 levels thereafter.
Act Quickly The Bonus you receive increases by +1 at Level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Packmaster gains a Bonus Feat every x levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #56 on: November 10, 2011, 03:15:48 AM »
STEALTH CAVALRY


   
"I wish we could yell 'charge' like other cavalries do."

 Stealth Cavalry are Bugbear military specialists who not only excel at stealth, but have trained their massive mounts in it as well.  They spend many a day in ghillie suits hidden in plain sight of their grazing Bison.

BECOMING STEALTH CAVALRY
Most Stealth Cavalry begin as Scouts or Rogues with the Wild Cohort Feat

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Skills:  Hide 4 ranks, Move Silently 4 ranks, Ride 4 ranks
   Feats:  Mounted Combat, Ride-By Attack, Wild Cohort (Bison)


Class Skills
 The Stealth Cavalry's class skills (and the key ability for each skill) are Hide (Dex), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    +1d6 Sneak Attack or Skirmish
2. +2    +3     +0     +0    Camouflage
3. +3    +3     +1     +1    Enhanced Mount
4. +4    +4     +1     +1    +2d6 Sneak Attack or Skirmish
5. +5    +4     +1     +1    Quick Stealth
6. +6    +5     +2     +2    Enhanced Mount
7. +7    +5     +2     +2    +3d6 Sneak Attack or Skirmish
8. +8    +6     +2     +2    Hide in Plain Sight
9. +9    +6     +3     +3    Enhanced Mount
10.+10   +7     +3     +3    Bison Lord

Weapon Proficiencies: Stealth Cavalry gains no new weapon or armor proficiencies.
 
Sneak Attack/Ambush (Ex): At Levels 1. 4. and 7 the Stealth Cavalry gains an additional die of either Sneak Attack or Skirmish, whichever one it currently possesses from other class levels.  If the character doesn't currently have either ability, or has both, he gets his choice of which one he wants when he gains the Level that gives him this ability.

Camouflage (Ex): Identical to the Ranger ability listed on page 48 of the PHB.

Enhanced Mount (Ex): At 3rd Level your Mount also gains the use of your Camouflage ability.

At 6th Level it gains your Quick Stealth Ability.

At 9th Level it gains your Hide in Plain Sight Ability.

Quick Stealth (Ex): At Level 5 you can move your full movement speed without taking a penalty to Move Silently or Hide Checks.  You still cannot Charge while making a Hide check.

Hide in Plain Sight (Ex): Identical to the Ranger ability listed on page 48 of the PHB.

Bison Lord (Ex):  At 10th Level you can make the little Bison dance.  Kidding.  Your Bison Mount does however get Diehard and Powerful Charge as Bonus Feats.  All Bison automatically regard you as Friendly as well.
 
PLAYING STEALTH CAVALRY
 "These Bison are not for eating you freak!  They are our friends!  Our companions!  Our personalized siege engines!  You will leave these Bison alone!"
 Combat: Stealth Cavalry tend to hide nearby their mounts and double team opposing forces once they get close, or suddenly leap onto their mounts from hiding to ride into battle.  You'd think people would be suspicious of Bison herds near a battle, but Bison do have a rep for stupidity.
 Advancement: Being in the military this decision is usually made for you, but given the nature of your unit you have more leewaythan most.
Resources: As part of either a formal military or a mercenary Guild of some sort you usually have some resources to gain at the beginning, but in the field you may need to scrounge on your own.

STEALTH CAVALRY IN THE WORLD
"Are those Buffalo tipey toeing through the bushes?"
 Stealth Cavalry would be a lonely life for some, but you'd rather hang with your buffalo buddy than the idiots you find in most cities.  Bison may be called stupid, but people just don't understand them.
 Daily Life: Much of your life is spent mastering woodcraft, training the Bison and yourself for funtime, and waiting for orders.
 Notables: Grunt (NE Male Bugbear Scout 4/Stealth Cavalry 4) is a local good ole boy.  Hangs around with the cows a lot.  Doesn't seem to like people comin' round...
 Organizations: Most Stealth Cavalry belong to an organization of some sort.  They're too valuable to not keep around.

NPC Reaction
 If you're doing your job most people never meet you until you head into town for supplies.  Or they poop themselves when you jump at them from the bushes.

STEALTH CAVALRY IN THE GAME
 This assumes you are part of a military group (unless they were all wiped out).  Either option presents complications for the campaign.
 Adaptation: This is most definitely meant for the sillier side of DnD.
 Encounters: Stealth Cavalry is usually seen during wartime, or raiding trade routes.

