Author Topic: Goblinoids  (Read 41228 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16272
  • Fnord bitches
    • View Profile
Re: Goblinoids
« Reply #140 on: February 27, 2021, 08:56:16 PM »
WARDANCER


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race: Bugbear
   BAB:  +4
   Skills:  Tumble 4 ranks
   Feats


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

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Flail Spin
2. +1    +0     +0     +3    Flail Barrier
3. +1    +1     +1     +3    Flail Assault
4. +2    +1     +1     +4   
5. +2    +1     +1     +4   
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   Lead From The Rear

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 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: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 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: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

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

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



EPIC CLASS NAME

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

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16272
  • Fnord bitches
    • View Profile
Re: Goblinoids
« Reply #141 on: February 27, 2021, 09:46:00 PM »
DEEP GOBLINS  seekers of the ashen crown


   
"RAAAAAAH!"

 Deep Goblins are tribes of Underdark Goblins who have never seen the light of day.  They are now pale creatures who are adapted to life underground.  Most of them fight each other savagely in civil wars started by leaders long dead, and except for being harvested by more  powerful races they are left to their own devices.  Mostly because they seem remarkably prone to becoming undead if killed.

DEEP GOBLIN RACIAL TRAITS
·   +2 Str, +2 Dex, +2 Con, -2 Int, -2 Cha
·   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Humanoid with the Goblinoid Subtype
·   Base speed 30 ft.
·   Base Climb speed 30 ft.
·   Light Sensitivity (Ex); Deep Goblins are dazzled in bright sunlight or within the radius of a daylight spell.
·   Dark Vision 60'
·   Skills: Deep Goblins have a +4 Racial Bonus to Hide and Move Silently Checks.
·   Deep Goblins automatically speak Goblin.  Bonus languages include any nearby race (if any).
·   Level Adjustment: +1
·   Favored Class: Scout


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

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

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

DEEP GOBLIN CHARACTERS
 You're pretty much good to go other than Int or Cha based Casters.
 Adventuring Race: Deep Goblins go on adventures because they have been outcast, or have been ordered to.
 Character Development: Deep Goblins should try to overcome their Light Sensitivity if possible.
 Character Names: Deep Goblins use abbreviated versions of Goblin names.

ROLEPLAYING A DEEP GOBLIN
 No one is to be trusted.  Not even your friends and family.  Take no risks, make no apologies, and leave no witnesses.
 Personality: Deep Goblins are hateful beings.  Most of their contact with the outside world are creatures who want to eat or enslave them.  It's given them a bit of a cynical view.
 Behaviors: All Deep Goblins relentlessly drill on ambush tactics.  They have too many predators not to.
 Language: Deep Goblins speak their own dialect of Goblin.

DEEP GOBLIN SOCIETY
 Deep Goblins are feral, stone age savages.  Many have turned to cannibalism, having forgotten even agriculture.
 Alignment : What alignment is common to members of this race and why.
 Lands : Deep Goblins prefer the deepest underground caverns, preferably near volcanic vents.
 Settlements : Deep Goblins do not leave their home caverns.
 Beliefs :T Presumably some version of the Goblin Gods.  No one's really had the opportunity to ask.
 Relations: Deep Goblins would gladly kill their own kin for a stone nickel.  Other races don't stand a chance.

DEEP GOBLIN ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
« Last Edit: December 05, 2021, 12:45:24 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16272
  • Fnord bitches
    • View Profile
Re: Goblinoids
« Reply #142 on: February 27, 2021, 09:55:55 PM »
CURSER   draconomicon


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race: Deep Goblin
   Spellcasting:  Must be able to cast 3rd Level spells, one of which must be from the Necromancy school.
   Skills:  Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks
   Feats:  Greater Spell Focus (Necromancy), SPell Focus (Necromancy)


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

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Stone Mace
2. +1    +0     +0     +3    Curse (Caveroot)
3. +1    +1     +1     +3    Doom
4. +2    +1     +1     +4   
5. +2    +1     +1     +4    Curse (Ragerot)
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6    Curse (Confounding)
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   Lead From The Rear

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 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: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 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: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

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

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



EPIC CLASS NAME

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th
« Last Edit: December 05, 2021, 12:49:15 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16272
  • Fnord bitches
    • View Profile
Re: Goblinoids
« Reply #143 on: February 27, 2021, 10:51:47 PM »
SHADOWGOBLIN  dungeon 158


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race: Goblin
   Spellcasting
   Skills:  Knowledge (Arcana) 4 Feats, Spellcraft 4 ranks
   Feats


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

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Shadow Resilience
2. +1    +0     +0     +3    Shadow Soldier
3. +1    +1     +1     +3    Shadow Shot
4. +2    +1     +1     +4   
5. +2    +1     +1     +4   
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   Lead From The Rear

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 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: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 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: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

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

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



EPIC CLASS NAME

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

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16272
  • Fnord bitches
    • View Profile
Re: Goblinoids
« Reply #144 on: February 28, 2021, 01:27:02 AM »
FROST ADEPT  dungeon 159


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race: Goblin
   Spellcasting
   Skills:  Knowledge (Arcana) 4 Feats, Spellcraft 4 ranks
   Feats


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

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Frost Resistance
2. +1    +0     +0     +3    Hex (Freezing)
3. +1    +1     +1     +3    Freezing Cloud
4. +2    +1     +1     +4    Ice Walk
5. +2    +1     +1     +4    Hex (Icebound)
6. +3    +2     +2     +5   
7. +3    +2     +2     +5    Body of Ice
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   Lead From The Rear

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 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: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 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: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

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

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



EPIC CLASS NAME

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

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16272
  • Fnord bitches
    • View Profile
Re: Goblinoids
« Reply #145 on: February 28, 2021, 02:04:54 AM »
Goblin Vampire  (Ravenloft)

<Template Type: Inherited and or Acquired Also add description of what creatures it can be applied to>

Size and Type: Add changes to Size Class or creature type, and any subtypes that may be gained. 

Hit Dice: If the Hit Die type changes because the creature changed type (or conversely if it doesn’t) note that here.

Speed: Not any changes in speed and any lost or additional movement types.  If Flight is gained specify what it’s maneuverability class is.

Armor Class: Note any changes to the base creatures natural armor bonus, or if it gains any bonuses to Armor Class such as Deflection.

Attacks: Note any natural attacks gained here.  If the base Attack Bonus must be recalculated because the base creature changed Type (or conversely if it doesn’t) also mention that here.

Damage: Note any changes to damage (usually due to Size Class changes) here.

Special Attacks: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here.

Special Qualities: Mention whether or not the base creature retains any of it’s special qualities or gains any new ones here.

Saves: Note any changes in Saving throws due to new bonuses or penalties, or if they must be recalculated because the creature has changed type.

Abilities: Note changes in ability scores.

Skills: Note changes in skills, any new skill bonuses or penalties, or if skills must be recalculated due to a change in type.

Feats: Mention any changes in Feats or Bonus Feats here.

Environment: <>

Organization: <>

Challenge Rating: <>

Treasure: <>

Alignment: <>

Advancement: <>

Level Adjustment: <>