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  1. - Top - End - #571
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    Default Re: Any Orc/Goblinoid Fans??

    Well once again I've been extremely busy. However I've managed to write most of the abilities of the Gloom Razor on paper, so I'll get them up as soon as I can.

  2. - Top - End - #572
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    I eagerly await Wats

    as usual

    edited the Brute a lil. Thoughts?
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  3. - Top - End - #573
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    Okay guess I'll touch the Brute up a lil and get started o the next one:

    GOBLIN SMUGGLER



    "You want it WHERE?? In 2 days?? Yeah I can do that if you got enough money..."

    Some Goblin Psions specialize in Teleportation to enhance their criminal activities. A Goblin Smuggler uses his powers for monetary gain. He's not interested in taking over the world (or maybe not even saving it). he just wants some bling.

    BECOMING A GOBLIN SMUGGLER
    Most Goblin Smugglers begin as Psions or Ardents. There are some who use the expanded Knowledge Feat to qualify from other classes but they are rare.

    ENTRY REQUIREMENTS
    Race: Any Goblinoid
    Psionics: Manifester Level 7th, and must be able to Manifest Fly, Psionic
    Skills: Concentration 6 ranks, Knowledge (Local, Geography, Psionics) 6 ranks
    Feats: Speed of Thought, Up the Walls


    Class Skills
    The Goblin Smuggler's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Geography, Local, Psionics)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    Aport, +1 level of Manifesting Class
    2. +1    +0     +3     +3    Teleport, +1 level of Manifesting Class
    3. +1    +1     +3     +3    +1 level of Manifesting Class
    4. +2    +1     +4     +4    Aport, +1 level of Manifesting Class
    5. +2    +1     +4     +4    Teleport, +1 level of Manifesting Class
    6. +3    +2     +5     +5    +1 level of Manifesting Class
    7. +3    +2     +5     +5    Aport, +1 level of Manifesting Class
    8. +4    +2     +6     +6    Teleport, +1 level of Manifesting Class
    9. +4    +3     +6     +6    +1 level of Manifesting Class
    10.+5    +3     +7     +7    Worldwalker
    Weapon Proficiencies: A Goblin Smuggler gains no new weapon or armor proficiencies.

    Aport (Su): At 1st level as a Standard action you can spend 3 power points to teleport any 1 unattended object that you can see within 60' that is no heavier than 5 pounds to your hand. Or you can teleport any object no heavier than 5 pounds that you are holding to any location you can see within 60'.

    At 4th level you can Aport up to 10 pound objects, and the range is increased to 120'.

    At 7th level you can Aport any object up to your Light Load (or 15 pounds if your Light Load is less than that), and the range is increased up to 240'.

    Teleport (Su): At second level when you use Psionic Teleport or similar powers you can increase the amount of equipment you carry with you by expending 1 power point per extra 100 pounds.

    At 5th level you spend 2 power points less when Manifesting any power on the Nomad Discipline list.

    At 8th level when you use Psionic Teleport or similar powers you can increase the amount of equipment you carry with you by expending 1 power point per extra 250 pounds.

    Worldwalker (Su): At 10th level you now spend 4 power points less when Manifesting any power on the Nomad Discipline list (minimum of 1 power point must be spent to still Manifest powers). You have become extremely efficient in using your abilities to move about do to constant use.

    PLAYING A GOBLIN SMUGGLER
    Only stupid people fight for money and glory. if you have money you get glory by default. And there are plenty of ways to make money besides fighting. People will always need someone to move things around or make things disappear. That's where you come in.
    Combat: Combat isn't your job. Getting something from point A to point B, and keeping it safe in between is. You have cohorts r friends for the fighting. You have other skills they rely on.
    Advancement: Advancement varies for Goblin Smugglers depending on their personal goals, but they prefer to enhance their powers solely to make their illicit criminal activities easier.
    Resources: Goblin Smugglers have friends in odd places. Cross them, and you cross their customers too. Most also belong to a Thieves Guild of some kind. Mostly for protection.