Sample Encounter
EL 12: The PC's see a small group of Bison munching in a field.  When one of them nocks an arrow to get dinner the bushes suddenly come alive and put knives to everyone's throats and say "Do NOT...eat the Buffalo.  Nod if you understand."

The PC's nod.


Grunt
NE Male Bugbear Scout 4/Stealth Cavalry 4
Init +9, Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+4 Dex, +3 Natural, )
hp 82 (11 HD)
Fort +10, Ref +12, Will +4 
Battle Fortitude +1
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +9, Grp +13
Atk Options Skirmish (+3d6, +1 AC),
Combat Gear
-----------------------------------------------
Abilities Str 18, Dex 18, Con 16, Int 10, Wis 12, Cha 6
SQ Uncanny Dodge, Trackless Step, Fast Movement, Camouflage, Enhanced Mount
Feats Mounted Combat, Ride-By Attack, Trample, Wild Cohort, Lightning Reflexes (B)
Skills Hide +12, Jump +12, Knowledge (Geography, Nature) +4, Listen +5, Move Silently +12, Ride +12, Search +4, Spot +5, Survival +5, Tumble +12
Possessions



EPIC STEALTH CAVALRY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Sneak Attack/Ambush At Level 21 and every three Levels thereafter you gain an additional +1d6 of either Sneak Attack or Skirmish.
Bonus Feats: The Epic Stealth Cavalry gains a Bonus Feat every x levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #57 on: November 10, 2011, 03:16:20 AM »
BLEAK SNIPER


   
"Shooting people from range is always the best!"

 Bleak Archers are Goblinoids who became obsessed with their Arrow of Dusk ability, and who end up becoming magical archers of sort, using bows crafted from Shadow.

BECOMING A BLEAK SNIPER
Getting the appropriate skills and abilities as a Shadowcaster is the normal way.

 ENTRY REQUIREMENTS
   Race:  Bugbear or Goblin
   Mysteries:  Arrow of Dusk, Step Into Shadow
   Skills:  Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks
   Feats:  Any 1 Metashadow Feat


Class Skills
 The Bleak Sniper's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, The Planes)(Int), Move Silently (Dex), Spellcraft (Int), Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Shadow Bow, +1 level of Shadowcasting class
2. +1    +0     +3     +3    Shadow Stealth
3. +2    +1     +3     +3    Shadow Walking
4. +3    +1     +4     +4    Shadow Bow, +1 level of Shadowcasting class
5. +3    +1     +4     +4    Shadow Stealth
6. +4    +2     +5     +5    Shadow Walking
7. +5    +2     +5     +5    Shadow Bow, +1 level of Shadowcasting class
8. +6    +2     +6     +6    Shadow Stealth, +1 level of Shadowcasting class
9. +6    +3     +6     +6    Shadow Walking, +1 level of Shadowcasting class
10.+7    +3     +7     +7    Master Archer, +1 level of Shadowcasting class

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

Shadow Bow (Su): At 1st Level when using your Arrow of Dusk ability the damage is no longer non-lethal, and you get a Bonus to damage rolls equal to your Charisma Modifier.  All Attack Feats you have that can be used with bows can be now used with this Ability.  You may now use Arrow of Dusk at will.

At 4th Level the range of your Arrow of Dusk ability increases to Long (400 plus 40'/Level), and you no longer take penalties on attack rolls with it due to range.

At 7th Level whenever you successfully confirm a critical hit with your Arrow of Dusk, your opponent takes a -4 penalty to his Strength score for 10 minutes (this penalty can be cumulative with multiple criticals).  The Arrow of Dusk now threatens a critical on a 19-20.

Shadow Stealth (Su): At 2nd Level you may now use Sight Obscured at will.

At 5th Level you may use Sight Eclipsed an additional 3 times per day.

At 8th Level you effectively become Invisible (as per the spell Superior Invisibility) while in darkness or heavy shadows.

Shadow Walking (Su): At 3rd Level you can use Step Into Shadow an additional 3 times per day.

At 6th Level you can use Pass into Shadow an additional 3 times per day.

At 9th Level you can enter or leave the Plane of Shadow at will, carrying up to Heavy Encumbrance in equipment with you.

