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  1. - Top - End - #631
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    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Hyperlinks will be possible, just let me figure out how this forum does them.

    Descriptions I'll have to think about. Whats the maximum size for a single post here?
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  2. - Top - End - #632
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    Default Re: Any Orc/Goblinoid Fans??

    Okay the Psychic Experiemtn is technically finished. If everyone likes as is I shall move on.
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  3. - Top - End - #633
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    THE SONS OF BAGHTRU

    [IMG]Picture URL[/IMG]

    "Whut you mean Kronk have small head?"

    "No. Brain. BRAIN! I said small brain you fool!"

    The Sons of Baghtru are a collection of brutal Orc thugs devoted to Baghtru whom they refer to as their father in a literal sense. They are born fairly dense, but stronger than usual. Whatever the cause, they are definitely not the average Orc.

    BECOMING A SON OF BAGHTRU
    One is generally born a Son of Baghtru, one does not become one.

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Alignment: Must be Chaotic Evil
    Class Abilities: Must be able to cast 3rd level Divine Spells spontaneously
    Saves: Must have a Base Fort Save of +5
    Feats: Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike


    Class Skills
    The Son of Baghtru's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), and Swim (Str)
    Skills Points at Each Level : 2 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Might Makes Right, Iron Fists
    2. +2    +3     +0     +0    Feat of Strength
    3. +3    +3     +1     +1    Divine Power
    4. +4    +4     +1     +1    Might Makes Right
    5. +5    +4     +1     +1    Feat of Strength
    6. +6    +5     +2     +2    Divine Power
    7. +7    +5     +2     +2    Might Makes Right
    8. +8    +6     +2     +2    Feat of Strength
    9. +9    +6     +3     +3    Divine Power
    10.+10   +7     +3     +3   Demigawd
    Weapon Proficiencies: A Son of Baghtru gains no new weapon or armor proficiencies.

    Might Makes Right (Ex): At levels 1, 4, and 7 the Sons of Baghtru gain a permanent +2 Bonus to Strength.

    Iron Fists (Ex): You have trained extensively with your Spiked Gauntlets, and they do the same damage as your Unarmed Strike Damage plus one class higher. For example if your Unarmed Strike damage does 1d6, it does 1d8 with the gauntlet.

    Feat of Strength (Su): At levels 2, 5, and 8 the Sons of Baghtru gain a +2 Profane Bonus to all Strength based Checks, including Grapple Checks and Strength Based Skills.

    Divine Power (Su): At level 3 you gain Powerful Build (see Expanded Psionics Handbook page 12). You may substitute your Strength Modifier instead of your Constitution modifier for Fortitude Saves.

    At level 6 you gain a Profane Bonus to your AC equal to your Strength Modifier. You may substitute your Strength Modifier instead of your Constitution modifier for Willpower Saves.

    At level 9 your attacks with Spiked Gauntlet critical on a 19-20 and do x3 damage on a successful Critical. A number of times per day equal to your Strength Modifier you may make an attack with your Unarmed Strike or Spiked Gauntlets a Touch Attack.

    Demigawd (Ex): At 10th level your true Divine nature begins to become obvious to any who see you. You are now an Outsider with the Native Subtype. You also gain DR 5/-, lose your Light Sensitivity, and your Unarmed Strikes are considered to be Adamantine for purposes of overcoming Damage Reduction.

    PLAYING A SON OF BAGHTRU
    You are the man baby. Strong enough ta whoop anyone in your way. You'd wade through hell just to wrestle a circle saw. This is a nice way of saying you're also one of the dumbest Orcs alive, but who needs intelligence when you've got arms like these?
    Combat: You walk up and pound things with your fists. That's it. That is the extent of your tactical knowledge. Sometimes you throw rocks, but usually you feel cheated if you can't feel their bones breaking underneath your hands.
    Advancement: The Sons always try to get stronger, by whatever means they can. Magic, exercise, diets, spurious pills from back alley alchemists. They've tried it all to be just a bit stronger than the next guy.
    Resources: Many sons belong to the military, so they can sometimes call on them. If not, they probably have their fellow clergy.

    SONS OF BAGHTRU IN THE WORLD
    "He's too stupid to live. Now if only he were just smart enough to die..."
    You generally interact with the world by pummeling it with your fist until it agrees to see things your way. If not, you keep pummeling till it dies.
    Daily Life: The daily life of a Son of Baghtru generally consists of constant, pointless fighting interspersed with the occasional meal or tender romantic moment with a Baghtru groupie (Yeah, we're stretching the truth a little with that last part. Okay we're stretching it a lot.).
    Notables: TOR! (CE Male Orc Favored Soul 6/Son of Baghtru 6) is a large male Orc who only refers to himself in third person and is incapable of speaking without yelling. Obviously he's a Son of Baghtru.
    Organizations: The Sons of Baghtru are a sort of loose organization, but they're more like a gathering of bar room drinkers as opposed to a conspiracy.

    NPC Reaction
    The general reaction NPC's have towards you can be summed up as "Aw crap."

