Author Topic: Goblinoids  (Read 36256 times)

Offline bhu

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Goblinoids
« on: November 10, 2011, 02:03:17 AM »
Goblinoids Index


Prestige Classes
Amitok Shaman (Page 7) [Cleric]
The Ashen Swords (Page 3) [Binder]
Azure Master (Page 1) [Manifester]
Azure Nightmare (Page 1) [Martial Adept + Psychic Warrior]
Azure Thinker (Page 1) [Ardent]
Black Knife (Page 1) [Hexblade + Rogue]
Bleak Archer (Page 6) [Shadowcaster]
Bleak Sniper (Page 3) [Shadowcaster]
Blue Moon (Page 1) [Hexblade + Wilder]
Blue Sand Shaman (Page 3) [Dragon Shaman]
Bugbear Enforcer (Page 2) [Martial Adept + Rogue]
Bugbear Sergeant (Page 3) [Marshall]
Champion (Page 7) [Knight]
Commandant (Page 6) [Marshall]
Corrupter (Page 7) [Wizard]
Cultist of the Black Claw (Page 2) [Barbarian]
Dai-Bakemono (Page 1) [Martial Adept]
Dinosaur Priest (Page 6) [Cleric]
Eaters of the Fallen (Page 2) [Cleric + Ranger or Scout]
Elf Breaker (Page 3) [Barbarian]
Forest Haunt (Page 1) [Ardent]
Forestkith Alpha (Page 2) [Any Martial]
Goblin Bomber (Page 4) [Any]
Goblin Diplomat (Page 7) [Beguiler]
Goblin Hashishin (Page 3) [Barbarian + Rogue]
Goblin Mom (Page 4) [Any]
Goblin Penitent (Page 3) [Barbarian]
Goblin Smuggler (Page 1) [Manifester]
Grandmother (Page 2) [Cleric]
Grodd Adept (Page 6) [Arcane Spellcaster]
Highwayman (Page 1) [Lurk]
Horned Berserker (Page 3) [Barbarian + Scout]
Hosts (Page 6) [Binder]
Ironheart Berserker (Page 1) [Warblade]
Ironheart Crusader (Page 1) [Crusader]
Ironheart Samurai (Page 1) [Samurai]
Janissary (Page 1) [Ardent]
Juicer (Page 1) [Barbarian]
Knight of the Crimson Sword (Page 3) [Knight]
Koalinth Shark Rider (Page 5) [Any Martial]
Kriegbar Tactician (Page 4) [Marshall]
Lab Experiment (Page 1) [Any]
Mercenary (Page 6) [Fighter]
Midnighter (Page 7) [Duskblade]
Mindhammer (Page 6) [Soulknife]
Norker Warrior (Page 5) [Any Martial]
Packmaster (Page 3) [Marshall]
Peacekeeper (Page 2) [Cleric]
Professional Duelist (Page 3) [Swashbuckler + Warblade]
Psychic Experiment (Page 2) [Any]
Redeemer (Page 7) [Fighter]
Rescue Worker (Page 5) [Factotum]
Serial Killer (Page 4) [Barbarian + Rogue]
Shrieker (Page 2) [Arcane Spellcaster]
The Skull Takers (Page 1) [Cleric]
Soldiers of the Last Order (Page 2) [Cleric]
The Sons of Maglubiyet (Page 1) [Cleric]
Stealth Cavalry (Page 3) [Any]
Stygian Blade (Page 1) [Manifester]
Sunscorch Adept (Page 7) [Dragonfire Adept]
Thoul Warrior (Page 5) [Any Martial]
Toad Sticker (Page 5) [Soulknife]
Tunnel Haunt (Page 7) [Lurk]
Vril Escapee (Page 2) [Barbarian]
Whip of Khurgorbaeyeg (Page 3) [Cleric]
Worg Cavalry (Page 3) [Ranger]

Epic Prestige Classes
Bugbear Terrorist (Page 3) [Hexblade]
The People's Champion (Page 3) [Any]
Rust Monster Herder (Page 3) [Ranger]
Savasmak (Page 3) [Warmage]

Alternate Races
Amitok (Page 7)
Batiri (Page 6)
Beastman (Page 6)
Cerilian Goblin (Page 6)
Grodd Goblin (Page 6)
Half-Goblin (Page 7)
Kashehotapolo (Page 7)
Kleinbar (Page 4)
Koalinth (Page 5)
Kriegbar (Page 4)
Norker (Page 5)
Ruhigbar (Page 4)
Thoul (Page 5)

Gods
Anlamli (Page 2)
Bargrivyek (Page 2)
Grankhul (Page 2)
Hruggek (Page 2)
Khurgorbaeyeg (Page 2)
Kikanuti (Page 2)
Maglubiyet (Page 2)
Nomog-Geaya (Page 2)
Skiggaret (Page 2)
Stalker (Page 2)
Toprakla (Page 2)

Magic Items
Miner's Array (Page 3)

Other Items
Bombs/Mines/Rockets (Page 4)

Monsters
Aberrations for Rust Monster Tender (Page 3)
More Aberrations for Rust Monster Tender (Page 4)
Dinosaur Companions (Page 6)
More Dinosaur Companions (Page 6)
Even More Dinosaur Companions (Page 6)
Goblin Child (Page 4)
Hoar Fox (Page 7)
Worg Puppy (Page 4)

Other
New Vestiges (Page 6)
More New Vestiges (Page 6)
Even More New Vestiges (Page 6)
The Most New Vestiges (Page 6)
Epic Vestiges (Page 6)
« Last Edit: February 27, 2021, 07:17:57 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #1 on: November 10, 2011, 02:03:34 AM »
IRONHEART SAMURAI


   
"My heart would go out to you if I still had one."

Even among the Hobgoblins of the Far East there are those who will do anything for power, even things most would turn away from.  Such a Hobgoblin is the Ironheart Samurai.  Having their heart replaced with iron gives many benefits, but it eventually makes them emotionless machines.  A price some are all too willing to pay as they consider emotion a hindrance instead of a possible asset.  Not having emotions makes following the Code of Bushido far, far easier.  You might at first be upset that people openly call you an abomination, but even that will fade with time.

Conceived decades ago as a method of creating unstoppable soldiers, the Ritual nearly wiped out a generation of aristocracy, as they were no longer capable of having children.  It ended up being such a debacle that all who knew of it's existence were put down or exiled if they managed to escape.  Rumors of it's existence persist however, and the remnants of those former nobility are now roaming the lands as forgotten gypsies.  They will still perform the Ritual for a price, without telling the arrogant young samurai of the true price they will pay for their lust for power.


BECOMING AN IRONHEART SAMURAI
Ironheart Samurai start as simple warriors in the service of their lord.  Many will have heard of the Ritual of the Dead Heart, but the Ironheart Samurai is the one willing to seek it out and have it performed.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Staredown
   Skills: Concentration 4 Ranks, Intimidate 4 Ranks
   Feats:  Power Attack, Cleave, Great Cleave
   Special:  Must have spent 2000 GP on magical surgery (The Ritual of the Dead Heart) to have your heart ripped out and replaced with an iron replica.  The Ritual takes 24 hours.  If it is interrupted you die, but may be Raised or Resurrected normally.


Class Skills
 The Ironheart Samurai's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (Any, Int), Listen (Wis), and Sense Motive (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Ritual of the Dead Heart (The Beginning)
2. +2    +3     +0     +3    Unfeeling (Bloodless)
3. +3    +3     +1     +3    Iron Warrior (Iron Toughness)
4. +4    +4     +1     +4    Ritual of the Dead Heart (Ensanguination)
5. +5    +4     +1     +4    Unfeeling (Numb)
6. +6    +5     +2     +5    Iron Warrior (Iron Fists)
7. +7    +5     +2     +5    Unfeeling (Iron Skin)
8. +8    +6     +2     +6    Ritual of the Dead Heart (Terror)
9. +9    +6     +3     +6    Iron Warrior (Iron Armor)
10.+10   +7     +3     +7    Immortal


Weapon Proficiencies: Ironheart Samurai gain no new weapon or armor proficiencies.

Ritual of the Dead Heart (Ex): At 1st level your type changes to Living Construct with the Goblinoid subtype.  In other words although you are a Living Construct, you are still considered a Hobgoblin for purposes of Feats/PrC's etc which require you to be a Hobgoblin. You no longer age, and are effectively immortal unless slain. You can fool people into believing you are a corpse with a DC 10 Bluff check (just by lying still and not moving).

At 4th level you discover that fresh  blood now heals your wounds.  Anytime you are covered in blood, or have drank at least 1 full cup of it, you gain Fast Healing 4 for 1 round per Ironheart Samurai level. 

At 8th level your Samurai or Ronin and Ironheart Samurai levels stack for determining when you get Mass Staredown, Improved Staredown, and Frightful Presence.
 
Unfeeling (Ex): Beginning at 2nd level you no longer bleed and are immune to the Wounding ability and any spell/effect that requires you to have blood.

At 5th level you become immune to Stunning and Pain Effects (i.e. spells such as Wrack, Symbol of Pain, etc.).

At 7th level you become immune to Ability Damage/Drain, death and necromancy effects, and any spell/effect requiring a Fortitude Save unless it specifically states that it effects objects as well.

Iron Warrior (Ex): At 3rd level your Natural Armor Class Bonus improves (or you gain one if you do not have it) by a number equal to your Ironheart Samurai level.  I.E. if you are a 10th level Ironheart Samurai, you have a +10 Natural AC Bonus.

At 6th level you gain a Slam Attack equal to 1d6 plus your Strength Modifier, or your Unarmed Strike damage increased by 1 step, whichever is greater (i.e. if your unarmed strike does 1d6 the slam does 1d8).  If you make a Full Attack you get 2 Slam Attacks.

At 9th level you gain Damage Reduction 10/Cold Iron.

Immortal (Ex): You are now immune to Critical hits.  You gain Energy Resistance 10 (Cold, Electricity, Fire). Your Fast Healing gained from blood drinking is instead Regeneration 5 now.  You cannot regenerate acid damage.

PLAYING AN IRONHEART SAMURAI
You are flush with new power.  For a time this doesn't change you, and many praise your prowess on the field.  Eventually however, things will go awry.  You begin to lose some of your emotions, and not everyone loses the same ones first.  An Ironheart incapable of respect or admiration or loyalty will quickly become a Ronin or an outlaw.  One incapable of sadness or fear might be considered insane or at least eccentric.  If he can't feel anger, that's downright unnatural.  Once he begins to consider things logically instead of emotionally, he runs into a quandary.  he has sworn an oath to his lord, but many of his lords actions are illogical and counter productive.  Does he continue to follow Bushido, or go Ronin?  Or does he simply kill his lord and take his place.
 Combat: Being somewhat more well protected than most, the Ironheart Samurai concentrates on making himself even tougher in a fight, making himself as difficult to put down as he can.  You can defeat any opponent as long as you can outlast them.
 Advancement: Given that you will soon be difficult to heal (and spilling blood to do so), and will have certain mental...difficulties, it is almost certain you will become an ex-Samurai at some point unless your lord is willing to overlook the problems you create to have you on his side.  Usually most Ironheart Samurai who can't control themselves end up exchanging Samurai levels for the Ronin PrC.
Resources: You will have the resources available of any typical Samurai.  i.e. if your lord believes  you need something to get the job done, it's yours for the asking.  If he doesn't, good luck.  You'll need to be a bit more ingenious.

IRONHEART SAMURAI IN THE WORLD
"He hasn't been the same since he came back from that trip last summer..."
Ironheart Samurai are somewhat tragic.  In their quest for power they have undergone a dangerous and life-altering surgery, and are slowly losing both their 'humanity' (for lack of a better term) and their mortality.  In the end whether or not becoming a soulless, emotionless machine is worth it is a toss up.  What use in gaining power and respect if you no longer feel the need to enjoy it.  Many end up going insane somewhere along the line or so offend their lord that they must go Ronin. 
 Daily Life: Eventually your life will be consumed with battle and affairs of state.  Since you will no longer need food or rest, you will find your self with many hours with nothing to do.  Some Ironheart Samurai become proficient serial killers unknown to their court.
 Notables: Tetsuo (LE Male Hobgoblin, Samurai 6/Ironheart Samurai 6).  Tetsuo has wanted the Ritual of the Dead Hearts power ever since hearing of it's existence.  Years later, he wonders if he made the right decision.  He gets no rest as he no longer sleeps, and all food tastes the same to him, bland and metallic.  He hasn't eaten in some time.  The Ritual has made him impotent, and immune to poisons, so even alcohol and women are denied him.  At night when everyone is asleep he's been leaving the castle grounds, and committing murders in the night.  Given that he has the right to kill peasants as a Samurai he doesn't understand why he feels the need to be stealthy about it.  At times he wonders if he's lost his mind.
 Organizations: As a Samurai you are always part of an organization, i.e. the government.  However, someone had to perform the Ritual of the Dead Heart upon you.  And they may consider you beholden to them...

NPC Reaction
NPC's (particularly peasants) tend to regard you with abject terror.  Even your fellow hobgoblins are afraid of you, since you no longer seem predictable or capable of mercy. 

IRONHEART SAMURAI IN THE GAME
Ironheart Samurai will be a tad difficult to roleplay, since doing it adequately means depicting a slow slide into insanity, depression, or maybe even complete emptiness.  They definitely aren't team players after a certain point.
 Adaptation: Ironheart Samurai are definitely for serious campaigns, especially horror settings.
 Encounters: PC's will usually encounter Ironheart Samurai if they're on the wrong side of a battle he's fighting, or perhaps they will be asked by the Daimyo to find out who's been murdering the peasantry in secret. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Tetsuo has been murdering locals, and the Daimyo is not pleased.  The PC's are recently arrested gaijin who have been given an ultimatum: Find the murderer and stop him without embarrassing the government, or be put to death.  If they agree, they will be given some leeway, and will be presented as expendable barbarians sent to stop an equally unstable monster.  If not, they go straight to the executioner's block.


Tetsuo
LE Male Hobgoblin Samurai 6/Ironheart Samurai 6
Init +6, Senses: Listen +4, Spot +0, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 33, touch 14, flat-footed 32  (+1 Dex, +6 Natural, +13 Armor, +3 Deflection)
hp 90 (12 HD)
Fort +12, Ref +6, Will +7 
------------------------------------------------
Speed 30 ft. (6 squares), 20 ft. in armor
Melee Slam +15/+10/+5 (1d6+3) or Katana +16/+11/+6 (1d10+4/17-20)
Base Atk +12, Grp +15
Atk Options Kiai Smite 1/day (+3), Staredown
Combat Gear 4 Cure Serious Wounds Potions.
-----------------------------------------------
Abilities Str 16, Dex 14, Con 15, Int 8, Wis 10, Cha 16
SQ Two Swords As One, Iaijutsu, Ritual of the Dead Heart, Unfeeling
Feats Cleave, Great Cleave, Improved Critical (Bastard Sword), Improved Initiative, Power Attack
Skills Concentration +6, Intimidate +7, Knowledge (Nobility) +6, Listen +4, Ride +6, Sense Motive +7
Possessions +1 Bloodfeeding Impaling Whirling Katana, +5 Full Plate, Ring of Mind Shielding, +3 Ring of Protection, 4 Cure Serious Wounds Potions, 15 gp



EPIC IRONHEART SAMURAI

Hit Die: d10
Skills Points at Each  Level : 4 + int
Iron Warrior: You Natural Armor Bonus increases by +1 for each level.
Bonus Feats: The Epic Ironheart Samurai gains a Bonus Feat every 3 levels higher than 20th.

Offline bhu

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Re: Goblinoids
« Reply #2 on: November 10, 2011, 02:13:39 AM »
JUICER


   
”The best feeling in life is when the whole world falls away, and all you can see is White.”

Juicers are drug addicts.  But the drug of their choice (White Dreams) is cheap and plentiful.  Exactly what it is, and how it’s made cheaply and in large amounts is unknown.   But it’s devastating effects are.  At first it simply enhances a users physical prowess, dramatically so if he can Rage.  But eventually there are problems.  The user has violent dreams he can only partially remember, and seems to believe that there is a purpose to them.  He begins taking more of the drug, and becomes less involved in this world than the one in his own head.  Eventually the drug may cause him to Rage spontaneously making him a danger to anything around him.  Addicts have said that everything in their vision becomes White, while raving like lunatics about voices only they can hear, and other less savory things. 

BECOMING A JUICER
Juicers are Barbarian goblinoids who have tried an alchemical elixir called White Dreams in order to give themselves an edge and have subsequently become addicted to it.  Some may multiclass but addiction usually destroys their initiative to pursue other pursuits.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Class Abilities:  Rage
   Saves:  Base Fortitude Save of +5
   Feats:  Great Fortitude, Endurance
   Special:  Must have become addicted to White Dreams.


Class Skills
 The Juicer's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), and Knowledge (Alchemy, Local) (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    White Rage
2. +2    +3     +0     +0    White Dreams
3. +3    +3     +1     +1    White Rage
4. +4    +4     +1     +1    White Dreams
5. +5    +4     +1     +1    Comfortably Numb
6. +6    +5     +2     +2    White Rage
7. +7    +5     +2     +2    The Change
8. +8    +6     +2     +2    White Dreams
9. +9    +6     +3     +3    White Rage
10.+10   +7     +3     +3    White Death

Weapon Proficiencies: Juicers gain no new weapon or armor proficiencies.

White Rage (Ex): At 1st level the Juicer may Rage an additional time per day simply by drinking a shot of White Dreams. There is no upper limit as long as he can keep taking shots of the elixir (and survive it).

At 3rd level the Juicer may Rage one additional time per day. If he Rages from drinking a shot of White Dreams he isn't Fatigued/Exhausted afterwards, and he may automatically cure a state of Fatigue/Exhaustion by drinking a shot of White Dreams. He may now take more than 1 dose of White Dreams per day without having to make a Save to avoid Constitution loss.

At 6th level when the Juicer Rages under the influence of White Dreams he is immune to mind affecting effects.

At 9th level the Juicer is immune to Fatigue, Exhaustion, and Sleep effects. He no longer sleeps. If the Juicer takes damage at any time, or is insulted he must make a Willpower Save or go into Rage immediately as a Free Action. He may not voluntarily end the Rage early, and if there are no enemies in the area he must make a DC 20 Willpower Save or attack allies instead. Save DC for the initial Save is equal to 10+the damage done if it is caused by injury, or DC 20 if caused by insult.  Effectively he may Rage as many times per day as he is hurt or insulted.

White Dreams (Ex): At 2nd level the Juicer begins to have psychotropic dreams where someone or something appears to be speaking to him.  He can never remember these dreams other than in flashes wherein he sees himself differently.  Eventually he begins to resemble his dream self. At 2nd level his eyes begin to turn pale, and usually by 8th level they are completely white with no pupil.  The dreams combined with the drug  make the Juicer unusually susceptible to Illusions.  He is -2 on Will Saves to disbelieve Illusions, but doesn't see what the caster intends him to. Instead he has horrifying and surreal hallucinations. His odd behavior interacting with it gives anyone watching a +4 on their Will Save to disbelieve. 

At 4th level  the Juicer himself begins to turn pale, and looks lean and drawn, usually having lost weight.  His weight loss in no way seems to impair him though.  When Raging under the Influence of White Dreams he gets a Profane Bonus to all Saving Throws equal to his (new) Constitution Modifier.

At 8th level the Juicer is hallucinating non-stop.  Some believe these hallucinations are used to control him but by who or what (and how to stop it) is unknown.  At this point the Juicer is so far gone he is immune to Mind affecting effects whether he is on White Dreams or not.  At this point he no longer considers anyone who is not taking White Dreams to be 'real'.  He no longer considers them people and has no problem killing them.  He can no longer be Good or Lawful.  His alignment will shift 1 step (i.e. Lawful becoming Neutral, Good becoming Neutral or Evil).

 
Comfortably Numb (Ex):  At 5th level the nerves of the Juicers body begin to die off a little, and he doesn't feel pain (or anything else) as easily.  He can make a Fortitude Save to ignore non-lethal damage of any kind (Save DC is equal to 10 plus the damage).  The Juicer also gains a +4 Enhancement Bonus to Saves against attacks/spells/effects that do non lethal damage, or that do nothing but cause pain (i.e. Symbol of Pain and similar spells).

The Change (Ex): At 7th level the Juicer undergoes many changes.  His eyes turn completely white, and he loses his sight.  Everything he sees is white.  He is now immune to Blindness and other such attacks.  He gains Blindsight 60'.  His hair begins to fall out and his skin takes on a bleached look.  Many may mistake him for the living dead.  His mind is so alien now that he can no longer make any Charisma Based skill checks other than Intimidate.  He also gains a +4 Bonus to Willpower Saves against any spell or effect that allows someone to read or contact his mind.  Anyone successfully doing so must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus) or be Stunned for 1 Round.

White Death (Ex): At 10th level the Juicer is little more than a living zombie.  He becomes immune to the following: Mind Affecting Effects, Non Lethal Damage, Dazed/Stunned, Disease, Poison, Ability Damage/Drain, Energy Drain, and Paralysis. Much like Undead he is now healed by negative energy and harmed by positive energy effects.  He also gains DR 3/-.  Due to permanent ongoing psychosis he may no longer acquire ranks in Int or Cha based skills (except Intimidate).


PLAYING A JUICER
Life is hell.  The White just makes it bearable.  Everything seems dirty, and broken, and used up without the White.  But when you’re on it people say you do things.  Like murder.  But it’s not like people are real.  Or are they?  You remember a time when you considered them real.  Were you hallucinating then, or are you hallucinating now?  And if they’re real why don’t you feel anything when they die?
 Combat: Combat for Juicers is short and brutal.  Take a slug of White, rage, start hitting everything in site.  Tactics are for the weak.
 Advancement: Advancement for Juicers is usually down a narrow path with the same unfortunate end in the grave.  Some manage to kick it, but they lose most of their class abilities.  Which causes suicidal depression and cravings.  Some are permanently damaged are hallucinatory madmen forever, whether they kick he drug or not.
Resources: Juicers can usually draw on the organization, army, or employer willing to feed their habits.  Possibly even their dealer if there’s a threat to him as well.  But beyond that they’re on their own.  Even their fellow addicts don’t trust them.