Highwayman: At 10th Level whenever you attack an opponent who is Flat-Footed or unaware of your presence he must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or die.  If he succeeds he still takes your normal Arrow of Dusk damage whether you used it as the attack or not.

 
PLAYING A BLEAK SNIPER
 Bleak Snipers are assassins and guerrilla fighters who use their abilities to enhance the Goblinoid war effort.  They also extend the fight into the Shadow Plane.
 Combat: Bleak Snipers love to hide and snipe from range.  It's what they live for.  It makes them giggle at night.
 Advancement: Normally the military would have fairly strict control over your training, but they're uncertain how to proceed given your...unique abilities.  So you get a little leeway.
Resources: As usual for military members, you get plenty of resources when your needs and theirs coincide.

BLEAK SNIPERS IN THE WORLD
"What the Hell was that?"
 Bleak Snipers are normally loners except among themselves (where they are quite chatty).  The rest of the world is target practice.
 Daily Life: Much of your time is spent trying to figure out and hone your powers.
 Notables: Black Jimmy (NE Male Goblin Shadowcaster 8/Bleak Sniper 4) is a local hitman upset that he's been reduced to using his powers for this.
 Organizations: Bleak Snipers usually belong to a magic school as well as the military (and sometimes a third small group of close friends).

NPC Reaction
 NPC's aren't supposed to see you.  Otherwise it would be difficult to put the arrow in the back of their neck.  Or wherever.

BLEAK SNIPERS IN THE GAME
 This kind of assumes you're a little crazy.  And like to kill people.  Could make for friction.   
 Adaptation: This is good for silly or serious.
 Encounters: Bleak Snipers are usually encountered at night or on the Shadow Plane fooling about with their abilities, or during war.

Sample Encounter
EL 12: An arrow in the belly wakes up one of the PC's.  Hysterical laughter at his expense wakes up the rest of the PC's.  Damn, you really hate Goblins.


Black Jimmy
NE Male Goblin Shadowcaster 8/Bleak Sniper 4
Init +2, Senses: Listen +1, Spot +7, Dark Vision 90'
Languages Common, Goblin, Orc, Giant
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +2 Dex, )
hp 42 (12 HD)
Fort +7, Ref +9, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +1
Atk Options
Combat Gear
Supernatural Abilities Arrow of Dusk, Caul of Shadow, Mystic Reflections, Sight Obscured, Widened Eyes 3/day (Except Arrow of Dusk which is at will)
Spell-Like Abilities Apprentice Mysteries: Carpet of Shadow, Clinging Darkness, Congress of Shadow, Flicker, Mesmerizing Shade, Shadows Fade, Sight Eclipsed, Steel Shadows
Initiate Mysteries: Pass into Shadow, Step Into Shadow

Casting Level 10th
-----------------------------------------------
Abilities Str 6, Dex 15, Con 10, Int 14, Wis 12, Cha 16
SQ Umbral Sight, Sustaining Shadow, Shadow Bow, Shadow Stealth, Shadow Walking
Feats Line of Shadow, Maximize Mystery, Shadow Cast, Still Mystery, Empower Mystery (B)
Skills Concentration +10, Hide +11, Intimidate +10, Knowledge (Arcana, Planes) +6, Move Silently +11, Ride +10, Spellcraft +10, Spot +10
Possessions



EPIC BLEAK ARCHER

Hit Die: d6
Skills Points at Each  Level : 2 + int
Mysteries Your caster Level continues to increase with Epic Levels, but you learn no new Mysteries.
Bonus Feats: The Epic Bleak Archer gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 18, 2017, 08:00:05 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #58 on: November 10, 2011, 03:28:48 AM »
Miner's Array Pieces and Abilities 

Code: [Select]
[B]Piece[/B]             [B]Body Slot[/B] [B]Price[/B]
[I]Miner's Helm[/I]     Head
[I]Miner's Mask[/I]     Face
[I]Miner's Pick[/I]     - (Carried)
[I]Miner's Toolbelt[/I]  Waist



Miners Array Collection Benefits

Code: [Select]
[B]Pieces Worn[/B]             [B]Collection Benefits[/B]
2 pieces worn   You no longer need air as long as you are wearing at least 2 pieces of the set (one piece must be mask).
4 pieces worn   You can cast Stoneskin upon yourself 3/day as an Immediate Action.

Miners Helm
 Price (Item Level): 60,360 GP
 Body Slot: Head
 Caster Level: 7th
 Aura: Moderate; (DC: 18) Divination
 Activation: Swift (Mental)
 Weight: 1/2 lb.

