Author Topic: Goblinoids  (Read 36161 times)

Offline bhu

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Re: Goblinoids
« Reply #80 on: January 13, 2012, 11:52:42 PM »
ruhigbar update

Offline bhu

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Re: Goblinoids
« Reply #81 on: January 19, 2012, 11:26:43 PM »
RESCUE WORKER


   
"How much for the girl?

 Rescue workers are dedicated to finding Ruhigbar and bringing them to the homeland in progress being built by/for their race.  They buy/steal enslaved or imprisoned Ruhigbar, or escort free ones safely out of harms way along check points and safe houses.

BECOMING A RESCUE WORKER
Any Ruhigbar with levels in Factotum will do.

 ENTRY REQUIREMENTS
   Race:  Ruhigbar
   Class Abilities:  Opportunistic Piety
   Feats:  Font of Inspiration, Wanderer's Diplomacy
   Skills:  any 5 Int, Wis, or Cha based skills at 6 ranks


Class Skills
 The Rescue Worker's class skills (and the key ability for each skill) are all skills.
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Inspiration, Cunning Diplomacy
2. +1    +0     +3     +0    Improved Cunning Strike
3. +2    +1     +3     +1    Improved Opportunistic Piety
4. +3    +1     +4     +1    Improved Cunning Knowledge
5. +3    +1     +4     +1    Improved Cunning Strike
6. +4    +2     +5     +2    Improved Opportunistic Piety
7. +5    +2     +5     +2    Improved Cunning Diplomacy
8. +6    +2     +6     +2    Improved Cunning Strike
9. +6    +3     +6     +3    Improved Opportunistic Piety
10.+7    +3     +7     +3    Cunning Persuasion

Weapon Proficiencies: A Rescue Worker gains no new weapon or armor proficiencies.
 
Inspiration: Your Factotum and Rescue Worker Levels stack for purposes of determining your Inspiration Points.

Cunning Diplomacy: When making a skill check with certain Charisma based skills that you have at least 1 rank in  you may spend 1 point of Inspiration to achieve the following effects:

Rushed Diplomacy Checks do not take the -10 penalty for the next 10 minutes.

Shorten the time required for a Gather Information Check from 1d4+1 hours to a 1d4+1 minutes.

Improved Cunning Strike: At 3rd Level when you use Inspiration points to gain Sneak Attack Dice, you now gain them for the duration of the encounter.

At 6th Level when you spend Inspiration to gain Sneak Attack dice, you may spend one extra Inspiration, and any attack you make causes your victim to make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Dexterity Modifier) or be unable to speak for 1d4 rounds.

At 9th Level when you spend Inspiration to gain Sneak Attack dice you gain one additional Sneak Attack die.

Improved Opportunistic Piety: At 9th Level you gain additional options when using Opportunistic Piety.  You may now use it to cast Calm Emotions, Delay Poison, Lesser Restoration, Remove Blindness/Deafness, Remove Curse, Remove Disease, or Remove Paralysis.

Improved Cunning Knowledge: At 4th Level you can use Cunning Knowledge on the same skill more than once per day as long as you have at least 6 ranks in that skill.

Improved Cunning Diplomacy:
You may now spend one point of Inspiration to negate the penalty to Bluff Checks made for purposes of Feinting in combat against non-humanoids or animals for the duration of the encounter.

Cunning Persuasion: You may declare you are using this ability any time before making a Charisma Based Check up to three times per day.  You automatically succeed and do not need to roll.  For skills with varying levels of success such as Diplomacy or that have results based on the Check, consider your roll to be maxed out.  In other words if  you normally roll 1d20+8, you're considered to have a 28.


PLAYING A RESCUE WORKER
 Rescuing the target is the important goal.  Everything else is secondary.  For a particularly large group of Ruhigbar (if there is such a thing) you could even be asked to sacrifice yourself if there were just cause.
 Combat: You try to avoid combat as it draws attention, but if it does happen your goal is to end it as quickly and quietly as you can.  Getting away is more important than beating others in a fight.
 Advancement: Your advancement often depends on what the job requires.  If you need to pretend to be a priest you study religion.  If you need to be a banker you study finances.
Resources: Rescue Workers work with what resources they can make available, which can sometimes be pretty meager.

RESCUE WORKERS IN THE WORLD
"Waitaminute...you aren't a priest of St. Cuthbert!"
 You fade into the background.  At least that's your goal.  The guy no one remembers or cares about.  After all if you are truly memorable they'll come looking for you once you abscond with the target...
 Daily Life: Life is pretty much nonstop subterfuge for you, or hiding waiting for the next job. 
 Notables:
 Organizations: All Rescue Workers belong pretty much to the same loose organization that serves to rescue and relocate other members of their race, though many do mercenary work to raise funds or to get access to knowledge.

NPC Reaction
 You do your best to be faceless and draw little in the way of attention so most npc's really have no problem with you.  You're that quiet guy no one notices.

RESCUE WORKERS IN THE GAME
 This assumes the PC spends much of his time looking out for and rescuing members of an oppressed minority.  That kinda makes adventures along certain themes a no go.
 Adaptation: This is kind of meant for more serious campaigns but i suppose it could be done silly.
 Encounters: Rescue Workers could be found just about anywhere.

Sample Encounter
EL 12: The PC's are escorting a priest and some young families on a pilgrimage.  They all look a little odd, like they may be related somehow...


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



EPIC RESCUE WORKER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Rescue Worker gains a Bonus Feat every 2 levels higher than 20th





RUHIGBAR RACIAL SUBSTITUTION LEVELS


MARSHAL
 Level 1: Replace Skill Focus (Diplomacy) with Wanderer's Diplomacy
  Wanderer's Diplomacy: You gain Wanderer's Diplomacy as a Bonus Feat.


BEGUILER
 Levels , 7, 11, 15, 19: Advanced Learning is modified
  Advanced Learning (Ex): Instead of Illusion and Enchantment you may choose from Enchantment and Divination.


