well as no one has objected to the BSS's abilities... (PS changed the name to penitent from Basher. sounded a lil better).
Goblin Penitents are culled from the more religious of the poorer tribes (or criminals), convinced they have offended the Gods, and then brainwashed into making up for their imagined 'sins' by serving as expendable killers for the Church of Maglubiyet. Driving themselves into a fury, they throw themselves at the enemy, dying on their blades as often as they take the enemy with them.
BECOMING A GOBLIN PENITENT
An appropriate religious background is all that is needed, as well as a certain lack of emotional restraint. Being crazy helps too, and you will be soon after taking this PrC if you aren't already.
: Any Goblinoid
: Instantaneous Rage, Intimidating Rage, True Believer
: Climb 4 ranks, Jump 4 ranks, Knowledge (Religion) 4 ranks
: Must survive being kidnapped, tortured, and brainwashed by the Church of Maglubiyet
The Goblin Penitent's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Survival (Wis), and Tumble (Dex).
Skills Points at Each Level
: 4 + int
BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Terrifying Rage
2. +2 +3 +0 +0 Ever Increasing Madness (-2/+2)
3. +3 +3 +1 +1 Painless Rage
4. +4 +4 +1 +1 Terrifying Rage
5. +5 +4 +1 +1 Ever Increasing Madness (-4/+6)
6. +6 +5 +2 +2 Painless Rage
7. +7 +5 +2 +2 Terrifying Rage
8. +8 +6 +2 +2 Ever Increasing Madness (-6/+6)
9. +9 +6 +3 +3 Painless Rage
10.+10 +7 +3 +3 Self-Sacrifice
: Goblin Penitents gain no new weapon or armor proficiencies.
Terrifying Rage (Ex)
: At levels 1, 4, and 7 the Penitent gains an additional daily use of Rage. He also becomes terrifying to see when Raging.
At Level 1 any opponent attacked by the Penitent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the duration of the encounter. A successful Save means the opponent is immune to this particular Penitents Terrifying Rage for 24 hours.
At 4th level all opponents within 10' must make the Willpower Save to avoid being Shaken.
At 7th level if the Penitent successfully critically hits a Shaken opponent while Raging the opponent is Panicked for 1d4 rounds (he gains no additional Save to avoid this effect).
Ever Increasing Madness (Ex)
: The toll from the misery of the Penitents existence, and constant brainwashing eventually begin to manifest. At second level the Penitent takes a -2 Competence Penalty on all Wisdom and Charisma Based skill checks (except Intimidate), but gains a +2 Morale Bonus on all Attack and Damage rolls (including critical confirmation rolls and opposed checks for combat maneuvers such as Bull Rush, Grapple, etc.). The Penalty/Bonus increases to -4/+4 at level 5, and -6/+6 at level 8.
Painless Rage (Ex)
: The Penitent becomes ever more immune to pain and effects involving the nervous system when Raging. At 3rd level the Penitent gains a +2 Resistance Bonus on Saves against anything that causes one of the following Conditions: Dazed, Nauseated, Non Lethal Damage, Paralyzed, Stunned, or spells/effects that cause penalties due to Pain (such as Wrack or Symbol of Pain.
At 6th level the bonus increases to +4. The Penitent also becomes increasingly more difficult to stop, and gets a +2 Resistance Bonus on effects that cause the following conditions: Blown Away, Checked, Exhausted, Fatigued, or Knocked Down.
At 9th level the Penitent becomes immune to the Dazed, Nauseated, Paralyzed, or Stunned Conditions while Raging, as well as pain based effects. It's Bonus against being Blown Away, Checked, Exhausted, Fatigued, or Knocked Down becomes +4.
: If you provoke an Attack of Opportunity you may let your attacker automatically hit you to do the same amount of damage to him, plus an additional 20 points of damage.