    SONS OF BAGHTRU IN THE GAME
    If you have any players who like to play "hulk smash" types, you can always introduce them to this PrC.
    Adaptation: This is okay for serious campaigns, but it's a lot more fun if you can camp it up a little playing one of these.
    Encounters: PC's will encounter Sons of Baghtru in Orc raiding parties, when assaulting Orc villages, at wrestling contests, or in the forest in the middle of nowhere trying to put some random monster in a full nelson.

    Sample Encounter
    EL 12: The PC's leave the forest to go into town and see a large Orc in a robe wearing spiked gauntlets trying to put a Night Hag in a rear naked choke while the local populace stares in awed confusion. That, or he's dry humping her back. You're not certain, and you're thinking about going back into the forest before you find out.


    Name
    CE Male Orc Favored Soul 6/Son of Baghtru 6
    Init +1, Senses: Listen +1, Spot +1, Dark Vision 60'
    Languages Orc, Common
    ------------------------------------------------
    AC 25, touch 18, flat-footed 24 (+1 Dex, +7 Profane, +7 Armor)
    hp 84 (12 HD)
    Fort +17 (+22 w/Cloak), Ref +8 (+13 w/Cloak), Will +13 (+18 w/Cloak)
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee Unarmed Strike +17/+12 (1d10+7)
    Melee +1 Spiked Gauntlet +18/+13 (2d6+12)
    Base Atk +10, Grp +25
    Atk Options
    Combat Gear 1 Potion of Cure Serious Wounds
    Spells Per Day 0 (6/day, DC 11): Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Resistance, Virtue
    1st (7/day, DC 12): Bane, Bless, Foundation of Stone, Magic Weapon, Shield of Faith
    2nd (5/day, DC 13): Aid, Balor Nimbus, Bear's Endurance, Bull's Strength
    3rd (3/day, DC 14): Know Opponent, Know Vulnerabilities, Weapon of the Deity
    -----------------------------------------------
    Abilities Str 24, Dex 12, Con 14, Int 6, Wis 13, Cha 8
    SQ Light Sensitivity, Fire Resistance 10
    Feats Earth's Embrace, Improved Grapple, Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Weapon Focus (Spiked Gauntlet)(B)
    Skills Climb +12, Concentration +9, Jump +17, Swim +12
    Possessions +1 Collision Spiked Gauntlets, +2 Moderate Fortification Breastplate, +5 Cloak of Resistance, 1 Potion of Cure Serious Wounds, 300 GP



    EPIC SONS OF BAGHTRU

    Hit Die: d10
    Skills Points at Each Level : 2 + int
    Might Makes Right The Son of Baghtru gains an additional +2 to Strength at Level 21 and every 3 levels thereafter.
    Feat of Strength The Son of Baghtru gains an additional +2 to all Strength related Checks (including Grapple Checks and Strength based Skills) at level 22 and every 3 levels thereafter.
    Bonus Feats: The Epic Son of Baghtru gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2009-05-03 at 05:16 AM.
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  4. - Top - End - #634
    Titan in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    Okay this Prc wont be giving them spellcaster levels. I have most of the class abilities up. Im thinking it needs to be tougher since it wont gain any spells.
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  5. - Top - End - #635
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    Default Re: Any Orc/Goblinoid Fans??

    One small problem with Might Makes Right, as inherent bonuses cap at +5 per stat.
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    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  6. - Top - End - #636
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    Default Re: Any Orc/Goblinoid Fans??

    Okay i changed the Str Bonus and added the fluff and capstone.
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  7. - Top - End - #637
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    Default Re: Any Orc/Goblinoid Fans??

    Okay the Sons are up. If you guys like I shall start nother divine PrC.
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  8. - Top - End - #638
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    THE CULT OF PALE HANDS



    ”Who do you need dead?”

    The Cult of the Pale Hands is an order of monks who worship the Lord of Maggots. Many also support their small church through the activities of paid assassination, or infecting communities with disease.

    BECOMING A CULTIST
    Most would be cultists join the monastery. If they survive their training there (many are murdered long before they attain the necessary prerequisites to become a full member of the order), they undergo the rituals that bind them to Yurtrus. I.E. they are tortured and put through a living hell until their alignment changes to what is necessary to be a cult member.

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Divine Spellcasting: Must be able to cast at least 1st level Divine spells, must have Yurtrus as a Patron
    Class Abilities: Purity of Body, Turn Undead
    Skills: Concentration 4 ranks, Knowledge (Religion) 4 ranks
    Feats: Charnel Miasma, Holy Potency (See Complete Champion)
    Alignment: Must be Neutral Evil
    Special: Must have undergone several horrifying initiation rites so disturbing that your alignment permanently changes to Neutral Evil.

