Re: Orc/Goblinoid Resources
HEXER
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“Latent in every man is a venom of amazing bitterness, a black resentment; something that curses and loathes life, a feeling of being trapped, of having trusted and been fooled, of being the helpless prey of impotent rage, blind surrender, the victim of a savage, ruthless power that gives and takes away, enlists a man, and crowning injury inflicts upon him the humiliation of feeling sorry for himself.”
A Hexer is a tribal caster of some sort, usually but not always Divine. They specialize in cursing others, and often make a tidy personal sum or set themselves up a small personal domain because the populace fears them.
BECOMING A HEXER
Being a Neutral or Evil spellcaster from a tribal culture
ENTRY REQUIREMENTS
Race: Any Goblinoid, Giant, Monstrous Humanoid, or tribal Humanoid without a Good Alignment
Alignment: Can't be good.
Skills: Knowledge (Arcana, Nature) 6 ranks, Spellcraft 8 ranks
Casting: Must be able to cast 3rd Level spells, one of which must be one of the following: Bestow Curse, Blindness/Deafness, Call Lightning, Contagion, Hold Person, Inflict Serious Wounds, Lightning Bolt, Vampiric Touch
Class Skills
The Hexer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Arcane, Local, Nature)(Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each Level : 4 + int
Hit Dice: d6
Code:
BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Evil Eye 1/day, +1 Level of current casting class
2. +1 +0 +0 +3 Evil Eye 2/day, +1 Level of current casting class
3. +2 +1 +1 +3 Extra Curse
4. +3 +1 +1 +4 Evil Eye 3/day, +1 Level of current casting class
5. +3 +1 +1 +4 Extra Curse
6. +4 +2 +2 +5 Evil Eye 4/day, +1 Level of current casting class
7. +5 +2 +2 +5 Extra Curse
8. +6 +2 +2 +6 Evil Eye 5/day, +1 Level of current casting class
9. +6 +3 +3 +6 Extra Curse
10.+7 +3 +3 +7 Evil Eye 6/day, +1 Level of current casting class
Weapon Proficiencies: Hexers gain no new weapon or armor proficiencies.
Evil Eye (Su): Beginning at 1st Level the Hexer may use this Gaze Attack for a number of rounds equal to his Hexer Level once per day, with a range of 30'. He gains an extra use of this ability per day at Levels 2,4, 6, 8, and 10. Any living creature in range must make a Willpower Save (Save DC is Wisdom based) or take a -4 Penalty ot Attack rolls, Saving Throws, Ability Checks, and Skill Checks. This penalty lasts until the victim gains the benefit of a Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish spell. The Hexer is vulnerable to his own reflected Gaze, but still gets a Saving Throw against it.
Extra Curse (Su): At Levels 3,5,7, and 9 the Hexer gains an additional effect he can use with his Evil Eye from the following list:
Curse of Broken Will: Instead of the normal Hex effect, targets who fail their Will Save are affected as if a Charm Monster spell had been cast on them (if the gaze is reflected the Hexer is affected by a Hold Monster spell).
Curse of Death (minimum level 13th): Instead of the normal Hex effect targets who fail their Will Save are affected as if a Finger of Death spell had been cast on them.
Curse of Fear: Instead of the normal Hex effect targets who fail their Will Save are affected as if a Fear spell had been cast on them.
Curse of Sickness: Instead of the normal Hex effect targets who fail their Will Save are affected as if a Contagion spell had been cast on them.
Curse of Sleeping: Instead of the normal Hex effect targets who fail their Will Save are affected as if a Sleep spell had been cast on them (except there is no HD limit).
PLAYING A HEXER
Fear motivates all things. Even the most alien of beings understands fear in some form, and you wield fear like a weapon. It makes your life a lonely one, but if you didn't keep people at bay, they'd end up running your life instead of you. Hexers who gain their powers through the Divine are often religious zealots of some sort trying to eradicate all opposing religions. Hexers of an Arcane bent are often lonely old witches the local population remain terrified of.
Combat: Others pursue combat. Fighting in the mud with your lessers serves you no purpose. Better to curse them from afar and simply let your powers destroy them slowly.