ROGUE
 Levels 10: The Level 10 Rogue Special Ability gains additional options.
  Special Ability (Ex): You gain the following new options when you may choose for a Special Ability:

Ruhigbar Mindnet Prerequisites: Brothers and one other Ruhigbar Feat.  If another Ruhigbar is within range of your Telepathy, none of you in range can be Flanked unless all of you can be.
« Last Edit: January 13, 2017, 05:58:22 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #82 on: January 25, 2012, 02:25:53 AM »
rescue worker updated.  any thoughts?

Offline bhu

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Re: Goblinoids
« Reply #83 on: January 29, 2012, 02:01:18 AM »
rescue worker potentially done.  I have now hidden a naked goblin in this thread to see if anyone is still reading

Offline veekie

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Re: Goblinoids
« Reply #84 on: February 07, 2012, 12:13:58 PM »
Probably needs someone more familiar with factotums to take a swing at it :P
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

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And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Goblinoids
« Reply #85 on: February 16, 2012, 10:15:57 PM »
KOALINTH


   
"The seas will fall to Maglubiyet."

Koalinth appear as hairless Hobgoblins with their hair, eye, and skin color in the blue, grey, and green range.  Their hands and feet are webbed, and there are gill slits in their neck.

KOALINTH RACIAL TRAITS
·   +2 Str, +2 Dex, +2 Con, -2 Cha
·   Size Class: Medium
·   Humanoid with the Aquatic, Amphibious and Goblinoid Subtypes
·   Base speed 30 ft.
·   Base Swim speed 30 ft.
·   Dark Vision 60'
·   +4 Racial Bonus on Hide Checks, and a +8 Racial Bonus on Swim Checks.  They may always Take 10 on a Swim Check, and may use the Run Action while swimming in a straight line.
·   Koalinth automatically speak Common and Goblin.  Bonus Languages include Aquan, Draconic, Elven, Giant, Kuo-Toan, and Sahuagin.
·   Level Adjustment: +1
·   Favored Class: Fighter

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 40
 Old: 60
 Venerable: 75
 Maximum Age: +3d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +4d6"
 Base Weight: Male: 150 lbs.   Female: 110 lbs.
 Weight Modifier: x2d6 lbs.

KOALINTH CHARACTERS
 If you're looking to make an underwater melee character (or a Gish not based on Cha), the Koalinth offer good possibilities as they have pretty good physical stats.
 Adventuring Race: Koalinth go on adventures for much the same reason as Hobgoblins do, although the focus more on the conquest of the oceans given that was the purpose for their creation.  The attrition rate for their species is incredibly high, so there aren't many opportunities for members of each tribe to deviate from the norm.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Koalinth use Hobgoblin names.

ROLEPLAYING A KOALINTH
 You were created to take control of the oceans for the Goblinoids.  If the experiment is deemed successful you will be given more resources and further experimentation to bolster your forces against the more powerful oceanic entities such as Krakens.  If you cannot take and hold territory you will probably be left to your own devices.  Consequently there is an enormous amount of pressure upon you, and unlike surface Hobgoblins you are willing to take more risks and try untested methods in the hopes of getting lucky.
 Personality: Koalinth are pretty similar to Hobgoblins but they tend to be dour and fatalistic given that they are involved in violence more often than any surface Goblinoid.  Upon introduction to the seas they immediately set about attacking everything in sight in the name of Maglubiyet and only succeeded in aligning virtually everyone against them.
 Behaviors: Koalinth love talking amongst themselves, particularly tactics and strategy.  They indulge in endless rounds of trying to figure out how to fix the situation they're in.
 Language: Koalinth speak Goblin and Common much like their parent race. 

KOALINTH SOCIETY
 Koalinths pretty well mirror the above ground Hobgoblin empires, with a slightly stronger sense of paranoia and desperation.
 Alignment: Like the Hobgoblins most Koalinths are Lawful Evil.
 Lands: Koalinth prefer areas of sargassum or reefs or other areas where they can hide their base of operations.  They then attempt toe expand outward from there.
 Settlements : Koalinths will grab any land they can take by force.
 Beliefs: Koalinth worship the Goblinoid pantheon.
 Relations: The Koalinth have no allies.  They squandered that opportunity on creation.  They moved too fast, trying to take all the territory they could without regard to being able to hold it.  Currently the best they can do is maintain a non-aggression pact with other evil underwater races, while raiding the rest.

KOALINTH ADVENTURES
·   Something is killing the sharks your warriors depend on.  You have been tasked to find out what it is, and stop it.
·   There have been occasional raids or unexplained sabotage conducted against you by various races with no explanation.  Given their mind control powers suspicion has fallen on the local Kopru, and you have been asked to find proof.
·   A rift in the ocean floor has opened, and since then creatures from it have attacked virtually every race nearby.  Unthinkably you may need to ally yourselves with others to stop this new menace.



Battle Teeth
You have been modified to have Shark's teeth.
 Prerequisites: Koalinth, Str 13+, must be taken at 1st Level
 Benefits: You have a Bite as a Primary Natural Weapon doing 1d6 plus Str Modifier.



Battle Skin
You have been modified to have denticles and bone deposits in your skin.
 Prerequisites: Koalinth, Battle Teeth
 Benefits: You Natural Armor Bonus increases by +3.



Battle Sense
You have been modified to have a Sharks senses.
 Prerequisites: Koalinth, Battle Skin, Wis 16+
 Benefits: You gain Blindsense and Improved Scent abilities identical to the ones listed in the Shark entry of the Monster Manual



Battle Pheromones
You have been modified to have Shark pheromones.
 Prerequisites: Koalinth, Battle Skin, Con 16+
 Benefits: You may now use the Handle Animal skill to train and befriend Sharks.  Once you have been in the presence of a Shark (within 30') for more than 24 hours it will never consider you an enemy again, even when influenced by Exceptional Abilities like the Sahuagin's Speak with Sharks ability.



Koalinth Racial Substitution Levels

Fighter
 Level 4: Replace Bonus Feat with Shark Companion. 
  Shark Companion: This is identical to the Ranger Ability of the same name, but you may only choose a Shark.