    Class Skills
    The Cultist’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
    Skills Points at Each Level : 4+ int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Disease, Monk Abilities
    2. +1    +3     +0     +3    Death, +1 level of Divine spellcasting class
    3. +2    +3     +1     +3    Blessings of Yurtrus, +1 level of Divine spellcasting class
    4. +3    +4     +1     +4    Disease
    5. +3    +4     +1     +4    Death, +1 level of Divine spellcasting class
    6. +4    +5     +2     +5    Blessings of Yurtrus, +1 level of Divine spellcasting class
    7. +5    +5     +2     +5    Disease
    8. +6    +6     +2     +6    Death, +1 level of Divine spellcasting class
    9. +6    +6     +3     +6    Blessings of Yurtrus, +1 level of Divine spellcasting class
    10.+7    +7     +3     +7    Semblance of the Deity
    Weapon Proficiencies: Cultists gain no new weapon or armor proficiencies.

    Disease (Su): At 1st level you can infect up to 1 pint of liquid or 1 pound of food per level with Pale Rot by touching it. You can use this ability a number of times per day equal to your Cultist level divided by 2 (round up).

    At 4th level you can infect an opponent with Pale Rot by making a touch attack. You can use this a number of times per day equal to your Wisdom modifier.

    At 7th level you are a carrier of Pale Rot, and any being attacking you with a grapple, unarmed strike, or natural weapon risks infection. All opponents you grapple or strike with your unarmed attacks must also Save to avoid infection. By spitting on a weapon (or ammo for ranged weapons) as a Swift Action, it is contagious for 1d6 rounds. Any opponent struck within that time must also Save against the disease. You may now infect food/water or use your disease touch attack at will.

    Pale Rot: Contact, Incubation period 1 day, Fortitude Save (DC is 10 plus half Hit Dice plus Wisdom Modifier), damage is 1d4 Constitution. This is a magical disease and Saves will not allow recovery, only magical healing will help. The victim begins to turn white, and he begins to rot from within.

    Monk Abilities: Your Cultist and Monk levels stack for purposes of determining you Unarmed Strike Damage, and your unarmored AC Bonus. You may freely multiclass between Monk and Cultist, and retain your Monk abilities despite not being of the proper alignment.

    Death (Su): A level 2 you may use the Death Domain ability (death touch) a number of times per day equal to your Cultist level. The number of dice rolled equals your character level.

    At level 5, your opponent still takes 3d6 damage even if the death touch fails to kill him.

    At level 8, you may reroll a number of dice equal to your Wisdom Modifier a number of times per day equal to your Wisdom Modifier (but only once per death touch attack).

    Blessings of Yurtrus (Su): At 3rd level the Cultist becomes immune to magical diseases, poison, sleep effects, and paralysis.

    At 6th level the Cultist becomes immune to ability drain/damage, energy drain, death effects, and negative energy effects.

    At 9th level the Cultist is immune to fatigue and exhaustion effects, and critical hits. They no longer are required to eat, sleep, drink, or breathe.

    Semblance of the Deity (Ex): At 10th level you become an Outsider with the Native and Evil subtypes. You also gain DR 10/Good.

    PLAYING A CULTIST
    The Pale Hands are a group of Orcish monks dedicated to Yurtrus, the Orc God of death and disease. A highly secretive group, they rarely allow outsiders anywhere near their temples, let alone inside one. They go on various missions at the whim of their God, and raise cash by means of sabotage and assassination. They are fairly impartial, and will take money from anyone, to kill just about anyone. The only exception is one of their own. Anyone crossing a Pale Hand can be assured the others will seek out his death as well.
    Combat: The Pale Hands prefer to attack by stealth, sneaking up as close as they can to victims. Most of their special abilities work via touch, so they rarely initiate ranged attacks. Actually most of their opponents are attacked in their sleep.
    Advancement: Cultists advance in whatever direction the High Priest asks of them. If he asks them to become a full time cleric, they do so. If he tells them he needs them as a full time assassin in the field, they become one.
    Resources: The Cultists have whatever resources they can personally acquire. Their missions usually require them to operate independently of one another, so it is rare they can call upon the full might of the cult unless it is in regards to something they would be interested in. A Cultist might be able to bribe former clients on occasion, but it’s a risky business.

    CULTISTS IN THE WORLD
    "If you see someone in the park dressed in hooded black robes, with nothing showing but his pale, white hands, run. Run like death is coming for you. Because it is."
    The Cult of the Pale Hands rarely interacts with the world other than by killing someone, or accepting money to kill someone. They live life unto themselves, and island of death in a sea of life. Or at least they see it that way. The rest of the world sees them as paranoid recluses who may be more than a little psychotic.
    Daily Life: Daily life is similar to that of any religious monk, divided between religious study and ritual, upkeep of the temple and chores, and training. Especially training. You'll need to know much to do what is required of you.
    Notables: Char (NE Male Orc Monk 5/Cleric 1/Cult of the Pale Hands 6) is one of the Cults foremost local assassins.
    Organizations: The Cult of the Pale Hands is fairly small. Not many Orcs have what it takes to join, and many are weeded out (killed) in training. Those that are left are truly exceptional Orcs, but they are few in number.

    NPC Reaction
    NPC’s are terrified of the Cultists, whether they’re Orcs or not. Orcs are generally a tad more scared of the Cultists than other races are as they tend to be quite familiar with what the Cult can do.