    GOBLIN SMUGGLERS IN THE WORLD
    "Who is that Goblin? I seem to see him everywhere I look these days?"
    Smugglers pretty much only interact with city officials, merchants, and criminals. Which are all pretty much the same thing. To them the world is and endless succession of officials they have to bribe, merchants willing to pay them, and contacts to help pull off jobs. Normal people are like aliens to them.
    Daily Life: The daily life of a Smuggler involves constant busy work. Scouting out the city he'll be working in (or the one he'll be taking goods too) and learning what he can about it will take up a good bit of his time initially. Actually moving the goods without being caught comes next. Smugglers are always busy doing something.
    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: Most Smugglers will belong to an organization of some kind unless they're really small time. It takes resources to smuggle cargo, especially if you're a member of a despised race. Eventually the Smugglers powers will let him pursue more solo activities, but initially he'll be stuck with needing help.

    NPC Reaction
    NPC's rarely notice Goblin Smugglers, and just assume they're thieves if they do. Racial prejudice pretty much convinces everyone the Goblin Smuggler is up to no good, his powers just let him get away with it.

    GOBLIN SMUGGLERS IN THE GAME
    Goblins in the sort of setting this PrC best works in are like immigrants everyone hates and fears, and they'll be pushed to do the most menial jobs for the smallest wages. It virtually ensures they have to become criminals.
    Adaptation: This PrC kind of assumes Goblins are accepted in major human cities (albeit accepted as second class citizens). Without thta this is kind of difficult to work unless they can disguise themselves.
    Encounters: PC's will usually encounter Goblin Smugglers raiding a caravan, trying to take it over from within, or be hired to figure out how they are getting goods into and out of a city.

    Sample Encounter
    EL 12: A goblin contacts the PC's. he claims to be a smuggler whose powers give him a bit of an edge. he also claims he's peeked in his latest cargo from a prominent city noble, and found something that disturbs him. He wants the PC's to see it. One wonders what could disturb a hardened Goblin thief?


    Name
    NE Male Goblin Psion 7/Goblin Smuggler 5
    Init +3, Senses: Listen +5, Spot +5, Darkvision 60'
    Languages Goblin, Gnoll, Orc
    ------------------------------------------------
    AC 20, touch 14, flat-footed 16 (+1 Size, +3 Dex, +6 Armor)
    hp 49 (12 HD)
    Fort +4, Ref +9, Will +10
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Shcoking Club +4 (1d6 plus 1d6 electricity)
    Base Atk +5, Grp +0
    Powers Known 1: Conceal Thoughts, Deceleration, Detect Teleportation, Distract, Know Direction and Location
    2: Cloud Mind, Concealing Amorpha, Earth Walk, Psychoportive Shelter
    3: Danger Sense, Dimension Twister, Telekinetic Force, Touchsight
    4: Psionic Dimension Door, Psionic Freedom of Movement, Psionic Fly, Trace Teleport
    5: Baleful Teleport, Ethereal Agent, Psionic Teleport, Teleport Trigger
    6: Inconstant Location, Psionic Overland Flight, Retrieve
    Manifester Level 12, Power Points 138
    -----------------------------------------------
    Abilities Str 8, Dex 16, Con 12, Int 15, Wis 13, Cha 6
    SQ Nomad Discipline, Aport, Teleport
    Feats Dodge, Mobility, Sidestep Charge, Speed of Thought, Up the Walls, Extend Power (B), Quicken Power (B)
    Skills Autohypnosis +5, Bluff +5, Concentration +7, Disable Device +6, Forgery +6, Hide +10, Knowledge (Local, Geography, Psionics) +8, Listen +5, Move Silently +10, Open Lock +7, Ride +10, Search +6, Sense Motive +5, Spot +5, Survival +5
    Possessions Bag of Holding Type IV, Ring of Invisibility, Bracers of Armor +6, +1 Shocking Burst Club, Survival Pouch, 400 GP


    EPIC GOBLIN SMUGGLER

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Bonus Feats: The Epic Goblin Smuggler gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2009-03-08 at 04:16 AM.
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  4. - Top - End - #574
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    ANyone heard from Don? is he okay?
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  5. - Top - End - #575
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    Default Re: Any Orc/Goblinoid Fans??

    Stygian Blade now has Epic Levels
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  6. - Top - End - #576
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    Feral Psychic now has EPic levels
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  7. - Top - End - #577
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    Default Re: Any Orc/Goblinoid Fans??

    Work proceeds on the Goblin Smuggler. Assuming I redo the Orc Pirate, what would you like to see in it? A more survival oriented class? SOmething more comic?
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  8. - Top - End - #578
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    No one has any thoughts?

    And her I thought Pirates were so popular lols
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  9. - Top - End - #579
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    I'd go with something more comical. Also focusing on how to use the ship in combat. Give it abilities like barrel throwing or something that uses stuff you'd find on a ship.