JUICERS IN THE WORLD
”Let someone else deal with him.  His kind destroys everything they touch.”
At first Juicers are fairly active.  They need to be to ensure their constant supply.  Most of them enjoy brief, but incredibly violent careers.  The ones that live long become increasingly delusional, displaying bizarre physical and mental mutations.  Most eventually withdraw from the world completely.  The ones that don’t have to be put down, usually at the cost of many lives.
 Daily Life: Most Juicers withdraw into themselves wondering what their new feelings and thoughts mean.  Many think a God or Devil is speaking to them in their dreams at night, and they may be half right.  It would explain the drugs creation.  When not killing people for money they’re usually huddled in a corner somewhere talking to themselves.
 Notables: Empty (NE Male Hobgoblin Barbarian 6/Juicer 6) started life differently than most Hobs.  His tribe was less organized, and more like the Orcs.  When they were killed, he had to hire on as a Merc, eventually finding his way to civilized society.  He hated it.  His handlers got him hooked on White Dreams because they were told it would make him more manageable.  And to some extent it has.  He spends a lot of time mumbling to himself and staring at walls.  But people are coming up missing a lot lately.  And he always seems to have blood on him, even though no one ever sees him leave his room unless ordered too.  Not that they watch him very closely.
 Organizations: Many organizations employ Juicers, all of them criminal.  It isn’t hard to find one willing to employ them.  Every gang or guild needs expendable muscle.  But once it becomes obvious that you aren’t passing on quickly they’ll want to be rid of you before you become a liability.  Or before you start murdering them for fun.

NPC Reaction
Most NPC’s are scared to death of Juicers for obvious reasons.  When a Juicer burns out or starts to get pretty far gone on the drugs, they do unspeakable acts, usually in public.  Usually with little rhyme or reason. 

JUICERS IN THE GAME
Since this is a PrC based on drug use it’s hardly for most campaigns.  If used by a Player large amounts of time may likely be taken up by him trying to score, or going on White induced rampages.
 Adaptation: Juicers are meant for dark fantasy campaigns.  The subject matter behind their abilities will be difficult for some, and the class is probably meant for NPC adversaries more than players. 
 Encounters: PC’s will generally encounter Juicers as muscle working for someone, or as serial killers they’ve been asked to track down.  Or perhaps they’re investigating the White Dreams trade o put a stop to it.  Or maybe the new merc who hired on seems a little…odd.

Sample Encounter
EL 12: The PC’s have a new mercenary attached to their unit named Empty.  The nickname is obvious as he never speaks, rarely reacts to anything, and doesn’t seem to notice other people.  But he whispers odd things to himself.  And not long after he appears, other people start disappearing.  Empty looks worse by the day, but seems actually animated when someone dies.  It shouldn’t take the PC’s too long to catch on.


EX-JUICERS

A Juicer who kicks his addiction to White Dreams, or who stops taking it (willingly or not) loses all Class Features.  If he begins taking the drug again he may use his abilities once more.  If he does this at 7th level or later he is permanently blind.

WHITE DREAMS
White Dreams is a white milky like potion in appearance.  A standard dose of it produces feelings of power and euphoria, along with some mild hallucinations.

Addiction Rating: Extreme (DC 25), Satiation: 1 day, Type: Ingested DC 18, Initial Effect: +1d4 Str and if Exhausted become Fatigued (if Fatigued you are no longer Fatigued), Secondary Effect: 1d4 Intelligence and Wisdom damage, Side Effects: If the user has the Rage or Frenzy Class Abilities he imediately goes into Rage or Frenzy if attacked or insulted if he has any daily uses left, Overdose: If the user takes more than 1 dose in a 24 hour period he takes 1d3 Constitution damage and is unable to gain any benefits from sleep for 24 hours due to violent hallucinatory dreams. When attempting to kick this drug the user will suffer violent hallucinations and will attack any living thing that approaches him. Cost per dose: 5 GP.




Name
NE Male Hobgoblin (Barbarian 6/Juicer 5)
Init +3, Senses: Listen +10, Spot +0, Blindsight 60'
Languages Common, Goblin
------------------------------------------------
AC 30, touch 13, flat-footed 27 (+3 Dex, +10 Armor, +7 Shield)
AC Raging 28, touch 11, flat-footed 25 (-2 Rage, +3 Dex, +10 Armor, +7 Shield)
hp 104 hp (11 HD), 126 hp Raging
Fort +19 (+21 Raging), Ref +11, Will +9 (+11 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Comfortably Numb
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in Armor
Melee +2 Morningstar +16/+11/+6 (1d8+10)
Melee +2 Morningstar +18/+13/+8 (1d8+12)
Base Atk +11, Grp +14 (+18 Raging)
Atk Options Rage 3/day, White Rage
Combat Gear 20 doses White  Dreams, 2 Cure Serious Wounds Potions, 1 Potion of Haste
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 16, Con 16 (20 Raging), Int 10, Wis 12, Cha 8
SQ Fast Movement, Illiteracy, Trap Sense +2, White Dreams
Feats Endurance, Great Fortitude
Skills Climb +12 (+14 Raging), Intimidate +9, Jump +12 (+14 Raging), Knowledge (Local) +9, Listen +10, Move Silently +7, Survival +10, Swim +12 (+14 Raging)
Possessions +5 Breastplate, +5 Heavy Steel Shield, +2 Collision Morningstar, Type I Bag of Holding, 20 doses White  Dreams, 2 Cure Serious Wounds Potions, 1 Potion of Haste, 322 GP


EPIC JUICER

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

Offline bhu

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Re: Goblinoids
« Reply #3 on: November 10, 2011, 02:14:06 AM »
BLACK KNIFE


   
”You killed my brother Aramus.  I find it fitting that when I cut out your eyes and make you eat them your brother will be here to watch.  And you will eat them.  Or I’ll send your family to Hell directly behind you.”

Occasionally someone is born with the ability to curse others.  Perhaps from deals made with dark powers.  Perhaps because he is simply so spiteful and hates the world enough that he can cause it no end of pain.  And if that person is a Goblin, there is a very special group of people willing to recruit him…

BECOMING A BLACK KNIFE
Most Black Knives will multiclass between Rogue and Hexblade before becoming a Black Knife.

 ENTRY REQUIREMENTS
   Race:  Goblin
   Class Abilities:  Hexblade’s Curse, Sneak Attack +2d6, Mettle
   Feats:  Any Hex Feat, Telling Blow
   Skills:  Hide 6 ranks, Move Silently 6 ranks
   Alignment:  Cannot be Good.
   Special:  Must be sponsored by a member of the Black Knives, and at some point reimburse them the cost to have his own Black Knife made.


Class Skills
 The Black Knife's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Curse of the Black Knife, Powerful Curse
2. +1    +0     +3     +3    Curse of the Sharpened Blade
3. +2    +1     +3     +3    Cursed Portal
4. +3    +1     +4     +4    Curse of the Black Knife
5. +3    +1     +4     +4    Curse of Vulnerability
6. +4    +2     +5     +5    Extra Curse
7. +5    +2     +5     +5    Curse the Masses
8. +6    +2     +6     +6    Curse of the Black Knife
9. +6    +3     +6     +6    Empower Curse
10.+7    +3     +7     +7    Curse of Death

Weapon Proficiencies: Black Knives gain no new weapon or armor proficiencies.

Curse of the Black Knife (Su):  Victims affected by your Hexblade’s Curse are more vulnerable to attacks with your Black Knife.  At 1st level if your victim has been successfully cursed he does not get an attack of opportunity when you attempt a Disarm with your Black Knife.

At 4th level if your victim has been successfully cursed you automatically confirm critical hits against him with your Black Knife.

At 8th level if your victim has been successfully cursed he loses his Dexterity Bonus to AC against attacks made with your Black Knife. 
 
Powerful Curse (Su): Your class levels stack for purposes of determining the Save DC and number of times per day you may use your Hexblade's Curse.

Curse of The Sharpened Blade(Su): At 2nd level you get a new option when using your Hexbade's Curse.  Instead of the usual penalty you may instead inflict the following effect:  You may add half your Black Knife level as extra Sneak Attack damage against that particular foe.  Example: you have +2d6 Sneak Attack, and 6 levels in Black Knife.  Against your Cursed Foe you have +5d6 Sneak Attack.

Cursed Portal (Su): By expending one use of your Hexblade's Curse as a Standard action you may silently pass through any doors or windows as though you were incorporeal, and immediately disarm all traps on them without triggering them.  This effect lasts for 1 minute, and can be used 1/day.

Curse of Vulnerability (Su): At 5th level you get a new option when using your Hexbade's Curse.  Instead of the usual penalty you may instead inflict the following effect: You may add half your Black Knife level as a Profane Bonus to your Saving Throws and Armor Class against your cursed opponent.

Extra Curse (Su): You gain 2 additional daily uses of your Hexblades Curse.

Curse The Masses (Su): At 7th level you get a new option when using your Hexbade's Curse.  Instead of the usual penalty you may instead inflict the following effect:  By casting the Curse as a Full Round Action you may cause all Enemies within 30' to take a -2 penalty to all rolls for 1 minute.

Empowered Curse (Su): 3 times per day as a Free Action you may increase the Save DC of your Hexblades Curse by 4.  You must announce that you are doing this before using the Hexblades Curse.

Curse of Death (Su): Whenever you successfully critical an opponent using your Black Knife who has also failed to Save against your Hexblade's Curse (and is still under it's effects) he must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or die.

PLAYING A BLACK KNIFE
You are not petty or hasteful.  You take time to make decisions and plan accordingly to whatever needs done, despite what others may think of you.  No ones opinion matters but yours or your superiors in the organization.  You will always take revenge for any wrong done you.  No mater what it costs you, or how long it takes.  This does not mean you will foolishly throw your life away, but if it is the only way you will go gladly.
 Combat: Most of your classes combat abilities revolve around your Curse, and your Black Knife. The idea being curse your victim as much as you can from a distance, and then close for the kill.
 Advancement: Black Knives almost fanatically devote themselves to their assassination skills.  Rarely does one walk any other path.
Resources: Black Knives may draw upon the help of their fellows at any time.  And possibly upon many people in odd places who owe them favors (see below).

BLACK KNIVES IN THE WORLD
”Things were easier before the goblins came.  I had a life then.  I had legs too…”
Black Knives do not interact with the world, other than as assassins for hire.  They can be approached by those who want revenge but are incapable of carrying it out.  For example a peasant whose child has been ridden down by the Kings men has no recourse.  But the Knives can and will help.  The race and station of the one asking for their help does not matter.  If they are incapable of paying, the Knives will tell them that they may  pay in the future by carrying out one task or favor for the organization.  And that if they fail to do so their life, and the lives of everyone they know are forfeit.
 Daily Life: A Black Knife either practices to refine his abilities, or pursues jobs given to him by his superior.  He has no time for family or friends, nor does he wish any.  His will be a life of blood and murder, and a thankless, demeaning end.  And he doesn’t even know why.  Unless he can climb to the top of his organization.
 Notables: Haggard (NE Male Goblin Hexblade 3/Rogue 3/Black Knife 6) is so named for his appearance.  People who see him always claim he looks “like one damned”.  He is infamous in the Black Knives for taking 5 silver pieces for any assassination, regardless of what the target is.  When asked why he has always said “Because that’s all that any of us is worth.”
 Organizations: The Black Knives themselves are an organization.  Their members include goblins from all strata of society, and their purpose is largely unknown, even to the majority of their members.  It is known they will perform acts of revenge or murder for hire in order to raise funds (and it is said, to give their members something to do).  They are spectacularly vengeful, and will go to any length, any extreme, any sacrifice to destroy someone who has wronged them.  If it means that the entire world must die, and they must lose their souls, the Black Knives would willingly do it if it meant their enemy suffered as well.  It is for this reason they are left well enough alone.

NPC Reaction
Few organizations are more feared than the Knives.  It has long been said of them that the only way to really sleep peacefully once they have decided to come after you is to kill them all.  Needless to say no one’s been successful yet.  But in an odd way they are also accepted.  If you truly need help of the sort they can provide, and no one else will help you, the Knives will.  And may the Gods help you if you accept.

BLACK KNIVES IN THE GAME
This PrC tends to make Goblins a bit darker, and less likely to be token mooks.  If you don’t want Goblins taken seriously, it’s best to not introduce it.  It also gives the impression that as a last resort, you can go to them for help, which gives them an awkward place in any society.
 Adaptation: The Black Knives are meant for a pretty serious campaign.  They’re about as dark a class as you can get.  Not to mention possibly suicidally insane. 
 Encounters: PC’s will generally encounter the Knives only if they or someone they know has been targeted by them.  Most players generally seek revenge on their own rather than having someone do it for them.

Sample Encounter
EL 12: The PC’s have been hired to guard a noble who has been informed that he will be killed that evening.  As they stand guard late that night they are given a message by a frightened maid telling them to look outside.  When gazing out into the courtyard, the PC’s see dozens of dead guards and palace staff dead.  Some of them hanging from spikes.  And a lone goblin in a black cloak.  The maid says “He says you can just leave now, and it’ll all be over with.  The man you were protecting was a monster anyway.  Or he’ll kill us all.  But he’ll kill our families first.  Your choice.”



Haggard
NE Male Goblin Hexblade 3/Rogue 3/Black Knife 6
Init +3, Senses: Listen +9, Spot +9, Dark Vision 60’
Languages Common, Goblin
------------------------------------------------
AC 19, touch 14, flat-footed 16 (+1 Size, +3 Dex, +5 Armor)
hp 60 (12 HD)
Fort +7, Ref +12, Will +8 
Evasion, Uncanny Dodge, Arcane Resistance +3, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Black Knife +13/+8 (1d3-1)
Ranged +1 Heavy Crossbow +13 (1d8+1/19-20)
Base Atk +9, Grp +7
Atk Options Sneak Attack +2d6, Hexblade’s Curse 5/day (DC: 21), Curse of the Black Knife, Curse of the Sharpened Blade, Curse of Vulnerability
Combat Gear 2 Potions of Bulls Strength, 2 Potions of Cats Grace, 1 Potion of Protection from Arrows 15, 2 Potions of Haste
Spells1st Level (DC 14, 2/day) Bloodletting, Karmic Aura, Reaving Aura
-----------------------------------------------
Abilities Str 6, Dex 16 , Con 12, Int 10, Wis 13, Cha 16
SQ Trapfinding, Trap Sense +1, Cursed Portal
Feats Ability Focus (Hexblade's Curse), Extra Curse, Telling Blow, Weapon Finesse
Skills Balance +9, Climb +4, Escape Artist +9, Gather Information +6, Hide +9, Intimidate +11, Jump +4, Knowledge (Arcana) +6,  Knowledge (Local) +6, Listen +9, Move Silently +15, Ride +7,  Search +5, Sense Motive +6, Spot +9, Tumble +8, Use Magic Device +8
Possessions Black Knife, +1 Precise Slow Burst Quick-Loading Heavy Crossbow, Bag of Holding I, +5 Bracers of Armor, 2 Potions of Bulls Strength, 2 Potions of Cats Grace, 1 Potion of Protection from Arrows 15, 2 Potions of Haste, 648 GP



Black Knife: A Goblin Black Knife appears to be a jagged, rather nasty looking dagger made of some sort of unreflective black material.  It is a +1 Dagger in the hands of anyone, other than someone who is a member of this PrC.  In the Hands of a Goblin Blacknife it is a +1 Bloodfeeding Deadly Precision Maiming Dagger.

Price (Item Level): 32302 GP (16th)
Body Slot: - (held)
Caster Level: 5th
Aura: Faint; (DC 17) Necromancy/Transmutation
Activation:-
Weight: 2 lbs.
Prerequisites: Craft Magic Arms and Armor, Keen Edge, Vampiric Touch
Cost to Create: 16151 GP, 646 xp, 16 days


EPIC BLACK KNIFE

Hit Die: d6
Skills Points at Each  Level : 6 + int
Hexblade's Curse You gain an additional use of your Hexblade's Curse at level 21, and every 4 levels thereafter.  The Save DC continues to increase by +1 every 2 levels.
Bonus Feats: The Epic Black Knife gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 07, 2017, 11:48:25 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #4 on: November 10, 2011, 02:14:35 AM »
AZURE NIGHTMARE


   
”I only need one hit to send you to hell.  And I have all the time in the world to make it.

The Azure Nightmares are a cult of assassins practicing both Psionic powers, and the Diamond Mind style.  They live by the saying “one life, one shot, one hit, one kill”.  Their fighting style reflects this as they will stalk a victim, and refrain from attacking until the perfect moment arises.  Then they strike, usually slaying their opponents with one blow.

BECOMING AN AZURE NIGHTMARE
Most Azure Nightmare’s are promising Psychic Warriors who are taken in by the cult and taught the art of the Diamond Mind.

 ENTRY REQUIREMENTS
   Race:  Blue Goblin
   Maneuvers:  Must Know at least 3 Diamond Mind Maneuvers, and 1 Stance.
   Manifester:  Must be able to manifest at least one 1st level Power from the Psychic Warrior List.
   Class Abilities:  Discipline Focus (Diamond Mind)
   Skills:  Concentration 8 Ranks
   Feats:  Combat Manifestation, Instant Clarity, Unnerving Calm


Class Skills
 The Azure Nightmare’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Psionics)(Int), Listen (Wis), Martial Lore (Int), and Sense Motive (Wis).
Skills Points at Each  Level : 4+ int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    One Life
2. +1    +0     +3     +3    One Shot
3. +2    +1     +3     +3    One Hit
4. +3    +1     +4     +4    One Kill
5. +3    +1     +4     +4    One Mind

Weapon Proficiencies: Azure Nightmare’s gain no new weapon or armor proficiencies.
 
One Life (Su): The Dodge Bonus to Armor Class gained from the Fighting Defensively or Total Defense Options is doubled.  In addition you gain a cumulative +1 Dodge Bonus each round after the first you use either option (Maximum is equal to your Azure Nightmare Level).  For example a 5th level Azure Nightmare would have a +8 Dodge Bonus when using Total Defense the first round, +9 the second, +10 the third, maxing out at +13.

One Shot (Su): Every round you spend using the Fighting Defensively, or Total Defense Option increases your chance of hitting when you finally do strike.  You must use the either Option for at least 3 rounds, and then attack using a Strike Maneuver.  For each round you spend in Total Defense you gain a cumulative +2 Insight Bonus to attack rolls.  You gain this same Insight Bonus +2 on critical confirmation rolls.  For every round you spend in Total Defense your critical threat range increases by 1 (max is equal to your Azure Nightmare level).  For example a 5th level Azure Nightmare who used Total Defense for 5 rounds would have a +10 Insight Bonus to attack rolls, a +12 insight Bonus to critical confirmation rolls, and would threaten a critical on a 15-20 (assuming he normally would threaten a critical on a 20).  This does not stack with other effects that increase critical threat range.

One Hit (Su): When using your One Shot ability, you now do extra damage.  You gain +1d6 damage for each round you use Total Defense, and your critical multiplier increases by 1 for every 2 rounds (critical multiplier cannot do more than x5 damage). For example if you used Total Defense for 5 rounds you would do +5d6 damage when you did hit, and would do x4 damage on a successful critical (assuming you normally did x2 damage).

One Kill (Su): When using your One Shot ability your opponent must make a Willpower Save (DC is 10 plus half your Hit Dice plus your Charisma modifier) or die.  If he succeeds, he takes the normal effects of the ability.

One Mind (Su): Your Manifester Level is equal to your character Level.  This doesnt increase your Power Points or the amount of powers you have, but does increase what you can do with what you've already got.  Similarly your Initiator Level is now equal to your Character Level.

PLAYING AN AZURE NIGHTMARE
Others think you are egomaniacal.  That you act like they’re above them.  And you are.  You could swat most of them as easily as fly.  And you will if asked.  It’s a lonely life, but there isn’t time fro making friends for people like yourself.
 Combat: An Azure Nightmare commonly uses the Total Defense option for a few rounds to size up his opponent, before opening with a devastating maneuver.
 Advancement: Most cult members argue whether their Psionic Power or Martial training is more important.  Some train for the minimal maneuvers needed before pursuing their psychic powers to the full.  Some abandon psionics for the Sublime Way entirely.
Resources: Azure Nightmares may always draw upon the resources of their cult.  They can get safe houses, food, and shelter, and some basic supplies.  If the cult is sending them on a vital mission they may get something more as well.

AZURE NIGHTMARES IN THE WORLD
”Don’t trust them Blue folk boy.  I saw one cut Hezekiah in half down by the pier last Sunday.  Saw his guts spill out everywhere while that thing stood there smiling.”
As an assassin for hire, and a member of a despised race, you are pretty much cut off from the world.  You only see other members of the cult, and any traveling companions you may be with.  You will have some sort of job as a cover, but beyond that the locals are unkown to you.
 Daily Life: Most Azure Nightmare’s spend their time preparing for missions or training.  Deaths are occasional as two cult members test their abilities on each other to prove themselves.  All of them want the power and wealth the cult has promised them.
 Notables: Skye (NE Male Blue Psychic Warrior 5/Swordsage 5/Azure Nightmare 2) is a recent member of the cult.  He is eager and willing to prove himself, and has become the terror of major cities in his area of operation.
 Organizations: The Cult of the Blue Diamond has a hazy beginning.  They only recruit Blues, and only one’s willing to study the Sublime Way.  It’s leaders name and purpose is unknown, but the organization is apparently willing to commit murder to raise money for an as yet unguessed goal.

NPC Reaction
Assassins always terrify people, and the Azure Nightmare’s are no exception. 

AZURE NIGHTMARES IN THE GAME
 This PrC assumes the Blue Goblins are a common race in the campaign.  And it assumes that there is a prominent cult actively seeking them out.  Blues will tend to be more infamous than a little known rarity.
 Adaptation: The cult might be difficult to work into an existing campaign.  It would have to be something new, and would be making quite a nasty debut.
 Encounters: PC’s will usually encounter an Azure Nightmare when one has been sent to kill them, or they are hired to protect someone from one.

Sample Encounter
EL 12: The PC's have been asked to track down a Blue Goblin assassin that has been terrorizing the city.  They agree wondering how bad things can be.  It is just a goblin after all...