Knight
 Level 3 and 4: Replace Bulwark of Defense with Aquatic Tactics and the 4th Level Bonus Feat with Shark Companion.
  Aquatic Tactics: Anytime an opponent enters a square you threaten you can make an opposed Level Check.  If he fails you gain a +2 Bonus on Attack rolls against him until he moves back out of range (another opposed check is made if he re-enters range).
  Shark Companion: This is identical to the Ranger Ability of the same name, but you may only choose a Shark.

Paladin of Tyranny
 Level 5: Replace Special Mount with Shark Companion.
  Shark Companion: This is identical to the Ranger Ability of the same name, but you may only choose a Shark.


Underwater Combat
You have trained thoroughly in underwater fighting.
 Prerequisites: Swim Speed, BAB +1
 Benefits: You do not take the usual -2 penalty to melee attack and Grapple Checks while underwater.

Improved Underwater Combat
You have continued your training.
 Prerequisites: Underwater Combat
 Benefits: Your damage rolls for melee attacks and grapples are not halved underwater as usual.
« Last Edit: January 14, 2017, 08:27:14 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #86 on: February 27, 2012, 10:10:47 PM »
KOALINTH SHARK RIDER


   
"This is my friend Bob.  Bob eats people."

 Taking a cue from the Sahuagin, the Koalinth have taken to training sharks as companions for their warriors.  It adds to their armies numbers, and simultaneously angers a rival.  Something the Koalinth enjoy quite a lot.

BECOMING A SHARK RIDER
Having a shark companion is usually whats needed most.

 ENTRY REQUIREMENTS
   Race:  Koalinth
   Feats:  Wild Cohort or shark as an Animal Companion
   BAB:  +6
   Skills:  Handle Animal 6 ranks, Intimidate 6 ranks


Class Skills
 The Shark Rider's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Shark Cohort
2. +2    +3     +0     +0    Undersea Combat
3. +3    +3     +1     +1    Shark Feat
4. +4    +4     +1     +1    Shark Cohort
5. +5    +4     +1     +1    Undersea Combat
6. +6    +5     +2     +2    Shark Feat
7. +7    +5     +2     +2    Shark Cohort
8. +8    +6     +2     +2    Undersea Combat
9. +9    +6     +3     +3    Shark Feat
10.+10   +7     +3     +3    Shark Lord

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

Shark Cohort (Ex): Beginning at 1st Level your Wild Cohort is replaced by a Shark.  If you already have a Shark as an Animal Companion you get a Bonus Feat instead.  Your Shark Rider and other class levels stack for purposes of determining the abilities of your Animal Companion.

Beginning at 4th Level your Wild Cohort is replaced by a Huge Shark.

Beginning at 7th Level your Wild Cohort is replaced by a Dire Shark.

Undersea Combat (Ex): At Levels 3, 6, and 9 you gain a Bonus Feat you qualify for from the following list: Aquatic Shot, Close-Quarters Fighting, Improved Underwater Combat, Rapid Swimming, Sahuagin Flip, Skewer Foe, Swim-By Attack, Toothed Blow, and Underwater Combat.

Shark Feat: At levels 3, 6, and 9 you gain a Bonus Feat you qualify for from the following list: Battle Pheromones, Battle Senses, Battle Skin, Improved Natural Attack, Improved Scent, Uncanny Scent.

Shark Lord (Ex): 3 times per day both you and your Shark mount can enter Frenzy.  This is identical to the Class Ability listed on page 34 of the Complete Warrior with one exception: You recognize other sharks and Koalinth as Allies and will not attack them.
 
PLAYING A SHARK RIDER
 Sharks make good companions.  They're always hungry, always alert, and have no problem attacking opponents for reasons other than food.  They also don't have the troublesome emotions other animal companions do.  At least you don't think they do.
 Combat: You are trained to fight your opponent in tandem with your shark companion, circling while you both move in for quick strikes to bleed him out and weaken him before moving in for the kill. 
 Advancement: Advancement depends much on what your military commanding officer wants of you.  So most Shark Riders advance in a fairly similar fashion.
Resources: You have the backing of the Koalinth military as long as you're officially on a mission for them.

SHARK RIDERS IN THE WORLD
"The Sahuagin hate those guys.  Hate 'em."
 Your job is to subjugate all of the world that isn't already Goblinoid.  Needless to say this doesn't make you many friends.  In tough times you may hire out as mercenaries to make money for the cause, but honestly most people really really hate you. 
 Daily Life: Much of you time is spent like most military: boring training punctuated with moments of horrific fighting. 
 Notables:
 Organizations: Virtually all Shark Riders belong to the Hobgoblin military.  It is almost unthinkable that one would live to be old enough to retire, or would get exile instead of death for breaking rules.  So belonging to other organizations or not being military is pretty rare.

NPC Reaction
 Given the raids your profession is given to most people lok forward to meeting you just about as much as being told they have lung cancer.

SHARK RIDERS IN THE GAME
 This class assumes you are military, so it may work best in an all mercenary or Koalinth campaign.
 Adaptation: This is meant for serious campaigns but it has potential for humor
 Encounters: Shark Riders are encountered on raids, or when assaulting a Koalinth base.

Sample Encounter
EL 12: The PC's find themselves in the unusual position of being commanded to round up wild sharks for the Koalinth training program.  Their commanding officer is quite the brute.


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



EPIC SHARK RIDER

Hit Die: d10
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Shark Rider gains a Bonus Feat every 2 levels higher than 20th



« Last Edit: January 13, 2017, 06:01:12 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #87 on: February 29, 2012, 10:39:05 PM »
am i missing any feats for underwater combat?

Offline bhu

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Re: Goblinoids
« Reply #88 on: March 14, 2012, 08:05:47 PM »
shark rider is done. 

Offline Monotremeancer

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Re: Goblinoids
« Reply #89 on: March 15, 2012, 05:34:46 AM »
shark rider is done.
Quote
Shark Lord (Ex): 3 times per day both you and your Shark mount can enter Frenzy.  This is identical to the Class Ability listed on page xxx of the Complete Warrior with one exception: You recognize other sharks and Koalinth as Allies and will not attack them.
Needs fixing. Otherwise  :thumb
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How come you guys never wave?