    You probably could keep the rage progression, but I'd see if I could change it slightly for ship/water fighting.

  10. - Top - End - #580
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    Azure Master now has epic levels.
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  11. - Top - End - #581
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    Tanarruk Firebreather now has epic levels
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  12. - Top - End - #582
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    Default Re: Any Orc/Goblinoid Fans??

    Orog Brute now has Epic levels

    think the Aport ability for the Smuggler needs any more definition?
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  13. - Top - End - #583
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    Default Re: Any Orc/Goblinoid Fans??

    Got the teleport abilities up for the SMuggler. Let me know if there's any PrC I missed doing Epic Levels for, I think I got them all.
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  14. - Top - End - #584
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    Default Re: Any Orc/Goblinoid Fans??

    Think the capstone is sufficient? Or shall I add more?
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    Default Re: Any Orc/Goblinoid Fans??

    Worldwalker is pretty powerful mechanically but it otherwise rather lacks an interesting flavor to it.
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  16. - Top - End - #586
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    Quote Originally Posted by Cieyrin View Post
    Worldwalker is pretty powerful mechanically but it otherwise rather lacks an interesting flavor to it.
    Flava I can always add later. I just wanna make sure the crunchy bits are good first
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  17. - Top - End - #587
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    Whilst I touch up the Smuggler time to set up a preview of whats coming


    BLUE MOON

    [IMG]Picture URL[/IMG]

    "Do you know what I am?"

    Some Blue Goblins are born with a strange birthmark: a light bluish crescent moon shape over their right eye. These Blues are odd from the moment of birth, darker of temperament than their fellows. Many of them display odd powers, many of them decidedly non-psionic in nature.

    BECOMING A BLUE MOON
    Most Blues begin as some sort of Psionic Class (usually Charisma Based), and then multiclass into Hexblades for a few levels.

    ENTRY REQUIREMENTS
    Race: Blue
    Class Abilities: Hexblade’s Curse, Mettle, Wild Surge
    Skills: Concentration 6 ranks, Knowledge (Arcane, Psionics) 6 ranks, Intimidate 6 ranks
    Feats: Leadership, Power Penetration
    Special: Must be accepted by another Blue Moon who agrees to train you.


    Class Skills
    The Blue Moon’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana, Local, Psionics)(Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Enhance Curse, +1 Level of Manifesting Class
    2. +1    +0     +0     +3    Terror, +1 Level of Manifesting Class
    3. +2    +1     +1     +3    +1 Level of Manifesting Class
    4. +3    +1     +1     +4    Enhance Curse, +1 Level of Manifesting Class
    5. +3    +1     +1     +4    Terror, +1 Level of Manifesting Class
    6. +4    +2     +2     +5    +1 Level of Manifesting Class
    7. +5    +2     +2     +5    Enhance Curse, +1 Level of Manifesting Class
    8. +6    +2     +2     +6    Terror, +1 Level of Manifesting Class
    9. +6    +3     +3     +6    +1 Level of Manifesting Class
    10.+7    +3     +3     +7    Master of the Evil Eye
    Weapon Proficiencies:A Blue Moon gains no new weapon or armor proficiencies.

    Enhance Curse (Su): At first level you can psionically enhance the power of your Hexblade's Curse. For every power point you spend the Save DC of your Curse is increased by +2. If you have run out of daily uses of your Hexblade's curse you can still produce the effect by spending 3 power points.

    At 4th level you can also increase the severity of the penalty your opponent suffers if he fails his Saving Throw. For every 2 power points you spend you can increase the Curse's penalty by an additional -1 (i.e. instead of -2 on rolls they are -3 if you spend 2 pp). The Maximum power points you can spend to increase the penalty is equal to your Blue Moon level.

    At 7th level you can increase the duration or range of your curse. Every power point spent increases the range by 5'. By spending 2 power points the duration of the curse is up to 1 day. By spending 5 power points the curse is permanent until removed by Remove Curse, Miracle, wish or a similar ability.

    Terror (Su): At second level the Blue Moon can Manifest a fear inducing gaze attack. By spending 7 power points, he gets a Gaze Attack, 30', Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) negates, Fear (as per the spell). The Blue Moons Gaze lasts for 1 round per Manifester level.

    At 5th level the Fear effect lasts 1d4 rounds after the Gaze Attack ends.