    CULTISTS IN THE GAME
    This class is pretty much compulsorily Evil. Players will have to be Evil to maintain their connection to Yurtrus, which may encounter opposition from the party. Even if the party is Evil, or all Orcs, the Cultist still doesn't really fit in, as they know he can be asked to kill them at any time.
    Adaptation: This is a definitely a darker class, and meant for serious campaigns.
    Encounters: PC's are usually hired to stop the Cultists, or may end up being their target. Either way they have a pretty bad time coming up.

    Sample Encounter
    EL 12: The PC's are having a good night out after smashing a local cell of anarchists, when a group of what appear to be sickly Orcs all in black step out onto the street. A street which empties quickly. Looks like the Anarchists had a plan for revenge if they bought it...


    Char
    NE Male Orc Monk 5/Cleric 1/Cult of the Pale Hands 6
    Init +2, Senses: Listen +6, Spot +6, Dark Vision 60’
    Languages Orc, Common
    ------------------------------------------------
    AC 20, touch 14, flat-footed 18 (+2 Dex, +2 Wis, +6 Armor)
    hp 78 (12 HD)
    Fort +12, Ref +7, Will +12
    Evasion, Still Mind
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee Unarmed Strike +10/+5 (2d6+3)
    Base Atk +7, Grp +10
    Atk Options Rebuke Undead 2/day, Flurry of Blows, Ki Strike (Magic), Death Touch (12d6) 6/day, Disease touch attack 2/day
    Combat Gear 2 Beads of Force, 1 Potion of Cure Serious Wounds
    Spells Per Day 0: 5/day (DC 12)
    1: 4/day (DC 13)
    2: 3/day (DC 14)
    3: 1/day (DC 15)
    Caster Level 5
    -----------------------------------------------
    Abilities Str 16, Dex 14, Con 14, Int 6, Wis 14, Cha 8
    SQ Light Sensitivity, Aura, Domains (Death, Suffering), AC Bonus, Fast Movement, Slow Fall 20 ft., Purity of Body, Disease (Infect Food/Water 3/day), Blessings of Yurtrus
    Feats Charnel Miasma, Cultist of Yurtrus, Holy Potency, Stunning Fist, Superior Unarmed Strike, Combat Reflexes (B), Improved Grapple (B), Improved Unarmed Strike (B)
    Skills Concentration +6, Hide +6, Jump +6, Knowledge (Religion) +2, Listen +6, Move Silently +6, Spot +6, Tumble +6
    Possessions +6 Bracers of Armor, +2 Amulet of Mighty Fists, Shadow Veil, Slippers of Spider Climbing, 2 Beads of Force, 1 Potion of Cure Serious Wounds, 450 GP



    EPIC CULTISTS

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Death The Cultist gains an additional daily use of his Death Touch ability at each Epic Level.
    Spells The Cultists caster level increases with Epic Levels, but he does not gain additional spells per level.
    AC Bonus The Cultists Bonus to AC when unarmored increases by +1 for every 5 levels past 20th.
    Bonus Feats: The Epic Cultist gains a Bonus Feat every 4 levels higher than 20th


    Cultist of Yurtrus
    You have gained significant power as a result of joining the cult.
    Prerequisites: Purity of Body Class feature, Turn Undead, Holy Potency
    Benefits: You may use your power three times per day as a Free Action to achieve one of the following effects:

    You may add a +2 Profane Bonus to your AC for the duration of the encounter.

    You may increase the Save DC of any Spell or Class ability by +2 for the duration of the encounter.

    You gain a +2 Profane Bonus to one type of Saving Throw (Fort, Ref, or Will) for the duration of the encounter.
    Last edited by Bhu; 2009-05-17 at 05:59 AM.
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  9. - Top - End - #639
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    Default Re: Any Orc/Goblinoid Fans??

    Whilst Im working on this one, I'll be thinking of something for all the orc/goblinoid gods eventually. Anyone youd like to see first?
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  10. - Top - End - #640
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    Default Re: Any Orc/Goblinoid Fans??

    Would it help if I posted a list of the deities?
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  11. - Top - End - #641
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    Default Re: Any Orc/Goblinoid Fans??

    Okay the abilities for the Cultist are up. Followng any tweaks, I'll be finishing up and putting up the next one.
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  12. - Top - End - #642
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    Default Re: Any Orc/Goblinoid Fans??

    Here's a suggestion

    Monks that tap into the art of berserker ki (or simply, berserk ki). I don't know if it's already been used, but if it hasn't... you know.

    Maybe keep it a bit more serious. Don't wanna give the wrong impression.

    Too lazy to create anything myself for now.

  13. - Top - End - #643
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    Default Re: Any Orc/Goblinoid Fans??

    I tweaked the Cultist again. I'm told it should have more spells. Any thoughts?
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  14. - Top - End - #644
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    Default Re: Any Orc/Goblinoid Fans??

    The Cultist could probably benefit from some sneaky abilities, since they're supposed to be assassins.

    Also, out of curiousity: do you think I should do anything for the ogrens and troblins (both from Tome of Horrors II), or would that just be padding of obscurity on what is essentially a near-silent project?
    LGBTitP

  15. - Top - End - #645
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Rappy View Post
    The Cultist could probably benefit from some sneaky abilities, since they're supposed to be assassins.