Advancement: Generally most of your sort wish to use your powers to acquire social or political power through spreading fear. Nothing else is truly acceptable. Even if you aren't truly Evil, you realize others will wish to exploit your abilities, and Fear is the only way to truly keep them at bay and keep a semblance of your own freedom.
Resources: Hexers range from dirt poor hermits to secretive rulers who allow puppets to rule as far as outsiders know. But being from tribal societies it is a rare Hexer who is truly rich, despite ruling with an iron fist.
HEXERS IN THE WORLD
"All magic, all witchcraft, depends on the Devil, and is fundamentally evil."
Hexers interact with others only when they deem it necessary, or it is forced upon them. And may the Gods have mercy on anyone foolish enough to try forcing their will upon a Hexer.
Daily Life: Hexers vary depending on whether or not they're accepted by the community they may or may not live in. They are very individualistic, and have few things in common besides their somewhat nihilistic view of life.
Notables:
Organizations: Most Hexers are loners and hermits. Some few start up their own would be kingdom, and thus are the heads of their own little organizations.
NPC Reaction
NPC's crap their pants at the mention of your name. Seriously even if you relinquish Evil, your rep is bad enough now no one will believe you. Most people probably think you eat babies even if you've never seen one.
HEXERS IN THE GAME
Hexers tendency to push others away could cause friction. So make sure they have opportunities to bond with the group to reduce this.
Adaptation: This is generally meant for darker campaigns, but can be spoofed easily enough in a silly one.
Encounters: Hexers are encountered when on mysterious errands or when someone is foolish enough to invade their territory, or a village they consider their property.
Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Augra
CE Female Goblin Cleric 6/Hexer 6
Init +1, Senses: Listen +4, Spot +4, Dark Vision 60'
Languages Common, Goblin
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AC , touch , flat-footed (+1 Size, +1 Dex, )
hp 60 (12 HD)
Fort +8, Ref +5, Will +14
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Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +6
Atk Options Turn Undead 4/day, Evil Eye 4/day (Curse of Sickness, Curse of Fear)
Combat Gear
Spells Per Day 0: 6 (DC: 14)
1st: 5 (DC: 15)
2nd: 5 (DC: 16)
3rd: 4 (DC: 17)
4th: 3 (DC: 18)
5th: 2 (DC: 19)
Caster Level 10th
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Abilities Str 6, Dex 12, Con 12, Int 13, Wis 18, Cha 12
SQ Domains (Evil, Trickery)
Feats Ability Focus (Evil Eye), Greater Spell Focus, Spell Focus, Spell Focus (Evil)
Skills Concentration +8, Knowledge (Arcana, Local, Nature) +7, Spellcraft +9, Survival +10
Possessions
EPIC HEXER
Hit Die: d6
Skills Points at Each Level : 4 + int
Evil Eye At Level 22 and every 3 Levels thereafter you get an additional daily use of your Evil Eye.
Spellcasting Your caster Level improves with Epic Levels but you gain no additional spells per day.
Bonus Feats: The Epic Class Name gains a Bonus Feat every 4 levels higher than 20th
Re: Orc/Goblinoid Resources
It's so sad to see that list of goblinoid homebrew. Why, oh, why, must it all be Prestige Classes?!?!? Can on one think of anything else? A couple PsC are fine, but dozens and dozens is too many.
Why on other goblinoid homebrew? Any thing else..feats, new tricks for old skills, racial substitution levels, spells, equipment, animals.....anything.
Why even call the thread Orc/Goblinoid Resources when it's just a Prestige Class thread? Why not call it Yet, More Prestige Classes for Goblinoids?
Or did I miss the other stuff, somewhere?
Re: Orc/Goblinoid Resources
Quote:
Originally Posted by
Gamer Girl
It's so sad to see that list of goblinoid homebrew. Why, oh, why, must it all be Prestige Classes?!?!? Can on one think of anything else? A couple PsC are fine, but dozens and dozens is too many.
Why on other goblinoid homebrew? Any thing else..feats, new tricks for old skills, racial substitution levels, spells, equipment, animals.....anything.
Why even call the thread Orc/Goblinoid Resources when it's just a Prestige Class thread? Why not call it Yet, More Prestige Classes for Goblinoids?
