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Thread: Any Orc/Goblinoid Fans??

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    Default Re: Any Orc/Goblinoid Fans??

    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

    Code:
       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
    Last edited by Bhu; 2009-04-24 at 05:02 AM.
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