    Also, out of curiousity: do you think I should do anything for the ogrens and troblins (both from Tome of Horrors II), or would that just be padding of obscurity on what is essentially a near-silent project?
    I'm...not sure I've actually seen them. What are they?
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  16. - Top - End - #646
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    I'm...not sure I've actually seen them. What are they?
    Ogrens are half-breeds between hobgoblins and ogres...esentially combining the brute force of the ogre with the tactical wit of the hobbo.

    Troblins are troll-goblin mating gone horribly wrong, since they have genetic defects that give them various mutations such as extra arms growing out of their elbow, a third foot, what have you.
    LGBTitP

  17. - Top - End - #647
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    Default Re: Any Orc/Goblinoid Fans??

    Sounds neat to me
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  18. - Top - End - #648
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    lemme make up a feat or two, and the new PrC starts tomorrow.
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    the next work in progress:


    VOICE OF GRUUMSH



    "I am Gruumsh's Voice. To disobey me is to disobey our Lord."

    The Voices of Gruumsh are evangelical Orcs, driving their fellows into combat, pushing them to ever higher extremes in order to secure victories for their race and their religion. They are also nearly psychotic madmen, eternally haunted by the voice of their God commanding them to commit more acts of bloodshed. Some burn out spectacularly, and it is often said of the Voices that more of them die by their own hand than by their enemies.

    BECOMING A VOICE
    Every so often Gruumsh seems to randomly select a Cleric he finds appropriate to be his voice. Their abilities seem eerily similar, so perhaps there are criteria to meet to be chosen. Many are not happy to be a Voice though...

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Class Abilities: Turn Undead
    Patron: Gruumsh
    Domains: Orc, War
    Feats: God's Voice (See below), Spontaneous Domains
    Skills: Diplomacy 8 ranks, Knowledge (Religion) 8 ranks


    Class Skills
    The Voice of Gruumsh’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion)(Int), Listen (Wis), and Sense Motive (Wis).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Spontaneous Command, +1 level of Divine spellcasting class
    2. +1    +0     +0     +3    Spell Focus (Enchantment), +1 level of Divine spellcasting class
    3. +1    +1     +1     +3    , +1 level of Divine spellcasting class
    4. +2    +1     +1     +4    Spontaneous Smiting, +1 level of Divine spellcasting class
    5. +2    +1     +1     +4    Greater Spell Focus (Enchantment), +1 level of Divine spellcasting class
    6. +3    +2     +2     +5    , +1 level of Divine spellcasting class
    7. +3    +2     +2     +5    Spontaneous Presence, +1 level of Divine spellcasting class
    8. +4    +2     +2     +6    Unsettling Enchantment, +1 level of Divine spellcasting class
    9. +4    +3     +3     +6    , +1 level of Divine spellcasting class
    10.+5    +3     +3     +7    Divinity, +1 level of Divine spellcasting class
    Weapon Proficiencies: A Voice of Gruumsh gains no new weapon or armor proficiencies.

    Spontaneous Casting (Su): The Voice of Gruumsh begins to be able to spontaneously cast more than Inflict spells. At level 1 he can spontaneously cast any spell with the Compulsion or Mind-Affecting descriptors.

    At 4th level he can "lose" a prepared spell to spontaneously cast any Cleric spell from the necromancy school.

    At 7th level he can "lose" a prepared spell to spontaneously cast an Cleric spell with the words Deific, Deity, Divine, or Divinity in the title he meets he alignment requirements for.

    Bonus Feats: At 2nd level the Voice gains Spell Focus (Enchantment) as a Bonus Feat. At 5th level he gains Greater Spell Focus (Enchantment), and at 8th level he gains Unsettling Enchantment.

    Divinity (Su): At 10th level the Voice no longer needs to prepare spells at the beginning of the day, and may now spontaneously cast any spell on the cleric spell list.

    PLAYING A VOICE
    You labored long and hard hoping to become a Voice of Gruumsh. You did everything, sacrificed everything for what you believed would be the ultimate honor. And here you are. Stuck with a God peering out at the world from inside your head. He knows everything you do, and can read your mind anytime he wishes. You know no rest or comfort. But old One Eye cannot control your body directly yet. Just use it as a spying glass on the world. The knife in your hand looks more tempting by the day. A few quick cuts across the wrists and it would be over. But then you'd be in the afterlife fleeing from him. You must find a way.
    Combat: You try to avoid combat if you can, as you are no longer as suited to it as you once were. Hopefully you can convince a few tough Orcs to be bodyguards.
    Advancement: You pretty much are bound to do whatever Gruumsh tells you to do. This includes what you study or what career you choose to embark upon.
    Resources: The church considers Voices to be holy men, but are incredibly jealous of their power. The military as well. Since they pretty much comprise the two segments of the Orc population in any position of authority you'll have to rely on your oratory to get any real help. After all if you die Gruumsh can simply choose another.