    At 8th level if the opponent fails his Willpower Save by rolling a "1", the Blue Moon can spend 6 power points as a Swift Action and the opponent dies instead as his heart gives way (creatures immune to fear or mind affecting effects are immune to this ability).

    Master of the Evil Eye (Su): You no longer need to spend power points to Manifest your Terror ability, you permanently have a Fear Gaze Attack. You may still spend 6 power points to kill your opponent if he rolls a 1.

    PLAYING A BLUE MOON
    You are, of necessity, a criminal. There are things you need to know, and need to have done, and they are too important to be done publicly, or for you to be squeamish about how they are accomplished. You may employ criminals, and they may do criminal things, but the ends will justify the means. You hope...
    Combat: Blue Moons are primarily debuffers and crowd control. They either curse opponents or chase them away, and have their hired thugs fight them in their weakened state.
    Advancement: Blue Moons generally tend to just accrue social influence and power while researching their past. They are obsessed wit htheir common abilities, and to what purpose they were given them.
    Resources: You have the other Blues who trained you to draw upon, if what you are doing coincides with their interests.

    BLUE MOONS IN THE WORLD
    "Don't look at him! He's one of them! Don't even talk about them..."
    Blue Moons keep people from poking about in their business by intimidation. Most of them employ a large amount of thugs they use as murderers to keep people quiet, and spies to keep tabs on the local area. They rely on fear of them to keep people from talking as well. Until they can find out what the purpose pf their birthmarks is, they try to gain and consolidate power, always sure they will need it for some unspecified future event.
    Daily Life: Whilst you inform your followers about the days events and what is expected of them, you eat breakfast and then go out to take care of business. If anything that might be of use to the organization is discovered you pursue it ruthlessly.
    Notables: Bolgia (NE Male Blue Wilder 3/Hexblade 3/Blue Moon 6) is a local criminal lord.
    Organizations: The Blue Moons are an organization devoted to finding out the cause behind their mutual birth defect/powers. And of course gaining power and wealth.

    NPC Reaction
    NPC's are terrified of the Blue Moons, whom they regard as being in league with Devils, or masters of the Evil Eye. They aren't far off really considering the Blue Moons powers to curse others.

    BLUE MOONS IN THE GAME
    This PrC assumes that the taker will be busy part time with running his own minor criminal endeavors, which means either the campaign revolves around that, or he gets distracted by it. It might be better off as a NPC class.
    Adaptation: This is a good one for mystery or horror campaigns. Trying to figure out whats going on can be a long term goal for the PC, and make for a neat espionage based setting.
    Encounters: PC's will generally encounter Blue Moons if they break up a criminal gang sponsored by them (they're usually the boss), if they come across information the Blues regard as important, or if they get in the way of some sort of scheme they are enacting.

    Sample Encounter
    EL 12: The PC's are in town to purchase a rare book at auction for a patron of theirs. He's expecting trouble. The book is stolen by goblins from the auction house, which means the PC's now have to find out where they've taken it. But there are a lot of goblins in the cities slums...


    Bolgia
    NE Male Blue Wilder 3/Hexblade 3/Blue Moon 6
    Init +5, Senses: Listen +8, Spot +8, Dark Vision 60'
    Languages Common, Goblin, Draconic, Giant
    ------------------------------------------------
    AC 18, touch 18, flat-footed 17 (+1 Size, +1 Dex, +3 Deflection, +3 Armor)
    Elude Touch
    hp 44 (11 HD)
    Fort +3, Ref +4, Will +12
    Arcane Resistance, Mettle
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Sickle +9/+4 (1d4-1)
    Base Atk +8, Grp +2
    Atk Options Hexblade's Curse 1/day
    Combat Gear 2 Potions of Cure Serious Wounds
    Powers Known 1st: Energy Ray, Inertial Armor
    2nd: Detect Hostile Intent
    3rd: Dispel Psionics
    4th: Correspond
    Manifester Level 9, Power Points 85
    -----------------------------------------------
    Abilities Str 6, Dex 12, Con 10, Int 15, Wis 14, Cha 16
    SQ Wild Surge +2, Psychic Enervation,
    Feats Improved Initiative, Leadership, Power Penetration, Weapon Finesse
    Skills Autohypnosis +8, Bluff +9, Concentration +10, Knowledge (Arcane, Local, Psionics) +10, Intimidate +11, Listen +8, Psicraft +8, Sense Motive +8, Spellcraft +8, Spot +8
    Possessions Bracers of Armor +6, +1 Cursespewing Sickle, +3 Ring of Protection, 2 Potions of Cure Serious Wounds, 192 GP