Skye
NE Male Blue  Psychic Warrior 5/Swordsage 5/Azure Nightmare 2
Init +8 (Quick to Act +2), Senses: Listen +6, Spot +3, Dark Vision 60'
Languages Common, Goblin, Orc, Giant
------------------------------------------------
AC 25, touch 18, flat-footed 23 (+1 Size, +2 Dex, +3 Wis, +2 Deflection, +7 Armor)
hp 54 (12 HD)
Fort +5, Ref +10, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Heavy Pick +8/+3 (1d4/x4)
Ranged +1 Sling +10 (1d3)
Base Atk +7, Grp +7
Atk Options Discipline Focus: Diamond Mind (Weapon Focus, Insightful Strike +3), One Life, One Hit
Combat Gear 4 Cure Serious Wounds Potions, 1 Potion of Haste
Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Douse the Flames, Mighty Throw, Moment of the Perfect Mind, Sapphire Nightmare Blade, Shadow Blade Technique,
2nd: Action Before Thought, Emerald Razor
3rd: Insightful Strike (Initiator level 5)
Stances Known Blood in the Water, Child of Shadow, Pearl of Black Doubt, Stance of Clarity
Powers Known 1st (DC 14): Chameleon, Conceal Thoughts, Defensive Precognition, Mind Thrust
2nd (DC 15): Detect Hostile Intent, Power Weapon (Manifester Level 5)
-----------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 15, Wis 16, Cha 8
SQ 14 Power Points
Feats Combat Manifestation, Expanded Knowledge (Mind Thrust), Improved Initiative, Instant Clarity, Mental Juggernaut, Narrow Mind, Quicken Power, Unnerving Calm
Skills Autohypnosis +7, Balance +5, Climb +5, Concentration +12, Hide +11, Intimidate +6, Jump +5, Knowledge (Local) +5, Knowledge (Psionics) +3, Listen +6, Martial Lore +5, Move Silently +11, Ride +9, Search +7, Sense Motive +10, Tumble +5
Possessions +1 Psychic Psychokinetic Psychokinetic Burst Heavy Pick, +1 Paralyzing Paralytic Burst Sling, +5 Leather Armor, +2 Ring of Protection, 4 Cure Serious Wounds Potions, 1 Potion of Haste, 482 GP


EPIC AZURE NIGHTMARE

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

Offline bhu

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Re: Goblinoids
« Reply #5 on: November 10, 2011, 02:15:03 AM »
LAB EXPERIMENT


   
”FIRE BAD!”

Maybe you have an antelopes brain.  Maybe you have a few new arms grafted on, or a reinforced exoskeleton.  Maybe you were just lobotomized and now grow a luxuriant coat of wool.  Either way, some yahoo with more knowledge than common sense decided to try out some pretty whacky theories on you.  Without your consent of course.  God forbid anyone ever ask you if you wanted your spleen to be able to strangle opponents independently from your body.

BECOMING A LAB EXPERIMENT
Goblinoids have long been the subject of magical experimentation, even by their own kind.  They seem to have a certain affinity for mutation.  Mad scientists love ‘em of course…You can pretty much come from any class really.  Some are better than others.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Saves:  Any 1 Base Save at +5
   Feats:  Endurance, Diehard
   Slills:  Survival 6 Ranks
   Special:  Must have unwillingly gone magical or alchemical surgeries and transformations at the hands of a sadistic madman hellbent on world domination.


Class Skills
 The Lab Experiment'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), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4+ int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    We Need To Toughen You Up
2. +1    +3     +0     +3    My Fist Says You're Wrong
3. +2    +3     +1     +3    Mutation
4. +3    +4     +1     +4    You’re STILL Hurt by Pitchforks?
5. +3    +4     +1     +4    My Fist Says He's Wrong Too
6. +4    +5     +2     +5    Mutation
7. +5    +5     +2     +5    Why Doesn't Anyone Listen To The Fist?
8. +6    +6     +2     +6    Just a Flesh Wound
9. +6    +6     +3     +6    Mutation
10.+7    +7     +3     +7    Final Mutation

Weapon Proficiencies: Lab Experiments gain no new weapon or armor proficiencies.
 
We Need To Toughen You Up (Ex):  Your Natural Armor Bonus to AC increases by an amount equal to your Lab Experiment level. 

Mutation: At 3rd, 6th, and 9th level you may pick a mutation from the following list.  Theses represent experimental surgeries you are subjected too, or mutations from prior procedures.

Resistant (Ex): You have a +4 Bonus on a specific type of Saving Throw (choose Fortitude. Reflex, or Willpower).  This can be taken multiple times, choosing a different type of Saving Throw each time.

Improved Resistance (Ex): (Prerequisite: Resistant) 3 times per day you may Take 10 on one of the Saving Throws you chose with Resistant.

Greater Resistance (Ex): (Prerequisite: Improved Resistance) 3 times per day you may reroll a Saving Throw result with whichever Save you chose with Improved Resistance.

Energy Resistance (Ex): You gain Energy Resistance 5 to one energy type (acid, cold, electricity, fire, or sonic).  This may be taken multiple times, you choose a new energy type each time.

Improved Energy Resistance(Ex): (Prerequisite: Energy Resistance) One of the Energy Resistances you have chosen increases to 10.

Greater Energy Resistance(Ex): (Prerequisite: Improved Energy Resistance) One of the Energy Resistances you have chosen with Improved Energy Resistance increases to 15.

Skilled (Ex): You gain a +4 Racial Bonus to one skill.  This may be taken multiple times, increasing a different skill each time. 

Improved Skills (Ex): (Prerequisite: Skilled) 3 times per day you may take 10 on one of the skills you improved with Skilled.

Greater Skills (Ex): (Prerequisite: Improved SKill) 3 times per day you may reroll a result of 1 on a skill check with one of the skills you chose with Improved Skills.  You must keep the results of the reroll.

Fast Healer (Ex): You gain Fast Healing 3.

Improved Healing (Ex): (Prerequisite: Fast Healer) Your Fast Healing increases to Fast Healing 5.

Regeneration (Ex): (Prerequisite: Improved Healing) Your Fast Healing now becomes Regeneration 5 (you may be killed by fire or acid normally).

Aquatic (Ex): You gain a swim move equal to your land move, a +8 Racial Bonus to swim checks, and may always take 10 on a swim check.  You may use the Run action while swimming in a straight line.  You may breathe air and water.

Improved Aquatic (Ex): Swim move increases +10 ft, and you are immune to nonlethal damage from cold or pressure caused by the ocean depths.

Greater Aquatic (Ex): Swim move increases another +10 ft., and you gain Blindsense 40 ft. while underwater.

Burrower (Ex): You gain a Burrow speed equal to your Land speed.

Improved Burrower (Ex): Your Burrow speed improves by +5 feet, and you gain Tremorsense 50'.

Greater Burrower (Ex): Your Burrow speed improves by an additional +5 feet, and you gain Tremorsense 100'.

Wings (Ex): You gain a Fly speed equal to your land speed, maneuverability is Clumsy.

Improved Wings (Ex): Fly Speed increases +20 ft., maneuverability becomes Average.

Greater Wings (Ex): Fly Speed increases an additional +20 ft., maneuverability becomes Good.

Brute (Ex): You gain Improved Grab.  Whenever you successfully hit with an Unarmed Strike you may immediately attempt a Grapple check as a Free Action without provoking an Attack of Opportunity.

Improved Brute (Ex): You gain Constrict.  You may do (double your unarmed strike damage plus double your Strength Modifier) with a successful Grapple check.

Greater Brute (Ex): You gain the Powerful Build ability (see page 12 of the Psionics book).

Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 1d6 rounds.  If he succeeds he is immune to your ability for 24 hours.

Improved Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 2d6 rounds.  If he succeeds he is immune to your ability for 24 hours.

Greater Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 1d6 rounds.  If he succeeds he is immune to your ability for 24 hours.


My Fist Says You're Wrong : You gain Improved Unarmed Strike as a Bonus Feat.

You’re STILL Hurt by Pitchforks? (Ex):  You Gain DR x/-.  X is equal to your Lab Experiment level divided by 2.

My Fist Says He's Wrong Too : You gain Superior Unarmed Strike as a bonus Feat.

Why Doesn't Anyone Listen To The Fist? : Your Unarmed Strike attacks do x3 damage on a successful Critical hit.

Just A Flesh Wound (Ex): You are immune to critical hits.

Final Mutation : You have either evolved or over time or been experimented upon more.  They have finally succeeded in making you look like something an Aberration pooped out on a rock.  You hope the bastards are happy...Choose one life altering power from the following list:

Trained Attack Organ (Ex): You may unleash one of your internal organs for up to 5 minutes as a Standard Action.  It can spy for you, fight, etc.  If destroyed you regenerate a new one within 1 month.  You are immune to critical hits.  See the list below.

Absorbant (Su): Choose 1 energy type (Acid, Cold, Electricity, Fire, or Sonic). The first 10 points of damage from any source you take of this energy type is absorbed instead.  Choose one of the following effects when you get this ability (it may not be changed afterwards):

You convert the energy damage you absorb into temporary hit points for 1 minute.

You convert the (energy damage divided by 5) into one physical or mental stat (choose which one at creation) bonus for 1 minute (i.e. 10 points of damage is a +2 bonus to any 1 stat).

You may absorb a maximum of 50 points of damage at any 1 time.

Rechargeable (Su): If you are dead, and a spell of effect does electrical damage equal to half your total hp you are resurrected as per the spell.

Brain Transplant (Ex): You have a brain from something not of your species.  Aside from possible massive identity issues, you are immune to mind affecting effects as the wiring in your brain has had to make compromises due to problems.  Your also probably a delusional madman, but hey no one's perfect.

Psychic Trap (Su):  Opponents attempting to target you with psionic powers must spend an extra 5 power points to make the power manifest. Any opponent touching you automatically loses their Psionic Focus if they have any.

Stitchy (Su): Parts of you were dead once upon a time.  A time before they were sewed onto you.  You are immune to death effects, negative energy effect, energy drain, and ability drain/damage.

I Think I'm Gonna Be Sick (Su): You spew bile, microbes, and the gods alone know what in a 60' cone as a Full Round Action. Anything in that area must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Nauseated for 2d6 rounds.

Charged (Su): Your Unarmed Strike attacks do +2d4 energy damage (choose acid, cold, electricity, fire, or sonic).

Smashin' Fists (Ex): You can make Sunder attempts with your Unarmed Strikes, and are not subject to an attack of opportunity when doing so.  The Hardness of objects you attempt to Sunder is halved.

Zap (Ps): You can fire an energy beam from some part of your body.  This is identical to the psionic power Energy Ray (but you can only manifest 1 specific energy type chosen when you get this power), and your Manifester Level is 10th.

Psychic Armor (Ex): You gain Spell Resistance equal to 10 plus half your level plus your Constitution Modifier.

Big Freaky Eyes (Su): Gaze Attack, 30', Hold Person, Will Save negates  (Save DC is 10 plus half hit dice plus Charisma Modifier).

Anger Management Issues (Ex): If you take damage you gain a +2 Morale Bonus to all rolls for 8 rounds. You are fatigued afterwards for 1 minute.  You also have difficulty discerning friend from foe. While using this ability you must make a DC 20 Willpower Save to tell if the nearest creature is friend or foe after you have killed your current opponent.  If you fail you smash away until something else attacks you and does more damage than they are.





PLAYING A LAB EXPERIMENT
At some point you were captured by/sold to/arrested/procured by a psychotic megalomaniac with delusions of world conquest.  You were to be his ultimate super soldier. Or maybe a cog in the grand design.  Or maybe just a table ornament or food for his experimental cannibal whales.  Either way you feel a sudden need to leave before he kills you with experiments, or the locals storm the place and stick a pitchfork in your butt.
 Combat: Combat options will vary greatly depending on the mutations you have, and what class you originally were.  Most all Lab Experiments seem to be tough melee fighters.  Apparently imagination is limited among the megalomaniacal world dominating kind.
 Advancement: Advancement is odd for a Lab Experiment.  Some builds that would normally look wacky (i.e. levels in 5 or so classes) might be normal for you because of the conflicting situations you may find yourself in.  You’ll be moving around (fleeing) a lot, and will have many opportunities to indulge in new paths.
Resources: If you’re on good terms with whoever did this to you (HA!), you might be able to call on his help.  Or perhaps a sympathetic community of others like yourself.  Most people lose it and try to kill you on sight.

LAB EXPERIMENTS IN THE WORLD
”Always knew Dr. Spankenstein was up to no good!”
Peasants and aristocracy alike fear and loathe you.  Some military organizations will use you, but they tend to look at you as an asset or a weapon, not as a person.  Your occasionally murdering small children by throwing them into lakes during fits of insanity probably doesn’t help.
 Daily Life: Most of your days will be spent undergoing tests (torture), experiments to enhance you (more torture), mobs storming the dwelling you reside in (a potential end to the torture), or laughing maniacally while your former owner is killed (and you take advantage of the distraction to run like hell).
 Notables: Project Spankenstein (NE Male Bugbear Rogue 2/Lab Experiment 6) was originally designed to be a better minion.  A mentally pliant superman who would do the doctors bidding and crush his enemies.  He got the crushing part right, but the monster seems unusually stubborn…
 Organizations: Most organizations will be devoted to cutting you open and seeing what color your organs are.  Very few are actually helpful.

NPC Reaction
NPC’s generally grab the torches and pitchforks and form a howling mob, assuming you aren’t powerful enough to beat the local peasantry into submission.  Friggin’ peasants.  Just cause you ate a few sheep, killed a few guards, and used a dead wombat as a bludgeoning instrument they have to freak out like you did something awful.

LAB EXPERIMENTS IN THE GAME
Due to the player picking random mutations this class holds the possibility of throwing the DM a surprise or two.  You may wish to plan ahead.
 Adaptation: While it’s obviously not meant to be a serious class it could be made to fit a serious or dark campaign with few changes.
 Encounters: PC’s will usually be hired by townsfolk to stop your “blood mad rampage”, by your creator asking them to “return my patient”, or on really rare occasions by sympathetic individuals to smuggle you out of the country

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12:   The local villagers tell you a madman has made a monster that threatens the town.  They’ve hired you to kill it.  What you find is a shaved bugbear, covered in stitches, hiding in a barn.  The chicken he’s playing chess and discussing philosophy with is quite terrifying though.


Project Spankenstein
NE Male Bugbear Rogue 2/Lab Experiment 6)
Init +1, Senses: Listen +9, Spot +9, Dark Vision 60’, Scent
Languages Common, Goblin
------------------------------------------------
AC 28, touch 11, flat-footed 27 (+1 Dex, +9 natural, +8 Armor)
hp 91 (11 HD)
Fort +9, Ref +9, Will +7 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d8+5)
Melee w/belt Unarmed Strike +15/+10 (1d8+7)
Melee +1 Greatclub +13/+8 (1d10+13/19-20)
Melee w/belt +1 Greatclub +16/+11 (1d10+16/19-20)
Base Atk +7, Grp +12 (+14 w/belt)
Atk Options Sneak Attack +1d6, Improved Grab, Constrict 2d8+10
Combat Gear 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of Neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove Paralysis
-----------------------------------------------
Abilities Str 21 (27 w/belt), Dex 12, Con 16, Int 8, Wis 13, Cha 10
SQ Trapfinding, DR 3/-, Mutations (Brute, Improved Brute)
Feats Endurance, Diehard, Improved Toughness, Power Attack, Improved Unarmed Strike (B), Superior Unarmed Strike (B)
Skills Climb +13 (+15 w/belt), Hide +9, Intimidate +12, Jump +8 (+10 w/belt),  Listen +9, Move Silently +9, Search +7, Spot +9, Survival +7
Possessions +1 Impact Collision Greatclub, +5 Studded Leather, Belt of Giant Strength +4, Bag of Holding I, Hat of Disguise, 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove paralysis, 20 GP


                      Trained Attack Organ
                      Diminutive Aberration
Hit Dice:             Same HD as "owner" (hp always equal to half the "owners", rounded down)
Initiative:           +7 or +6 if Tiny(or "owners" if it is higher)
Speed:                 20 ft. (4 squares)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Armor Class if Tiny:          17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple:  Identical to "owners"
Attack:               See below
Full Attack:          See below
Space/Reach:          1 ft./0 ft.
Special Attacks:      See below
Special Qualities:    Blindsight 30', Regeneration 1 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
Saves:                Saving Throws identical to "owners"
Abilities:            Str 2, Dex 16, Con 15, Int 5, Wis 12, Cha 2
Abilities if Tiny:            Str 4, Dex 15
Skills:               Hide  +19 (+14 if Tiny), Listen +4, Move Silently +7 (+6 if Tiny), Search +1, Spot +5 (or use "owners" bonus for these skills if it's higher)
Feats:                Alertness, Anklebiter, Danger Sense, Dodge, Improved Initiative, Mobility
Alignment:            Always Neutral
Level Adjustment:     ---

Feats and skills are based on the Lab Experiment being at least 16th level to get a Trained Attack Organ.

Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:

Vorpal Spleen: The Spleen may cast Inflict Light Wounds at will as a Spell Like Ability.

Blaster Pancreas: The Pancreas may cast Lesser Orb of Acid at will as a Spell Like Ability.

Terror Liver: Livers may cast Grease at will as a Spell Like Ability.  They are Size Class Tiny.

Bellows Lungs: The Lungs may cast Gust of Wind 5 times per day as a Spell Like Ability. Lungs are Size Class Tiny.

Stone Gallbladder: The Gallbladder may cast Magic Stone at will as a Spell Like Ability.

Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 1 mile.  it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain up to 5 miles.

Killer Stomach: The Stomach can cast Melf's Acid Arrow 5 times per day as a Spell Like Ability.  Stomachs are Size Class Tiny.

Attack Heart: The Heart can cast Delusions of Grandeur 5 tmes per day as a Spell Like Ability.

Caster Level in all cases is equal to your effective character level.

Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.

Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.


EPIC LAB EXPERIMENT

Hit Die: d10
Skills Points at Each  Level : 4 + int
We Need To Toughen You Up The Epic Lab Experiments AC continues to increase with Epic Levels, but it's +1 per 2 levels now.
You’re STILL Hurt by Pitchforks? The Epic Lab Experiments DR continues to increase with Epic Levels, but it's +1 per 4 levels now.
Mutation At Level 22 the Lab Experiment may choose 1 Epic Mutation.  He does not gain further mutations past this level.
Bonus Feats: The Epic Lab Experiment gains a Bonus Feat every 4 levels higher than 20th


Epic Mutations

Epic Resistance (Prerequisite: Greater Resistance): The Resistance Bonus of the Saving Throw you chose for Greater Resistance increases to +8.

Epic Energy Resistance (Prerequisite: Greater Energy Resistance): You become immune to the Energy Type you chose with Greater Energy Resistance.

Epic SKillz (Prerequisite: Greater Skills): You may always Take 10 with the SKill you chose for Greater Skills.

Epic Regeneration (Prerequisite: Regeneration): You now have Regeneration 8.

Epic Aquatic (Prerequisite: Greater Aquatic): Your Swim Move increases and additional +10 ft., and your Blindsense range is now 60'.

Epic Burrower (Prerequisite: Greater Burrower): Your Burrow Move increases an additional +5 feet, and your Tremorsense range is now 150'.

Epic Wings (Prerequisite: Greater Wings): Fly speed increases an additional +10 feet, and Maneuverability becomes Perfect.

Epic Brute (Prerequisite: Greater Brute): You gain a Bonus to Grapple Checks equal to half your Lab Experiment level (including Epic Lab Experiment levels).

Epic Scariness (Prerequisite: Greater Scary): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 2d6 rounds.  If he succeeds he is immune to your ability for 24 hours.

Epic Spleen (Prerequisite: Trained Attack Organ): Your Trained Attack Organ becomes an Epic Trained Attack Organ, and it may remain separate from your body as long as you wish.  You always know it's location as long as it's on the same Plane.

Epic Absorbancy (Prerequisite: Absorbant): You may now absorb a second Energy Type.

Epic Rechargability (Prerequisite: Rechargeable): You may now be resurrected by as little as 1 point of electricity damage per Hit Die you have, and do not lose any Constitution from it.

Epic Personal Issues (Prerequisite: Brain Transplant): Due to permanent hallucinations and mild scizophrenia you have a +4 Resistance Bonus against all Illusion or Enchantment spells.

Epic Trap (Prerequisite: Psychic Trap): Opponents attempting to target you with psionic powers must spend an extra 5 power points, and take a Full Round Action to make the power manifest. Any opponent touching you automatically loses their Psionic Focus and 1d4 power points if they have any.

Epic Stitches (Prerequisite: Stitchy):  You have Resistance 10 against negative energy effects.

Epic Bile (Prerequisite: I Think I'm Gonna Be Sick): Your Bile attack now does 1d6 Constitution damage if your opponent fails his Fortitude Save in addition to the Nausea. 

Epic Joy Buzzer (Prerequisite: Charged): If you successfully confirm a Critical hit with your Unarmed Strike you do an additional +3d4 energy damage of the type you chose.

Hammer Fists (Prerequisite: Smashin' Fists): Your Unarmed Strikes are considered Adamantine for purposes of overcoming Damage Reduction, and do an additional +1d6 damage.

Epic Taser (Prerequisite: Zap): You may now Manifest Energy Ray or Energy Bolt, and Manifester Level is equal to your Character Level.  You may still only Manifest one type of energy damage.

Epic Psychic Armor (Prerequisite: Psychic Armor): You gain a +4 Deflection Bonus to Armor Class.

Epic Googly Eyes (Prerequisite: Big Freaky Eyes): Gaze Attack, 60', Hold Monster, Willpower Save Negates  (DC is 10 plus half hit dice plus Charisma Modifier).

Epic Anger Issues (Prerequisite: Anger Management Issues): Your Bonus for using your Anger Management Issues is now +4.



Epic Trained Attack Organ
                      Diminutive Aberration
Hit Dice:             Same HD as "owner" (hp always equal to half the "owners", rounded down)
Initiative:           +9 or +8 if Tiny(or "owners" if it is higher)
Speed:                 30 ft. (6 squares)
Armor Class:          19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Armor Class if Tiny:          18 (+2 Size, +4 Dex, +2 Natural), touch 16, flat-footed 14
Base Attack/Grapple:  Identical to "owners"
Attack:               See below
Full Attack:          See below
Space/Reach:          1 ft./0 ft.
Special Attacks:      See below
Special Qualities:    Blindsight 50', Regeneration 3 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
Saves:                Saving Throws identical to "owners"
Abilities:            Str 2, Dex 20, Con 18, Int 8, Wis 12, Cha 6
Abilities if Tiny:            Str 4, Dex 18
Skills:               Hide  +22 (+17 if Tiny), Listen +5, Move Silently +10 (+8 if Tiny), Search +5, Spot +5 (or use "owners" bonus for these skills if it's higher)
Feats:                Alertness, Anklebiter, Danger Sense, Dodge, Epic Reflexes, Improved Initiative, Mobility, Spring Attack
Alignment:            Always Neutral
Level Adjustment:     ---

Feats and skills are based on the Lab Experiment being at least 22nd level to get an Epic Trained Attack Organ.

Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:

Vorpal Spleen: The Spleen may cast Inflict Serious Wounds at will as a Spell Like Ability.

Blaster Pancreas: The Pancreas may cast Acid Breath (See Spell Compendium) at will as a Spell Like Ability.

Terror Liver: Livers may cast Stinking Cloud at will as a Spell Like Ability.  They are Size Class Tiny.

Bellows Lungs: The Lungs may cast Capricious Zephyr (See Spell Compendium) at will as a Spell Like Ability. Lungs are Size Class Tiny.

Stone Gallbladder: The Gallbladder may cast Giant's Wrath (See Spell Compendium) at will as a Spell Like Ability.

Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 5 miles.  it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain as long as it's on the same Plane.

Killer Stomach: The Stomach can cast Orb of Acid (See Spell Compendium) 5 times per day as a Spell Like Ability.  Stomachs are Size Class Tiny.

Attack Heart: The Heart can cast Bear's Endurance at will as a Spell Like Ability.

Caster Level in all cases is equal to your effective character level.

Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.

Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.
« Last Edit: January 07, 2017, 11:53:00 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #6 on: November 10, 2011, 02:15:30 AM »
BUGBEAR ENFORCER


   
”I’m not cheap, I’m not stupid, and I’m not just a token thug.”

Bugbears are often used as cheap muscle.  When taught by practicioners of the Shadow Hand, however, they become something more than mere thugs.  The fact that they learn the empty hand style means they aren’t at a disadvantage in cities that rarely allow members of their race to carry weapons.

BECOMING A BUGBEAR ENFORCER
You have been recruited by some sort of organization (usually a Thief or Assassin’s Guild, or a Mercenary company) and sent out to be trained as an Enforcer.

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Class Abilities:  Sneak Attack +2d6
   Maneuvers:  Any 3 Shadow Hand Maneuvers
   Skills:  Hide 8 Ranks
   Feats:  Improved Unarmed Strike, Improved Grapple


Class Skills
 The Bugbear Enforcer’'s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Choke
2. +1    +0     +3     +3    +1d6 Sneak Attack
3. +2    +1     +3     +3    Stealth (+2)
4. +3    +1     +4     +4    Improved Choke
5. +3    +1     +4     +4    +2d6 Sneak Attack
6. +4    +2     +5     +5    Stealth (+4)
7. +5    +2     +5     +5    Neck Snap
8. +6    +2     +6     +6    +3d6 Sneak Attack
9. +6    +3     +6     +6    Stealth (+6)
10.+7   +3     +7     +7    Silent Death

Weapon Proficiencies: Bugbear Enforcers gain no new weapon proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Shadow Hand discipline.  You must meet the Maneuver's prerequisite's to take it.  You add your full Bugbear Enforcer levels to your Initiator level to determine your total Initiator level and your highest level Maneuvers known.

At 3rd level, you gain an additional Maneuver readied per day.
 
Choke: When you successfully Grapple an opponent now, he cannot speak regardless of whether you have him Pinned or not.  You may deal lethal damage equal to your Unarmed Strike damage without taking any penalties to grapple checks.

Sneak Attack (Ex): This is identical to the Rogue ability listed on page 50 of the PHB, and stacks with Sneak Attack gained from other levels in other classes.

Stealth (Ex): At 3rd level you get a +2 Competence Bonus to Hide and Move Silently checks.  This increases to +4 at level 6, and +6 at level 9.

Improved Choke: If you can Pin an opponent successfully he begins to suffocate (see DMG page 304) with one difference.  The DC of the FOrt Save is equal to 10 plus the damage done on your successful grapple check, and he begins making Saves the first round you do damage with the grapple, and each round it is maintained.

Neck Snap: When you successfully grapple an opponent and do damage, you now add your Sneak Attack damage.

Silent Death (Ex): If you successfully Grapple an opponent who is flat-footed he must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or die.  If he succeeds in making the Saving Throw, he takes damage as normal.

PLAYING A BUGBEAR ENFORCER
 You are fairly reserved for a member of your species, always aware of the consequences of your actions and of those around you.  Never commit, never admit, and never talk more than you have to.  By not giving offense you don’t give others a reason to question you.
 Combat: You try not to show off your abilities.  You want them to be a surprise.  You prefer to attack from ambush with surprise (and several friends) on your side.  Between teamwork and getting the drop on your opponent you hope to make combat as quick as possible.
 Advancement: Most Enforcers concentrate on concealment of their activities and stealth over raw power.  There are ways of dealing with more physically intimidating opponents.  Many also try to find some way of dealing with magical opponents as well.
Resources: A Bugbear Enforcer can always ask his employers for equipment or help, or from friends he has made in the crime community (usually other Bugbear Enforcers).

BUGBEAR ENFORCERS IN THE WORLD
”You’ll see a Bugbear standing outside Old Dead Bob’s Tavern tonight.  He’s the one you’ll want to talk to.”
Bugbear Enforcers interact with the world in brief episodes of violence.  They are spat on by their own kind as being dumb and easy manipulated, and the other humanoids hate them as well.  That leaves them little in the way of friendship except each other.  Help one, and he’s a friend for life.  Cross one, and he’s an enemy for (what little is left of your) life.
 Daily Life: Bugbear Enforcers spend their days training for the next mission, executing a mission, or pretending to be honest citizens (or at least as close to honest as Bugbears get).
 Notables: Black Bear (NE Male Bugbear Rogue 3/Swordsage 3/Bugbear Enforcer 2) is the top killer for hire in his home town.  His name is whispered in the streets, and no one is really sure of his true appearance.  But he is known as being the person to contact if you need some problems solved.
 Organizations: Various organizations train Bugbear Enforcers as they are quite popular.  Being goblinoids they can’t really find honest employment in most humanoid cities, and will be willing to do criminal work because of it.  Once in, they rarely get out.

NPC Reaction
NPC’s are pretty much terrified of Bugbear Enforcers, the same way they would be of any hitman or brute for hire.

BUGBEAR ENFORCERS IN THE GAME
If you want Bugbears taken a little more seriously, making them hit men instead of  cheap muscle is the way to go.  As long as you make them competent hitmen.
 Adaptation: This class sort of implies that Bugbears can be more than token mooks.  That shouldn’t offend people, but I do realize that some will find the idea a little odd.
 Encounters: PC’s will usually encounter a Bugbear Enforcer once one has been assigned to “take care of them”. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC’s have been hired to find who has murdered and partially eaten a local Noble’s daughter.  After many false leads, and all clues exhausted they are told to contact a mysterious Bugbear known only as “The Black Bear”.  He knows everything about the town, and if someone has murdered in his city, he’s sure to know who and why.  Of course there’s the problem of arranging the meeting without him getting suspicious they’re actually after him.”


Black Bear
NE Male Bugbear  Rogue 3/Swordsage 3/Bugbear Enforcer 2
Init +3 (Quick to Act), Senses: Listen +5, Spot +5, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 23, touch 14, flat-footed 23 (+2 Dex, +2 Wis, +3 Natural, +6 Armor)
hp 43 hp (11 HD)
Fort +6, Ref +13, Will +9
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d8+5)
Melee +1 Short Sword +13/+6 (1d6+6)
Base Atk +7, Grp +12
Atk Options +3d6 Sneak Attack, Discipline Focus (Weapon Focus: Shadow Hand), Choke, Improved Choke
Combat Gear
Maneuvers Known 1st: Charging Minotaur, Clinging Shadow Strike, Counter Charge, Mighty Throw, Shadow Blade Technique, Stone Bones, Sudden Leap
2nd: Cloak of Deception, Drain Vitality
Initiator Level: 5
Stances Known 1st: Child of Shadow, Island of Blades
-----------------------------------------------
Abilities Str 20, Dex 14, Con 16, Int 10, Wis 15, Cha 6
SQ Trapfinding, Trap Sense +1, Stealth
Feats Extra Readied Maneuver, Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
Skills Balance +8, Concentration +9, Disable Device +6, Hide +15, Jump +11, Knowledge (Local) +6, Listen +5, Martial Lore +6, Move Silently +14, Open Lock +8, Sense Motive +8, Spot +5
Possessions Sword of Subtlety, +6 Bracers of Armor, Ring of Invisibility, Masterwork Thieve's Tools, Powder of the Black Veil, Necklace of Warning, Belt of One Mighty Blow, Bag of Holding Type I, 840 GP



EPIC BUGBEAR ENFORCER

Hit Die: d8
Skills Points at Each  Level : 6 + int
maneuvers The Epic Bugbear Enforcer's Initiator Level is equal to his Character Level, but he doesn't gain additional maneuvers/Stances past 20th level.
Stealth The Epic Bugbear Enforcer's Competence Bonus to Hide and Move Silently checks increases an additional +2 at level 23 and every 3 levels thereafter.
Sneak Attack The Epic Lab Experiment gains an additional die of Sneak Attack at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Bugbear Enforcer gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: January 07, 2017, 11:54:24 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #7 on: November 10, 2011, 02:15:58 AM »
DAI-BAKEMONO


   
”RAAAAARGH!!”

Occasionally a Shogun trains a Dekanter or Bakemono slave in the Sublime Way.   It is difficult given the limitations of the Bakemono, but when they have been trained in fighting unarmed they provide their master with endless amusement in the arena, and an excellent assassin.

BECOMING A DAI-BAKEMONO
You were a toy of your master, and now have been trained to be a pawn.  Slavers fetch the most promising of your kind to be trained to fight in the arena.  And your masters promise you freedom if you do well.  Freedom and the chance to kill whoever they point out as a target.

 ENTRY REQUIREMENTS
   Race:  Bakemono or Dekanter
   BAB:  +6
   Maneuvers:  3 Stone Mountain and 3 Tiger Claw Maneuvers, 2 of which must be Bone Crusher and Flesh Ripper
   Feats:  Improved Unarmed Strike, Superior Unarmed Strike
   Skills:  Balance 4 Ranks, Jump 4 Ranks


Class Skills
 The Dai-Bakemono's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Martial Lore (Int), and Swim (Str).
Skills Points at Each  Level : 4+ int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Tigers Bite +2
2. +2    +3     +0     +0    Dragonskin +2
3. +3    +3     +1     +1    Stone Power +2
4. +4    +4     +1     +1    Tigers Bite +4
5. +5    +4     +1     +1    Dragonskin +4
6. +6    +5     +2     +2    Stone Power +4
7. +7    +5     +2     +2    Tigers Bite +6
8. +8    +6     +2     +2    Dragonskin +6
9. +9    +6     +3     +3    Stone Power +6
10.+10   +7     +3     +3    Tiger Dragon

Weapon Proficiencies: Dai-Bakemono gain no new weapon or armor proficiencies.
 
Tigers Bite (Ex):  At 1st level you gain a +2 Bonus to damage when successfully using a Tiger Claw maneuver.  This increases to +4 at level 4, and +6 at level 7.

Dragonskin (Ex): At 2nd level your Natural Armor Class Bonus increases by +2.  This increases to +4 at level 5, and +6 at level 8.

Stone Power (Ex): At 3rd level the Save DC's of Stone Dragon Maneuvers you use increase by +2.  This increases to +4 at level 6, and +6 at level 9.

Tiger Dragon (x): At 10th level the Dai-Bakemono may choose 1 Stone Dragon or Tiger Claw Maneuver he knows of 5th level or lower at the beginning of each day.  For the next 24 hours that Maneuver is always considered Readied.

Maneuvers: At each odd numbered level, you gain a new Maneuver from either the Tiger Claw or Stone Dragon Discipline (you must meet a Maneuver's prerequisites to take it). You add your full Dai-Bakemono level to your Initiator Level to determine your total Initiator level and your highest level Maneuvers known.  At 3rd level you gain an additional maneuver readied per day.

PLAYING A DAI-BAKEMONO
Bakemono are just above being beasts, and Dekanter are considered little better despite obviously being more intelligent and capable.  Others will always think your little more than a sub intelligent brute.  Use that to manipulate them.  When someone thinks you’re a fool, he doesn’t bother to watch what he says and does in front of you.
 Combat: You definitely are a brute in combat.  You were built for it, and trained by the best (you had to be trained by the best, they’re the only ones with enough patience to put up with you).  Generally you close into melee and begin to rip and tear.  Few other options are open to you.
 Advancement: Advancement in any path other than being a pit fighter or killer is not open to you until you win freedom from your master.  After that it’s up to you.
Resources: Dai-Bakemono have little in the way of resources.  They are usually considered a pet monster or some Lord’s personal killer.  They’ll last as long as he does, and be killed or tossed aside when he dies.

DAI-BAKEMONO’S IN THE WORLD
”They’re little better than dogs.  Look at them laying there in the pits.  Bastards.”
You’re a caged slave.  A monster owned by someone to entertain him and his staff of ghoulish sycophants.  You fight in the pits or the arena to amuse them, and sniff out their enemies at night when ordered to hunt one down and kill him. 
 Daily Life: You are kept in a cell when you aren’t training or fighting.  Sometimes you will be let out to play by killing one of your masters rivals.  Maybe someone who takes pity on you will release you one day, but killing is all you know.  It’s your only skill, your only purpose.  Giving it up would be like asking someone to give up breathing.  In the end you’ll likely be put down one way or the other, you just hope you can take them with you.
 Notables: Mog (CE Male Bakemono Warblade 6/Dai-Bakemono 5) is the prized beast of Feng Cong, a local magistrate.  And he has gone missing, prompting a vast search for him.  He’s been busy…and somehow he's acquired some new toys...
 Organizations: Usually you are trained by the staff of some noble or wealthy elite, but there are training stables for gladiators and beasts (and you’re usually thought of as a beast). 

NPC Reaction
Most NPC’s will see you as little more than a rabid dog.  And you’ll have done little to prove them wrong.  But you also haven’t been given a choice either…

DAI-BAKEMONO’S IN THE GAME
The Dai-Bakemono assume your running a fairly brutal campaign world.  It's meant for a dark, gritty campaign, and may make some people uncomfortable.
 Adaptation: This is kind of a depressing class.  It’s assumed anyone taking it is a slave, and willing to murder to survive.  Because that’s what you’ll be doing.  Your master will expect results, or you’ll be put down.
 Encounters: PC’s may face a Dai-Bakemono if they are captured and put in the fights to see how long they last.  If they can gain the Bakemono’s respect (and survive the process) they may even gain a friend. Assuming he hasn’t torn them limb from limb, or been killed by his Lord for failing to kill them.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC’s have been asked to help track down Mog.  He’s been eating villagers.  Upon cornering him they hear his story.  He is a monster, but he was forced to be one.  He’s been killing people because he needed food, and humans were what his master always fed him.  If they return him, his master will still be feeding him peasants.  Or they can find a way to cure him of his madness and reinstate him into society someway.


Mog
CE Male Bakemono Warblade 6/Dai-Bakemono 5
Init +5, Senses: Listen +1, Spot +1
Languages Common
------------------------------------------------
AC 28, touch 12, flat-footed 27 (+1 Size, +1 Dex, +10 Natural, +6 Armor)
hp 104 (11 HD)
Fort +12, Ref +6, Will +6 
Uncanny Dodge
-----------------------------------------------
Speed 30 ft. (6 squares)
Melee 1 Bite +20 (1d8+8) and 2 Claws +15 (1d6+5)
Melee Unarmed Strike +20/+15/+10 (1d8+8)
Base Atk +11, Grp +13
Atk Options Tigers Bite +4
Combat Gear
Maneuvers Known:1st: Charging Minotaur, Stone Bones
2nd: Mountain Hammer, Rabid Wolf Strike
3rd: Bonecrusher, Flesh Ripper, Soaring Raptor Strike
4th: Overwhelming Mountain Strike
5th: Pouncing Charge
6th: Irresistible Mountain Strike
Stances Known: 1st: Blood in the Water, Stonefoot Stance
Initiator level 11, Maneuvers Readied 5
-----------------------------------------------
Abilities Str 22, Dex 13, Con 16, Int 3, Wis 12, Cha 4
SQ Battle Clarity (+0), Weapon Aptitude, Battle Ardor (+0), Dragonskin (+4)
Feats Improved Unarmed Strike, Martial Study (Soaring Raptor Strike), Sudden Recovery, Superior Unarmed Strike, Improved Initiative (B)
Skills Balance +6, Intimidate +1, Jump +11
Possessions +2 Amulet of Mighty Fists, Ring of Invisibility, +6 Bracers of Armor, +2 Cloak of Resistance, Ioun Stone (clear spindle)



EPIC DAI-BAKEMONO

Hit Die: d8
Skills Points at Each  Level : 6 + int
Tiger's Bite The Epic Dai-Bakemono's Damage Bonus with Tiger Claw Maneuvers increases by +2 at level 21, and every 3 levels thereafter.
Dragonskin The Epic Dai-Bakemono's Natural AC Bonus increases by +2 at level 22, and every 3 levels thereafter.
Stone Power The Save DC's of the Epic Dai-Bakemono's Stone Dragon Maneuvers increases by +2 at level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Dai-Bakemono gains a Bonus Feat every 5 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #8 on: November 10, 2011, 02:16:29 AM »
IRONHEART CRUSADER


   
”Didn’t see that strike coming did you?”

Hobgoblins claim to have created the Iron Heart style, and there is ample proof to back their claim.  Even those who become Crusaders, championing their people are loath to study he Sublime Way without including Iron heart.

BECOMING AN IRONHEART CRUSADER
Ironheart Crusaders begin as Crusaders who spend extra time studying to gain use of the Iron Heart style as well.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Smite, Steely Resolve
   Feats:  Martial Study (must be used to gain Ironheart Maneuver), Martial Stance (must be used to gain Ironheart Stance), Ironheart Aura
   Skills:  Balance 4 Ranks, Intimidate 4 Ranks
   Maneuvers:  Must have at least 3 Devoted Spirit Maneuvers or Stances


Class Skills
 The Ironheart Crusader's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), and Martial Lore (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Iron Strength (+4)
2. +2    +3     +0     +0    Iron Technique (1/day)
3. +3    +3     +1     +1    Iron Will (+2)
4. +4    +4     +1     +1    Iron Strength (+6)
5. +5    +4     +1     +1    Iron Technique (2/day)
6. +6    +5     +2     +2    Iron Will (+4)
7. +7    +5     +2     +2    Iron Strength (+8)
8. +8    +6     +2     +2    Iron Technique (3/day)
9. +9    +6     +3     +3    Iron Will (+6)
10.+10   +7     +3     +3    Iron Soul

Weapon Proficiencies: Ironheart Crusaders gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven discipline.  You must meet the Maneuver's Prerequisite to learn it.  You add your full Ironheart Crusader Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known.  At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.  When taking additional Crusader Levels you may now also choose Iron Heart Maneuvers and Stances.

Stances Known: At 5th level you learn a new Stance from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven disciplines if you meet it's Prerequisites.

Iron Strength (Su):  At 1st level you gain a +4 attack bonus when using Iron Heart Surge instead of the normal +2.  This increases to +6 at level 4, and +8 at Level 7.

Iron Technique (Ex): Once per day you may swap a readied Maneuver you haven't expended for an Iron Heart Maneuver you haven't expended (or optionally when you get a withheld Maneuver at he end of your Turn in combat you may choose for it to be an unexpended Iron Heart Maneuver).
You may do this twice per day at 5th level, and 3 times per day at eighth level.

Iron Will (Su): At 3rd level you gain a +2 Bonus to the rerolled Saving Throw you get using Iron Heart Focus.  This increases to +4 at level 6, and +6 at level 9.

Iron Soul (Su): 3 times per day you may add your Ironheart Crusader level to any one Saving Throw as a Morale Bonus.

PLAYING AN IRONHEART CRUSADER
 Ironheart Crusaders are living symbols of Hobgoblin nationalism and racial superiority.  They are the defenders of the tribe who put personal politics aside for the racial good.  A bit of an oddity for an evil race, but remember they are also Lawful.  And many of them also get more than a few personal rewards and fame for what they do, so perhaps it's merely an unusual route to power.
 Combat:Most of your PrC bonuses come from the Iron Heart style Maneuvers, so make sure to learn as many as you can.
 Advancement: Most Ironheart Crusaders devote their lives to perfecting and teaching the Iron Heart style.  Beyond that their development proceeds in whatever direction their Gods choose to prod them.
Resources: Ironheart Crusaders can always count on each other for help, and most Hobgoblins will do what they can to help them (especially the peasants).  They're the closest thing most Hobgoblins will meet to an acceptable Paladin in their societies view.

IRONHEART CRUSADERS IN THE WORLD
"How does he do that?"
 You are almost always on a mission, either for the gods, the government, or just to protect your people from the other, lesser, humanoids.  Everything you do, in every way, is to benefit yourself or your people, and you take very few chances since so many are depending on you.
 Daily Life: The daily life of an Ironheart Crusader will vary greatly depending on their current mission.  It will usually involve combat in some manner, since the Hobgoblins seem obsessed with it, and Ironheart Crusaders in particular delight in showing off their martial prowess.
 Notables: Zeveg the Dead (LN Male Hobgoblin Crusader 6/Ironheart Crusader 5) is a champion of the Hobgoblin people.  A great warrior, a diplomat, and a hero.  He is also a nigh well emotionless burnout, scarred so badly after years of non stop warfare that it could be said he had lost his humanity of he were human.  Zeveg is a shadow of his former glory, staring always ahead with dead, soulless eyes.  Crossing him is generally considered unwise.
 Organizations: The Brothers of the Iron Sword are an organization devoted to training and supporting Ironheart Crusaders.  They also provide standard military training, and they run many of the better military schools in Hobgoblin society.

NPC Reaction
 NPC's reserve the same amount of respect and adoration for Ironheart Crusaders that they normally reserve for Blackguards, and Liches.  Which is to say, they usually crap themselves and run in fear.  Except for Hobgoblins who tend to treat them like rock stars.

IRONHEART CRUSADERS IN THE GAME
 Ironheart Crusader allows a Crusader access to Stances and Maneuvers they normally wouldn't be able to get.  For that reason alone it might be something you want to watch closely.
 Adaptation: This is an interesting idea for a Paladin-like NPC Hobgoblin to oppose your PC's.  Or if you allow Evil campaigns, it makes for a nice defender of your tribal people.
 Encounters: PC's will usually encounter an Ironheart Crusader when he has been sent on a mission by one of the Goblin Gods, or if they attack a Hobgoblin settlement.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A lone hobgoblin has been raiding caravans and coaches as a highwayman.  The PC's have been hired to stop him, and after some time they will notice a pattern.  All of the targets have the same home town in common (or some connection to it), and aren't necessarily wealthy.  Richer targets are being passed up for these people.  The truth is that the town is waging a campaign of extinction against a small Hobgoblin tribe.  Zeveg has come to put an end to it by simply slaughtering anyone trying to leave the help, or bringing aid to it.  The caravans he's hit have been carrying supplies or weapons.  He appears to be alone but he has aid from the shadows as he only wishes his face to be seen, that way anyone targeting the raiders will only know his face.