    VOICES IN THE WORLD
    "Has Barka seemed a little stressed out to you lately?"
    Voices generally react to the world by screaming at it to submit or be killed. or rather, they do what the voice in their head tells them. After all it's Gruumsh's voice right? And he has the Orcs best interests at heart right? You'd like to believe that anyway...
    Daily Life: Your daily life consists of whatever Gruumsh would like you to do. Seriously. He's a 24 hour presence in your head, and knows everything you do. There's a reason the suicide rate is high.
    Notables: Barka (CE Male Orc Cleric 6/Voice of Gruumsh 6) walks a tightrope. His own people want him dead, the outsiders want him dead, and his own God considers him an easily expendable chess piece...
    Organizations: The Voices aren't an organization, and generally operate outside the official church.

    NPC Reaction
    People who don't worship the Orc pantheon or have reason to dislike it's Gods tend to hate Voices with a passion. Orcs tend to view them as holy men, and hold them in awe. There really isn't much middle ground.

    VOICES IN THE GAME
    DM's should avoid picking on players with this PrC (or seeming like they are). His God may be interfering with his life quite heavily, and make sure the PC knows this up front.
    Adaptation: This is best for a darker style campaign given the problems facing the Voice. You may wish to restrict it to NPC's.
    Encounters: Voices tend to be encountered everywhere in Orc settlements. Outside they are generally only seen in war parties.

    Sample Encounter
    EL 12: The PC's are at the temple of Heironeous praying when an Orc walks in, and tells the priest he has a little problem he needs fixing. You can tell immediately there's something wrong with him. Normal Orcs don't come here, and this one looks like he's one moment away from losing his mind.


    Barka
    CE Male Orc Cleric 6/Voice of Gruumsh 6
    Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
    Languages Orc Common
    ------------------------------------------------
    AC 23, touch 10, flat-footed 23 (+13 Armor)
    hp 66 (12 HD)
    Fort +8, Ref +4, Will +13
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Longspear +9/+4 (1d8+2, 19-20, x3)
    Ranged +1 Longspear +8 (1d8+2, 19-20, x3)
    Base Atk +7, Grp +8
    Atk Options Turn Undead 4/day
    Combat Gear
    Spells Per Day 0: 6 (DC 13)
    1st: 6 (DC 14)
    2nd: 5 (DC 15)
    3rd: 5 (DC 16)
    4th: 3 (DC 17)
    5th: 3 (DC 18)
    6th: 2 (DC 19)
    Caster Level 12
    -----------------------------------------------
    Abilities Str 12, Dex 10, Con 13, Int 10, Wis 16, Cha 12
    SQ Light Blindness, Domains (Orc, War)
    Feats Divine Metamagic, Divine Spell Power, God's Voice, Holy Potency, Orc Devotion, Spontaneous Domains,
    Skills Bluff +9, Concentration +9, Diplomacy +9, Knowledge (Religion) +8, Intimidate +9, Sense Motive +5
    Possessions Retributive Amulet, 2 Gauntlets of Gruumsh, +1 Keen Throwing Returning Longspear, +5 Full Plate, Corsair's Eyepatch, 441 GP



    EPIC VOICE OF GRUUMSH

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Spells Caster level continues to increase with Epic levels, but you do not gain extra spells per day.
    Bonus Feats: The Epic Voice gains a Bonus Feat every 3 levels higher than 20th



    God's Voice
    You can speak with the voice of your deity.
    Prerequisites: Turn/Rebuke Undead, must be taken at 1st level, must be same alignment as Deity
    Benefits: You can "lose" 1 Turn/Rebuke undead attempt when casting a spell from the Enchantment school. Your opponent only gets 1d20 plus his Base Willpower Save for the Saving Throw for that spell.

    Orc Devotion
    You can empower your brother Orcs to fight harder.
    Prerequisites: Access to the Orc Domain
    Benefits: Once per day as a Swift action you may "lose" 1 spell slot (or 1 spell you have memorized) to grant a Profane Bonus equal to the spells level to all Orcs within 60' that are Allies for 3 rounds plus one round per point of Wisdom modifier. When you use this ability choose whether the Bonus is applied to damage rolls, attack rolls, or Fortitude Saving Throw rolls.
    Last edited by Bhu; 2009-05-27 at 06:27 AM.
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  20. - Top - End - #650
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    Default Re: Any Orc/Goblinoid Fans??

    I had to work thsi weekend, so theres' only a minor update ot the Voice. More comign soon.
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  21. - Top - End - #651
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    Default Re: Any Orc/Goblinoid Fans??

    Any thoughts on possible Feats for prerequisites?
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  22. - Top - End - #652
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    Default Re: Any Orc/Goblinoid Fans??

    Fist class abilities are up. Think it needs more?
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  23. - Top - End - #653
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    Default Re: Any Orc/Goblinoid Fans??

