Originally Posted by
Threeshades
I wasted some time on making this ^^
Plotgoblin
Small humanoid (goblinoid)
- +2 Intelligence, +2 Wisdom, -2 Strength; plotgoblins need great awareness and wit to keep track of The Plot, and find solutions for disturbances, they have to neglect their physical strength though.
- Small: As Small creatures, a plotgoblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character
- Plotgoblin base land speed is 30 feet.
- Darkvision 60 ft.
- +2 racial bonus to diplomacy, and sense motive checks
- Plotgoblins can make grapple attacks as though they were medium sized, they don’t receive the usual size penalty to grapple checks.
- Weapon proficiencies: Plotgoblins are proficient with morning stars and clipboards
- Automatic Languages: Common, Goblin. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Plot guard. A multiclass plotgoblin’s plot guard class does not count when determining whether he takes an experience point penalty.
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Plot Guard:
Alignment: Lawful Neutral
Hit Die: d8
Class Skills
The plot guard’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha) Disable Device (Int), Forgery (Int), Gather Information (Cha) Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (geography) (Int), Knowledge (plot) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Spellcraft (Int), Swim (Str), and Use Rope (Dex).
Skill Points at 1st level
(6+ Int modifier) x4
Skill Points at each additional level
6+ Int modifier
Class Features
All of the following are class features of the plot guard
Weapon and Armor proficiency
Plot guards are proficient with all simple weapons and all armors but not with shields.
Improved Grapple
The plot guard gains Improved Grapple as a bonus feat.
Track
A plot guard gains Track as a bonus feat.
Wild Empathy (Ex)
A plot guard can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The plot guard rolls 1d20 and adds her plot guard level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the plot guard and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The plot guard can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Bureaucratic Strike
Upon reaching level 2, a plot guard may apply her Intelligence modifier instead of her strength modifier to her melee attack bonus and melee damage. This also means that a plot guard wielding a weapon two-handed may apply one and a half times her intelligence bonus to her damage.
Detect Chaotic
Upon reaching 2nd level, at will, a plot guard can use detect chaotic, as the spell.
Smite Chaotic
At 3rd level a paladin may attempt to smite chaotic with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per plot guard level. If the plot guard accidentally smites a creature that is not chaotic, the smite has no effect, but the ability is still used up for that day.
Every 5 levels after 3rd, the plot guard may smite chaotic one additional time per day, as indicated on Table: The Plot Guard, to a maximum of four times per day at 18th level.
Arrest
At 3rd level the plot guard may apply her Intelligence modifier to her grapple checks instead of the strength modifier.
When making a successful grapple check, if the plot guard is carrying a pair of handcuffs appropriate to the grappled creature’s size, she may try to apply handcuffs to the grappled creature as a free action. The plot guard and the grappled creature make opposed strength checks. If the grappled creature wins the check, the plot guard drops the handcuffs. If the plot guard wins, the grappled creature is handcuffed.
The plot guard may make an Intelligence check instead of a strength check.
Counterspell:
At level 4 a plot guard may ready to counterspell against any spell of spell level 2 or less. She doesn’t need to be able to cast the spell in order to counter it but your Intelligence score -10 must be equal or higher than the spell level of the spell you want to counter.
At level 8 and every 4 levels thereafter the maximum spell level of spells you can counterspell this way increases by 2, up to a maximum of spell level 9 at level 20.
Turn Undead
At level 4 a Plot guard may turn undead like a cleric.
Bonus Feat
At level 5 and every 5 levels thereafter a plot guard may pick one of the following feats:
Exotic Weapon Proficiency (Clipboard), Martial Weapon Proficiency (all bludgeoning), Leadership, Improved Leadership, Great Fortitude, Lightning Reflexes, Iron Will, Toughness, Fearless, Combat Expertise, Skill Focus (any plot guard class skill)
Scroll Casting
At level 7 the plot guard may cast spells from scrolls like both an arcane and a divine spellcaster, always using her Intelligence score as the casting ability.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+1|+0|+0|+2|Improved Grapple, wild empathy, Track
2|+2|+0|+0|+3|Bureaucratic Strike, detect chaotic
3|+3|+1|+1|+3|Smite chaotic 1/day, Arrest
4|+4|+1|+1|+4|Counterspell lvl 2, turn undead
5|+5|+1|+1|+4|Bonus Feat
6|+6/+1|+2|+2|+5|
7|+7/+2|+2|+2|+5|Scroll casting
8|+8/+3|+2|+2|+6|Smite chaotic 2/day, Counterspell lvl 4
9|+9/+4|+3|+3|+6|
10|+10/+5|+3|+3|+7|Bonus Feat
11|+11/+6/+1|+3|+3|+7|
12|+12/+7/+2|+4|+4|+8|Counterspell lvl 6
13|+13/+8/+3|+4|+4|+8|Smite chaotic 3/day
14|+14/+9/+4|+4|+4|+9|
15|+15/+10/+5|+5|+5|+9|Bonus Feat
16|+16/+11/+6/+1|+5|+5|+10|Counterspell lvl 8
17|+17/+12/+7/+2|+5|+5|+10|
18|+18/+13/+8/+3|+6|+6|+11|Smite chaotic 4/day
19|+19/+14/+9/+4|+6|+6|+11|
20|+20/+15/+10/+5|+6|+6|+12|Bonus Feat, Counterspell lvl 9[/table]
Ex-Plot Guards
A plot guard who ceases to be lawful neutral or wilfully disturbs the plot, loses all special plot guard abilities except for her bonus feats, Track, wild empathy and Improved Grapple. She may not progress any farther in levels as a plot guard. She regains her abilities and advancement potential if she atones for her violations, as appropriate.