PLAYING A GOBLIN PENITENT
You are a suicidal psychotic intended to be cannon fodder. Used as a weapon of terror against the enemy you break their ranks though sheer faith that you will win out over greater odds (or occasionally with your inspiring death). At least the Church hopes so. If you live to be old enough to question your place in the scheme of things, you may be a bigger threat to the Church than all the Elves in the world...
:Get angry, and run at the enemy screaming while foaming at the mouth. Seriously this is what you do for a living. Mouth foamer. Won't look good on a resume, but it does okay on the battlefield.
: Most Penitents die, so they really don't get much of time to consider options for the future.
: Pretty much whatever you're able to take from opponents after crushing their head with a flail. The Church considers you throwaway conscripts, so they give you the minimum you need to exist (along with some psychedelic mushrooms to keep you in line on occasion).
GOBLIN PENITENTS IN THE WORLD
"How many arrows does it take to kill this little bastard?"
Your exposure to the world outside of your training and brainwashing sessions consists of distracting your enemy by flinging yourself on his spear in order to get close enough to kill him. You see the worlds in terms of "goblins" and "stuff that must die". It doesn't exactly garner you fame, even among your fellow Goblins.
: You spend much time reading scripture, training, and psyching yourself up for the big day. Also, you tend to be completely out of your mind on shrooms. A lot. It helps prevent you from thinking "Wait...wtf am I DOING?".
: Pancreas Devouring Bob (NE Male Goblin Barbarian 6/Goblin Penitent 6) is a young penitent who has made a name for himself by devouring a particular organ from slain foes...
: The Church of Maglubiyet sponsors (creates) the Penitents, and sees to their welfare (brainwashing). They can occasionally (almost never) ask the Church for aid (if it's in the Churches own self interests), or maybe food an shelter (a fried rat on a stick, fungus beer, and a cot in the common room).
NPC reactions can be summed up as "Holy ____, run for your lives!"
GOBLIN PENITENTS IN THE GAME
This is a PrC for mentally unstable religious fanatics. Needless to say, think it over before allowing it for that reason.
: Goblin Penitents can be put in either serious or silly campaigns.
: Penitents can be encountered in any war or combat situation involving Goblinoids, particularly if the Church of Maglubiyet is involved.
: "Abner...this Goblin appears to be attempting to crush my groin with a large wad of string. Y'know killing him almost seems bad seeing as he's all crazy and such. Poor lil feller."
Pancreas Devouring Bob
NE Male Goblin Barbarian 6/Goblin Penitent 6
: Listen -4, Spot -4, Dark Vision 60'
26, touch 13, flat-footed 24 (+1 Size, +2 Dex, +10 Armor, +3 Natural)
24, touch 11, flat-footed 22 (-2 Size, +1 Size, +2 Dex, +10 Armor, +3 Natural)
102 (12 HD), 126 Raging
+12 (+14 Raging), Ref
+4 (+6 Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
40 ft. (8 squares)
+2 Heavy Flail +18/+13/+8 (1d10+9)
+2 Heavy Flail +20/+15/+10 (1d10+11)
+14 (+16 Raging)
Rage 4/day, Terrifying Rage, Ever Increasing Madness (-4/+4), Painless Rage
Str 14 (Str 18 Raging), Dex 15, Con 14 (Str 18 Raging), Int 8, Wis 10, Cha 12
Extend Rage, Instantaneous Rage, Intimidating Rage, Mad Foam Rager, True Believer
Climb +6 (+8 Raging), Hide +10, Intimidate +16, Jump +6 (+8 Raging), Knowledge (Religion) +3, Move Silently +10, Survival -2, Tumble +6
+2 Collision Heavy Flail, +5 Silent Moves Shadow Breastplate, +3 Amulet of Natural Armor, Keoghtoms Ointment, 1 Potion of Cure Serious Wounds, 85 GP
EPIC GOBLIN PENITENT
Skills Points at Each Level
: 4 + int
: The Epic Goblin Penitent gains a Bonus Feat every 2 levels higher than 20th