    Considering that spontaneous casters from the first level upward (see Sorcerer for an arcane example) exist, the final ability seems a bit lackluster in that fashion. Perhaps add a bit more to it, like spontaneous casting and a transformation into an Outsider (Native) like some "deity's service name" classes already do. Also, something new on my part:

    Troblins and Other Races
    Troblins are, for the most part, standoffish against all other races, including their two progenitor races (mainly because trolls consider them a handy snack and goblins consider them to be tainted). They have about the same luck with elves and centaurs, who treat them as a fungal blight to be eradicated from the forests entirely. This has hardened troblins into a vicious and untrusting breed that care for no one but their own clans and will fight to the death against any invaders that they feel are weak enough to take down. The only "friends" that the troblins have in the world are, unexpectedly, often humans. Less scrupulous wizards will often gather up troblins in small "herds" that they will feed and protect. In exchange for supporting the troblins, the wizards will farm troblin-wart, a form of bacteria found in the troblin's saliva. Troblin-wart is utilized as a material component in various transmutation spells, as well as in a perceived ward against chaos beast effects (whether this perception has any truth to it is up to the DM).
    Last edited by Rappy; 2009-05-22 at 09:12 AM.
    LGBTitP

  24. - Top - End - #654
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Rappy View Post
    Considering that spontaneous casters from the first level upward (see Sorcerer for an arcane example) exist, the final ability seems a bit lackluster in that fashion. Perhaps add a bit more to it, like spontaneous casting and a transformation into an Outsider (Native) like some "deity's service name" classes already do.
    Yes but they can spontaneously cast any spell on the Cleric spell list at 10th level. Other spontaneous casters tend to be a bit more limited.
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  25. - Top - End - #655
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    Okay I added some Feats and the prerequisites, and made two new feats. Thoughts?
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  26. - Top - End - #656
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    They look fascinating, although you might want to fix the apostrophe attack in the secondary feat to clear up its presentation a bit.
    LGBTitP

  27. - Top - End - #657
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    I can somehow see a wizard with Leadership having a Troblin brigade...
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  28. - Top - End - #658
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    THE SONS OF MAGLUBIYET

    [IMG]Picture URL[/IMG]

    "War is an art and as such is not susceptible of explanation by fixed formula"

    The Sons of Maglubiyet are a cadre of warrior priests who have devoted themselves to continuing in the image of their idol. They are obsessed with the goblinoids eternal war with the other races, and many believe that their own contributions are enough to turn the tide. Pride is a common sin amongst the Sons.

    BECOMING A SON OF MAGLUBIYET
    Most Sons begin as particularly militant clerics. A few multiclass into more martial pursuits, but most are just clerics.

    ENTRY REQUIREMENTS
    Race: Any Goblinoid
    Domains: Destruction, Planning
    Feats: Divine Armor, True Believer
    Skills: Concentration 8 ranks, Knowledge (Religion) 8 ranks


    Class Skills
    The Son's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana, Geography, History, Religion, War)(Int), Ride (Dex), and Spellcraft (Int).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Battlefield Divination, +1 level of Divine Spellcasting Class
    2. +1    +3     +0     +3    Battlefield Command, +1 level of Divine Spellcasting Class 
    3. +2    +3     +1     +3    Rallying Point, +1 level of Divine Spellcasting Class
    4. +3    +4     +1     +4    Battlefield Divination, +1 level of Divine Spellcasting Class
    5. +3    +4     +1     +4    Battlefield Command, +1 level of Divine Spellcasting Class 
    6. +4    +5     +2     +5    Rallying Point, +1 level of Divine Spellcasting Class
    7. +5    +5     +2     +5    Battlefield Divination, +1 level of Divine Spellcasting Class
    8. +6    +6     +2     +6    Battlefield Command, +1 level of Divine Spellcasting Class 
    9. +6    +6     +3     +6    Rallying Point, +1 level of Divine Spellcasting Class
    10.+7    +7     +3     +7   Divine Presence, +1 level of Divine Spellcasting Class
    Weapon Proficiencies: A Son gains no new weapon or armor proficiencies.

    Battlefield Divination (Su): At 1st level you cast all spells on the Cleric list that are also in the Divination school at +1 caster level.

    At 4th level you do not provoke an attack of opportunity when casting spells on the Cleric spell list that are also in the Divination school.

    At 7th level you may choose to "lose" 1 Divination spell in the first round of combat as a Free Action. You and all allies within 30' gain an Insight Bonus to attack and critical confirmation rolls equal to the spells level for the duration of the encounter.

    Battlefield Command (Su): At 2nd level you cast all spells on the Cleric list that are also in the Enchantment school at +1 caster level.

    At 5th level you do not provoke an attack of opportunity when casting spells on the Cleric spell list that are also in the Enchantment school.

    At 7th level you may choose to "lose" 1 Enchantment spell in the first round of combat as a Free Action. You and one ally per level of the spell (i.e. a 1st level spell affects you and 1 ally, a second level spell affects you and 2 allies) who are within 30' can move without provoking attacks of opportunity for 3 rounds. This is a Mind-Affecting effect.

    Rallying Point (Su): At 3rd level you become a Rallying Point for Allies. If you make your Save successfully against any Fear effect or Morale penalty
    so do all allies within 30'.

    At 6th level allies within 30' cannot be flanked unless you are also flanked.

    At 9th level allies within 30' cannot be denied their Dexterity Bonus to AC unless you also are denied your Dex Bonus to AC.