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Offline bhu

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Re: Goblinoids
« Reply #90 on: March 29, 2012, 02:20:47 PM »
NORKER


   
"RAWR!"

 Norkers are hairless, grey skinned goblinoids with tough armored hides and long canines.  They appear to be incapable of interbreeding with Goblins, and may in fact be more distantly related to Hobgoblins.

NORKER RACIAL TRAITS
·   +2 Dex, +2 Con, -2 Int, -2 Wis, -2 Cha
·   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Humanoid with the Goblinoid Subtype
·   Base speed 30 ft.
·   Dark Vision 60'
·   +5 Natural Armor Bonus
·   Norkers have a Primary Bite attack doing 1d4 plus Strength Bonus.
·   Norkers have a +4 Racial Bonus to Move Silently Checks.
·   Norkers automatically speak Common and Goblin.  Bonus languages include Draconic, Giant, Gnoll, and Orc.
·   Level Adjustment: +0
·   Favored Class: Rogue

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

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

HEIGHT AND WEIGHT
 Base Height: Male: 3'6"  Female: 3'2"
 Height Modifier: +2d4
 Base Weight: Male: 50 lbs.   Female: 30 lbs.
 Weight Modifier: x1 lb.

NORKER CHARACTERS
 If you want a Rogue type character that's fairly physically inclined a Norker is a decent choice, though you will take a hit on your skill points.  With their stats most casters are out, so you're left with being a beatstick or a backstabber.
 Adventuring Race: Norkers go on adventures for power or money or glory.  Sometimes revenge.  It has to be a pretty powerful motivation to overpower their natural inclinations to laziness.
 Character Development: Norkers are primarily thieves and malcontents.  They don't have the focus to aspire to anything higher than a tribal warrior or thug.  Because of this racial tendency you will have to work hard to get others to see you in any other manner if that is your wish.
 Character Names: Norkers use Goblin or Hobgoblin names.

ROLEPLAYING A NORKER
 You are a loose cannon at best.  A thief, a backstabber, and an emotionally unstable child.  No sane being would put up with the abuse you would put them through, and even the Hobgoblins are hard pressed to keep you under control with their well known cruelty.
 Personality: Norkers are lazy, rude, and easily angered.  They're poor anger management makes them unreliable as employees (i.e. mercenaries). 
 Behaviors: Norkers generally seek the easy way out of any problems.  Unless offended.  If offended they simply charge and begin biting and flailing.
 Language: Norkers speak a dialect of Goblin.

NORKER SOCIETY
 Norkers are brute savages, squabbling with themselves and at war with the world around them.  Thankfully for the world they are slow breeders and don't spread as quickly as other Goblinoids.  They lead short lives full of raiding, famine, and death.
 Alignment : Norkers tends towards Chaos due to their inability to cooperate or obey anything other than something capable of killing them.  Most are also Evil as well.
 Lands : Norkers rarely have permanent settlements, using up and despoiling the land around them before they move on.  They are not agriculturally adept, nor are they capable craftsmen, so they tend to take over ruins or caves or small villages used by other races.
 Settlements : Norkers will settle anywhere they can take over.
 Beliefs : Norkers worship Maglubiyet and the Goblinoid pantheon the same as most other Goblinoids.
 Relations: Other races are targets for theft, vandalism, or murder for sport.

NORKER ADVENTURES
·   The tribe's cave has been taken over by a powerful entity.  Fighting back seems iffy, so it's up to you to find a new home that's defendable.
·   Your tribe has been rounded up by Hobgoblins, and armored to be pushed out in front of them as a distraction while they pursue some iffy military strategy.  You have 24 hours to find a way out of this before the battle starts.
·   Something has wiped out all of the local food sources you've relied on (i.e. the local villages of other humanoids).  None of your people have ever seen what did it, and most of the other nearby races assume it's you.  Meaning you need to figure out what the hell is going on fast.


Improved Hide
Your armored skin is thicker than usual.
 Prerequisites: Norker, Con 15+
 Benefits: Your Racial Natural Armor Bonus increases to +8. 


Norker Toughness
You can shrug off some pretty tough blows.
 Prerequisites: Norker, Con 15+
 Benefits: You gain a +2 Racial Bonus on Fortitude Saves, and may re-roll any failed Save against a Daze or Stun effect once per day as a Free Action.


Improved Swarm Fighting
You excel when fighting in swarms.
 Prerequisites: Norker, Swarm Fighting, Dex 15+, BAB +6
 Benefits: You and your Allies with the same Feat gain a +2 Dodge Bonus against the same opponent you get your Morale Bonus against.


Pack Flanking
When you and your Allies surround someone, things get really bad.  For him.
 Prerequisites: Norker, Combat Reflexes, Swarm Fighting
 Benefits: If you and at least one other Ally who has this Feat both Flank an opponent your Critical Threat Range increases by 1 (i.e. if you normally critical on a successful 20, you do so now on a 91-20).  This does stack with other effects that increase Critical Threat Range.


Norker Racial Substitution Levels

Fighter
 Level 4: Replace Bonus Feat with Swarm Tactics 
  Swarm Tactics: Anytime you make an Opposed Combat Check, you get a +1 Bonus to the roll for every Ally sharing your space that has the Swarm Fighting Feat.


Rogue
 Level 10: You gain new options with the Rogue Special Ability.
  Special Ability: You now have Swarm Attack as an option.

Swarm Attack:  If you are capable of using Sneak Attack on any given round, any other Ally within 60' can use their Sneak Attack damage on the same opponent even if they wouldn't normally get it.  If more than one of you succeeds in damaging the opponent he takes an additional 2d6 damage at the end of the round.