Zeveg the Dead
LN Male Hobgoblin (Crusader 6/Ironheart Crusader 5)
Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common, Giant, Goblin
------------------------------------------------
AC 23, touch 10, flat-footed 23 (+9 Armor, +4 Shield)
hp 104 (11 HD)
Fort +13, Ref +3, Will +5
Indomitable Soul, Zealous Surge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Longsword +14/+9/+4 (1d8+4/19-20)
Base Atk +11, Grp +14
Atk Options Furious Counterstrike, Smite 1/day (+1 Hit/+6 damage)
Combat Gear2 Potions of Heroism, 2 Potions of Haste, 2 Potions of Cure Serious Wounds
Stances Known 1st: Iron Guard's Glare, Martial Spirit, Punishing Stance
3rd: Absolute Steel Stance
Maneuvers Known  1st: Crusaders Strike, Douse the Flames, Steel Wind, Stone Bones, Vanguard's Strike
2nd: Foehammer, Wall of Blades
3rd: Bonecrusher, Ironheart Surge, Revitalizing Strike
5th: Iron Heart Focus
-----------------------------------------------
Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 13
SQ Steely Resolve 10, Iron Strength +6, Iron Will +4, Iron Technique 2/day
Feats Ironheart Aura, Martial Study (Steel Wind), Martial Stance (Punishing Stance), Vital Recovery
Skills Balance +11, Concentration +11, Diplomacy +12, Intimidate +12, Knowledge (Religion) +4, Martial Lore +6, Ride +6
Possessions+1 Devoted Spirit Iron Heart Mighty Smiting Longsword, Earthplate Armor, +2 Styptic Heavy Steel Shield, 2 Potions of Heroism, 2 Potions of Haste, 2 Potions of Cure Serious Wounds, 385 GP

EPIC IRONHEART CRUSADER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Iron Strength The Epic Ironheart Crusader's Attack Bonus gained by this ability increases by +2 at level 21, and evert 3 levels thereafter.
Iron Technique The Epic Ironheart Crusader gains 1 additional daily use of this ability at level 22 and every 3 levels thereafter.
Iron Will The Bonus to your Saving Throw gained when using this ability increases by +2 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Ironheart Crusader gains a Bonus Feat every 5 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #9 on: November 10, 2011, 02:17:01 AM »
IRONHEART BERSERKER


   
”I have killed more men before reaching adulthood than you have your entire life human.”

The Iron Heart Berserkers have dedicated themselves to perfecting the Iron Heart style, and their own skills in battle.  Theirs is a life of bloodshed and glory.  Mostly bloodshed.  Many devote themselves so totally to war the concept of peace frightens them…

BECOMING AN IRONHEART BERSERKER
Ironheart Berserkers begin as Warblades, and end up devoting themselves to the Iron Heart style almost exclusively.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin
   Class Abilities:  Battle Ardor
   Maneuvers: Any 3 Iron Heart Maneuvers and Iron Heart Surge
   BAB:  +6
   Skills:  Balance 8 Ranks
   Feats:  Weapon Focus (Bastard Sword), Exotic Weapon Proficiency (Bastard Sword), Power Attack
   Special: Must have had a masterwork bastard Sword made of Cold Iron


Class Skills
 The Ironheart Berserker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), and Martial Lore (Int).
Skills Points at Each  Level : 4+ int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Sword of Iron +2
2. +2    +3     +0     +0    Iron Fury +1
3. +3    +3     +1     +1    Iron Smite 1/encounter
4. +4    +4     +1     +1    Sword of Iron +4
5. +5    +4     +1     +1    Iron Fury +2
6. +6    +5     +2     +2    Iron Smite 2/encounter
7. +7    +5     +2     +2    Sword of Iron +6
8. +8    +6     +2     +2    Iron Fury+3
9. +9    +6     +3     +3    Iron Smite 3/encounter
10.+10   +7     +3     +3    Iron Berserk

Weapon Proficiencies: Ironheart Berserkers gain no new weapon or armor proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Diamond Mind, or Iron Heart disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Ironheart Berserker Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Diamond Mind, or Iron Heart disciplines if you meet it's Prerequisites.

Sword of Iron (Ex): At 1st level the Ironheart Berserker gains a +2 Bonus to damage and Critical Confirmation rolls when using a weapon associated with the Iron heart Style to perform an Iron Heart Maneuver.  This increases to +4 at level 4, and +6 at level 7.  The weapon must be made of Cold Iron to receive this benefit.

Iron Fury (Ex): Beginning at 2nd level, when the Ironheart Berserker is in an Iron Heart Stance, he gains 1 extra Attack of Opportunity per round (this stacks with Feats like Combat Reflexes that give you extra Attacks of Opportunity per round). This increases to 2 extra attacks at level 5, and 3 extra attacks at level 8.  The Ironheart Berserker takes a penalty to his AC the next round if he uses this ability (penalty is equal to the number of extra Attacks of Opportunity granted by this ability that he actually used).

Iron Smite (Su): Beginning at 3rd level, once per encounter the Ironheart Berserker can declare he is using an Iron Smite before making his attack roll. If the attack successfully hits, it is considered untyped damage and ignores Damage Reduction.

This can be used twice at 6th level, and 3 times per encounter when at 9th level.
To use it the Ironheart Berserker must be wielding a sword made of Cold Iron.

Iron Berserk (Ex): At 10th level whenever the Berserker is in an Ironheart Stance he does +3d6 damage whenever he successfully strikes an opponent, but loses his Dexterity Bonus to Armor Class.

PLAYING AN IRONHEART BERSERKER
 Money means nothing to you.  Knowledge means nothing to you, unless it is knowledge you deliberately seek (or that will keep you alive).  Aside from your brother Berserkers, the world could hang itself and die for all you care.  And you're willing to help it into oblivion, one person at a time if necessary.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: Ironheart Berserkes almost always follow the same path in slightly different ways: refining their skill at the Iron Heart style.  Depending on which Feats they take, their direction may each go in slightly different ways, but each has the same goal.
Resources: Ironheart Berserkers have the school that trained them as Warblades, and their fellow Berserkers to call on as well.  They are a tight knit group, and would betray their own clan before each other.

IRONHEART BERSERKERS IN THE WORLD
"See that sword he's carrying boy?  It means he's one of the Berserkers.  Leave him well enough alone..."
 Ironheart Berserkers are thought of by outsiders as little more than thug mercenaries.   Few realize that many are fairly well educated, and not just a brute with little skill other than a strong arm.  The Berserkers play up their ferocity over their intelligence, knowing it may give them an advantage if their opponents underestimate them. 
 Daily Life: Your daily life consists of obsessive training, or research into your chosen discipline.  Unless there's a mission, or you have personal business (i.e. someone hasn't paid you, or has broken a deal). 
 Notables: Nanzad (LE male Hobgoblin Warblade 6/Ironheart Berserker 5) is a mercenary for hire, though he prefers assignments that will let him broaden his knowledge over ones with high pay (which probably entail problems he won't be told about until it's too late).
 Organizations: The Brothers of the Iron Sword train many Ironheart Berserkers, and are a growing force in Hobgoblin society.  Fairly free of the religious politics that blight other military organizations among their people, they exist only to refine the Iron Heart style, and research it's lost secrets.  many hire out as mercenaries if they believe they may find lost knowledge of the Iron Heart style, or merely to support the Brothers.

NPC Reaction
 NPC's generally crap themselves, the way they would once they saw any inhuman mercenary (especially a Hobgoblin one).

IRONHEART BERSERKERS IN THE GAME
 If you want to play a Hobgoblin fighter that isn't primarily religious, or devoted to the racial cause, this is one way to go.
 Adaptation: Ironheart Berserkers are a tough breed to play.  They tend to foment war, which will make them frowned upon.  They also tend to disassociate themselves from the church so they have the freedom to pursue their own interests, which causes some problems with their own people as well.
 Encounters: PC's will find Ironheart Berserkers in mercenary bands as usual, but it will become quickly obvious there's something different about them.  They're looking for more than money, and aren't the usual impulsive, illiterate criminals they are stereotyped as.

Sample Encounter
EL 12: The PC's have been hired to guard a caravan escorting a powerful magical weapon to it's destination.  Among their number is a suspicious Hobgoblin who is more than he appears to be.  The weapon is Kamate, the legendary Iron Heart sword.  Once the PC's know this, they will obviously suspect Nanzad if they have the Martial Lore skill. 


Nanzad
LE Male Hobgoblin Warblade 6/Ironheart Berserker 5
Init +1, Senses: Listen +, Spot +, Dark Vision 60'
Languages Common, Giant, Goblin, Orc
------------------------------------------------
AC 23, touch 11, flat-footed 22 (+1 Dex, +9 Armor, +3 Natural)
hp 104 (12 HD)
Fort +12, Ref +4, Will +3 
Battle Clarity +2
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Bastard Sword +16/+11/+6 (1d10+5/17-20)
Base Atk +11, Grp +14
Atk Options Battle Ardor +2, Weapon Aptitude, Sword of Iron +4, Iron Fury +2, Iron Smite 2/day
Combat Gear 4 Potions of Cure Serious Wounds
Maneuvers Known 1st: Moment of Perfect Mind, Sapphire Nightmare Blade, Steel Wind
2nd: Wall of Blades, Emerald Razor
3rd: Iron Heart Surge
4th: Mithral Tornado
5th: Iron Heart Focus
6th: Iron Heart Endurance
Stances Known 1st: Blood in the Water, Punishing Stance
5th: Dancing Blade Form
-----------------------------------------------
Abilities Str 16, Dex 13, Con 16, Int 14, Wis 10, Cha 12
SQ Improved Uncanny Dodge, Uncanny Dodge
Feats Exotic Weapon Proficiency (Bastard Sword),Combat Reflexes, Power Attack, Weapon Focus (Bastard Sword), Blade Meditation (B)
Skills Balance +15 (+26 in armor), Concentration +17, Intimidate +15, Knowledge (History, Local) +16, Move Silently +5, Martial Lore +16
Possessions +4 Greater Balance Breastplate, +2 Keen Cold Iron Bastard Sword, +3 Amulet of Natural Armor, Deathstrike Bracers, 4 Potions of Cure Serious Wounds, 200 GP



EPIC IRONHEART BERSERKER

Hit Die: d12
Skills Points at Each  Level : 4 + int
Sword of Iron The Epic Ironhear Berserkers Bonus with it's Sword of Iron ability increases by +2 at level 21, and every 3 levels thereafter.
Iron Fury At level 22 and every 3 levels thereafter the Ironheart Berserker gains an additional Attack of Opportunity while in Ironheart Stance.
Iron Smite At level 23 the Ironheart Berserker gains 1 additional use of it's Iron Smite ability per encounter, and an additional use every 3 levels thereafter.
Bonus Feats: The Epic Ironheart Berserker gains a Bonus Feat every 5 levels higher than 20th.

Offline bhu

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Re: Goblinoids
« Reply #10 on: November 10, 2011, 02:21:39 AM »
STYGIAN BLADE


   
"Nothing feels better than watching your opponents soul shrivel into dust in your hands."

 Goblinoids tend to have a certain finesse with Stygian powers.  Maybe it's because they allow them to kill things easier, or perhaps many Goblinoid psychics are due to the result of experimentation on their species which has left them, shall we say, bereft of that which many other races call sanity.

BECOMING A STYGIAN BLADE
Members of most psionic classes can become a Stygian Blade as long as they can gain access to the appropriate negative energy powers.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Psionics:  Manifester Level 5th, must be able to Manifest at least 1 Stygian Power
   Feats:  Stygian Archon
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks, Knowledge (Psionics) 4 ranks


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

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Stygian Power (+1)
2. +1    +0     +0     +3    Stygian Combat Style, +1 Level of existing Manifesting Class
3. +2    +1     +1     +3    Stygian Blade
4. +3    +1     +1     +4    Stygian Power (+2), +1 Level of existing Manifesting Class
5. +3    +1     +1     +4    Stygian Combat Style, +1 Level of existing Manifesting Class
6. +4    +2     +2     +5    Stygian Blade, +1 Level of existing Manifesting Class
7. +5    +2     +2     +5    Stygian Power (+4), +1 Level of existing Manifesting Class
8. +6    +2     +2     +6    Stygian Combat Style
9. +6    +3     +3     +6    Stygian Blade, +1 Level of existing Manifesting Class
10.+7    +3     +3     +7    Stygian Apotheosis, +1 Level of existing Manifesting Class


Weapon Proficiencies: Stygian Blades gain no new weapon or armor proficiencies.
 
Stygian Power (Ex): At first level the Save DC for all powers you Manifest that use negative energy increase by +1.  This stacks with Feats such as Psionic Endowment.  The Bonus increases to +2 at level 4, and +4 at level 7.

Stygian Combat Style: Beginning at level 2 you begin to choose a Combat Style involving your negative energy powers.  You get to choose one from the following list, and that power may not be changed once it is chosen. 

Stygian Touch (Prerequisite: Any power using negative energy with a Range of Touch): At second level your touch attack powers do +1d6 negative energy damage.  At 5th level this increases to +2d6.  At 8th level this increases to +3d6.

Stygian Attack (Prerequisite: Any power using negative energy that modifies a weapon, such as Stygian weapon): At 2nd level the Save DC of the attack increases by +1.  At 5th level it increases to +2.  At 8th level it increases to +4.  This stacks with the Stygian Power Class Feature.

Stygian Blast (Prerequisite: Any power using negative energy as a ranged attack): A 2nd level your ranged negative energy powers costs 1 point less to manifest.  At 5th level hey cost 2 points less.  At 8th level they cost 3 points less.

Stygian Power (Prerequisite: Any power using negative energy): At second level the duration of powers you Manifest using negative energy gain use of the Extend Power Feat without it expending your Psionic Focus.  At 5th level powers you Manifest using negative energy gain use of the Enlarge Power Feat without expending your Psionic Focus.  At 8th level powers you manifest using negative energy gain the benefit of the Knockdown Power Feat without expending your Psionic Focus.  This ability still requires the extra power points the Feat would use up.

Stygian Augment (Prerequisite: Lurk Augments): At second level you may convert your Sneak Attack damage to negative energy damage when attacking with your Lurk Augments.  You gain +1d6 at level 5, and +2d6 at level 8.

Stygian Rage (Prerequisite: Surging Euphoria): When using your Wild Surge ability for a power using negative energy, your Surging Euphoria Bonus increases by +1 at level 2, +2 at level 5, and +3 at level 8.

Stygian Blade (Su): At third level the Stygian Blade can manifest the class ability that gives the PrC it's name.  As a Move-equivalent Action the Stygian Blade can Manifest a long "blade" of negative energy.  This is a light melee weapon doing 1d6+(Manifesting stat modifier) negative energy damage (Criticals on a 19-20, x2 damage).  The Stygian Blade may take Weapon Feats for it's Stygian Blade as though it were a weapon, including Psionic Feats like Psionic Weapon. 

At 6th level the Blade does 1d8 damage, and criticals on an 18-20.  It may now be modified by Psionic Powers as though it was a weapon, and excess damage from Psionic Feats and Powers also becomes negative energy damage.

At 9th level the Blade does 2d6 damage, and gains the Profane and Profane Burst abilities (see Magic Item Compendium). 

Stygian Apotheosis: At 10th level you aren't quite goblin anymore.  You become immune to negative energy damage, death effects, energy drain, level drain, and ability drain/damage. 

PLAYING A STYGIAN BLADE
 You have learned to somehow manipulate negative energy without suffering any ill effects.  At least you see it that way.  Others can tell that there are subtle and increasing changes in your personality.  Changes they probably won't like.   
 Combat: Combat varies for Stygian Blades.  Psions/Wilders tend to concentrate on ranged attacks.  Psychic Warriors tend to concentrate on infusing their weapon attacks with negative energy as do Lurks.  Ardents and Divine Minds tend to use their negative energy powers to manipulate undead.
 Advancement: A lot of how a Stygian Blade advances depends on what class it originally was, as many of the Psionic classes have differing negative energy powers.  This means that many Stygian Blades are unalike, making them not as predictable as other organizations.
Resources: The Stygian Blades have their organization to draw on, and when serving the Goblin nobility may also likely call upon their money as well.

STYGIAN BLADES IN THE WORLD
"Don't trust that one Gorv.  He's a little too close to the grave for comfort."
 Stygian Blades interact with each other, and perhaps the dead, not so much the world.  Their close ties to the Negative Energy Plane causes them great mental stress, and many mental abnormalities, making daily interaction with others increasingly difficult.
 Daily Life: A great many Stygian Blades spend their days in their own heads.  Most have severe psychological problems that interfere with their daily existence.  For some this is because their connection to negative energy came from experimentation on them by some madman.  For others, they were born connected to the Negative Plane.  Talk about your warped childhoods...
 Notables: Svetozar (NE Male Goblin Ardent 5/Stygian Blade 7) is the local equivalent of a necromancer for his tribe. 
 Organizations: Stygian Blades sometimes form small organizations to achieve mutual goals, but there aren't enough of them to form large scale problems. 

NPC Reaction
 NPC's react to Stygian Blades in much the same way they would a Necromancer, or any other caster using negative energy: mind bending fear.

STYGIAN BLADES IN THE GAME
 This PrC  gives the Goblins some unexpected Necromantic backup.  The negative energy artillery it provides evens the odds a little when the PC's come arriving.
 Adaptation: Horror campaigns work best for this class, but traditional fantasy campaigns work too.
 Encounters: Stygian Blades may be sent to assassinate PC's, or someone they have been asked to protect.  Or perhaps they've been sent to soften up or sabotage communities before a raid.  Or they rob graves for cannon fodder.

Sample Encounter
EL 12: The local Orc tribe has become increasingly agitative lately.  They're attacking the towns with increasing frequency, and it seems as if they are almost driven.  A captured Orc warrior tells tales of horrifying dead things, and a shaman gone mad.  He claims the raids aren't made by choice.  The Shaman needs bodies for a plan...


Svetozar
NE Male Goblin Ardent 5/Stygian Blade 7
Init +2, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Goblin, Common, Giant, Orc
------------------------------------------------
AC 27, touch 17, flat-footed 25 (+1 Size, +2 Dex, +10 Armor, +4 Deflection)
hp 54 (12 HD)
Fort +4, Ref +5, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Stygian Blade +1d8+4 (18-20)
Base Atk +8, Grp +2
Atk Options Stygian Blade +10 melee (1d8+4/18-20)
Combat Gear 4 Cure Serious Wounds Potions
Mantles Known Consumption, Death (Primary), Destruction (Primary), Evil, Pain and Suffering
Powers Known 1st: Dissipating Touch, Hungry Touch, Stygian Discernment
2nd: Death Knell (Psionic), Dissolving Touch, Dissolving Weapon, Stygian Ray
3rd: Speak with Dead Psionic,
4th: Power Leech
5th: Psychotic Break, Stygian Dominion
Manifester Level 10, Power Points 108
Stygian Power +2
-----------------------------------------------
Abilities Str 6, Dex 14, Con 13, Int 14, Wis 18, Cha 8
SQ Assume Psionic Mantle, Stygian Power (Enlarge Power, Knockdown Power)
Feats Combat Manifestation, Narrow Mind, Speed of Thought, Stygian Archon, Weapon Finesse
Skills Autohypnosis +12, Concentration +9, Diplomacy +5, Hide +8, Intimidate +5, Knowledge (Psionics, Religion) +10, Listen +10, Move Silently +12, Psicraft +8, Ride +6, Spot +10
Possessions +5 Breastplate, +4 Ring of Protection, Torc of Power Preservation, Third Eye Concentrate, Ring of Chameleon Power, 4 Cure Serious Wounds Potions, 950 GP


EPIC STYGIAN BLADE

Hit Die: d6
Skills Points at Each  Level : 4 + int
Manifester Level Manifester Level is equal t Character Level -3.  You gan no additional power points or powers after 20th level.
Stygian Combat Style Stygian Touch: At Level 21 and every 3 levels thereafter your touch attack powers do an additional +1d6 negative energy.
Stygian Attack: Save DC increases by +2 at Level 21 and ever 3 levels thereafter.
Stygian Blast: Ranged attack powers cost and additional 1 power point less to Manifest at Level 21 and every 3 levels thereafter.
Stygian Power: At level 21 and every 3 levels thereafter choose an additional Metapsionic Feat.  You may Manifest negative energy powers using that Feat without expending your Psionic Focus.
Stygian Augment: Gain an additional Sneak Attack die at level 21 and every 3 levels thereafter.
Stygian Rage: Your Surging Euphoria Bonus increases +1 at level 21 and every 3 levels thereafter.
Bonus Feats: The Epic Stygian Blade gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #11 on: November 10, 2011, 02:22:30 AM »
AZURE MASTER


   
"Size matters not."

 Azure Masters are a select handful of Blue Goblin Psions who have mastered the art of Telepathy.  They direct their fellow Goblins in various battles to increase what they claim will be the ascension of the Goblin race, but what is actually their own attempt to rise to power.

BECOMING AN AZURE MASTER
With their need for Telepathic abilities the Azure Masters are usually Psions or Erudites, or a similar Psionic Class with the Expanded Knowledge Feat.

 ENTRY REQUIREMENTS
   Race:  Blue
   Psionics:  Manifester Level 6th, and must be able to Manifest Escape Detection, and False Sensory Input
   Skills:  Autohypnosis 4 ranks, Concentration 8 ranks
   Feats:  Combat Manifestation, Narrow Mind, Psionic Meditation


Class Skills
 The Azure Master's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Knowledge (Local, Psionics)(Int), Psicraft (Int), and Sense Motive (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Mark, Telepathy, +1 Level of Existing manifesting Class
2. +1    +0     +0     +3    Scrying, +1 Level of Existing manifesting Class
3. +1    +1     +1     +3    +1 Level of Existing manifesting Class
4. +2    +1     +1     +4    Telepathy, +1 Level of Existing manifesting Class
5. +2    +1     +1     +4    Scrying, +1 Level of Existing manifesting Class
6. +3    +2     +2     +5    +1 Level of Existing manifesting Class
7. +3    +2     +2     +5    Telepathy, +1 Level of Existing manifesting Class
8. +4    +2     +2     +6    Scrying, +1 Level of Existing manifesting Class
9. +4    +3     +3     +6    +1 Level of Existing manifesting Class
10.+5    +3     +3     +7    Unseen Master, +1 Level of Existing manifesting Class


Weapon Proficiencies: An Azure Master gains no new weapon or armor proficiencies.
 