    EPIC BLUE MOON

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Blue Moon gains a Bonus Feat every2 levels higher than 20th
    Last edited by Bhu; 2009-03-09 at 04:41 AM.
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  18. - Top - End - #588
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    Default Re: Any Orc/Goblinoid Fans??

    got most of the fluff up for the blue moon. Will finish SMuggler soon.
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    OK I got the text for Enhance Curse up. Any thoughts??
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    Default Re: Any Orc/Goblinoid Fans??

    Goblin Smuggler now has epic levels. Most of the class abilities for the Blue Moon are up.
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    Default Re: Any Orc/Goblinoid Fans??

    Did some minor tweaks to smuggler, Blue Moon is mostly finished. Whaddya think of the capstone?
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  22. - Top - End - #592
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    Default Re: Any Orc/Goblinoid Fans??

    How is the capstone effected by the 8th level ability of the Blue Moon? Does he still have to spend power points to upgrade to death by fright or is that included, giving the Blue Moon a death gaze?
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  23. - Top - End - #593
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Cieyrin View Post
    How is the capstone effected by the 8th level ability of the Blue Moon? Does he still have to spend power points to upgrade to death by fright or is that included, giving the Blue Moon a death gaze?
    He still has to spend extra pp. It supposed to only zap an opponent on a natural 1 so i fixed that too.
    Last edited by Bhu; 2009-03-09 at 04:42 AM.
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  24. - Top - End - #594
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    AZURE THINKER

    [IMG]Picture URL[/IMG]

    "Are you under the impression that my height being less than yours makes me any less dangerous than you?"

    There are Blues who get by in the world as something other than Psions. The Azure Thinkers are a society of self-styled warrior-philosophers. They believe more in the power of the mind than the sword arm though.

    BECOMING AN AZURE THINKER
    Azure Thinkers begin as Ardents since they need Mantles as a prerequisite (and since few are really dogmatically religious).

    ENTRY REQUIREMENTS
    Race: Blue
    Mantles: Communication, Deception, Freedom, Mental Power
    Skills: Autohypnosis 4 ranks, Concentration 4 ranks, Knowledge (Psionics, 1 other) 4 ranks, Psicraft 4 ranks
    Feats: Mantle Focus (Deception), Mantle Focus (Mental Power)


    Class Skills
    The Azure Thinker's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Any)(Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Telepathic Leadership, +1 level of Manifesting Class
    2. +1    +0     +0     +3    Metapsionic Feat, +1 level of Manifesting Class
    3. +2    +1     +1     +3    Empower Ally, +1 level of Manifesting Class
    4. +3    +1     +1     +4    Telepathic Leadership, +1 level of Manifesting Class
    5. +3    +1     +1     +4    Metapsionic Feat, +1 level of Manifesting Class
    6. +4    +2     +2     +5    Empower Ally, +1 level of Manifesting Class
    7. +5    +2     +2     +5    Telepathic Leadership, +1 level of Manifesting Class
    8. +6    +2     +2     +6    Metapsionic Feat, +1 level of Manifesting Class
    9. +6    +3     +3     +6    Empower Ally, +1 level of Manifesting Class
    10.+7    +3     +3     +7    Scholar, +1 level of Manifesting Class
    Weapon Proficiencies: Azure Thinkers gain no new weapon or armor proficiencies.

    Telepathic Leadership (Su): At 1st level the Thinker can communicate telepathically with 1 Ally within 30' per point of Wisdom modifier. This range increases to 60' at level 4, and 90' at level 7.

    Metapsionic Feat: At levels 2, 5, and 8 the Thinker gains a Bonus Metapsionic Feat it meets the prerequisites for.

    Empower Ally: The Thinker can protect any allies he is in telepathic contact with using his Telepathic leadership ability. At 3rd level any allies he is in contact with cannot be flanked unless all of them are.

    At 6th level if the Thinker or his allies he is in telepathic contact with are required to make a Willpower Save, they may use the Willpower Save of the individual with the highest Bonus.

    At 9th level the Thinker and his allies gain a Bonus to Willpower Saves equal to the Thinkers Wisdom Modifier.