Scout
 Levels 4, 8, 12, 16, and 20: You gain new options with your Bonus Feats.
  Bonus Feats: You may also choose Adaptable Flanker, Confound the Big Folk, Improved Swarm Fighting, Pack Flanking, Swarm Fighting, Underfoot Combat, Vexing Flanker, Wolfpack
« Last Edit: January 13, 2017, 06:03:10 PM by bhu »

Offline Quillwraith

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Re: Goblinoids
« Reply #91 on: March 29, 2012, 04:47:21 PM »
These be cool; I think I might use some for NPCs in the all homebrew game.
A question though: who is LEEEEROOOY ?

Offline bhu

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Re: Goblinoids
« Reply #92 on: April 09, 2012, 10:12:57 PM »
NORKER WARRIOR


   
"FLARGH!"

 You are the prototypical Norker tribal yahoo.  You wear little in the way of clothing, do little in the way of work, and spend most of your time sneaking around looking for someone to bash in the head.  Preferably with the help of friends.

BECOMING A NORKER WARRIOR
You can get here by Rogue or virtually any melee class.

 ENTRY REQUIREMENTS
   Race:  Norker
   Feats:  Improved Swarm Fighting, Swarm Fighting
   Skills:  Bluff or Intimidate 6 ranks
   BAB:  +6



Class Skills
 The Norker Warrior's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot ((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    Swarm Tackle
2. +2    +3     +0     +0    Swarm Grapple
3. +3    +3     +1     +1    Swarm Flanking
4. +4    +4     +1     +1    Swarm Tackle
5. +5    +4     +1     +1    Swarm Grapple
6. +6    +5     +2     +2    Swarm Flanking
7. +7    +5     +2     +2    Swarm Tackle
8. +8    +6     +2     +2    Swarm Grapple
9. +9    +6     +3     +3    Swarm Flanking
10.+10   +7     +3     +3    Leader of the Hive

Weapon Proficiencies: A Norker Warrior gains no new armor or weapon proficiencies.
 
Swarm Tackle (Ex): At 1st Level you excel in bringing down larger opponents when charging in small groups.  To use this ability you and any Allies with the Improved Swarm Fighting Feat must Charge the same opponent on the same Initiative order.  You gain your Morale Bonus on the Damage rolls if the Charges are successful as well.

At 4th Level if you (or an Ally) succeeds in the charge, you may make a Bull Rush attack as a Free Action without provoking an Attack of Opportunity.  You get a +1 Bonus on the Opposed Check per Ally who succeeded with their Charge.

At 7th Level if more than one of you succeeds with your Charge, you can opt to Knock your opponent Prone as opposed to pushing him back.  As a group you do not take Size Penalties for the Check anymore.

Swarm Grapple (Ex): At 2nd Level if you and your Allies with the Improved Swarm Fighting Feat Grapple the same Opponent, you get a +1 on the Check for each Ally with the Feat participating.

At 5th Level you do not take Size Penalties to Grapple Checks when your Allies are Grappling the same opponent.

At 8th Level you gain the Constrict Ability when Grappling the same opponent as your Allies.  Damage is (Combined unarmed strike damage plus combined positive strength modifier of successful participants).

Swarm Flanking (Ex): At 3rd Level if you and an Ally with the Improved Swarm Fighting Feat are on opposite sides of an opponent, both of you get the +2 Flanking Bonus.

At 6th Level if you and an opponent with Sneak Attack threaten an opponent, and one of you qualifies to use Sneak Attack, all of you do.

At 9th Level if you successfully perform a critical hit on an Opponent who is surrounded by your Allies, you may add your Sneak Attack Dice.

Leader of the Hive (Ex): At 10th Level if you successfully attack any Opponent an Ally has successfully attacked the previous round you do +1d6 damage per Ally.

PLAYING A NORKER WARRIOR
 Nuthin' like a fun day with teh boyz bashin' the skulls of pinkskins.  You've had more fun bashin' than you've ever had with your wimmen.
 Combat: You charge screaming with your fellows into the hyoomin, bear him to the ground, and bash, bash, bash away.  And then you bash some more just to make sure the bastard is dead.
 Advancement: Most Norker Warriors follow the same path, often involving dares and rash behavior. 
Resources: You have what you can take and keep.  You're lazy so you really don't build up wealth.

NORKER WARRIORS IN THE WORLD
"Strange how they think swarm attacks aren't organized cowardice."
 Your interactions with the world are generally limited to trying to steal their stuff, and being a daily nuisance.  Even other Goblinoids aren't too fond of you.  Mostly because, well, your an ass.
 Daily Life: Most of your time is spent bullying others or looking for others to attack or bully.  And then performing said attacks, sleeping afterwards, or stealing food (or whatever else you can find).
 Notables:
 Organizations: Most Norkers belong to no organizations larger than they're own tightly knit social group of equally foolish individuals.

NPC Reaction
 NPC's hate you.  You're a midget thug who doesn't know your place.  It's amazing they don't try to murder you on sight.  Oh wait...

NORKER WARRIORS IN THE GAME
 This class assumes most of the party will all be Norkers with similar Feats and this PrC.  So it may be a bit limiting for some.
 Adaptation: This is an odd beast.  As long as you have Norkers it can fit in just about any campaign.
 Encounters: PC's will usually encounter Warriors near any Norker settlement or pressed into service by Hobgoblins during war.

Sample Encounter
EL 12: The PC's are having a peaceful picnic when suddenly a horde of small jerks jumps out of the trees and begins whacking them with clubs.


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



EPIC NORKER WARRIOR

Hit Die: d8
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Norker Warrior gains a Bonus Feat every x levels higher than 20th




« Last Edit: January 13, 2017, 06:02:32 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #93 on: April 26, 2012, 08:43:37 PM »
Norker Feats done, Norker Warrior has fluffs

Offline bhu

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Re: Goblinoids
« Reply #94 on: May 07, 2012, 07:18:25 PM »
Norker Warrior and racial sub levels have rough draft up

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Re: Goblinoids
« Reply #95 on: May 14, 2012, 10:51:33 PM »
THOUL


   
"Pain?  You don't really know pain.  None of you pink skins do."