Mark (Su): You may "mark" an individual within range of your telepathy as a Standard Action by expending your Psionic Focus.  The maximum number of individuals you have Marked at any one time is equal to your Intelligence modifier.  You may use your powers on a Marked individual even if he is not within range (but as long as he is on the same Plane) by spending an extra 5 power points.  You may also use him to see through by casting any scrying type powers (such as Remote Viewing) through them for an extra 5 power points.

Telepathy (Ps): At 1st level you gain Telepathy (see MM page 316) with a range of 100', and you can use Forced Sense Link, and Read Thoughts 3 times per day as a Psilike Ability (Manifester Level is equal to your normal Manifester Level).

At 4th level your Telepathy increases to a range of 1000', and you can use Mind Probe and Shatter Mind Blank 3 times per day as a Psilike Ability.

At 7th level your Telepathy increases to a range of 1 mile, and you can Manifest Co-opt Concentration once per day as a Psilike ability.

Scrying (Ps): You begin to gain new powers due to study at second level.  At second level you gain the ability to Manifest Remote Viewing.

At 5th level you gain the ability to Manifest Greater Precognition.

At 8th level you gain the ability to Manifest Hypercognition.

Unseen Master (Su):  You are now permanently invisible (as per the spell).  If you attack someone or use a power upon them you become visible to them, and cannot shield yourself from their view again until you spend a Standard action doing so.  If you become visible to 3 or more individuals this ability shuts off for the rest of the encounter or until you take a Full Round Action to restore it.

PLAYING AN AZURE MASTER
 Subtlety is the key.  Your powers let you communicate mentally with others without even having to ever see them.  You can run an entire business/tribe with no one knowing who you are.  Which is good.  With all the acts of evil you've ordered, it's probably best no one ever finds you.
 Combat: You don't fight.  Period.  Fighting means exposing yourself to the world, and they will know who you are.  Minions can take care of your fighting for you.
 Advancement: The goal of the Masters is power.  They will do whatever is necessary to accumulate wealth and more people under their domain.  While this generally means more powerful psionic abilities, some of them do go in more political directions.
Resources: If they're a tribal leader the Azure Master has his tribe's resources at his disposal.  If he's the leader of a criminal organization he has them.  Few Masters don't have something at their call.

AZURE MASTERS IN THE WORLD
"Leave those men alone son.  It's not worth your life to cross them or their boss."
 You interact through the world with telepathic messages, and bullying minions you hire to do your work for you.  If you're lucky no one will ever see your face or learn your identity.
 Daily Life: You have an organization to run, and powers to research.  There is no time for adventuring, you usually hire people to do that for you (i.e. this tends to be an NPC class).
 Notables: Cerul (NE Male Blue Psion 6/Azure Master 6) is the head of a Thieve's Guild.  Ruling his city with an iron fist, almost everyone knows his name, but nobody has ever seen him.  Rumor has it his orders just appear in people's minds.
 Organizations: Most Azure Masters are the head of their own organization.  Most of the time this will be a goblinoid tribe raiding civilized people's, or a criminal organization ruling a city from behind the scenes.

NPC Reaction
 NPC's are usually terrified of the Azure master's organization, they usually haven't ever seen him, nor do they know who he is.

AZURE MASTERS IN THE GAME
 If your players aren't any more intuitive than "I kick down the door and whack what's behind it", your campaign doesn't need this class.  They'll never figure out who the Azure Master is, let alone confront him.
 Adaptation: Azure Masters will usually be the secret heads of criminal organizations, or tribal leaders who are powers behind the thrones.
 Encounters: PC's will usually not encounter an Azure Master, they will encounter their minions.  It will take a great deal of work to find out who is behind the various thugs that seem to always know where they are...

Sample Encounter
EL 12: The PC's have just come into town, and immediately realize somethings wrong.  Very wrong.  People seem frightened of strangers.  And the man they're supposed to deliver a package too is apparently feared by everyone.  Whenever they ask for Cerul, people lose it and run away.  Except for the local thugs who get pushy and ask what the hell they think they're doing.  Leaving town suddenly seems like a good idea.


Cerul
NE Male Blue Psion 6/Azure Master 6
Init +1, Senses: Listen +2, Spot +2, Dark Vision 60'
Languages Common, Goblin, Draconic, Elven, Giant, Gnoll, Orc
------------------------------------------------
AC 20, touch 14, flat-footed 19 (+1 Size, +1 Dex, +2 Deflection, +6 Armor)
hp 42 (12 HD)
Fort +5, Ref +5, Will +12 (+16 w/Mask)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Weapon +7/+2
Base Atk +6, Grp +1
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known 1st: Detect Psionics, Empathy, Mindlink, Missive, Psionic Charm
2nd: Cloud Mind, Mass Missive, Psionic Suggestion, Read Thoughts
3rd: Cerebral Phantasm, Dispel Psionics, Escape Detection, False Sensory Input, Mind Trap
4th: Implanted Suggestion, Mindwipe, Psionic Dominate, Psionic Modify Memory, Remote Viewing
5th: Ethereal Agent, Mind Probe, Psionic True Seeing, Psychic Crush
6th: Greater Precognition, Mass Cloud Mind, Mind Switch, Psychometry

Manifester Level 12, Power Points 156

Psilike Abilities Forced Sense Link, Mind Probe, Read Thoughts, Shatter Mind Blank 3/day
-----------------------------------------------
Abilities Str 8, Dex 13, Con 12, Int 20, Wis 14, Cha 6
SQ Discipline (Telepath), Telepathy 1000'
Feats Combat Manifestation, Greater Power Penetration, Narrow Mind, Power Penetration, Psionic Meditation, Burrowing Power (B), Expanded Knowledge (Escape Detection) (B)
Skills Autohypnosis +16, Concentration +15, Diplomacy +8, Gather Information +8, Intimidate +8, Knowledge (Local, Psionics) +17, Move Silently +5, Psicraft +15, Ride +5, Sense Motive +12
Possessions Crystal Mask of Mindarmor, Ring of Invisibility, +6 Bracers of Armor, +2 Ring of Deflection, Scry Shroud, 2 Potions of Cure Serious Wounds, 500 GP



EPIC AZURE MASTER

Hit Die: d4
Skills Points at Each  Level : 2 + int
Powers The Azure Master gains no more power points after 20th level.  It gains a new power every 2 levels of any level it can Manifest.  Manifester level is equal to character level.
Bonus Feats: The Epic Azure Master gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #12 on: November 10, 2011, 02:50:16 AM »
GOBLIN SMUGGLER


   
"You want it WHERE?? In 2 days?? Yeah I can do that if you got enough money..."

 Some Goblin Psions specialize in Teleportation to enhance their criminal activities.  A Goblin Smuggler uses his powers for monetary gain.  He's not interested in taking over the world (or maybe not even saving it).  he just wants some bling.

BECOMING A GOBLIN SMUGGLER
Most Goblin Smugglers begin as Psions or Ardents.  There are some who use the expanded Knowledge Feat to qualify from other classes but they are rare.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Psionics:  Manifester Level 7th, and must be able to Manifest Fly, Psionic
   Skills:  Concentration 6 ranks, Knowledge (Local, Geography, Psionics) 6 ranks
   Feats:  Speed of Thought, Up the Walls


Class Skills
 The Goblin Smuggler's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Geography, Local, Psionics)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 6 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Aport, +1 level of Manifesting Class
2. +1    +0     +3     +3    Teleport, +1 level of Manifesting Class
3. +1    +1     +3     +3    +1 level of Manifesting Class
4. +2    +1     +4     +4    Aport, +1 level of Manifesting Class
5. +2    +1     +4     +4    Teleport, +1 level of Manifesting Class
6. +3    +2     +5     +5    +1 level of Manifesting Class
7. +3    +2     +5     +5    Aport, +1 level of Manifesting Class
8. +4    +2     +6     +6    Teleport, +1 level of Manifesting Class
9. +4    +3     +6     +6    +1 level of Manifesting Class
10.+5    +3     +7     +7    Worldwalker


Weapon Proficiencies: A Goblin Smuggler gains no new weapon or armor proficiencies.
 
Aport (Su): At 1st level as a Standard action you can spend 3 power points to teleport any 1 unattended object that you can see within 60' that is no heavier than 5 pounds to your hand.  Or you can teleport any object no heavier than 5 pounds that you are holding to any location you can see within 60'.

At 4th level you can Aport up to 10 pound objects, and the range is increased to 120'.

At 7th level you can Aport any object up to your Light Load (or 15 pounds if your Light Load is less than that), and the range is increased up to 240'.

Teleport (Su): At second level when you use Psionic Teleport or similar powers you can increase the amount of equipment you carry with you by expending 1 power point per extra 100 pounds.

At 5th level you spend 2 power points less when Manifesting any power on the Nomad Discipline list.

At 8th level when you use Psionic Teleport or similar powers you can increase the amount of equipment you carry with you by expending 1 power point per extra 250 pounds.

Worldwalker (Su):  At 10th level you now spend 4 power points less when Manifesting any power on the Nomad Discipline list (minimum of 1 power point must be spent to still Manifest powers).  You have become extremely efficient in using your abilities to move about do to constant use.

PLAYING A GOBLIN SMUGGLER
 Only stupid people fight for money and glory.  if you have money you get glory by default.  And there are plenty of ways to make money besides fighting.  People will always need someone to move things around or make things disappear.  That's where you come in.
 Combat: Combat isn't your job.  Getting something from point A to point B, and keeping it safe in between is.  You have cohorts r friends for the fighting.  You have other skills they rely on.
 Advancement: Advancement varies for Goblin Smugglers depending on their personal goals, but they prefer to enhance their powers solely to make their illicit criminal activities easier.
Resources: Goblin Smugglers have friends in odd places.  Cross them, and you cross their customers too.  Most also belong to a Thieves Guild of some kind.  Mostly for protection.

GOBLIN SMUGGLERS IN THE WORLD
"Who is that Goblin?  I seem to see him everywhere I look these days?"
 Smugglers pretty much only interact with city officials, merchants, and criminals.  Which are all pretty much the same thing.  To them the world is and endless succession of officials they have to bribe, merchants willing to pay them, and contacts to help pull off jobs.  Normal people are like aliens to them.
 Daily Life: The daily life of a Smuggler involves constant busy work.  Scouting out the city he'll be working in (or the one he'll be taking goods too) and learning what he can about it will take up a good bit of his time initially.  Actually moving the goods without being caught comes next.  Smugglers are always busy doing something.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Most Smugglers will belong to an organization of some kind unless they're really small time.  It takes resources to smuggle cargo, especially if you're a member of a despised race.  Eventually the Smugglers powers will let him pursue more solo activities, but initially he'll be stuck with needing help.

NPC Reaction
 NPC's rarely notice Goblin Smugglers, and just assume they're thieves if they do.   Racial prejudice pretty much convinces everyone the Goblin Smuggler is up to no good, his powers just let him get away with it.

GOBLIN SMUGGLERS IN THE GAME
 Goblins in the sort of setting this PrC best works in are like immigrants everyone hates and fears, and they'll be pushed to do the most menial jobs for the smallest wages.  It virtually ensures they have to become criminals.
 Adaptation: This PrC kind of assumes Goblins are accepted in major human cities (albeit accepted as second class citizens).  Without thta this is kind of difficult to work unless they can disguise themselves.
 Encounters: PC's will usually encounter Goblin Smugglers raiding a caravan, trying to take it over from within, or be hired to figure out how they are getting goods into and out of a city.

Sample Encounter
EL 12: A goblin contacts the PC's.  he claims to be a smuggler whose powers give him a bit of an edge.  he also claims he's peeked in his latest cargo from a prominent city noble, and found something that disturbs him.  He wants the PC's to see it.  One wonders what could disturb a hardened Goblin thief?


Name
NE Male Goblin Psion 7/Goblin Smuggler 5
Init +3, Senses: Listen +5, Spot +5, Darkvision 60'
Languages Goblin, Gnoll, Orc
------------------------------------------------
AC 20, touch 14, flat-footed 16 (+1 Size, +3 Dex, +6 Armor)
hp 49 (12 HD)
Fort +4, Ref +9, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Shcoking Club +4 (1d6 plus 1d6 electricity)
Base Atk +5, Grp +0
Powers Known 1: Conceal Thoughts, Deceleration, Detect Teleportation, Distract, Know Direction and Location
2: Cloud Mind, Concealing Amorpha, Earth Walk, Psychoportive Shelter
3: Danger Sense, Dimension Twister, Telekinetic Force, Touchsight
4: Psionic Dimension Door, Psionic Freedom of Movement, Psionic Fly, Trace Teleport
5: Baleful Teleport, Ethereal Agent, Psionic Teleport, Teleport Trigger
6: Inconstant Location, Psionic Overland Flight, Retrieve
Manifester Level 12, Power Points 138
-----------------------------------------------
Abilities Str 8, Dex 16, Con 12, Int 15, Wis 13, Cha 6
SQ Nomad Discipline, Aport, Teleport
Feats Dodge, Mobility, Sidestep Charge, Speed of Thought, Up the Walls, Extend Power (B), Quicken Power (B)
Skills Autohypnosis +5, Bluff +5, Concentration +7, Disable Device +6, Forgery +6, Hide +10, Knowledge (Local, Geography, Psionics) +8, Listen +5, Move Silently +10, Open Lock +7, Ride +10, Search +6, Sense Motive +5, Spot +5, Survival +5
Possessions Bag of Holding Type IV, Ring of Invisibility, Bracers of Armor +6, +1 Shocking Burst Club, Survival Pouch, 400 GP


EPIC GOBLIN SMUGGLER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Goblin Smuggler gains a Bonus Feat every 2 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #13 on: November 10, 2011, 02:50:50 AM »
BLUE MOON


   
"Do you know what I am?"

 Some Blue Goblins are born with a strange birthmark: a light bluish crescent moon shape over their right eye.  These Blues are odd from the moment of birth, darker of temperament than their fellows.  Many of them display odd powers, many of them decidedly non-psionic in nature.

BECOMING A BLUE MOON
Most Blues begin as some sort of Psionic Class (usually Charisma Based), and then multiclass into Hexblades for a few levels.

 ENTRY REQUIREMENTS
   Race:  Blue
   Class Abilities:  Hexblade’s Curse, Mettle, Wild Surge
   Skills:  Concentration 6 ranks, Knowledge (Arcane, Psionics) 6 ranks, Intimidate 6 ranks
   Feats:  Leadership, Power Penetration
   Special:  Must be accepted by another Blue Moon who agrees to train you.


Class Skills
 The Blue Moon’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana, Local, Psionics)(Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Enhance Curse, +1 Level of Manifesting Class
2. +1    +0     +0     +3    Terror, +1 Level of Manifesting Class
3. +2    +1     +1     +3    +1 Level of Manifesting Class
4. +3    +1     +1     +4    Enhance Curse, +1 Level of Manifesting Class
5. +3    +1     +1     +4    Terror, +1 Level of Manifesting Class
6. +4    +2     +2     +5    +1 Level of Manifesting Class
7. +5    +2     +2     +5    Enhance Curse, +1 Level of Manifesting Class
8. +6    +2     +2     +6    Terror, +1 Level of Manifesting Class
9. +6    +3     +3     +6    +1 Level of Manifesting Class
10.+7    +3     +3     +7    Master of the Evil Eye


Weapon Proficiencies:A Blue Moon gains no new weapon or armor proficiencies.
 
Enhance Curse (Su): At first level you can psionically enhance the power of your Hexblade's Curse.  For every power point you spend the Save DC of your Curse is increased by +2.  If you have run out of daily uses of your Hexblade's curse you can still produce the effect by spending 3 power points.

At 4th level you can also increase the severity of the penalty your opponent suffers if he fails his Saving Throw.  For every 2 power points you spend you can increase the Curse's penalty by an additional -1 (i.e. instead of -2 on rolls they are -3 if you spend 2 pp).  The Maximum power points you can spend to increase the penalty is equal to your Blue Moon level.

At 7th level you can increase the duration or range of your curse.  Every power point spent increases the range by 5'.  By spending 2 power points the duration of the curse is up to 1 day.  By spending 5 power points the curse is permanent until removed by Remove Curse, Miracle, wish or a similar ability. 

Terror (Su): At second level the Blue Moon can Manifest a fear inducing gaze attack.  By spending 7 power points, he gets a Gaze Attack, 30', Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) negates, Fear (as per the spell).  The Blue Moons Gaze lasts for 1 round per Manifester level.

At 5th level the Fear effect lasts 1d4 rounds after the Gaze Attack ends.

At 8th level if the opponent fails his Willpower Save by rolling a "1", the Blue Moon can spend 6 power points as a Swift Action and the opponent dies instead as his heart gives way (creatures immune to fear or mind affecting effects are immune to this ability).

Master of the Evil Eye (Su): You no longer need to spend power points to Manifest your Terror ability, you permanently have a Fear Gaze Attack.  You may still spend 6 power points to kill your opponent if he rolls a 1.

PLAYING A BLUE MOON
 You are, of necessity, a criminal.   There are things you need to know, and need to have done, and they are too important to be done publicly, or for you to be squeamish about how they are accomplished.  You may employ criminals, and they may do criminal things, but the ends will justify the means.  You hope...
 Combat: Blue Moons are primarily debuffers and crowd control.  They either curse opponents or chase them away, and have their hired thugs fight them in their weakened state. 
 Advancement: Blue Moons generally tend to just accrue social  influence and power while researching their past.  They are obsessed wit htheir common abilities, and to what purpose they were given them.
Resources: You have the other Blues who trained you to draw upon, if what you are doing coincides with their interests.

BLUE MOONS IN THE WORLD
"Don't look at him! He's one of them! Don't even talk about them..."
 Blue Moons keep people from poking about in their business by intimidation.  Most of them employ a large amount of thugs they use as murderers to keep people quiet, and spies to keep tabs on the local area.  They rely on fear of them to keep people from talking as well.  Until they can find out what the purpose pf their birthmarks is, they try to gain and consolidate power, always sure they will need it for some unspecified future event.
 Daily Life: Whilst you inform your followers about the days events and what is expected of them, you eat breakfast and then go out to take care of business.  If anything that might be of use to the organization is discovered you pursue it ruthlessly.
 Notables: Bolgia (NE Male Blue Wilder 3/Hexblade 3/Blue Moon 6) is a local criminal lord.
 Organizations: The Blue Moons are an organization devoted to finding out the cause behind their mutual birth defect/powers.  And of course gaining power and wealth. 

NPC Reaction
 NPC's are terrified of the Blue Moons, whom they regard as being in league with Devils, or masters of the Evil Eye.  They aren't far off really considering the Blue Moons powers to curse others.

BLUE MOONS IN THE GAME
 This PrC assumes that the taker will be busy part time with running his own minor criminal endeavors, which means either the campaign revolves around that, or he gets distracted by it.  It might be better off as a NPC class.
 Adaptation: This is a good one for mystery or horror campaigns.  Trying to figure out whats going on can be a long term goal for the PC, and make for a neat espionage based setting.
 Encounters: PC's will generally encounter Blue Moons if they break up a criminal gang sponsored by them (they're usually the boss), if they come across information the Blues regard as important, or if they get in the way of some sort of scheme they are enacting.

Sample Encounter
EL 12: The PC's are in town to purchase a rare book at auction for a patron of theirs.  He's expecting trouble.  The book is stolen by goblins from the auction house, which means the PC's now have to find out where they've taken it.  But there are a lot of goblins in the cities slums...


Bolgia
NE Male Blue Wilder 3/Hexblade 3/Blue Moon 6
Init +5, Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Common, Goblin, Draconic, Giant
------------------------------------------------
AC 18, touch 18, flat-footed 17 (+1 Size, +1 Dex, +3 Deflection, +3 Armor)
Elude Touch
hp 44 (11 HD)
Fort +3, Ref +4, Will +12 
Arcane Resistance, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Sickle +9/+4 (1d4-1)
Base Atk +8, Grp +2
Atk Options Hexblade's Curse 1/day
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known 1st: Energy Ray, Inertial Armor
2nd: Detect Hostile Intent
3rd: Dispel Psionics
4th: Correspond
Manifester Level 9, Power Points 85
-----------------------------------------------
Abilities Str 6, Dex 12, Con 10, Int 15, Wis 14, Cha 16
SQ Wild Surge +2, Psychic Enervation,
Feats Improved Initiative, Leadership, Power Penetration, Weapon Finesse
Skills Autohypnosis +8, Bluff +9, Concentration +10, Knowledge (Arcane, Local, Psionics) +10, Intimidate +11, Listen +8, Psicraft +8, Sense Motive +8, Spellcraft +8, Spot +8
Possessions Bracers of Armor +6, +1 Cursespewing Sickle, +3 Ring of Protection, 2 Potions of Cure Serious Wounds, 192 GP



EPIC BLUE MOON

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Blue Moon gains a Bonus Feat every2 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #14 on: November 10, 2011, 02:51:25 AM »
AZURE THINKER


   
"Are you under the impression that my height being less than yours makes me any less dangerous than you?"

 There are Blues who get by in the world as something other than Psions.  The Azure Thinkers are a society of self-styled warrior-philosophers.  They believe more in the power of the mind than the sword arm though.

BECOMING AN AZURE THINKER
Azure Thinkers begin as Ardents since they need Mantles as a prerequisite (and since few are really dogmatically religious).

 ENTRY REQUIREMENTS
   Race:  Blue
   Mantles:  Communication, Deception, Freedom, Mental Power
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks, Knowledge (Psionics, 1 other) 4 ranks, Psicraft 4 ranks
   Feats:  Mantle Focus (Deception), Mantle Focus (Mental Power)


Class Skills
 The Azure Thinker's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Any)(Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Telepathic Leadership, +1 level of Manifesting Class
2. +1    +0     +0     +3    Metapsionic Feat, +1 level of Manifesting Class
3. +2    +1     +1     +3    Empower Ally, +1 level of Manifesting Class
4. +3    +1     +1     +4    Telepathic Leadership, +1 level of Manifesting Class
5. +3    +1     +1     +4    Metapsionic Feat, +1 level of Manifesting Class
6. +4    +2     +2     +5    Empower Ally, +1 level of Manifesting Class
7. +5    +2     +2     +5    Telepathic Leadership, +1 level of Manifesting Class
8. +6    +2     +2     +6    Metapsionic Feat, +1 level of Manifesting Class
9. +6    +3     +3     +6    Empower Ally, +1 level of Manifesting Class
10.+7    +3     +3     +7    Scholar, +1 level of Manifesting Class


Weapon Proficiencies: Azure Thinkers gain no new weapon or armor proficiencies.
 