The Miner's Helm is a steel helmet with a golden disk prominently on the front.  It's wearer can cast Continual Flame at will. Three times per day he may cast Scrying, which is usually used to find missing miners in the event of cave-in's.

Prerequisites: Craft Magic Arms and Armor, Continual Flame, Scrying
Cost to Create: 15,180 GP, 60 days, 2,414 XP



Miners Mask
 Price (Item Level): 30,000 GP
 Body Slot: Face
 Caster Level: 5th
 Aura: Faint; (DC: 18) Abjuration
 Activation: - (Continuous)
 Weight: 1/2 lb.

This form fitting steel face mask provides it's wearer with air as long as it is worn, allowing him to breathe in any circumstances whether underwater or underground and making him immune to attacks based on gas or smoke.

Prerequisites: Craft Magic Arms and Armor, Gas Mask
Cost to Create: 15,000 GP, 15 days, 1,200 XP


Gas Mask
Abjuration
Level: Sor/ Wiz 3
Components: V, S, F
Casting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Minute/Level

An invisible field of force covers your head providing you with oxygen and making you immune to tasks based on stench (Ghasts, Stinking Cloud), smoke, or gasses (including some breath weapon).  Focus is a miniature representation of a gas mask.



Miners Pick
 Price (Item Level): 73,446 GP
 Body Slot: - (Carried)
 Caster Level: 11th
 Aura: Moderate; (DC: 20) Transmutation
 Activation: Swift (Mental)
 Weight: 6 lbs.

The wielder of this +1 Heavy Pick can cast Move Earth 3/day.

Prerequisites: Craft Magic Arms and Armor, Move Earth
Cost to Create: 36,723 GP, 74 days, 2.938 XP



Miners Toolbelt
 Price (Item Level): 3,200
 Body Slot: Waist
 Caster Level: 1st
 Aura: Faint; (DC: 15) Universal
 Activation: Swift (Mental)
 Weight: 6 lbs.

This Toolbelt contains enchanted mining tools.  They provide a +4 Enchantment Bonus to Profession (Miner) Checks and Knowledge (Architecture and Engineering) Checks when used.

Prerequisites: Craft Magic Arms and Armor, 4 ranks in Profession (Miner) and Knowledge (Architecture and Engineering)
Cost to Create: 1,600 GP, 2 days, 128 XP


Lore
Characters who have Knowledge (Architecture or Engineering, Dungeoneering, History) or the Bardic Knowledge ability can research Miner's Arrays.  When a character succeeds on a Check the following Lore is revealed, including that from lower DC's:

DC 15 Long in the past a large mining consortium had a problem.  They wanted the mine too be profitable, so they skipped safety measures.  Cave-in's became inevitable, costing them large swathes of their Dekanter slaves when they died trapped underground.  So they had magic items designed that would allow for the survival of their slaves taskmasters (who would presumably use them to save their charges). 
DC 20  It worked fairly well for the mining companies for some time.  At least until escaped slaves brought word of the magic items back to the Goblin military.  Their use in underground warfare was obvious, and the slave rebellion was on.
DC 25 The military eventually codified the first true sets of Miner Arrays, making small elite groups all but immune to cave-in's.
DC 30 A check of 30 or higher reveals the location of another piece of the set.

Offline bhu

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Re: Goblinoids
« Reply #59 on: November 11, 2011, 10:26:20 PM »
Squig
                      Small Aberration
Hit Dice:             1d8+2 (6 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +0/-4
Attack:               Bite +0 melee (1d4)
Full Attack:          Bite +0 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      CHARGE!
Special Qualities:    Dark Vision 60', Scent, Fearless
Saves:                Fort +2, Ref +4, Will +3
Abilities:            Str 10, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:               Listen +2, Spot +2, Survival +3
Feats:                Track
Environment:          Any
Organization:         Solitary, Pair, or Herd (5-20)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

"Bert...that ain't no coconut..."

This appears to be a ball on two clawed legs.  It's main features are multiple eyes, spines, and a huge mouth of fangs.  Color and exact appearance vary from individual to individual.  They are known for charging recklessly at virtually anything.

CHARGE! (Ex): Squigs do 2d4 damage on a successful Charge attack.

Fearless (Ex): Squigs are immune to non magical fear and morale penalties.

Combat: Squigs usually scream, begin frothing at the mouth, and charge recklessly into battle.