 In their ever present quest to create enhanced warriors for their military, the Hobgoblins have had many great successes, and some spectacular failures.  It's not sure which of those the Thouls are.  Originally they attempted a magical fusion of Trolls and Ghouls hoping the Trolls regenerative nature would reinvigorate the dead ghouls flesh while retaining it's paralytic abilities.  The resulting half undead monstrosities were uncontrollably insane, and it was decided to further dilute the creature by mating it with Hobgoblin prisoners (i.e. political dissidents who refused to take part in the wars).  The result was far less powerful, but more mentally stable. 

The Thouls are still barely intelligent carrion eaters without any sense of morality or civilization.  Most of them are sterile, and getting them to obey orders is difficult.  While they may seem like tall hobgoblins at a distance, their trollish ancestry is obvious in the greenish color of their skin and their facial features.  Most would also seem to be diseased looking or somehow malformed.

THOUL RACIAL TRAITS
·   +4 Str, +2 Dex, +4 Con, -4 Int, -4 Cha
·   Size Class: Medium
·   Aberration with the Goblinoid Subtype
·   Base speed 30 ft.
·   +2 Natural AC Bonus
·   Dark Vision 60'
·   Paralysis (Ex): Opponents successfully hit with the Thoul's Claw or Bite Attacks must make a Fortitude Save (Save DC is Constitution based) or be Paralyzed for 1d3 rounds (Elves are immune to this effect).
·   Fast Healing (Ex): Thouls have Fast Healing 4
·   Scent (Ex): Identical to the ability listed in the MM.
·  Thouls have a Primary Bite attack doing 1d4 plus Strength Bonus, and two Secondary Claw Attacks doing 1d3 plus 1/2 Strength Bonus.
·   A Thoul has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 base Attack Bonus, +1 Fort Save, +1 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Listen, Move Silently, Spot. They also get 2 Feats.
·   Thouls automatically speak Common and Goblin.  Bonus languages include Draconic, Giant, Gnoll, and Orc.
·   Level Adjustment: +3
·   Favored Class: Hobgoblin raised Thouls take Fighter, wild Thouls take Barbarian

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

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

HEIGHT AND WEIGHT
 Base Height: Male: 5'10" Female: 5'5"
 Height Modifier: +2d12"
 Base Weight: Male: 200 lbs.   Female: 180 lbs.
 Weight Modifier: (x2d6) lbs.

THOUL CHARACTERS
 Thouls make excellent melee combatants, particularly if they focus on their paralytic abilities.  They should also make pretty decent gishes as long as their casting abilities are based on Wisdom, or Clerics with a nasty backup surprise.
 Adventuring Race: Thouls adventure because they're in the Hobgoblin military and are ordered too, or for personal reasons.  Most of them are too feral for civilized living so the life of an adventurer may suit some of the more adaptable ones.
 Character Development: Thouls are always one step away from being cannibals or undead.  They do not think in the manner of other Humanoids because quite frankly they aren't really Humanoid.  The mix of Troll and Ghoul blood has wiped away much of what would tie them to any race but the Goblinoids, and even the Hobgoblins have difficulty controlling them.That and the pain they live in daily makes co-existence with them difficult.
 Character Names: Thouls usually use Hobgoblin names.

ROLEPLAYING A THOUL
 Of all the other Humanoids only the Hobgoblins or the most vile and bestial will accept you.  You tend to eat anything that isn't Goblinoid (and sometimes even Goblinoids if they show weakness).  You don't practice hygiene, you have no social concepts (or at least none most societies understand or accept), and without the training the Hobgoblins give your kind to develop focus and see your way through your pain and baser instincts you are little more than a beast.
 Personality: You are an unrepentant monster.  All other beings are food or allies, nothing more (granted your definition of ally leans towards "bring whose presence I am forced to accept because I can't defeat him").  Pity and empathy are concepts you do not understand, and much of what makes the Humanoid races what they are is beyond your ability to accept or understand.
 Behaviors: Thouls are barely coherent.  Much of their life is spent in pain and their behavior reflects this.  Their tainted ancestry causes them to favor the flesh of Humanoids above all else and they will ravenously consume it when they can.  Left to their own devices they are little more than living Ghouls and only the Hobgoblins influence and stability makes them otherwise.
 Language: Thouls use the Goblin tongue.

THOUL SOCIETY
 Thouls really have no society.  They're litle more than bands of intelligent predators who can be taught the trappings of civilization (crafting, tool use, etc) but not it's more subtle conventions (social interaction, morality, ethics).  If it doesn't deal with warfare it's not in their vocabulary.
 Alignment: Much like their creators Thouls tend heavily towards Law and Evil.  Thouls showing their trollish or ghoulish ancestors tendencies towards Chaos are usually culled pretty early.
 Lands: Thouls generally live in any temperate or warm land or underground.  In other words just about anywhere.
 Settlements : Thouls will settle pretty much anywhere, though it's not often out of the sight of their Hobgoblin masters who don't really trust them.
 Beliefs: Thouls usually worship the Goblinoid panthon, but some have turned to trollish or ghoulsih deities in the wild.
 Relations: Thouls have the same racial hatreds the Hobgoblins do.  Despite their quite obvious differences they don't see themselves as abominations or a racial mix so much as a magically enhanced hobgoblin offshoot made for purposes of winning the war.  They aren't racially impure, they're parents are heroes who volunteered their children as weapons.  How messed up is that?

THOUL ADVENTURES
·   There have been further developments in the creation of your race, but rumour has it the new and improved Thouls have displayed occasional mental aberrations that are unexplainable.  In short the high command believes they're psychotic but intelligent enough to hide it except in moments of emotional excess.  You have been asked to arrange for some to escape and accompany them to see if this is true.
·   You have been subjected to various magical experiments to see if they can improve you.  You are to test yourself in battle against the Elves.
·   You are to help escort a Hobgoblin Princess to her promised husband.  Unfortunately she has other ideas being both a necrophile and a lunatic of the highest order.  You're certain her would be spouse knows nothing of this and are unsure whether or not delivering her is a good idea (or given her condition even how this arrangement was made possible).  You need to find a Cleric who may perhaps have some advice.  Something doesn't seem right.