Telepathic Leadership (Su): At 1st level the Thinker can communicate telepathically with 1 Ally within 30' per point of Wisdom modifier.  This range increases to 60' at level 4, and 90' at level 7.

Metapsionic Feat: At levels 2, 5, and 8 the Thinker gains a Bonus Metapsionic Feat it meets the prerequisites for.

Empower Ally: The Thinker can protect any allies he is in telepathic contact with using his Telepathic leadership ability.  At 3rd level any allies he is in contact with cannot be flanked unless all of them are.

At 6th level if the Thinker or his allies he is in telepathic contact with are required to make a Willpower Save, they may use the Willpower Save of the individual with the highest Bonus. 

At 9th level the Thinker and his allies gain a Bonus to Willpower Saves equal to the Thinkers Wisdom Modifier.

Scholar: Choose 1 Mantle you have access to.  You learn all powers from that Mantle that you do not currently know that you are of high enough level to Manifest, and you spend 1 less power point to Manifest powers from this Mantle (you still have a minimum power point of 1 to Manifest powers).

PLAYING AN AZURE THINKER
 Your people have had it rough for too long.  It's time you drug yourselves out of savagery and took your place on the world stage, and got the other races to recognize you.
 Combat: Azure Thinkers prefer parlay over fighting, but they are prepared to fight if it is necessary. They tend to lead fights as opposed to participating in them.
 Advancement: Azure Thinkers become various things.  Some become philosophers and teachers of the Ardent way of psionics.  Some become politicians or diplomats in pursuit of the betterment of their people.  And some become warriors out of necessity.
Resources: Azure Thinkers can draw on their fellows for help, and probably the help of any Goblins nearby as well.

AZURE THINKERS IN THE WORLD
"I like the blue one.  He actually understands me.  He's a little touchy though."
 Azure Thinkers consider themselves ambassadors of their race and try to behave as well as they can.  They're also pretty good at manipulating others to do what they want or see things their way, and are often leaders or diplomats for the Goblin civilization.
 Daily Life: The average day of an Azure Thinker is spent in study or making plans, or carrying out said plans.  They are always busy and on the move, never seeming to rest.
 Notables: Mishig (NE Male Blue Ardent 5/Azure Thinker 6) would have liked to be a leader and have achieved fame for his wisdom.  But he wasn't charismatic enough to be a leader, and the deaths of his tribesmen have made him bitter.
 Organizations: The Azure Thinkers are a society of philosophers and would be leaders.  They want the Goblin race to assume more prominence in the world, and are actually capable of foreseeing ways to do it without resorting to eternal warfare with the other races. 

NPC Reaction
 NPC's are divided about the Thinkers.  On the one hand they lead Goblins in military conquests, on the other they're perhaps the only truly civilized and well educated members of their species.

AZURE THINKERS IN THE GAME
 Azure Thinkers will make  for more interesting Goblin encounters as they will be able to come up with schemes that will throw the PC's off.
 Adaptation: The Azure Thinkers are intended for a serious campaign in which Goblins are more than just mooks to be beaten on.  It assumes they have the ability to be dangerous.
 Encounters: PC's will encounter Azure Thinkers leading Goblin raids, or military forays.  Sometimes they may encounter them pursuing research in more peaceful settings like the libraries of major cities.

Sample Encounter
EL 12: The PC's are hired to find a tome supposedly kept in a locked vault.  While attempting to steal it they encounter a group of Goblins doing the same.  The owner of the aforementioned tome becomes aware of them in the ensuing fight, and all hell breaks loose.  After they escape (or as they set in jail if they don't) a goblin gives them a well-written note explaining why their employer is more than he seems, and why the book is best left alone.  Of course the Goblin claims they'll be locking it away from prying hands...


Name
NE Male Blue Ardent 5/Azure Thinker 6
Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin, Giant, Gnoll
------------------------------------------------
AC 33, touch 13, flat-footed 31 (+1 Size, +2 Dex, +13 Armor, +7 Shield)
hp 60 (11 HD)
Fort +4, Ref +5, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Morningstar +10/+5 (1d8+3)
Base Atk +7, Grp +2
Combat Gear 1 Potion of Cure Serious Wounds
Powers Known 1st: Mind Thrust, Missive, Psionic Charm
2nd: Cloud Mind, Psionic Tongues
3rd: Escape Detection, False Sensory Input
4th: Correspond, Intellect Fortress, Psionic Fly
5th: Psychic Crush, Psionic Teleport
Manifester Level 11th, Power Points 110
-----------------------------------------------
Abilities Str 8, Dex 14, Con 13, Int 14, Wis 17, Cha 6
SQ Primary Mantles (Deception, Mental Power), Secondary Mantles (Communication, Freedom)
Feats Combat Manifestation, Mantle Focus (Deception), Mantle Focus (Mental Power), Psionic Mastery
Skills Autohypnosis +7, Bluff +4, Concentration +5, Diplomacy +4, Gather Information +4, Knowledge (Geography, History, Local, Nature, Psionics) +6, Move Silently +6, Psicraft +6, Ride +6, Sense Motive +9
Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Morningstar, 1 Potion of Cure Serious Wounds, 122 GP



EPIC AZURE THINKER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Powers: The Thinkers Manifester Level is equal to it's class level.  At every even numbered level after 20th it gains 1 new power of any level it can cast.
Bonus Feats: The Epic Azure Thinker gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #15 on: November 10, 2011, 02:51:56 AM »
FOREST HAUNT


   
"RAAAAAAAAAAHHHHHHH!!!!!!"

 Occasionally the more unusual goblinoids not normally known for their mental prowess manifests psychic abilities.  With no one to teach them they usually tend to develop them in ways that help them in their day to day activities of hunting and fighting. 

BECOMING A FOREST HAUNT
Due to the Mantle requirements, almost all Forest Haunts begin as Ardents.

 ENTRY REQUIREMENTS
   Race:  Bakemono, Forestkith, or Varag
   Mantles:  Conflict, Guardian, Natural World, Physical Power
   BAB:  +4
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks
   Feats:  Combat Manifestation, Narrow Mind


Class Skills
 The Class Name's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature, Psionics)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Stealth of the Hunter
2. +1    +0     +0     +3    Killer's Strength, +1 level of Manifester Class
3. +2    +1     +1     +3    Warrior's Endurance
4. +3    +1     +1     +4    Stealth of the Hunter, +1 level of Manifester Class
5. +3    +1     +1     +4    Killer's Strength
6. +4    +2     +2     +5    Warrior's Endurance, +1 level of Manifester Class
7. +5    +2     +2     +5    Stealth of the Hunter
8. +6    +2     +2     +6    Killer's Strength, +1 level of Manifester Class
9. +6    +3     +3     +6    Warrior's Endurance
10.+7    +3     +3     +7    Ghost, +1 level of Manifester Class


Weapon Proficiencies: A Forest Haunt gains no new weapon or armor proficiencies.
 
Stealth of the Hunter (Su): At 1st level you are Invisible as per the spell so long as you are Psionically Focused.  If your Focus is lost you become Invisible again when you fully regain your focus.  You still become visible if you make an attack etc.  You also lose your Invisibility if you become afflicted with one of the following conditions: Confused, Dazed, Disabled, Exhausted, Nauseated, Staggered or Stunned, or if you fall below half your starting hit points.  In this case once the condition is gone, or you heal above half hit points, and fully regain your Psionic Focus you regain your Invisibility.

At 4th level you you are Invisible as per the spell Greater Invisibility instead.

At 7th level you no longer need your Psionic Focus, you are permanently invisible so long as you are above half your starting hit points.

Killer's Strength (Su): At second level you may expend 2 power points as a Free Action whenever you successfully hit to Stun your opponent for 1 round if he fails a Fortitude Save (Save DC is 10 plus 1/2 Hit Dice plus Wisdom Modifier).

At 5th level you may expend 2 power points when you roll to confirm a critical to automatically confirm.

At 8th level you may expend 3 power points when you successfully make a critical hit to do maximum damage without having to roll.

Warrior's Endurance (Su): At 3rd level whenever you take damage you may spend power points as an immediate action to reduce it.  For every three power points spent the damage is reduced by two points.  You may only use Warrior's Endurance once a turn.

At 6th level whenever you take ability drain/damage you may spend power points as an immediate action to reduce it.  For every 3 power points spent the damage is reduced by one.

At 9th level whenever you are required to make a Saving Throw or Die, you may spend 3 power points as an immediate action to automatically succeed on the roll.  You may also expend 3 power points to act normally from -1 to -9 hp.

Ghost (Su): You are now permanently invisible as per the Superior Invisibility spell. 

PLAYING A FOREST HAUNT
 Forest Haunts are usually barely civilized.  Many have devolved into anthropophagia, and will eat unwelcome visitors to their territory.  it's best to leave them alone unless you really need them.
 Combat: Forest Haunts universally prefer ambushes and traps.  They can fight you after you're weakened.
 Advancement: Forest Haunts prefer to increase their abilities to fight, hunt, and remain unseen.  They consider little else to be of any value.
Resources: Forest Haunts are on their own.  if they've taken the leadership Feat, or they're a tribal chief they get first of the spoils, but it's still pretty much small change compared ot adventuring successfully.

FOREST HAUNTS IN THE WORLD
"No one goes past those skull markers.  they're a warning to keep out."
 Forest Haunts who are hermits are isolated from the world, and thy like it that way.  Occasionally something so offends them they'll go adventuring, but unless they're a gang leader of some sort they usually stay put.
 Daily Life: Forest Haunts tend to concentrate on things like survival, and keeping a rein on their followers by promising them blood.  So much time is spent hunting (for food or otherwise).
 Notables: Mau (CE Forestkith Goblin Ardent 6/Forest Haunt 6) is the leader of a band of marauding killers. 
 Organizations: Forest Haunts have no real organizations.  Some are tribal leaders of some sort, and so have underlings, but most are outcasts surviving due to their psychic abilities.

NPC Reaction
 NPC's react to you the way they would any cannibalistic savage who suddenly drops out of the trees and brains their guide with a bone machete.  Lots of screaming and urination.

FOREST HAUNTS IN THE GAME
 Forest Haunts can be twitchy critters, as many of them are serial killers.  This can make them troublesome for GM's dependng on individual players..
 Adaptation: This is a PrC for savage tribesmen.  More feral than intelligent they may not get along well with others.
 Encounters: PC's usually encounter Forest Haunts far from civilization.  They tend to either be crazed hermits who lurk in lonely places and murder travelers, or the leaders of small but violent tribes.

Sample Encounter
EL 12: The PC's have been charged with protecting a caravan through its forest route.  Sure enough not long after entering the forest monkeys start flinging stuff at them.  No, wait...those are Goblins.  Even better...


Mau
CE Forestkith Goblin Ardent 6/Forest Haunt 5
Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Goblin
------------------------------------------------
AC 22, touch 18, flat-footed 20 (+1 Size, +2 Dex, +1 Natural, +4 Deflection, +4 Armor)
hp 49 (12 HD)
Fort +4 (+6 w/Vest), Ref +6 (+8 w/Vest), Will +12 (+14 w/Vest)
------------------------------------------------
Speed 30 ft. (6 squares), Climb 20 ft.
Melee Bite (1d4)
Melee +1 Longspear +7/+2 (1d6+1 plus 1d4 Sonic/x3)
Base Atk +7, Grp +3
Combat Gear
Powers Known 1st: Adrenaline Boost, Chameleon, Metaphysical Claw, Metaphysical Weapon, Vigor
2nd: Animal Affinity, Thicken Skin
3rd: Dispel Psionics
4th: Immovability
Manifester Level 8, Power Points 70
-----------------------------------------------
Abilities Str 10, Dex 15, Con 12, Int 8, Wis 16, Cha 14
SQ Racial Weapons, Light Sensitivity, Discordant Frenzy (DC 17), Tree Shape, Primary Mantles (Conflict, Physical Power), Secondary Mantles (Guardian, Natural World), Stealth of the Hunter, Killers Strength, Warriors Endurance
Feats Combat Manifestation, Leadership, Narrow Mind, Spectral Skirmisher
Skills Autohypnosis +7, Climb +8, Concentration +5, Craft (Weaving) +3, Hide +10, Jump +2, Knowledge (Nature) +0, Move Silently +6 (+11 w/Boots), Survival +8
Possessions +4 Ring of Deflection, +4 Bracers of Armor, +1 Keen Screaming Burst Longspear, Boots of Elvenkind, +2 Vest of Resistance, Third Eye Improvisation, 195 GP



EPIC FOREST HAUNT

Hit Die: d6
Skills Points at Each  Level : 2 + int
Psionics Your Manifester Level continues to advance with Epic Levels but you gain no more power points or powers.
Bonus Feats: The Epic Forest Haunt gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 08, 2017, 04:24:32 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #16 on: November 10, 2011, 02:52:32 AM »
HIGHWAYMAN


   
"Your money and your life."

"Isn't that supposed to be your money or your life?"

WHACK!

"Anyone else got questions?"

 When one is blessed with psychic powers one can use them for many things.  You could heal the sick, or help defend communities.  You could scry for dangers, and try to avert disasters.  Or you could rob rich people blind out on the rural roads.

BECOMING A HIGHWAYMAN
Most Highwaymen begin as Lurks, perhaps with a level or two of Rogue to diversify their skills.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Class Abilities:  Lurk Augments, Initiative Boost, must be able to Manifest Cloud Mind
   Skills:  Hide 4 ranks, Listen  4 ranks, Move Silently 4 ranks, Ride 4 ranks
   Feats:  Lurk Master, Ranged Lurk Augment


Class Skills
 The Highwayman's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Psionics, Nobility)(Int), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Mah Trusty Steed, Augments
2. +1    +0     +3     +3    Aura of Intimidation
3. +2    +1     +3     +3    +1d6 Sneak Attack
4. +3    +1     +4     +4    Mah Trusty Steed
5. +3    +1     +4     +4    Aura of Intimidation
6. +4    +2     +5     +5    +1d6 Sneak Attack
7. +5    +2     +5     +5    Mah Trusty Steed
8. +6    +2     +6     +6    Aura of Intimidation
9. +6    +3     +6     +6    +1d6 Sneak Attack
10.+7    +3     +7     +7    Fell Blow


Weapon Proficiencies: A Highwayman gains no new weapon or armor proficiencies.
 
Mah Trusty Steed (Ex): At 1st level the Highwayman learns to link himself psionically to his steed.  So long as the Highwayman is psionically focused he and his steed are in constant mental contact.  You take no penalty for riding bareback or with an unusual mount, and the DC of all your Ride checks are -5. 

At 4th level your ability to bond improves, and you no longer have to be focused to get the benefits.  Your Ride Check DC's are now -10.

At 7th level you may Manifest any power with a range of Personal on your steed as well as yourself for +1 power point.

Augments: The Players Highwayman and Lurk levels stack for purposes of determining what Lurk Augments are available to him.

Aura of Intimidation (Su): At 2nd level you gain the ability to psionically generate an Aura of Fear as a Swift Action.  The Aura can only be manifested if you have at least 1 power point in reserve (but costs none to Manifest), and lasts for 3 rounds plus 1 round per point of Intelligence Modifier.  The duration can be improved by spending power points (+3 rounds per power point spent).  Any living creature that can see you within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for the rest of the encounter.

At 5th level you can spend 2 power points, and if the opponent fails the Save they are Cowering for 1d6 rounds, and then Shaken for the rest of the encounter.  These power points are in addition to any spent to increase the auras duration.

At 8th level you can spend 2 power points and if the opponent fails the Save he is Frightened for 1d6 rounds, and then Shaken for the rest of the encounter.  These power points are in addition to any spent to increase the auras duration.

Sneak Attack (Ex): Identical to the Rogue ability on page 50 of the PHB, and stacks with Sneak Attack Dice gained from other classes. At 3rd level you may use your Sneak Attack on Ranged Attacks up to 60'.

At 6th level you may use your Lurk Augments at range up to 60'.

At 9th level the range of your Sneak Attacks and Lurk Augments increases to 90'

Fell Blow (Su): At 10th level the Highwayman may instantly kill opponents under circumstances.  Should he successfully confirm a critical when his opponent is Denied his Dexterity Bonus to AC, his opponent must make a Willpower Save (10 plus half Hit Dice plus Intelligence Modifier) or die instantly.  If the Save is successful, he gains 2 additional dice of Sneak Attack damage instead.

PLAYING A HIGHWAYMAN
 You want money.  Fat, rich people who don't deserve it have money.  Therefore you must liberate the poor money from them.  It's only natural.  Plus putting the occasional crossbow bolt in their buttocks just makes your day.
 Combat: You prefer combat at a distance, but if they want it to be up close and bloody you can oblige.  They'll be sorry by the time it's over.  A quick belly stab works as well as an ambush in the dark.
 Advancement: Highwaymen concentrate on powers that let them perform their job, i.e. rob people and run like hell afterwards.  If it doesn't help them do that, they usually aren't interested.
Resources: Highwaymen are usually loners, but some do it to help support their tribe, and if so they'll have their assistance.  Some end up stealing from truly vicious despots (whether by accident or design) and end up folk heroes because of it.

HIGHWAYMEN IN THE WORLD
"One day.  One day we will catch the Masked Wolf Bandit.  And then he will know pain!"
 You generally interact with people by taking their stuff forcibly.  It'd be nice if they just handed it over for a change, but no one ever does.  Poor bastards.  You'd kill a lot less of them if that were the case.
 Daily Life: You're usually out listening for rumors about who's traveling where, or doing what.  Anything that can be a chance to steal something.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Highwaymen are too individualistic to be organized, and often consider one another rivals. 

NPC Reaction
 If they have money, NPC's usually have a pretty poor disposition towards you.  If not, they probably think it's awesome how you stole Lord Bile's money and left him naked in the woods.  It may even get you a couple of free beers!

HIGHWAYMEN IN THE GAME
 Much like the fictional characters this class is inspired by, Highwaymen tend to hog the limelight.  Try to make sure the campaign occasionally focuses on giving the other players a chance.
 Adaptation: This could go in a silly or serious campaign.  Maybe even in a horror one if you wanted.
 Encounters: If the PC's are loaded down with phat loot or guarding nobility, they'll probably encounter Highwaymen out on the roads.  If not, they'll probably be sharing a cell with him if the local nobility takes a disliking to them.

Sample Encounter
EL 12: The PC's have been asked to guard a local nobleman's coach as he travels through a nearby forest on the way to a neighboring Duke's manse.  Apparently the noble is afraid of a lone goblin.  A lone goblin! Whatever happened to the good ole days when nobles had a little fire in them?


The Masked Wolf
NE Male Goblin Lurk 3/Rogue 3/Highwayman 6
Init +3, Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Common, Goblin, Orc, Gnoll
------------------------------------------------
AC 18, touch 18, flat-footed 15 (+1 Size, +3 Dex, +4 Deflection)
hp 42 (12 HD)
Fort +4, Ref +14, Will +10 
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +11/+6 (1d4-1/15-20)
Ranged +1 Light Crossbow +11/+6 (1d6/17-20)
Base Atk +8, Grp +2
Atk Options Psionic Sneak Attack +1d6, Sneak Attack +4d6
Combat Gear
Augments Known Additional Sneak Attack, Deceptive Strike, Ignore Concealment, Mental Assault, Reach Attack, Sneak Attack Undead, Solid Strike, Stunning Attack, Unfocusing Strike
Powers Known 1st: Extend Range, Mighty Spring, Defensive Precognition
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 16, Wis 13, Cha 12
SQ Trapfinding, Trap Sense +1, Mah Trusty Steed, Aura of Intimidation (DC 19)
Feats Lurk Master, Ranged Lurk Augment, Weapon Finesse
Skills Appraise +11, Autohypnosis +9, Bluff +7, Concentration +8, Diplomacy +5, Disguise +5, Gather Information +5, Hide +13, Jump +6, Knowledge (Local, Nobility, Psionics) +7, Listen +7, Move Silently +9, Ride +11, Search +12, Sense Motive +6, Spot +7, Tumble +8
Possessions Hat of Anonymity, +4 Ring of Protection, +3 Cloak of Resistance, +1 Quick Loading Keen Light Crossbow, +1 Keen Rapier, Gauntlets of Giant Felling, Belt of Hidden Pouches, 845 GP



EPIC HIGHWAYMAN

Hit Die: d6
Skills Points at Each  Level : 4 + int
Lurk Augments The Highwayman continues to gain an additional daily use of his Lurk Augments with each Epic Level.
Sneak Attack The Highwayman gains +1d6 Sneak Attack at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Highwayman gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #17 on: November 10, 2011, 02:53:05 AM »
JANISSARY


   
"War does not determine who is right - only who is left."

 Hobgoblin psychics are usually trained for war.  Few of them ever gain anything in the form of psychic power, and those that have the proper abilities and mindset are asked to join an elite cadre of soldiers: the Janissary's. 

BECOMING A JANISSARY
Janissary's normally begin as Ardent's, but eventually they stray from that path to become warriors first, and psychics second.

 ENTRY REQUIREMENTS
   Race:  Hobgoblin or Dekanter
   Mantles:  Conflict, Force, Mental Power, Physical Power
   Feats:  Combat Manifestation, Narrow Mind, Psionic Weapon
   Skills:  Autohypnosis 8 ranks, Concentration 8 ranks
   Special:  Must have been sponsored for membership by a current Janissary.


Class Skills
 The Janissary's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Int), Psicraft (Int), Ride (Dex), Swim (Str), and Survival (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Armor Focus
2. +2    +3     +0     +3    Skill Focus, +1 Manifester Level
3. +3    +3     +1     +3    Weapon Focus
4. +4    +4     +1     +4    Armor Focus, +1 Manifester Level
5. +5    +4     +1     +4    Skill Focus, +1 Manifester Level
6. +6    +5     +2     +5    Weapon Focus
7. +7    +5     +2     +5    Armor Focus, +1 Manifester Level
8. +8    +6     +2     +6    Skill Focus
9. +9    +6     +3     +6    Weapon Focus, +1 Manifester Level
10.+10   +7     +3     +7    Chorbaji, +1 Manifester Level


Weapon Proficiencies: A Janissary gains proficiency with all Martial weapons.
 