    Scholar: Choose 1 Mantle you have access to. You learn all powers from that Mantle that you do not currently know that you are of high enough level to Manifest, and you spend 1 less power point to Manifest powers from this Mantle (you still have a minimum power point of 1 to Manifest powers).

    PLAYING AN AZURE THINKER
    Your people have had it rough for too long. It's time you drug yourselves out of savagery and took your place on the world stage, and got the other races to recognize you.
    Combat: Azure Thinkers prefer parlay over fighting, but they are prepared to fight if it is necessary. They tend to lead fights as opposed to participating in them.
    Advancement: Azure Thinkers become various things. Some become philosophers and teachers of the Ardent way of psionics. Some become politicians or diplomats in pursuit of the betterment of their people. And some become warriors out of necessity.
    Resources: Azure Thinkers can draw on their fellows for help, and probably the help of any Goblins nearby as well.

    AZURE THINKERS IN THE WORLD
    "I like the blue one. He actually understands me. He's a little touchy though."
    Azure Thinkers consider themselves ambassadors of their race and try to behave as well as they can. They're also pretty good at manipulating others to do what they want or see things their way, and are often leaders or diplomats for the Goblin civilization.
    Daily Life: The average day of an Azure Thinker is spent in study or making plans, or carrying out said plans. They are always busy and on the move, never seeming to rest.
    Notables: Mishig (NE Male Blue Ardent 5/Azure Thinker 6) would have liked to be a leader and have achieved fame for his wisdom. But he wasn't charismatic enough to be a leader, and the deaths of his tribesmen have made him bitter.
    Organizations: The Azure Thinkers are a society of philosophers and would be leaders. They want the Goblin race to assume more prominence in the world, and are actually capable of foreseeing ways to do it without resorting to eternal warfare with the other races.

    NPC Reaction
    NPC's are divided about the Thinkers. On the one hand they lead Goblins in military conquests, on the other they're perhaps the only truly civilized and well educated members of their species.

    AZURE THINKERS IN THE GAME
    Azure Thinkers will make for more interesting Goblin encounters as they will be able to come up with schemes that will throw the PC's off.
    Adaptation: The Azure Thinkers are intended for a serious campaign in which Goblins are more than just mooks to be beaten on. It assumes they have the ability to be dangerous.
    Encounters: PC's will encounter Azure Thinkers leading Goblin raids, or military forays. Sometimes they may encounter them pursuing research in more peaceful settings like the libraries of major cities.

    Sample Encounter
    EL 12: The PC's are hired to find a tome supposedly kept in a locked vault. While attempting to steal it they encounter a group of Goblins doing the same. The owner of the aforementioned tome becomes aware of them in the ensuing fight, and all hell breaks loose. After they escape (or as they set in jail if they don't) a goblin gives them a well-written note explaining why their employer is more than he seems, and why the book is best left alone. Of course the Goblin claims they'll be locking it away from prying hands...


    Name
    NE Male Blue Ardent 5/Azure Thinker 6
    Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
    Languages Common, Goblin, Giant, Gnoll
    ------------------------------------------------
    AC 33, touch 13, flat-footed 31 (+1 Size, +2 Dex, +13 Armor, +7 Shield)
    hp 60 (11 HD)
    Fort +4, Ref +5, Will +13
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +4 Morningstar +10/+5 (1d8+3)
    Base Atk +7, Grp +2
    Combat Gear 1 Potion of Cure Serious Wounds
    Powers Known 1st: Mind Thrust, Missive, Psionic Charm
    2nd: Cloud Mind, Psionic Tongues
    3rd: Escape Detection, False Sensory Input
    4th: Correspond, Intellect Fortress, Psionic Fly
    5th: Psychic Crush, Psionic Teleport
    Manifester Level 11th, Power Points 110
    -----------------------------------------------
    Abilities Str 8, Dex 14, Con 13, Int 14, Wis 17, Cha 6
    SQ Primary Mantles (Deception, Mental Power), Secondary Mantles (Communication, Freedom)
    Feats Combat Manifestation, Mantle Focus (Deception), Mantle Focus (Mental Power), Psionic Mastery
    Skills Autohypnosis +7, Bluff +4, Concentration +5, Diplomacy +4, Gather Information +4, Knowledge (Geography, History, Local, Nature, Psionics) +6, Move Silently +6, Psicraft +6, Ride +6, Sense Motive +9
    Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Morningstar, 1 Potion of Cure Serious Wounds, 122 GP



    EPIC AZURE THINKER

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    Powers: The Thinkers Manifester Level is equal to it's class level. At every even numbered level after 20th it gains 1 new power of any level it can cast.
    Bonus Feats: The Epic Azure Thinker gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2009-03-19 at 06:38 AM.
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  25. - Top - End - #595
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    Default Re: Any Orc/Goblinoid Fans??