    Divine Presence (Su): At 10th level you can assume the likeness of your deity. You swell to enormous proportions, your skin blackens, and your eyes burn with fire. Your Size Class is permanently increased by one (i.e. if you were Small you are now Medium, if you were Medium you are now Large, etc). You permanently increase your Strength and Constitution by +4, and increase your Natural Armor Bonus by +2. Your base speed remains the same, but size/reach has the potential to increase if you are medium. Any spell you cast with a Fear effect or Morale based penalty has it's Save DC increased by +2 (this stacks with Feats such as Spell Focus).

    PLAYING A SON
    You know how to whip a group of men into combat shape. They may think they know better than you, but they don't. You are a chosen one of Maglubiyet himself. What you want takes precedence over lesser people.
    Combat: The Sons prefer to be leaders, but leaders who are active participants as opposed to generals way at the back. They want to be directing things on the front where the action is.
    Advancement: The Sons are fairly single minded, always attempting to become better battle tacticians and fighters. Most don't even bother memorizing healing spells in favor of combat utility magic.
    Resources: The Sons can call upon a wide array of resources, particularly if it helps the Hobgoblin cause or war efforts. Even if it's for something personal they can usually count on some minimal help of some kind.

    SONS IN THE WORLD
    "He's a tough old --------."
    Sons generally regard the world as a training exercise. Non-goblinoids are their to test them and hone their skills upon, and nothing more. They're snooty jerks basically.
    Daily Life: Sons train hard to be the best warrior/priests they can be. Most will participate in any battle, even if not asked, just to sharpen their skills. it's wise not to start bar fights around them as they regard them as a recreational form of practice murder.
    Notables: Kaan (LE Male Hobgoblin Cleric 6/Son of Maglubiyet 5) is an up and coming Son who hopes to become a general in the Hobgoblin armies.
    Organizations: The Sons are an organization unto themselves. They are influential within the Hobgoblin clergy and military, and are thus at the center of much of Hobgoblin politics as their society revolves around religious warfare with the outside world.

    NPC Reaction
    If they are Hobgoblins, they tend to view the Sons as heroes. If they aren't, they view the Sons as blind fanatics hellbent on keeping the Hobs in permanent warfare.

    SONS IN THE GAME
    This is a class meant for military participation, and in non military campaigns the player may feel like an odd man out. He's supposed to be leading hobgoblins, not skulking around with members of other races doing questionable things.
    Adaptation: This is made for serious campaigns involving warfare, but in a pinch it could be twisted for a sillier style of play.
    Encounters: PC's can encounter the Sons anywhere the Hobgoblins are fighting, especially at large battles.

    Sample Encounter
    EL 12: The PC's have been hired to negotiate with the local Hobgoblins to avoid a brutal and unnecessary war. Complicating things is a particularly militant priest on the hobgoblin side who seems almost apoplectic at the idea of their not being fighting.


    Kaan
    LE Male Hobgoblin Cleric 6/Son of Maglubiyet 5
    Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC 30, touch 10, flat-footed 30 (+13 Armor, +7 Shield)
    hp 71 (11 HD)
    Fort +11, Ref +3, Will +12
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +4 Battleaxe +13/+8 (1d8+2, x3)
    Base Atk +7, Grp +9
    Atk Options Turn Undead 5/day
    Combat Gear
    Spells Per Day 0: 6 (DC 13)
    1: 6 (DC 14)
    2: 5 (DC 15)
    3: 5 (DC 16)
    4: 3 (DC 17)
    5: 2 (DC 18)
    6: 1 (DC 19)
    Caster Level 11
    -----------------------------------------------
    Abilities Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14
    SQ Domains (Destruction, Planning), Battlefield Divination, Battlefield Command, Rallying Point
    Feats Divine Armor, Heightened Spell, Spontaneous Domains, True Believer
    Skills Climb +7, Concentration +10, Intimidate +7, Knowledge (Religion) +8, Knowledge (Geography, History, War) +2, Move Silently +4, Ride +5, Spellcraft +5
    Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Battleaxe, Bracers of the Blast Barrier, 670 GP



    EPIC SONS

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Spells Epic levels continue to increase the SOns caster levels, but he does not gain any new spells per day.
    Bonus Feats: The Epic Son gains a Bonus Feat every x levels higher than 20th
    Last edited by Bhu; 2009-06-01 at 06:27 AM.
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  29. - Top - End - #659
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    Default Re: Any Orc/Goblinoid Fans??

    Okay when I did a google search for Maglubiyet it says his Favored Weapon is the Warhammer, yet he fights with a battleaxe. Is this just an error of some kind or does he really fight with something that isnt his favored weapon?
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  30. - Top - End - #660
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    Default Re: Any Orc/Goblinoid Fans??

    To make a hyperlink, you type [URL="www.url.com"]This is the text people see.[/URL

    Last bracket intentionally left out.

    The maximum character limit for a single post is 50,000 characters.

    I think the description is the more important part, hyperlinks would just be nice. It would be really nice to be able to read a short blurb on everything in this thread, and then go to the one that interests you.

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