Armor Focus (Su): At first level while you are psionically focused you may reduce the skill check penalty by 2, and if it lowers your speed the penalty is 5 ft. less (for example if you normally move 30', but the armor lowers your move to 20', you move 25' while psionically focused).

At 4th level when you are psionically focused you take no movement penalty while wearing Medium or Heavy Armor, and the skill check penalt of your armor or shield is reduced by -4.

At 7th level you can increase the Armor Bonus to Armor Class of your shield or armor by spending power points as a Standard Action (1 power point per +1 AC, duration is 1 round per Janissary Level).

Skill Focus (Su): At second level the Janissary may lose its Psionic Focus to gain a +4 Bonus to any skill it has taken ranks in for 1 round.

At 5th level it may lose its Psionic Focus to gain a +4 Bonus in any skill whether it has ranks in it or not for 1 round.

At 8th level the Janissary may increase the duration of the skill Bonus to 24 hours by expending 3 power points.  The Janissary may only increase one such skill bonus in duration at a time.  However it may gain temporary bonuses for 1 round in other skill by expending it's psionic focus each time.

Weapon Focus (Su): At third level you may expend 3 power points as a Swift Action, and you do not automatically miss on attack rolls if you roll a "1".  This lasts for the duration of the encounter.

At 6th level you may expend 3 power points as a Swift Action, and the critical threat range of your weapon doubles for the duration of the encounter.  This does not stack with other abilities that increase critical threat range.

At 9th level while psionically focused you may reroll any damage roll that results in a "1".

Chorbadji (Su) At 10th level the duration of your psionic powers is increased by 1 round per Janissary within 60' when it is initially Manifested.

PLAYING A JANISSARY
 You are the best of the best in one of the finest military's in the world.  An elite soldier without peer.  And may the Gods help anyone who suggests otherwise...
 Combat: Janissary's use their psychic powers to increase their fighting skills, and abilities to commit sabotage and murder.  They aren't interested in much else.
 Advancement: Janissary's only ever seek to be better soldiers.  Whether by being better fighters, or better leaders, or better at some odd skill, all they do is in the interest of furthering their military career.
Resources: The Janissary's can call upon the Hobgoblin army for help if it is in the interest of the military.  They don't have much time for personal adventures, and the arm would never assist with such.

JANISSARY'S IN THE WORLD
"We'll need more than hired thugs if we wish to fight the Janissary's sir."
 The Janissary's spend most of their time among themselves, and rarely (if ever) interact with others when on missions unless it is necessary.  Most others would call them 'cold' at best.  But the leaders of the Janissary's have long known that if you can sympathize with an enemy it maes it harder to fight them.
 Daily Life: The Janissary's spend their time in combat or preparing for it.  The military is virtually their whole life, and most would feel lost without it.
 Notables: Puntsag (LE Male Dekanter Ardent 6/Janissary 5) is the lead saboteur used to destroy the mining operations of nearby dwarves.  Nyamaa (LE Male Hobgoblin Ardent 6/Janissary 5) has worked his way up to commanding his own small force.
 Organizations: The Janissary's are part of the Hobgoblin military, and are subject to their orders.  Granted they're an elite unit, so their life is far different than that of the average infantry.

NPC Reaction
 NPC's react to the Janissary's the way they do to any military unit: nervousness.  After all the military is usually one step away from massacring the populace or taking control in Lawful Evil societies.

JANISSARY'S IN THE GAME
 The Janissary's are primarily a military force, and will seem out of place in a non military campaign.  There are always deserters, but they will be marked for death by their former comrades.
 Adaptation: The Janissary is a professional soldier.  If you aren't running a militant campaign you can always rewrite the fluff for it, because it's not likely the Hobgoblin military will assign an elite soldier to wander around with a group of multiracial thieves.
 Encounters: Janissary's are encountered during wars with the Hobgoblins, or as saboteurs and assassins in the lead up to the war.  Occasionally they are assigned on a mission of some importance that doesn't relate to warfare, but these are usually pretty unusual circumstances.

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


Nyamaa
LE Male Hobgoblin Ardent 6/Janissary 5
Init +1, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Dwarven, Goblin
------------------------------------------------
AC 20, touch 11, flat-footed 19 (+1 Dex, +9 Armor)
hp 65 (11 HD)
Fort +8, Ref +4, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Longsword +12/+7 melee (1d8+3/19-20)
Base Atk +9, Grp +11
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known1st: Adrenaline Boost, Deflection, Force Shield, Mind Thrust, Offensive Prescience
2nd: Animal Affinity, Concussion Blast
3rd: Dimension Slide
4th: Intellect Fortress
5th: Psychic Crush
Manifester Level 9, Power Points 85
-----------------------------------------------
Abilities Str 14, Dex 13, Con 15, Int 12, Wis 16, Cha 8
SQ Primary Mantles (Force, Physical Power), Secondary Mantles (Conflict, Mental Power)
Feats Combat Manifestation, Leadership, Narrow Mind, Psionic Weapon
Skills Autohypnosis +11, Climb +5, Concentration +10, Knowledge (Psionics, War) +5, Intimidate +3, Jump +5, Move Silently +5, Psicraft +4, Ride +4, Survival +6
Possessions+1 Heavy Fortification Full Plate, +1 Mindarmor Linked Manifester Heavy Steel Shield, +1 Mindfeeder Mindcrusher Longsword, 2 Potions of Cure Serious Wounds, 376 GP



EPIC JANISSARY

Hit Die: d8
Skills Points at Each  Level : 2 + int
Powers Your Manifester level increases with each Epic level, but you gain no new powers or power points..
Bonus Feats: The Epic Janissary gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Goblinoids
« Reply #18 on: November 10, 2011, 02:53:38 AM »
THE SONS OF MAGLUBIYET


   
"War is an art and as such is not susceptible of explanation by fixed formula"

 The Sons of Maglubiyet are a cadre of warrior priests who have devoted themselves to continuing in the image of their idol.  They are obsessed with the goblinoids eternal war with the other races, and many believe that their own contributions are enough to turn the tide.  Pride is a common sin amongst the Sons.

BECOMING A SON OF MAGLUBIYET
Most Sons begin as particularly militant clerics.  A few multiclass into more martial pursuits, but most are just clerics.

 ENTRY REQUIREMENTS
   Race:  Any Goblinoid
   Domains:  Destruction, Planning
   Feats:  Divine Armor, True Believer
   Skills:  Concentration 8 ranks, Knowledge (Religion) 8 ranks


Class Skills
 The Son's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana, Geography, History, Religion, War)(Int), Ride (Dex), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Battlefield Divination, +1 level of Divine Spellcasting Class
2. +1    +3     +0     +3    Battlefield Command, +1 level of Divine Spellcasting Class
3. +2    +3     +1     +3    Rallying Point, +1 level of Divine Spellcasting Class
4. +3    +4     +1     +4    Battlefield Divination, +1 level of Divine Spellcasting Class
5. +3    +4     +1     +4    Battlefield Command, +1 level of Divine Spellcasting Class
6. +4    +5     +2     +5    Rallying Point, +1 level of Divine Spellcasting Class
7. +5    +5     +2     +5    Battlefield Divination, +1 level of Divine Spellcasting Class
8. +6    +6     +2     +6    Battlefield Command, +1 level of Divine Spellcasting Class
9. +6    +6     +3     +6    Rallying Point, +1 level of Divine Spellcasting Class
10.+7    +7     +3     +7   Divine Presence, +1 level of Divine Spellcasting Class


Weapon Proficiencies: A Son gains no new weapon or armor proficiencies.
 
Battlefield Divination (Su): At 1st level you cast all spells on the Cleric list that are also in the Divination school at +1 caster level.

At 4th level you do not provoke an attack of opportunity when casting spells on the Cleric spell list that are also in the Divination school.

At 7th level you may choose to "lose" 1 Divination spell in the first round of combat as a Free Action.  You and all allies within 30' gain an Insight Bonus to attack and critical confirmation rolls equal to the spells level for the duration of the encounter.

Battlefield Command (Su): At 2nd level you cast all spells on the Cleric list that are also in the Enchantment school at +1 caster level.

At 5th level you do not provoke an attack of opportunity when casting spells on the Cleric spell list that are also in the Enchantment school.

At 7th level you may choose to "lose" 1 Enchantment spell in the first round of combat as a Free Action.  You and one ally per level of the spell (i.e. a 1st level spell affects you and 1 ally, a second level spell affects you and 2 allies) who are within 30' can move without provoking attacks of opportunity for 3 rounds.  This is a Mind-Affecting effect.

Rallying Point (Su): At 3rd level you become a Rallying Point for Allies.  If you make your Save successfully against any Fear effect or Morale penalty, so do all allies within 30'.

At 6th level allies within 30' cannot be flanked unless you are also flanked.

At 9th level allies within 30' cannot be denied their Dexterity Bonus to AC unless you also are denied your Dex Bonus to AC.

Divine Presence (Su): At 10th level you can assume the likeness of your deity.  You swell to enormous proportions, your skin blackens, and your eyes burn with fire.  Your Size Class is permanently increased by one (i.e. if you were Small you are now Medium, if you were Medium you are now Large, etc).  You permanently increase your Strength and Constitution by +4, and increase your Natural Armor Bonus by +2.  Your base speed remains the same, but size/reach has the potential to increase if you are medium.  Any spell you cast with a Fear effect or Morale based penalty has it's Save DC increased by +2 (this stacks with Feats such as Spell Focus).

PLAYING A SON
 You know how to whip a group of men into combat shape.  They may think they know better than you, but they don't.  You are a chosen one of Maglubiyet himself.  What you want takes precedence over lesser people.
 Combat: The Sons prefer to be leaders, but leaders who are active participants as opposed to generals way at the back.  They want to be directing things on the front where the action is.
 Advancement: The Sons are fairly single minded, always attempting to become better battle tacticians and fighters.  Most don't even bother memorizing healing spells in favor of combat utility magic.
Resources: The Sons can call upon a wide array of resources, particularly if it helps the Hobgoblin cause or war efforts.  Even if it's for something personal they can usually count on some minimal help of some kind.

SONS IN THE WORLD
"He's a tough old --------."
 Sons generally regard the world as a training exercise.  Non-goblinoids are their to test them and hone their skills upon, and nothing more.  They're snooty jerks basically.
 Daily Life: Sons train hard to be the best warrior/priests they can be.  Most will participate in any battle, even if not asked, just to sharpen their skills.  it's wise not to start bar fights around them as they regard them as a recreational form of practice murder.
 Notables: Kaan (LE Male Hobgoblin Cleric 6/Son of Maglubiyet 5) is an up and coming Son who hopes to become a general in the Hobgoblin armies.
 Organizations: The Sons are an organization unto themselves.  They are influential within the Hobgoblin clergy and military, and are thus at the center of much of Hobgoblin politics as their society revolves around religious warfare with the outside world.

NPC Reaction
 If they are Hobgoblins, they tend to view the Sons as heroes.  If they aren't, they view the Sons as blind fanatics hellbent on keeping the Hobs in permanent warfare.

SONS IN THE GAME
 This is a class meant for military participation, and in non military campaigns the player may feel like an odd man out.  He's supposed to be leading hobgoblins, not skulking around with members of other races doing questionable things.
 Adaptation: This is made for serious campaigns involving warfare, but in a pinch it could be twisted for a sillier style of play.
 Encounters: PC's can encounter the Sons anywhere the Hobgoblins are fighting, especially at large battles.

Sample Encounter
EL 12: The PC's have been hired to negotiate with the local Hobgoblins to avoid a brutal and unnecessary war.  Complicating things is a particularly militant priest on the hobgoblin side who seems almost apoplectic at the idea of their not being fighting.


Kaan
LE Male Hobgoblin Cleric 6/Son of Maglubiyet 5
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC 30, touch 10, flat-footed 30 (+13 Armor, +7 Shield)
hp 71 (11 HD)
Fort +11, Ref +3, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Battleaxe +13/+8 (1d8+2, x3)
Base Atk +7, Grp +9
Atk Options Turn Undead 5/day
Combat Gear
Spells Per Day 0: 6 (DC 13)
1: 6 (DC 14)
2: 5 (DC 15)
3: 5 (DC 16)
4: 3 (DC 17)
5: 2 (DC 18)
6: 1 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14
SQ Domains (Destruction, Planning), Battlefield Divination, Battlefield Command, Rallying Point
Feats Divine Armor, Heightened Spell, Spontaneous Domains, True Believer
Skills Climb +7, Concentration +10, Intimidate +7, Knowledge (Religion) +8, Knowledge (Geography, History, War) +2, Move Silently +4, Ride +5, Spellcraft +5
Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Battleaxe, Bracers of the Blast Barrier, 670 GP



EPIC SONS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells Epic levels continue to increase the SOns caster levels, but he does not gain any new spells per day.
Bonus Feats: The Epic Son gains a Bonus Feat every x levels higher than 20th
« Last Edit: January 07, 2017, 11:57:04 PM by bhu »

Offline bhu

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Re: Goblinoids
« Reply #19 on: November 10, 2011, 02:54:13 AM »
THE SKULL TAKERS


   
"You must take the heads of your enemies to honor Hruggek.  This is the only proper way to show him respect outside of battle."

 The Skull Takers are the clergy of the Bugbear deity Hruggek, and are proficient headhunters.  Known for taking the heads of their victims they use the skulls as helms, drinking cups, and decorations of all kind.  Predominantly they are stealthy killers who weaken other humanoid communities through acts of terror and murder.  Nothing convinces people to move away from Bugbear hiding places like one of them losing their head every night, without anyone realizing what happened.

BECOMING A SKULL TAKER
All Skull Takers must be Clerics who worship Hruggek.

 ENTRY REQUIREMENTS
   Race:  Bugbear
   Patron:  Hruggek
   Domains: Evil, Trickery
   Alignment: Chaotic Evil
   Skills:  Knowledge (Religion, War) 4 ranks, Hide 4 ranks, Move Silently 4 ranks
   Feats:  Advantageous Avoidance, Sly Fortune (See Complete Scoundrel)


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

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    Headhunter
2. +1    +3     +3     +0    The Art of Sabotage, +1 level of Divine casting class
3. +2    +3     +3     +1    Fear and Intimidation,  +1 level of Divine casting
4. +3    +4     +4     +1    Headhunter, +1 level of Divine casting
5. +3    +4     +4     +1    The Art of Sabotage, +1 level of Divine casting
6. +4    +5     +5     +2    Fear and Intimidation, +1 level of Divine casting
7. +5    +5     +5     +2    Headhunter, +1 level of Divine casting
8. +6    +6     +6     +2    The Art of Sabotage, +1 level of Divine casting
9. +6    +6     +6     +3    Fear and Intimidation, +1 level of Divine casting
10.+7    +7     +7     +3    Master Headhunter


Weapon Proficiencies: Skull Takers gain no new weapon or armor proficiencies.
 
Headhunter (Ex): You train extensively in hitting opponents for maximum effect.  At 1st level the Critical Threat Range of your attacks increases by 1 (i.e from a 20 to 19-20 if it would normally critical on a 20).  This does not stack with other effects increasing critical threat range.

At 4th level the Critical Threat Range of your attacks increases by 2 (i.e from a 20 to 18-20 if it would normally critical on a 20). This does not stack with other effects increasing critical threat range.

At 7th level you automatically kill an opponent if you succeed in rolling a 20 and then confirming a critical hit similar to the Vorpal Weapon ability.

The Art of Sabotage (Su): You train extensively in sneaking into and out of the cities of other races to hit targets.  At 2nd level you may "lose" any spell you have prepared for the day, and gain a Bonus to Hide and Move Silently Checks equal to your Hit Dice divided by 5 for 24 hours.

At 5th level you may "lose" any spell you have prepared for the day to spontaneously cast Word of Recall (The designated place is always your temple of worship.  If that has been destroyed you must designate a destination at the beginning of each day until you find/build a new temple).

At 8th level you may "lose" any spell you have prepared for the day to spontaneously cast Phase Door.

Fear and Intimidation (Su): At 3rd level you may expend one of your daily uses of Rebuke Undead to gain a +4 Profane Bonus to Intimidate Checks for the duration of the encounter.

At 6th level you may expend on of your daily uses of Rebuke Undead when making an attack.  If the attack successfully hits your opponent is Shaken for the duration of the encounter (Save DC is 10 plus half Hit Dice plus Charisma Modifier).  If he succeeds he is only shaken for 1 round.

At 9th level you may expend one of your daily uses of Rebuke Undead to spontaneously cast Evil Glare (see Spell Compendium).

Master Headhunter (Su): At 10th level, if you kill a victim by taking his head (i.e. killing him instantly with your Headhunter ability), you may perform an hour long ritual over his skull.  For the next 24 hours you gain a Profane Bonus to all rolls equal to your opponents level or hit dice divided by 5. 

PLAYING A SKULL TAKER
 Bugbears are always the low man on the totem pole it seems, even among other Goblinoids.  Quite frankly this ticks you off.  So the clergy of Hruggek has been tasked with fixing this situation, and you can't wait.  You've been training hard at magical assassination techniques, and you hope to be taking the heads of many heathen races soon.  With luck you will have your entire house decorated in skulls in the manner of your teacher soon.
 Combat: Skull Takers are not meant to be toe to toe combatants.  They prefer to sneak up on opponents, and kill them in their sleep.  They're assassins, not warriors.  This doesn't mean they can't fight (they are pretty strong after all), but they prefer to be more pragmatic and kill targets who aren't fighting back.  Less risk for them, and more potential to create victims, and spread fear of their race.
 Advancement: Skull Takers are murderous fiends who delight in killing defenseless opponents (or even live ones for that matter).  They concentrate on abilities that increase their stealth, and give them more options for killing, whether it's spells or multiclassing (many also become Rogues), or for intimidating opponents into submission. 
Resources: Skull Takers are heavily respected in their community, and enjoy many advantages because of it.  Other Skull Takers will always lend them a hand, as well as the common people.  The nobility (if Bugbear rulers can be called such) tend to be more wary considering the clergies abilities, but tehy need them to remain in power so sometimes they can be cowed through intimidation.

SKULL TAKERS IN THE WORLD
"That's the seventh man dead in a week.  All of them killed with no witnesses, some of them with their spouse laying in the bed next to them unawares.  This won't end good."
 You spend your time as a virtual celebrity among your own people, and stress filled nights slipping into the communities of nearby races hoping not to be caught while committing atrocities.  As long as you can keep up your success, you will find ever greater fame and fortune among your own.  But you know in your mind that if you ever get caught, a quick death is the best you can hope for.  With all the people you've murdered you'll probably be drawn and quartered at the very least...
 Daily Life: Much of your day is spent resting in preparation for the nights events.  If you live through that, there is much celebrating to do.  On nights you aren't participating you train in both your clerical duties and skills at murder.  If a situation arises where the lair is being assaulted you participate in the defense, usually by means of ambush.
 Notables: Hamit (CE Male Bugbear Cleric 6/Skull Taker 2) had always been a particularly scrawny Bugbear, but his fanatic devotion to Hruggek has paid off as he has recently been recruited by the Skull Takers.  His lack of Strength is not seen as an impediment as most of his opponents will be unconscious.
 Organizations: The Skull Takers are an organization amongst the clergy of Hruggek dedicated to driving away other humanoid races (even other goblinoids) by whatever means are necessary (i.e. murder).  Once they are driven out the Bugbears can expand their territory, slowly expanding due to your efforts.

NPC Reaction
 NPC's are terrified of the Skull Takers.  They murder seemingly at will, without being seen or heard, and slip away again into the night.  Bugbears hold them in awe, but the common Bugbear knows little of what the Skull Takers do besides killing racial opponents.  They have no idea that they also sometimes participate quite brutally in local politics, murdering whoever the clergy opposes.

SKULL TAKERS IN THE GAME
 Since the Skull Takers are heavily nationalistic, they will likely be found in Bugbear or Goblinoid only parties.  At a stretch they could be found in an evil multiracial party so long as it's goals do not conflict with his races needs.
 Adaptation: The Skull Takers are meant more for a dark, gritty campaign than anything else.  Murder and cutting up the dead are acts that may squick players too, so be sure they can handle this.
 Encounters: PC's will probably be hired to end the Skull Takers reign of terror if it's in the beginning, or to protect the caravan of fleeing people if it's towards the end of things.  If they assault a Bugbear lair they can expect that if it has any serious clerical presence that they will face at least one Skull Taker.

Sample Encounter
EL 12: The PC's have been asked to stop a series of brutal recent murders, and while on watch one night they see a group of Bugbears fleeing over the city walls in silence.  It's quite probable they're responsible for the killings, but for what reason?  And do they follow them since doing so will prevent them from telling anyone whats happened if they ant to catch them.

Hamit
CE Male Bugbear Cleric 6/Skull Taker 2
Init +2, Senses: Listen +7, Spot +6, Dark Vision 60'
Languages Common, Goblin, Gnoll
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AC 26, touch 12, flat-footed 23 (+2 Dex, +3 Natural, +11 Armor)
hp 71 (11 HD)
Fort +10, Ref +11, Will +8 
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Speed 30 ft. (6 squares)
Melee +2 Morningstar +10/+5 (1d8+3/19-20)
Ranged +2 Morningstar +12 (1d8+3/19-20)
Base Atk +7, Grp +8
Atk Options Rebuke Dead 6/day, Headhunter
Combat Gear
Spells Per Day 0: 6 (DC 13)
1: 5 (DC 14)
2: 4 (DC 15)
3: 3 (DC 16)
4: 1 (DC 17)
Caster Level 7
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Abilities Str 12, Dex 16, Con 14, Int 14, Wis 16, Cha 8
SQ Domains (Evil, Trickery), The Art of Sabotage
Feats Advantageous Avoidance, Extra Turning, Sly Fortune, Stealthy
Skills Climb +4, Concentration +6, Hide +8, Intimidate +3, Knowledge (Religion, War)+6, Listen +7, Move Silently +12, Spot +6, Survival +5
Possessions +3 Improved Shadow Improved Silent Moves Full Plate, +2 Doomburst Morningstar, Vanisher Cloak, Ring of Avoidance, Gauntlets of Throwing, 542 GP



EPIC SKULL TAKER

Hit Die: d8
Skills Points at Each  Level : 2 + int
Class Ability Epic levels continue to increase your caster level, but you not gain extra spells per day.
Bonus Feats: The Epic Skull Taker gains a Bonus Feat every 3 levels higher than 20th