Or did I miss the other stuff, somewhere?
There are at least 11 Gods with extra fluff and stats, one race, and that was just with some light looking through the links, and with just Bhu's work.
Also, prestige classes are easy to make, easy to critique, provide a much more even power level than feats (which vary extremely widely). I am fairly sure that he has done some critters that are goblinoid specific.
And finally, if you really have a problem with it, why don't you do some homebrew? Just saying that you are frustrated that there is too much X doesn't really matter if you are just complaining for the sake of complaining. If you provide some work, then maybe others will as well. However, as it stands, there A) doesn't seem to be anyone saying that there should be only prestige classes, and B) no one attempting to do anything else. So get the ball rolling, rather than complain.
Re: Orc/Goblinoid Resources
I intend to do more than just PrC's in the thread. I need to round it out a lil. I stuck with PrC's in the old thread, but plenty of other guys did different things.
Re: Orc/Goblinoid Resources
Given how Goblin will be the only small-sized race on Walufar, I felt like adding a slightly buffed goblin race to the list. As I prefer outdoorsy goblins to stuck-in-a-dungeon-guarding-a-box types, scent seems preferable to darkvision.
Is this balanced?
Telsarnian Goblin:
Goblin characters possess the following racial traits.
* -2 Strength, +2 Dexterity, -2 Charisma.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A goblin’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Low-light vision
* Scent
* +4 racial bonus on Move Silently and Ride Hide checks.
* Weapon familiarity: Goblins treat whips, flails and rice flails (Nunchaku) as martial weapons in terms of proficiency (On Walufar flails are not martial weapons, as a rule of thumb)
* Automatic Languages: 1 goblinoid language; 1 regional language
* Bonus Languages: Any human, dwarven or goblinoid language.
* Favored Class: Rogue Ranger.
* Level adjustment: +0
Due to the spread and fast development of nongoblinoid civilization in the northwestern regions of the continent, goblin tribes have been forced into the denser woodlands of the region. They are stealthy folk, who rarely dare to openly raid full-sized towns. For the most part, goblins tend towards a hunter-gatherer society but they have also the skills to herd and utilize beasts stolen from other factions' farms. Goblin tribes are very skilled at hiding their settlements - people seeking to do them harm have often walked straight past a set of goblin burrows.
The free goblins tend to prefer to fight from afar using shortbows, with the best warriors of the tribes generally switching to a handaxe-whip pairing or something similar for melee.
Goblins are rarely kind and merciful, while all-consuming self interest and occasional cruelty are common and seen as a necessary part of everyday life. Goblins do not resent organized society, but they are reasonably happy as roving vagabonds.
Walufarian Hobgoblin:
Hobgoblin characters possess the following racial traits.
* +2 Dexterity, +2 Constitution.
* Medium size
* A hobgoblin’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Low-light vision
* Scent
* +4 racial bonus on Move Silently and Ride checks.
* Weapon familiarity: Hobgoblins treat whips, scourges (complete warrior), flails and bolas (including barbed bolas) as martial weapons in terms of proficiency (On Walufar flails are not martial weapons, as a rule of thumb)
* Automatic Languages: 1-2 goblinoid languages
* Favored Class: Fighter
* Level adjustment: +1
Re: Orc/Goblinoid Resources
There are many feats with the PrCs as well, many of which work without the PrCs. That said, I wouldn't mind to see some variety, as, while PrCs are nice, it all starts to taste the same without a bit of spice to liven it up a little, y'know?
Re: Orc/Goblinoid Resources
Quote:
Originally Posted by
Cieyrin
There are many feats with the PrCs as well, many of which work without the PrCs. That said, I wouldn't mind to see some variety, as, while PrCs are nice, it all starts to taste the same without a bit of spice to liven it up a little, y'know?
Sure some feats are hidden in the Prcs, but a lot of them are only for the Prcs too.
That does bring the bigger problem of no index or easily searchable way to find things.