Faux Spider
                      Small Aberration
Hit Dice:             3d8+12 (25 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +2/-1
Attack:               Zap +1 Ranged Touch (1d3)
Full Attack:          Zap +1 Ranged Touch (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Zap
Special Qualities:    Dark Vision 60'
Saves:                Fort +5, Ref +2, Will +3
Abilities:            Str 12, Dex 12, Con 18, Int 2, Wis 11, Cha 4
Skills:               Climb +9, Listen +3, Spot +3
Feats:                Endurance
Environment:          Any Mountain or Underground
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"It burned up mah wine pouch.  That's it where's mah critter whacker?"

This appears to be a black lump of flesh with 6 spindly legs and a long neck.  The head seems to have no features other than two red glowing eyes.  What they eat is pretty much unknown (especially as they have no visible mouth).

Zap (Su): At will the Faux Spider can unleash twin rays from it's eyes.  This ray is a ranged Touch Attack with a range of 30' and does 1d3 Fire Damage.

Skills: Faux Spiders gat a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: Faux Spiders rarely initiate combat for reasons that seem common or reasonable.  Occasionally they seem to open fire at random but no one is sure why.




Landsquid
                      Tiny Aberration
Hit Dice:          1d8 (4 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 10 ft., Swim 10 ft.
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-5 (+7 Attached)
Attack:               Tentacles +2 melee touch (Attach)
Full Attack:          Tentacles +2 melee touch (Attach)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Ink Fart
Special Qualities:    Dark Vision 60', Amphibious
Saves:                Fort +0, Ref +2, Will +3
Abilities:            Str 8, Dex 15, Con 11, Int 4, Wis 12, Cha 6
Skills:               Climb +7, Escape Artist +6, Hide +14, Listen +3, Spot +3, Swim +7
Feats:                Ability Focus (Ink Fart), Weapon Focus (B)
Environment:          Warm Marsh or Forest
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"MY EYES!!

This appears to be a small squid or octopi capable of walking upright on it's tentacles on land.  They aren't picky eaters, and tend to spray ink in the eyes of humanoids in order to steal their food.  Which of course doesn't give them the greatest of reputations...

Attach (Ex): If the Landsquid successfully hits with a melee touch attack it attaches itself to it's victim.  It is considered to be Grappling it's opponent (and has a +12 Racial Bonus to Grapple Checks when Attached), but loses it's Dexterity Bonus to AC.  The Landsquid may be Grappled or attacked with a weapon, but to remove it, it's opponent must successfully Pin it in a Grapple.  If it grapples it's opponent it may use it's Ink Fart or bite for 1 point of damage.

Ink Fart (Ex):  If the Landsquid successfully Attaches itself to it's opponent it spews massive amounts of a black inky substance from a pore on it's body.  If the victim fails a DC 12 Reflex Save (Save DC is Constitution Based) it is blinded for 1d2 rounds. 

Skills: Landsquids have a +8 Racial Bonus to Climb and Swim Checks, and may always take 10 on a Climb or Swim Check.  They also get a +4 Racial Bonus to Hide and Escape Artist Checks.

Combat: Landsquids usually go straight for the Grapple (after determining where their opponent stores it's food), blasts away with the ink, steals the food and runs like hell.





Omnicidal Furry
                      Tiny Aberration
Hit Dice:             1d8+3 (7 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Climb 10 ft.
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-3
Attack:               Unseen Method of Attack +2 melee (1d4+1)
Full Attack:          Unseen Method of Attack +2 melee (1d4+1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Disturbing War Cry
Special Qualities:    Dark Vision 60'
Saves:                Fort +3, Ref +2, Will +3
Abilities:            Str 12, Dex 15, Con 16, Int 4, Wis 12, Cha 10
Skills:               Listen +3, Spot +3
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary, Pair, or Floof (10-100)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          ---
Level Adjustment:     ---

Awww...well aren't they the cutest little..."

SHRIIIEEEEKKK!!

"Get it off mah  face!"

This appears to be a small ball of fluff that can cause tremendous amounts of damage by no discernable means for it's size.  Think of it as sort of a Vorpal Tribble.

Disturbing War Cry (Ex): When the Furry lets loose it's patented shriek of the damned, living opponents within 10' must make a DC 10 Willpower Save (Save DC is Charisma Based) or be Shaken for 1d3 rounds.

Combat: Omnicidal Furries usually shriek and charge.  They aren't patient or subtle critters.