THOUL RACIAL FEATS

Improved Healing
Your regeneration is equal to that of most Trolls.
 Prerequisites: Thoul, Con 15+
 Benefits:  Your Fast Healing 4 becomes Regeneration 5 instead (Fire and Acid still effect you).


Ghoul Bite
You carry Ghoul Fever much like your ancestors.
 Prerequisites: Thoul, Con 15+
 Benefits: Opponents  you bite successfully must make a Fortitude Save or contract Ghoul Fever (Save DC is Constitution Based).


Ghoulish Vigor
Death is not permanent for you.
 Prerequisites: Thoul, Ghoul Bite
 Benefits: You become immune to disease.  If killed (and you are at least 10 HD) you rise within 24 hours with the Gravetouched Ghoul Template (see Libris Mortis).


Troll Senses
You inherit more than your ancestor's healing.
 Prerequisites: Thoul
 Benefits: You gain Low Light Vision and your Dark Vision range increases to 90'.



Thoul Racial Substitution Levels

Fighter
 Level 4: Replace the Level 4 Bonus Feat with Painless
  Painless:  You are immune to being Dazed.


Rogue
 Level 10: You gain new options with the Rogue Special Ability.
  Special Ability:  Leaning Towards Death (Ex): You are now immune to Poison and Paralysis.  If killed you rise within 24 hours with the Gravetouched Ghoul Template (see Libris Mortis).


Barbarian
 Level 1: Replace Rage with Thoul Rage
  Thoul Rage: This is identical to Barbarian Rage with the exceptions of the bonuses.  Replace the usual bonuses with +4 Con, +4 Cha, and a +2 Morale Bonus on Will Saves.
 Level 11: Replace Greater Rage with Greater Thoul Rage
  Greater Thoul Rage: This is identical to Greater Rage with the exceptions of the bonuses.  Replace the usual bonuses with +6 Con, +6 Cha, and a +3 Morale Bonus on Will Saves.
 Level 20: Replace Mighty Rage with Mighty Thoul Rage
  Mighty Thoul Rage: This is identical to Mighty Rage with the exceptions of the bonuses.  Replace the usual bonuses with +8 Con, +8 Cha, and a +4 Morale Bonus on Will Saves.
« Last Edit: January 17, 2017, 01:30:19 AM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #96 on: May 31, 2012, 05:24:10 PM »
THOUL WARRIOR


   
"Elves are for eating."

 The Thouls are meant as shock troops intended to disrupt the front lines of enemies with their paralysis attacks.  Eventually they even learn to overcome the Elves vaunted immunity to their abilities.

BECOMING A THOUL WARRIOR
Generally being a Thoul with the appropriate melee abilities is all that's necessary.

 ENTRY REQUIREMENTS
   Race:  Thoul
   Feats:  Endurance, Diehard
   Skills:  Concentration 6 ranks
   BAB:  +6


Class Skills
 The Thoul Warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Improved Paralysis
2. +2    +3     +0     +0    Improved Healing
3. +3    +3     +1     +1    Focus
4. +4    +4     +1     +1    Improved Paralysis
5. +5    +4     +1     +1    Improved Healing
6. +6    +5     +2     +2    Focus
7. +7    +5     +2     +2    Improved Paralysis
8. +8    +6     +2     +2    Improved Healing
9. +9    +6     +3     +3    Focus
10.+10   +7     +3     +3    Veteran

Weapon Proficiencies: A Thoul Warrior gains no new Weapon or Armor proficiencies.

Improved Paralysis (Su): At 1st Level you may use the regular duration for your Paralysis Ability or set it to last as long as you can Concentrate, similar to a spell with a duration of Concentration.

At 4th Level you can channel your Paralysis Ability through any melee attack you make.  Elves lose their immunity to your Paralysis but still have a +6 Racial Bonus to the Saving Throw.

At 7th Level Elves are as vulnerable to your Paralysis as any other creature is and lose the Racial Bonus to the Save as well.  Duration of the Paralysis increases by a number of rounds equal to your Constitution Bonus, even if you choose Concentration as a duration.


Improved Healing (Ex):
At second level you increase from Fast Healing 4 to Fast Healing 6.  If you have the Improved Healing Feat, you now have Regeneration 4 and Fast Healing 6.

At 5th Level it increases to Fast Healing 7.

At 8th Level it increases to Fast Healing 8.

Focus (Su): Beginning at 3rd Level your training allows you to perform certain actions with a Concentration check made on any round while fighting Defensively.  You may use these abilities a number of times per day equal to your Constitution Modifier.  At 3rd Level you can replace your AC with the results of the Concentration Check for 1 round if it is higher.

At 6th Level you can use the results of a Concentration Check for a Saving Throw instead.

At 9th Level you can use the results of a Concentration Check for an Opposed Check of any kind.

Veteran (Su): You no longer have to be fighting defensively to use your Focus abilities and can use them an additional three times per day.
 
PLAYING A THOUL WARRIOR
 Training has given you extraordinary mental focus,  You are no longer the bestial fiend you once were  You have a mission and a purpose.  You can see past the moment to plan for the future.  You have much to thank the Hobgoblins for.
 Combat: You try to close quickly relying on healing to prevent your death at range.   Once up close you can use your paralysis to greater effect, quickly causing havoc on the enemies front lines.
 Advancement: Being as  you're a military class you pretty much advance however your commander wants you to.
Resources: You have whatever the Goblinoid military gives you, which is generally a helluva lot better than what you'll get on your own.

THOUL WARRIORS IN THE WORLD
"He's come a long way."
 You are an elite fighting force.  You are handled with kid gloves initially due to your nature, but eventually dedication and ability win over your commanders if you're successful.  You hope to one day teach your skills to others of your people.
 Daily Life: Your life is pretty much the same as any soldier.  Endless training lasting months for fighting that may take hours (or perhaps days). 
 Notables:
 Organizations: All Thoul Warriors belong to (or have escaped from) the Goblinoid military machine.