Re: Orc/Goblinoid Resources
So is anyone allowed to make Goblin homebrew stuff in here? or just Bhu and some other guys? If the former then i got some exotic weapon ideas i could throw in. (and who doesn’t like exotic weapons? :smallwink:)
Re: Orc/Goblinoid Resources
Anyone can post stuff, and I'll put it in the front page listing when it's done
Re: Orc/Goblinoid Resources
Quote:
Originally Posted by
Gamer Girl
Sure some feats are hidden in the Prcs, but a lot of them are only for the Prcs too.
That does bring the bigger problem of no index or easily searchable way to find things.
I can redo the list. I preferred to list stuff by who did it since I wanted to make sure they got credit. Shall I do a separate list by race/PrC/feat/etc.?
Re: Orc/Goblinoid Resources
My apologies for the current delays, I'm trying to solve some plaguing financial problems. WIll update soon I swear.
Re: Orc/Goblinoid Resources
Bonus Goblin Background Traits:
Tribeless goblin: Tribeless goblins hail from families which belonged to tribes that were so utterly devastated via conflict with humans or other tribes. The survivors were generally enslaved or at least imprisoned. Now part of the lowest social layers of other goblin tribes and some human cities, they try to eke out a living on the sidelines or in the gutter. They rarely get chances to teach their young how to use a weapon, but are hardy and used to toil.
Prequisites:
Race: Goblin or Bhuka
Special: does not live in a goblin-friendly nation, does not belong to a local tribe
Standard Telsarnian goblins lose racial weapon familiarities (except with the rice flail), gain +2 to fortitude saves when dealing with fatigue and exhaustion (such as Ray of Exhaustion); and their favoured class switches back to rogue.
Bhukas lose their innate +2 bonus on Knowledge (Nature) checks and Water Sense, but likewise gain +2 to fortitude saves when dealing with fatigue and exhaustion. Their favoured class also switches back to rogue.
Tribeless gobins are if anything even more likely to be mean-spirited and hateful than free-roaming goblins. They are bitter about their roles and tend to delight in the rare occasions when someone even more disposable and unprivileged than themselves is in their power. While tribeless goblins dislike the societies they are a part of, they rarely openly rebel. Tribeless desert goblins are also likely to lose their cultural faith in the kindness of fellow sapients and become bitter and morose. In short, tribeless goblins are often evil and consider everyone else to be just as bad, or worse.
Civilized goblin:
Civilized goblins hail from ordered nations and regions where goblins rule, or at least are accepted and respected.
Prequisites:
Race: Goblin
Special: Belongs to an ordered society where goblins are at least accepted as ordinary people.
Civilized goblins lack their innate bonuses to Move Silently and Hide, but lose the charisma penalty - they know how to be polite.
Civilized goblins tend to be law-abiding and are not quite as cruel as their wilder kin - they are rarely chaotic and tend to be neutral more often than evil.
Re: Orc/Goblinoid Resources
Quote:
Originally Posted by
Icedaemon
Bonus Goblin Background Traits:
Tribeless goblin:
Bhukas lose their innate +2 bonus on Knowledge (Nature) checks and Water Sense, but likewise gain +2 to fortitude saves when dealing with fatigue and exhaustion.
Bit odd that a tribless bhuka would loose Knowledge (Nature) and water sense, even more so now that they are on their own.
Civilized goblin:
Civilized goblins hail from ordered nations and regions where goblins rule, or at least are accepted and respected.
Civilized goblins lack their innate bonuses to Move Silently and Hide, but lose the charisma penalty - they know how to be polite.
[/QUOTE]
So a civilized goblin is not good at being sneaky as they are well liked? Odd, you'd think a civilized goblin to be more of a rouge/thief type.
Re: Orc/Goblinoid Resources
The idea is that the tribeless goblin or bhuka is not a lone barbarian (in which case the non-trait-using variety is sufficient), but part of an opressed minority in a society ruled by other goblinoids or humans. They would lack skills that their tribes would teach them, in exchange for being hardy due to being universally used as bottom-rung manual labourers. I see stealth as vitally important to the wild goblin tribes - all goblins from largely hunter-gatherer societies need to be stealthy because they need to sneak past strong carnivores, human foes and up to whatever they hunt. While 'rogue' is still a useful role for a civilized goblin, not all goblins who live in a civilized society are taught to be stealthy as a matter of necessity from an early age.
Re: Orc/Goblinoid Resources
Apparently the other thread is not locked. How long do I wait before I ask again?