    If they need to critically fail to activate death by fright, that greatly reduces the utility of the addition of the power. If it worries you about the frequency of use, I'd up the Power Point cost or some such; Basing it off of an arbitrary roll of the dice seems just kinda off to me, since it then depends on the dice luck of the given player, which would make it more deadly to me, given I have a weird tendency to roll more 1s and lower numbers than i do 20s and higher spectrum numbers.
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  26. - Top - End - #596
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    Well, if I left it as it was my thoughts were that any time an opponent failed a save the BM could just off him. If he pumped up the Save DC he could be a real bastard, especially if he decided to constantly use it in PvP. Limiting it to failing the Save on a 1 makes it rarer. Maybe I can add a lil something to the ability. Having a permanent gaze attack is pretty nasty though
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  27. - Top - End - #597
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    Default Re: Any Orc/Goblinoid Fans??

    Got most of the fluff up for the thinker
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  28. - Top - End - #598
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    Default Re: Any Orc/Goblinoid Fans??

    Just need to think of capstone and Thinekr is done.
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  29. - Top - End - #599
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    OK capstone is up.
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    FOREST HAUNT

    [IMG]Picture URL[/IMG]

    "RAAAAAAAAAAHHHHHHH!!!!!!"

    Occasionally the more unusual goblinoids not normally known for their mental prowess manifests psychic abilities. With no one to teach them they usually tend to develop them in ways that help them in their day to day activities of hunting and fighting.

    BECOMING A FOREST HAUNT
    Due to the Mantle requirements, almost all Forest Haunts begin as Ardents.

    ENTRY REQUIREMENTS
    Race: Bakemono, Forestkith, or Varag
    Mantles: Conflict, Guardian, Natural World, Physical Power
    BAB: +4
    Skills: Autohypnosis 4 ranks, Concentration 4 ranks
    Feats: Combat Manifestation, Narrow Mind


    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature, Psionics)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skills Points at Each Level : 2 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Stealth of the Hunter
    2. +1    +0     +0     +3    Killer's Strength, +1 level of Manifester Class
    3. +2    +1     +1     +3    Warrior's Endurance
    4. +3    +1     +1     +4    Stealth of the Hunter, +1 level of Manifester Class
    5. +3    +1     +1     +4    Killer's Strength
    6. +4    +2     +2     +5    Warrior's Endurance, +1 level of Manifester Class
    7. +5    +2     +2     +5    Stealth of the Hunter
    8. +6    +2     +2     +6    Killer's Strength, +1 level of Manifester Class
    9. +6    +3     +3     +6    Warrior's Endurance
    10.+7    +3     +3     +7    Ghost, +1 level of Manifester Class
    Weapon Proficiencies: A Forest Haunt gains no new weapon or armor proficiencies.

    Stealth of the Hunter (Su): At 1st level you are Invisible as per the spell so long as you are Psionically Focused. If your Focus is lost you become Invisible again when you regain your focus.

    At 4th level you you are Invisible as per the spell Greater Invisibility so long as you are Psionically Focused. If your Focus is lost you become Invisible again when you regain your focus.

    At 7th level you no longer need your Psionic Focus, you are permanently invisible.

    Killer's Strength (Su): At second level you may expend 2 power points as a Free Action whenever you successfully hit to Stun your opponent for 1 round.

    At 5th level you may expend 2 power points when you roll to confirm a critical to automatically confirm.

    At 8th level you may expend 3 power points when you successfully make a critical hit to do maximum damage without having to roll.

    Warrior's Endurance (Su): At 3rd level whenever you take damage you may spend power points as an immediate action to reduce it. For every power point spent the damage is reduced by two points.

    At 6th level whenever you take ability drain/damage you may spend power points as an immediate action to reduce it. For every 2 power points spent the damage is reduced by one.

    At 9th level whenever you are required to make a Saving Throw or Die, you may spend 3 power points as an immediate action to automatically succeed on the roll. You may also expend 3 power points to act normally from -1 to -9 hp.

    Ghost (Su): You are now permanently invisible as per the Superior Invisibility spell.

    PLAYING A FOREST HAUNT
    Forest Haunts are usually barely civilized. Many have devolved into anthropophagia, and will eat unwelcome visitors to their territory. it's best to leave them alone unless you really need them.
    Combat: Forest Haunts universally prefer ambushes and traps. They can fight you after you're weakened.
    Advancement: Forest Haunts prefer to increase their abilities to fight, hunt, and remain unseen. They consider little else to be of any value.
    Resources: Forest Haunts are on their own. if they've taken the leadership Feat, or they're a tribal chief they get first of the spoils, but it's still pretty much small change compared ot adventuring successfully.

    FOREST HAUNTS IN THE WORLD
    "No one goes past those skull markers. they're a warning to keep out."
    Forest Haunts who are hermits are isolated from the world, and thy like it that way. Occasionally something so offends them they'll go adventuring, but unless they're a gang leader of some sort they usually stay put.
    Daily Life: Forest Haunts tend to concentrate on things like survival, and keeping a rein on their followers by promising them blood. So much time is spent hunting (for food or otherwise).
    Notables: Mau (CE Forestkith Goblin Ardent 6/Forest Haunt 6) is the leader of a band of marauding killers.
    Organizations: Forest Haunts have no real organizations. Some are tribal leaders of some sort, and so have underlings, but most are outcasts surviving due to their psychic abilities.

    NPC Reaction
    NPC's react to you the way they would any cannibalistic savage who suddenly drops out of the trees and brains their guide with a bone machete. Lots of screaming and urination.

    FOREST HAUNTS IN THE GAME
    Forest Haunts can be twitchy critters, as many of them are serial killers. This can make them troublesome for GM's dependng on individual players..
    Adaptation: This is a PrC for savage tribesmen. More feral than intelligent they may not get along well with others.
    Encounters: PC's usually encounter Forest Haunts far from civilization. They tend to either be crazed hermits who lurk in lonely places and murder travelers, or the leaders of small but violent tribes.

    Sample Encounter
    EL 12: The PC's have been charged with protecting a caravan through its forest route. Sure enough not long after entering the forest monkeys start flinging stuff at them. No, wait...those are Goblins. Even better...


    Mau
    CE Forestkith Goblin Ardent 6/Forest Haunt 5
    Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
    Languages Goblin
    ------------------------------------------------
    AC 22, touch 18, flat-footed 20 (+1 Size, +2 Dex, +1 Natural, +4 Deflection, +4 Armor)
    hp 49 (12 HD)
    Fort +4 (+6 w/Vest), Ref +6 (+8 w/Vest), Will +12 (+14 w/Vest)
    ------------------------------------------------
    Speed 30 ft. (6 squares), Climb 20 ft.
    Melee Bite (1d4)
    Melee +1 Longspear +7/+2 (1d6+1 plus 1d4 Sonic/x3)
    Base Atk +7, Grp +3
    Combat Gear
    Powers Known 1st: Adrenaline Boost, Chameleon, Metaphysical Claw, Metaphysical Weapon, Vigor
    2nd: Animal Affinity, Thicken Skin
    3rd: Dispel Psionics
    4th: Immovability
    Manifester Level 8, Power Points 70
    -----------------------------------------------
    Abilities Str 10, Dex 15, Con 12, Int 8, Wis 16, Cha 14
    SQ Racial Weapons, Light Sensitivity, Discordant Frenzy (DC 17), Tree Shape, Primary Mantles (Conflict, Physical Power), Secondary Mantles (Guardian, Natural World), Stealth of the Hunter, Killers Strength, Warriors Endurance
    Feats Combat Manifestation, Leadership, Narrow Mind, Spectral Skirmisher
    Skills Autohypnosis +7, Climb +8, Concentration +5, Craft (Weaving) +3, Hide +10, Jump +2, Knowledge (Nature) +0, Move Silently +6 (+11 w/Boots), Survival +8
    Possessions +4 Ring of Deflection, +4 Bracers of Armor, +1 Keen Screaming Burst Longspear, Boots of Elvenkind, +2 Vest of Resistance, Third Eye Improvisation, 195 GP



    EPIC FOREST HAUNT

    Hit Die: d6
    Skills Points at Each Level : 2 + int
    Psionics Your Manifester Level continues to advance with Epic Levels but you gain no more power points or powers.
    Bonus Feats: The Epic Forest Haunt gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2009-04-09 at 05:45 AM.
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