NPC Reaction
 You pretty much invoke the standard 'AAAAAH!' reaction most monsters do in people.

THOUL WARRIORS IN THE GAME
 This assumes you are a member of the Hobgoblin military.  And if you aren't they're probably looking for you as a deserter.  Meaning you put the party in danger, or you're all conscripts.
 Adaptation: This is meant for a serious campaign.
 Encounters: You are generally encountered in wartime, usually being hid as a secret weapon before then.

Sample Encounter
EL 12: The PC's are asked to deliver a new experimental weapon to the front lines, said weapon apparently being a fairly well developed Thoul.


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



EPIC THOUL WARRIOR

Hit Die: d10
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Thoul Warrior Name gains a Bonus Feat every 2 levels higher than 20th


« Last Edit: January 13, 2017, 06:06:26 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #97 on: June 02, 2012, 04:58:37 PM »
thougnts on LA for the Thoul?

Offline bhu

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Re: Goblinoids
« Reply #98 on: June 27, 2012, 11:32:36 PM »
crunch is up for thoul warrior

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Re: Goblinoids
« Reply #99 on: July 30, 2012, 09:36:53 PM »
TOAD STICKER


   
“Sometimes when I feel like killing someone, I do a little trick to calm myself down. I'll go over to the persons house and ring the doorbell. When the person comes to the door, I'm gone, but you know what I've left on the porch? A jack-o-lantern with a knife stuck in the side of it's head with a note that says "You." After that I usually feel a lot better, and no harm done.”

 Toad Stickers are among the few psionically powered Goblins that are neither Blues, nor traditional psionics.  Virtually all Goblin Soulknives end up becoming assassins of some sort, usually with twin Mind Blades.

BECOMING A TOAD STICKER
Any Goblin with enough levels in Soulknife will do.

 ENTRY REQUIREMENTS
   Race:  Goblin
   Alignment:  Must be Evil
   Class Abilities:  Mind Blade, Shape Mind Blade
   Skills:  Hide 4 ranks, Move Silently 4 ranks, Tumble 4 ranks
   Feats: Two Weapon Fighting

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

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Psychic Strike +1d8
2. +1    +0     +3     +3    Psychic Assassin
3. +2    +1     +3     +3    Improved Two Weapon Fighting
4. +3    +1     +4     +4    Psychic Strike +2d8
5. +3    +1     +4     +4    Psychic Assassin
6. +4    +2     +5     +5    Greater Two Weapon Fighting
7. +5    +2     +5     +5    Psychic Strike +3d8
8. +6    +2     +6     +6    Psychic Assassin
9. +6    +3     +6     +6    Psychic Two Weapon Fighting
10.+7    +3     +7     +7    Master Assassin

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

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

Psychic Assassin (Su): At Levels 2, 5, and 8 you gain an ability from the following list (these cannot be taken multiple times):

Backstabber If your opponent is Flat-Footed or unaware of your presence you always get your Psychic Strike damage on a successful Attack (even if it is not charged).

Bleeder Whenever you damage an opponent with an attack, your opponent loses an additional hit point per round due to blood loss for the next 2d4 rounds.  Multiple attacks don't stack but do increase the length of time by an additional +2d4 rounds.

Ribcage Stab (Prerequisite: Level 6) On a successful strike you may lose your Psionic Focus as a Free Action to change a successful attack into a successful Critical hit.

Veteran Your Mind Blade now does an additional die of damage (i.e. if it's 1d6 it does 2d6).

Precision Your attacks ignore concealment, including total concealment as long as you target the correct square.

Quick Strike Preparing your Psychic Strike is now a Swift Action instead of a Move Action.

Improved Two Weapon Fighting(Ex): At 3rd Level you get Improved Two Weapon Fighting as a Bonus Feat.

Greater Two Weapon Fighting (Ex): At 6th Level you get Greater Two Weapon Fighting as a Bonus Feat.

Psychic Two Weapon Fighting (Su):
As long as you maintain your Psionic Focus your penalties when making offhand attacks are reduced by an amount equal to half your Toad Sticker Level.

Master Assassin (Su): Whenever you roll a natural 20 on an attack with your Mind Blade your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Wis Modifier) or die.  If successful he takes 3d6 damage instead.
 
PLAYING A TOAD STICKER
 People are nervous around you since in theory you can't be disarmed in the traditional manner.  Even if you have no weapons on you you can always call some up.  Plus you're an absolute bastard.  Even if it weren't for your powers your habit of giggling while stabbing things would put people off.
 Combat: Much of your combat style relies on lying in wait for someone before jumping out, whacking them repeatedly with a knife, and running like hell. 
 Advancement: Advancement depends on your personal quirks and what you think clients like in a crazed psionic assassin.
Resources: You've prolly made some decent contacts in your career, or have a few regular patrons.

TOAD STICKERS IN THE WORLD
"You'd think a sociopath assassin wouldn't have a fan following but he does."
 You live a pretty lonely life like any killer for hire.  Fortunately you don't have to worry much about repairing and replacing weapons.  After all you can just summon more.
 Daily Life: You're pretty much like any other assassin.  Lots of boredom with brief stretches of total and complete Chaos followed by running for your life.
 Notables:
 Organizations: You probably belong to a Guild of some sort.

NPC Reaction
 You're an assassin.  It stands to reason most people don't like you assuming you're insane enough to advertise it.

TOAD STICKERS IN THE GAME
 This class assumes you kill people for money, which may be a lil iffy for some.
 Adaptation: This is good for both silly or serious campaigns.
 Encounters: You're usually encountered standing over someone plunging a knife into them screaming "Just die already!"

Sample Encounter
EL 12: The PC's are quietly playing cards when a nearby Goblin suddenly jumps up, screams incoherently, summons a magic weapon and puts it in his waiter.  Perhaps his roast beef was a tad underdone.


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



EPIC TOAD STICKER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Psychic Strike  At Level 21 and every 3 Levels thereafter you gain an additional die with your Psychic Strike.
Bonus Feats: The Epic Toad Sticker gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 13, 2017, 06:13:06 PM by bhu »