Re: Orc/Goblinoid Resources
Hexer finally updated, and aded Icedaemons stuff to the list.
Re: Orc/Goblinoid Resources
Quote:
Originally Posted by
Bhu
Hexer finally updated, and aded Icedaemons stuff to the list.
So I suppose this Hexer has not much relation to the 3.0 Hexer from Defenders of the Faith or Masters of the Wild (don't recall which...)
Re: Orc/Goblinoid Resources
It's a remake of it actually.
Re: Orc/Goblinoid Resources
I would definately love to see spoiler tags around this, with a section of everything grouped by race/class/feats instead of just by creator. This has been the only reason why I haven't commented on anything since I saw the original thread start at wizards.com :smallbiggrin:.
Re: Orc/Goblinoid Resources
I just finished an Ecology article over in the Worldbuilding section. It includes an Orc-only feat and a Terminator Pig warmount for Orcs. Would that qualify for this?
Re: Orc/Goblinoid Resources
Quote:
Originally Posted by
LOTRfan
I just finished an Ecology article over in the Worldbuilding section. It includes an Orc-only feat and a Terminator Pig warmount for Orcs. Would that qualify for this?
Most definitely!
Quote:
Originally Posted by
Mayhem
I would definately love to see spoiler tags around this, with a section of everything grouped by race/class/feats instead of just by creator. This has been the only reason why I haven't commented on anything since I saw the original thread start at wizards.com :smallbiggrin:.
The only reason? :smalleek:
It'll take a bit but I'll see what I can do.
Re: Orc/Goblinoid Resources
That was a bit of an overstatement sorry. Mostly I just find PrCs boring. What I've seen has been decent though, and a lot of it is pretty interesting, good stuff.
Re: Orc/Goblinoid Resources
Alright, the ecology article is here. The Boar Trainer feat is in the lower part of the second post, and the Terminator Pig Warmount is in the third post, "Advanced Dire Boar."
Re: Orc/Goblinoid Resources
Cool. I'll get them listed shortly. I'm having to inform the IRS I can't pay them this week so I'm a little distracted...
Re: Orc/Goblinoid Resources
LOTR added to list, Hexer updated
Re: Orc/Goblinoid Resources
Hobgoblin wristbow:
One-handed Exotic weapon (Hobgoblin)
Range: 30ft
Damage: 1d4
Type: Piercing
Critical: x2
Ammo: Small specialized arrows, may be replaced with large crossbow bolts in emergencies at a -2 to attack bonus.
Other: You may weild a weapon in the same hand as the wristbow. doing so however gives you a -1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons.
Fluff:
The Hobgoblin Wristbow is eventually a tiny bow (usually no larger then the average hobgoblin head,) attached on its side to the users wrist via an attached cuff. Because the bow is firmly attached to the wrist, the user need only use one hand to fire it, leaving the hand the bow is attached to free to grasp other things such as a dagger, bag, or small sword.
The wristbow is commonly used as an emergency ranged weapon due to it's low range, poor damage, and ultimate clumsiness. Some however have mastered the ability of duel wielding the bow, holding a bow on each wrist and having a special V-shaped quiver strapped to their back for quick and easy ammo grabbing. Those who have mastered this technique unique to the wristbow are capable of rapid-firing arrows in a smooth grab-fire-grab-fire manner. Grabbing an arrow with one arm, firing, then extending the same arm while the other reaches for another arrow. (Duel-wielding wristbows in this manner grants four attacks as a full round action and two as a standard action?)
Rookie users of the wristbow commonly forget to dip their fist as low as possible, and often wind up scratching, or even outright piercing the back of their hand with their own arrows. Scars in this area are a common sight among wristbow users because of this.
Sucky drawing of a Wristbow.
Thoughts? Fluff seems kinda chunky to me.
Re: Orc/Goblinoid Resources
Hey guys, I'm negotiating for two online jobs. If I get the contracts my short term money problems will be fixed. Be patient and I'll update soon.
Re: Orc/Goblinoid Resources
Hell, man, this is Real Life your talking about, take as much time as required :smallfurious:
Keeping my thumbs up for your success !! :smallsmile: