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  1. - Top - End - #691
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    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Fear Domain is done, Skiggaret is all but done, got the fluff up for Grankhul. Darn thirsty work these diety critters...

    And thanks DOn. I shall peek this weekend soon as i get the chance :D
    Last edited by Bhu; 2009-06-19 at 07:19 AM.
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  2. - Top - End - #692
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    Default Re: Any Orc/Goblinoid Fans??

    Skiggaret is done, Grankhul just needs Feats, so on to the next one:


    ANLAMLI
    Demigod
    Symbol: Stylized statuette of pregnant female (i.e. a Venus statue)
    Home Plane: Pandemonium
    Alignment: Chaotic Evil
    Portfolio: Birth, Fertility, Women
    Worshipers: Female Bugbears (and male ones desiring heirs)
    Cleric Alignments: CE, CN, NE
    Domains: Bugbear, Community, Family
    Favored Weapon: Sling

    Anlamli is the Bugbear Demigoddess of fertility and childbirth. She appears as an ever pregnant Bugbear woman with sharp claws and teeth and long black hair. Uusally she is pictured setting in front of a cave or on a mountain, using her sling to kill passers by. She shares Hruggek's cave at times, but has her own cave in Pandemonium as well.

    Dogma
    Anlamli wants the Bugbear race to prosper, but at the expense of he other races. She doesn't believe in using rape as a tool of ethnic cleansing like the Orcs do, but does believe in having her own people breed as quickly as possible. Her female worshipers are always pregnant if possible, and their menfolk are encouraged to impregnate other Bugbear women as well.

    Clergy and Temples
    Anlamli's temples are in caves set high in the mountains, deliberately made difficult to approach. Anyone wishing to gain the blessings of Anlamli's priestesses must survive the trip up the mountain, made difficult by the priestesses hurling insults and rocks as they climb.


    ANLAMLI
    Cleric 20, Evangelist 5, Spirit Shaman 15
    Large Outsider (Chaotic, Evil)
    Divine Rank: 5
    Hit Dice: 20d8+240 plus 5d6+60 plus 15d8+180 plus 20d8+240 (1190 hp)
    Initiative: +7
    Speed: 80 ft. (16 squares)
    Armor Class: 52 (-1 Size, +7 Dex, +18 Natural, +5 Divine, +13 Deflection), touch 34, flat-footed 45
    Base Attack/Grapple: +44/+56
    Attack: Unarmed Strike +50 (2d6+7) or +5 Sling +56 ranged (1d6+10/19-20) or Spell +50 melee touch/+50 Ranged Touch
    Full Attack: Unarmed Strike +50/+45/+40/+35 (2d6+7) or +5 Sling +56 ranged (1d6+10/19-20) or Spell +50 melee touch/+50 Ranged Touch
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Spells, Rebuke Undead 16/day
    Special Qualities: Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 28), Exorcism, Guide Magic, Recall Spirit, Spirit Form 2/day, Follow the Guide, Ghost Warrior, Blessing of the Spirits, Warding of the Spirits, Chastise Spirits (15d6, DC 38), Detect Spirits, Spirit Guide, Wild Empathy, Great Orator, Fast Talk, Skill Mastery (Bluff, Diplomacy, Disguise, Intimidation, Sense Motive)
    Saves: Fort +51, Ref +36, Will +55
    Abilities: Str 24, Dex 24, Con 35, Int 24, Wis 36, Cha 36
    Skills: Bluff +64, Climb +35, Concentration +63, Craft (Weaving) +35, Diplomacy +97, Gather Information +41, Heal +87, Hide +35, Intimidate +45, Knowledge (Arcana, History, Local, Nature, Religion) +58, Listen +57, Perform (Oratory) +37, Profession (Midwife) +45, Search +35, Sense Motive +64, Spellcraft +39, Spot +57
    Feats: Combat Archery, Distant Shot, Divine Armor, Divine Fortune, Dodge, Far Shot, Improved Precise Shot, Improved Critical (Sling), Improved Unarmed Strike, Mobility, Point Blank Shot, Power Critical (Sling), Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting, Stunning Fist, Superior Unarmed Strike, Weapon Focus (Sling), Zen Archery, Alertness (B)
    Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
    Salient Divine Abilities: Command Plants, Divine Inspiration, Extra Sense Enhancement (Sight), Gift of Life, Unholy Birth
    Domain Powers: +1d6 Sneak Attack, Cast Calm Emotions as a Spell-Like Ability 1/day, once per day as a Free Action you can give 13 creatures a +4 Dodge Bonus to AC for 13 rounds as long as hey remain within 10' of you
    Spell-Like Abilities: Anlamli can cast the following spells at will as Spell-Like abilities: Blasphemy, Bless, Disguise Self, Etherealness, Greater Invisibility, Helping Hand, Heroes' Feast, Imbue With Spell Ability, Mass Heal, Misdirection, Mordenkainen's Magnificent Mansion, Mass Reflective Disguise, Mind Blank, Nightstalker's Transformation, Nondetection, Prayer, Prismatic Sphere, Protection from Spells, Rary's Telepathic Bond, Refuge, Shield Other, Status, Tongues. Caster Level is 15. Save DC is 28 plus the spell level.
    Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
    Spirit Shaman Spells Per Day: 6/10/9/9/9/9/8/6/4; Base DC=23 plus spell level
    Spirit Shaman Spells Retrieved Per Day: 3/3/3/3/3/3/2/1/1
    Possessions: Amlamli carries Uzakkadin, a +5 Collision, Distance, Eager, Seeking Sling.
    Create Magic Items: Anlamli can create magic items related to fertility or childbirth as long as the items market price does not exceed 4,500 GP.


    Other Divine Powers
    As a Demigod, Anlamli treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. She is immortal.
    Senses: Anlamli can see, hear, touch, and smell at a distance of 5 miles. As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
    Portfolio Powers: Anlamli sense any act involving conceiving a child or birth the instant it happens and retains the sensation for up to 5 weeks after the event occurs.
    Automatic Actions: Anlamli can use Bluff, Diplomacy, or Gather Information as a Free Action if the DC for the task is 15 or lower. She can perform up to 2 Free Actions each round.


    Unholy Birth
    You can birth children once per month.
    Prerequisites: Divine Rank 5+, Portfolio must include Fertility, Must be Evil
    Benefits: Once per month you can give birth to a member of the race that you are a Patroness of (in Anlamli's case Bugbears) and it has the Unholy Scion Template. You may raise it yourself, or give it over to worshipers to raise.


    Bugbear Domain
    Granted Power: Your Sneak Attack increases by +1d6 (or if you do not have Sneak Attack you gain one die).
    1: Disguise Self
    2: Misdirection
    3: Nondetection
    4: Greater Invisibility
    5: Nightstalker's Transformation
    6: Mass Reflective Disguise
    7: Blasphemy
    8: Mind Blank
    9: Etherealness
    Last edited by Bhu; 2009-06-22 at 04:56 AM.
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  3. - Top - End - #693
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    Default Re: Any Orc/Goblinoid Fans??

    Okay I edited all the gods a lil (I forgot magic items and Skiggarets avatar), and Anlamli now has a brand new Domain (Bugbear) and a new Salient Divine Ability (Birth). As soon as I finish her there are some minor unnamed Bugbear deities of Earth and Death, and the Bugbear Pantheon is done :D
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  4. - Top - End - #694
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    Default Re: Any Orc/Goblinoid Fans??

    I'd probably call the salient ability Unholy Birth, given the template given to the birthed and that I could potentially see non-evil fertility goddesses wanting a similar ability that wasn't so ambiguously named and produced differently aligned babes. You may also want to stipulate that the divine being be female, as the few male gods of fertility just aren't equipped for such a task, y'know? ^^;;
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  5. - Top - End - #695
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    Default Re: Any Orc/Goblinoid Fans??

    Is there anything in this thread that doesn't reinforce orc/goblinoid stereotypes?

    No offense, but I'd be interested to see something of the sort. Something uniquely goblinoid/orcish but not necessarily exemplifying the mook roll these creatures have been confined to for so many ages?

  6. - Top - End - #696
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    Quote Originally Posted by imp_fireball View Post
    Is there anything in this thread that doesn't reinforce orc/goblinoid stereotypes?

    No offense, but I'd be interested to see something of the sort. Something uniquely goblinoid/orcish but not necessarily exemplifying the mook roll these creatures have been confined to for so many ages?
    Several PrC's do. WHat is it you're looking for?
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  7. - Top - End - #697
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    TOPRAKLA
    Demigod
    Symbol: Cave entrance
    Home Plane: Pandemonium
    Alignment: Chaotic Evil
    Portfolio: Crops, Earth, Nature
    Worshipers: Bugbears
    Cleric Alignments: CE, CN, NE
    Domains: Bugbear, Cavern, Earth
    Favored Weapon: Scythe

    Toprakla is the Bugbear God of the Earth and Caves. While his name is little known outside of their race, they are forever grateful to him as without his guidance what few crops they grow in their caves would be impossible to pull off. He appears as a vaguely Bugbear like form rising from the earth and muck wielding a large black scythe.

    Dogma
    Toprakla is unusual among the Bugbear Gods in that he actively cares for his people without killing them or causing them fear or harm. Or at least not to the extent the others do. He does insist on blood sacrifices once a year to ensure a good year of crops. Not that the Bugbears farm much beyond fungus, and some odd plants that require little in the way of light. He also encourages his worshipers to be knowledgeable and skilled in something other than war and deception.

    Clergy and Temples
    Toprakla's temples are set in caverns, or in hide tents set up in fields (whenever the Bugbears can actually have access to fields). His clergy are usually indistinguishable from simple farmers.


    TOPRAKLA
    Druid 20/Shugenja 20
    Large Outsider (Chaotic, Evil)
    Divine Rank: 5
    Hit Dice: 20d8+200 plus 20d6+200 plus 20d8+200 (1040 hp)
    Initiative: +7
    Speed: 80 ft. (16 squares)
    Armor Class: 52 (-1 Size, +7 Dex, +18 Natural, +5 Divine, +13 Deflection), touch 34, flat-footed 45
    Base Attack/Grapple: +45/+59
    Attack: +5 Scythe +60 (2d6+20/x4, 19-20, Vorpal)
    Full Attack: +5 Scythe +60/+55/+50/+45 (2d6+20/x4, 19-20, Vorpal)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Spells
    Special Qualities: Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 27), Element Focus (Earth), Sense Element, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Strep, Resist Nature's Lure, Venom Immunity, A Thousand Faces, Timeless Body, Wild Shape 6/day (Elemental 3/day)
    Saves: Fort +45, Ref +36, Will +54
    Abilities: Str 30, Dex 24, Con 30, Int 24, Wis 36, Cha 35
    Skills: Balance +35, Climb +38, Concentration +84, Craft (Stoneworking) +55, Diplomacy +62, Heal +45, Hide +35, Intimidate +40, Knowledge (Architecture and Engineering, Dungeoneering, Geography, History, Local) +54, Knowledge (Nature) +81, Listen +61, Move Silently +35, Profession (Stonemason) +58, Spellcraft +69, Spot +61, Survival +61, Swim +38
    Feats: Battlecaster Defense, Blind-Fight, Cleave, Clutch of Earth, Combat Casting, Domain Focus (Earth), Earth Devotion, Earthbound Spell, Elemental Healing, Elemental Smiting, Enlarge Spell, Extend Spell, Great Cleave, Greater Spell Penetration, Improved Critical (Scythe), Power Attack, Power Critical (Scythe), Spell Penetration, Summon Elemental, Weapon Focus (Scythe), Widen Spell
    Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
    Salient Divine Abilities: Command Plants, Divine Blast, Divine Druid, Divine Earth Mastery, Divine Fast Healing,
    Domain Powers: Gains +1d6 Sneak Attack, Stonecunning (PHB 15), Rebuke Earth Creatures 15/day
    Spell-Like Abilities: Toprakla can cast the following spells at will as Spell-Like abilities: Blasphemy, Darkness, Detect Secret Doors, Disguise Self, Earthquake, Elemental Swarm, Etherealness, Find the Path, Greater Invisibility, Imprisonment, Iron Body, Leomund's Secure Shelter, Mass Reflective Disguise, Meld into Stone, Mind Blank, Misdirection, Nightstalker's Transformation, Nondetection, Passwall, Soften Earth and Stone, Spike Stones, Stone Shape, Stoneskin, Wall of Stone. Caster Level is 15. Save DC is 27 plus the spell level.
    Druid Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
    Shugenja Spells Per Day: 6/9/9/9/8/8/8/8/8/7; Base DC=22 plus level
    Shugenja Spells Known: 0: Detect Magic, Detect Posion, Mage Hand, Mending, Read Magic, Resistance, Virtue,
    1: Endure Elements, Magic Stone, Obscuring Mist, Pass Without Trace, Sanctuary, Shield of Faith
    2: Barkskin, Bears Endurance, Bull's Strength, Hold Person, Lesser Restoration, Soften Earth and Stone
    3: Dispel Magic, Meld into Stone, Prayer, Protection from Energy, Stone Shape
    4: Dismissal, Restoration, Spike Stones, Spell Immunity, Subvert Planar Essence
    5: Commune With Nature, Passwall, Righteous Might, Transmute Rock to Mud, Wall of Stone
    6: Flesh to Stone, Move Earth, Stone Tell, Stoneskin
    7: Disintegrate, Greater Restoration, Spell Turning, Statue
    8: Binding, Earthquake, Protection from Spells, Regenerate
    9: Antipathy, Elemental Swarm, Imprisonment
    Possessions: Toprakla carries Orakci, a +5 Vorpal Scythe.
    Create Magic Items: Toprakla can create magic items related to nature or the earth as long as the items market price does not exceed 4,500 GP.


    Other Divine Powers
    As a Demigod, Toprakli treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. He is immortal.
    Senses: Toprakla can see, hear, touch, and smell at a distance of 5 miles. As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
    Portfolio Powers: Toprakla sense any act involving crops, earth, or nature the instant it happens and retains the sensation for up to 5 weeks after the event occurs.
    Automatic Actions: Toprakla can use Hide, Move Silently, and Survival as a Free Action if the DC for the task is 15 or lower. He can perform up to 2 Free Actions each round.
    Last edited by Bhu; 2009-06-24 at 06:05 AM.
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  8. - Top - End - #698
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    Okay I need to finish up some fluf and incidentals and the earth deity is done. It says in the stuff I've read that the Bugbears sometimes use Stalker as their Death deity, so I'll go with him as opposed to making one up.


    Then once I have these Gods done I can make some Bugbear Priest PrC's up
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  9. - Top - End - #699
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    STALKER
    Demigod
    Symbol: A shadow
    Home Plane: None (it wanders the Planes)
    Alignment: Neutral Evil
    Portfolio: Cold, death, hate
    Worshipers: Stalker has no worshipers
    Cleric Alignments: Stalker has no worshipers
    Domains: Cold, Darkness, Death, Hatred
    Favored Weapon: None

    Stalker appears as a slowly creeping shadow of varying size. While it is said to be related to the Goblins ad their deities, it shows them no compassion, and often kills them over other targets if presented with the opportunity. It is said Stalker predates the Goblins, and their deities driving it from it's home cause it to hate them, and eventually all other life. Only the Goblin GOd Skiggaret can approach it without Fear, as it regards Skiggaret as a kindred spirit.

    Dogma
    Stalker is said to grow more powerful with the death of living things (particularly Goblinoids), so it always attempts to ensure bloody warfare whenever possible.

    Clergy and Temples
    Stalker has no worshipers, and no temples. On very rare occasions a Goblin priest of another deity can promise it wartime sacrifices while suicidally dancing himself to death in a ritual manner to appease Stalker, but this is far from being a guarantee.


    STALKER
    Sorcerer 20/Shadowcaster 20
    Large Outsider (Evil)
    Divine Rank: 5
    Hit Dice: 20d4+200 plus 20d6+200 plus 20d8+200 (960 hp)
    Initiative: +10
    Speed: 80 ft. (16 squares)
    Armor Class: 55 (+10 Dex, +18 Natural, +5 Divine, +12 Deflection), touch 37, flat-footed 45
    Base Attack/Grapple: +40/+47
    Attack: Touch +50 (4d6 cold plus 4d6 negative energy) or Spell +50 Melee/Ranged Touch
    Full Attack: Touch +50 (4d6 cold plus 4d6 negative energy) or Spell +50 Melee/Ranged Touch
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Mysteries, Spells
    Special Qualities: Divine Immunities, DR 15/Epic, Fire Resistance 10, Spell Resistance 37, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 5 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (50', DC 27), Umbral Sight (60'), Sustaining Shadow
    Saves: Fort +45, Ref +39, Will +51
    Abilities: Str 25, Dex 30, Con 30, Int 30, Wis 30, Cha 35
    Skills: Balance +38, Bluff +81, Climb +23, Concentration +69, Hide +61, Intimidate +58, Knowledge (Arcana) +84, Knowledge (The Planes) +79, Knowledge (Geography, Nature, Religion) +56, Move Silently +61, Sense Motive +56, Spot +61, Spellcraft +84, Survival +38, Swim +35, Use Magic Device +35
    Feats: Cold Focus, Cold Spell Specialization, Combat Casting, Energy Substitution (Cold), Enlarge Spell, Extend Spell, Flash Frost Spell, Frozen Magic, Greater Cold Focus, Greater Spell Focus (Evocation), Greater Spell Penetration, Lord of the Uttercold, Piercing Cold, Quicken Spell, Shadow Veil, Silent Spell, Snowcasting, Spell Focus (Evocation), Spell Penetration, Still Spell, Winter's Blast, 21, Blind-Fight (B), Line of Shadow (B), Quicken Mystery (B), Reach Mystery (B), Still Mystery (B)
    Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
    Salient Divine Abilities: Alter Size, Avatar, Extra Domain (Hatred), Frightful Presence, Hand of Death
    Domain Powers: Rebuke Cold or Turn Fire Creatures 15/day, Death Touch (5d6, 1/day), 1/day you may gain a +2 Profane Bonus on Attack/Damage/Save rolls vs one opponent for 1 minute
    Spell-Like Abilities: Stalker can cast the following spells at will as Spell-Like abilities: Animate Dead, Antipathy, Armor of Darkness, Bestow Curse, Blacklight, Blasphemy, Blindness/Deafness, Cause Fear, Chill Metal, Chill Touch, Cone of Cold, Control Weather, Create Greater Undead, Darkbolt, Death Knell, Death Ward, Destruction, Doom, Forbiddance, Ice Storm, Nightmare, Obedient Avalanche, Obscuring Mist, Polar Ray, Power Word Blind/Kill, Prying Eyes, Rage, Righteous Might, Scare, Slay Living, Sleet Storm, Wail of the Banshee, Wall of Ice. Save DC is 27 plus the spell level.
    Fundamentals Known: Arrow of Dusk, Black Candle, Caul of Shadow, Liquid Night, Mystic Reflection, Shadow Hood, Sight Obscured, Umbral Hand. May be used at Will, Save DC 22.
    Mysteries Known:1: Carpet of Shadow, Life Fades, Steel Shadows (Su)
    2: Blackfire,Flesh Fails (Su)
    3: Umbral Touch (Su)
    4: Shadows Fade, Shadow Vision (Sp)
    5: Curtain of Shadows, Unravel Dweomer (Sp)
    6: Greater Shadows Fade, Unveil (Sp)
    7: Ephemeral Image, Prison of Night, Summon Umbral Servant
    8: Shadow Plague, Tomb of Night, Umbral Body
    9: Army of Shadow, Consume Essence
    Mysteries Per Day: 3/3/3/2/2/2/1/1/1, Base DC=22 plus Mystery level
    Sorcerer Spells Known: 0: Daze, Detect Magic, Detect Poison, Ray of Frost
    1: Ice Dagger, Lesser Orb of Cold, Message, Net of Shadows, Obscuring Mist, Ghost Sound, Ray of Enfeeblement, Resistance, Touch of Fatigue
    2: Frost Breath, Ice Knife, Ray of Ice, Shadow Spray, Wall of Gloom 5
    3: Blacklight, Shadow Binding, Shadow Cache, Shadow Phase
    4: Evard's Black Tentacles, Orb of Cold, Shadow Conjuration, Shadow Well
    5: Night's Caress, Shadow Evocation, Shadow Form, Shadowfade
    6: Ray of Entropy, Shadow Walk, Spectral Touch
    7: Avasculate, Greater Shadow Conjuration, Ice Claw
    8: Blackfire, Field of Icy Razors, Greater Shadow Evocation
    9: Black Blade of Disaster, Shades, Sphere of Ultimate Destruction
    Sorcerer Spells Per Day: 6/9/9/9/9/8/8/8/8/7, Base DC=22 plus spell level
    Possessions: None.
    Create Magic Items: Stalker can create magic items related to cold, death, or hate as long as the items market price does not exceed 4,500 GP.


    Other Divine Powers
    As a Demigod, Stalker treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. He is immortal.
    Senses: Stalker can see, hear, touch, and smell at a distance of 5 miles. As a Standard Action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
    Portfolio Powers: Stalker sense any act involving cold, death, or hate the instant it happens and retains the sensation for up to 5 weeks after the event occurs.
    Automatic Actions: Stalker can use Hide, Move Silently, and Survival as a Free Action if the DC for the task is 15 or lower. He can perform up to 2 Free Actions each round.
    Last edited by Bhu; 2009-06-28 at 06:57 AM.
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  10. - Top - End - #700
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    EATERS OF THE FALLEN

    [IMG]Picture URL[/IMG]

    "Step away from the Meat."

    The Eaters of the Fallen are worshipers of Grankhul. They are religious cannibals/anthropophagi who kill and devour the opponent of the Bugbear people (and their own cult).

    BECOMING AN EATER OF THE FALLEN
    Most Eaters are Clerics who have become Rangers or Scouts to appease their Patron Grankhul.

    ENTRY REQUIREMENTS
    Class Abilities: +1d6 Skirmish or Favored Enemy, Access to one of the following Domains: Celerity, Knowledge, Travel, Trickery
    Patron: Grankhul
    Skills: Hide 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Spot 6 ranks, Survival 6 ranks
    Feats: Endurance, Track
    Race: Bugbear
    Special: Must have tracked down, killed, and ceremonially dressed, cooked, and eaten a member of an intelligent humanoid species considered to be an enemy of the Bugbears.

    Class Skills
    The Eater of the Fallen's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Jump (Str), Knowledge (Geography, Nature, Religion)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    Ambush Warfare, +1 level of Divine spellcasting class
    2. +1    +0     +3     +3    Woodcraft, +1 level of Divine spellcasting class
    3. +2    +1     +3     +3    +1 level of Divine spellcasting class
    4. +3    +1     +4     +4    Ambush Warfare, +1 level of Divine spellcasting class
    5. +3    +1     +4     +4    Woodcraft, +1 level of Divine spellcasting class
    6. +4    +2     +5     +5    +1 level of Divine spellcasting class
    7. +5    +2     +5     +5    Ambush Warfare, +1 level of Divine spellcasting class
    8. +6    +2     +6     +6    Woodcraft, +1 level of Divine spellcasting class
    9. +6    +3     +6     +6    +1 level of Divine spellcasting class
    10.+7    +3     +7     +7   Cannibal Master, +1 level of Divine spellcasting class
    Weapon Proficiencies: The Eaters of the Fallen gain no new weapon or armor proficiencies.

    Ambush Warfare (Ex): At 1st level if you successfully attack your opponent when he is Denied his Dexterity Bonus to AC you do extra damage equal to your Eaters of the Fallen level. If your opponent is one of your Favored Enemies you instead add double your Eaters of the Fallen level to damage. If you have Skirmish as opposed to Favored Enemy, you gain double your normal AC bonus from the Skirmish.

    At 4th level you are quite practiced at stabbing opponents in the back and gain +2d6 Sneak Attack (this stacks with any Sneak Attack Dice you may gain from other class levels).

    At 7th level, when you successfully critical while striking an opponent who is Denied his Dex Bonus to AC, you do (Eaters of the Fallen Level divided by 2)d6 extra damage.


    Woodcraft (Ex): At levels 2, 5, and 8 choose any 2 skills from your class skill list. You gain a +2 Competence Bonus on these skills. You may choose the same skill more than once, and the bonuses gained from this ability stack.

    Divine Spellcasting: At each level your caster level in one Divine caster class increases by 1. If you have multiple Divine caster classes (such as Ranger and Cleric) choose which one increases at each level.

    Cannibal Master (Ex): At 10th level you gain extra power when ritually consuming part of your fallen foes. For each foe you kill personally (in other words you must have been responsible for most of the damage done to it, and delivered the killing blow), AND that you eat some part of you gain a cumulative +1 Morale Bonus to all rolls for the next 24 hours.

    PLAYING AN EATER OF THE FALLEN
    Mercy is for the weak. There is no such thing as justice or rules within this world. Do what is necessary to win. Survive at any cost. betray any friend if it's necessary to complete your mission for Grankhul.
    Combat: You prefer combat from a distance or from ambush. After all you think of yourself as a hunter, not a soldier. Rules are for soldiers. You do whatever is necessary to win without placing yourself in too much danger. Traps are beloved by members of this class.
    Advancement: Eaters generally follow the path of being a hunter and scout first, and a priest second. If they left their woodcraft behind to dedicate themselves to priestly deities only, their God would disown them.
    Resources: Eaters are taught to rely on themselves only. In a pinch they can ask for help from their church, but they prefer to solve problems on their own first.

    EATERS OF THE FALLEN IN THE WORLD
    "They didn't leave anything of Lord Samuel at all...they even cracked the bones to suck out the marrow..."
    While they are folk heroes to their own people, the Eaters are monsters to the outside world. It's one of the reasons they don't go out of their way to advertise their priestly side. If people knew they were devotees of Grankhul they'd die a lot slower than their comrades...
    Daily Life: The Eaters are always trying to add to their list of skills, and abilities to remain self sufficient. They also receive a lot of military training, as they are expected to lead squads in guerilla warfare strikes against enemies.
    Notables: Tulk (NE Male Bugbear Ranger 6/Cleric 1/Eater of the Fallen 1) is a new recruit who may have touched off a war by having devoured the Princess of a neighboring Elf nation.
    Organizations: The Church of Grankhul is a well oiled machine, even if it is informal for the most part when the Bugbears aren't at war. They have much to do, and not enough recruits to do it. But while this has taught them incredible efficiency it means they have little time for naything but their assigned tasks.

    NPC Reaction
    NPC's are horrified at the acts committed by the Eaters, who go out of their way to commit atrocities for no better purpose than discouraging people from coming around.

    EATERS OF THE FALLEN IN THE GAME
    This class requires it's players to do things many people would find uncomfortable. Make sure they understand what they're getting into.
    Adaptation: This is best for all Bugbear or all Evil Campaigns.
    Encounters: PC's generally encounter the Eaters whenever they invade Bugbear lands, or go anywhere where the Bugbears are currently at war.

    Sample Encounter
    EL 12: The PC's have been drafted to find the killers of a local Lord's daughter. It's that or die on the front lines. So it's off to Bugbear country they go sneaking...


    Tulk
    NE Male Bugbear Ranger 6/Cleric 1/Eater of the Fallen 1
    Init +7, Senses: Listen +9, Spot +9, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC 25, touch 16, flat-footed 22 (+3 Dex, +3 Natural, +6 Armor, +3 Deflection)
    hp 82 (11 HD)
    Fort +11, Ref +13, Will +12
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Kukri +11/+6 (1d4+3/15-20)
    Ranged +1 Kukri +11 (1d4/15-20)
    Base Atk +8, Grp +11
    Atk Options Rebuke Undead 1/day
    Combat Gear
    Ranger Spells Per Day 1st: 2 (DC 14)
    Cleric Spells Per Day 1st: 2 (DC 14)
    -----------------------------------------------
    Abilities Str 16, Dex 16, Con 16, Int 10, Wis 16, Cha 6
    SQ Favored Enemy (Human +4, Dwarf +2), Combat Style, Wild Empathy, Animal Companion (Wolf), Domains (Celerity, Trickery)
    Feats Far Shot, Improved Initiative, Point Blank Shot, Precise Shot, Endurance (B), Improved Two Weapon Fighting (B), Two Weapon Fighting (B), Track (B)
    Skills Climb +9, Concentration +9, Craft (Weaponsmithing) +4, Hide +9, Knowledge (Geography, Nature) +6, Knowledge (Religion) +2, Listen +9, Move Silently +13, Search +6, Spot +9, Survival +9, Swim +9
    Possessions +2 Improved Shadow Improved Silent Moves Chain Shirt, +1 Keen Throwing Returning Kukri, +3 Ring of Protection, Lens of Detection



    EPIC EATERS OF THE FALLEN

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Woodcraft You gain an additional +2 to any 2 skills at level 22, and every 3 levels thereafter.
    Spellcasting The Caster level of one of your Divine spellcasting classes continues to improve with level.
    Bonus Feats: The Epic Eater of the Fallen gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2009-07-05 at 05:51 AM.
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  11. - Top - End - #701
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    Minor updates to Stalker and hte Eaters. It promises to be a super busy weekend for me, so hopefully I get time to finish them.
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  12. - Top - End - #702
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    Default Re: Any Orc/Goblinoid Fans??

    If you haven't put too much effort into the cannibal mastery ability yet, I could PM you the Open Game Content from Advanced Bestiary concerning the ravenous (cannibal monster) creatures.
    LGBTitP

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    Quote Originally Posted by Rappy View Post
    If you haven't put too much effort into the cannibal mastery ability yet, I could PM you the Open Game Content from Advanced Bestiary concerning the ravenous (cannibal monster) creatures.
    go ahead
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    Stalker is done. I shall hold off on finishing the Eaters till I look at Rappy's PM.
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    Wait no longer, BHU. I got the reference sent off to you so that you can overview it.
    LGBTitP

  16. - Top - End - #706
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    Default Re: Any Orc/Goblinoid Fans??

    it did give me an idea of sorts Rap :D

    The Eaters are done cept for the example NPC. If there is no feedback, I'll finish up him and head to the next Prc or something. The two Demigods liekly dont have much in the way of specialty priests, an Stalker has no clergy, so perhaps I'll start in on the goblin gods.
    Last edited by Bhu; 2009-06-29 at 05:17 AM.
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    Default Re: Any Orc/Goblinoid Fans??

    Do the Eaters get both bonuses for the first Ambush Warfare ability if they have both Skirmish and Favored Enemy (i.e. Swift Hunter-enabled characters )? It seems like an either/or but the requirements don't seem to indicate having one but not the other. Swift Hunter makes it viable to go for both, so having the option to get both would be a pretty good boost in my book, as getting level to AC while skirmishing, while kinda uber, is not necessarily as sweet as additional damage against your favored enemies.

    Them's my 2 coppers. Take as you will.
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  18. - Top - End - #708
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    It was meant ot be either or as you'll have to have either Ranger or Scout to get the PrC, and I didn't want ot leave one or te other out.
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    Default Re: Any Orc/Goblinoid Fans??

    Quick, temporary break from the religious stuf so you guys dont burn out:

    FORESTKITH ALPHA

    [IMG]Picture URL[/IMG]

    "RAAAAAAAAAAAAAAAAH!!!!!!!!"

    A small percentage of the males among the Forestkith Goblins grow to tremendous size, sometimes standing a hulking 6' tall (i.e. comparatively tremendous to their fellows). Most researchers are uncertain to the cause of origin of the phenomenon, and the Forestkith's lack of cooperation certainly doesn't help much.

    BECOMING A FORESTKITH ALPHA
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Race: Forestkith Goblin
    Gender: Male
    Feats: Improved Grapple, Improved Unarmed Strike
    Skills: Any two skills based on a physical stat (i.e. Str, Dex, or Con) at 8 ranks
    BAB: +6


    Class Skills
    The Forestkith Alpha's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Flying Tackle
    2. +2    +3     +0     +0    Rage
    3. +3    +3     +1     +1    Powerful Wrestler
    4. +4    +4     +1     +1    Flying Tackle
    5. +5    +4     +1     +1    Rage
    6. +6    +5     +2     +2    Powerful Build
    7. +7    +5     +2     +2    Flying Tackle
    8. +8    +6     +2     +2    Rage
    9. +9    +6     +3     +3    Medium Size
    10.+10   +7     +3     +3   Transformation
    Weapon Proficiencies: A Forestkith Alpha gains no new weapon or armor proficiencies.

    Flying Tackle (Ex): As a Standard Action you may run and plow into your opponent. This is a charge attack doing damage equal to your Unarmed Strike damage, and both you and your opponent are knocked prone.

    At 4th level when you successfully perform the Flying Tackle you may perform a Grapple Check as a Free Action without provoking an Attack of Opportunity. You both still end Prone, but if successful you are now Grappling your opponent.

    At 7th level if you have your opponent Pinned in a Grapple, you can rain down blows upon him doing double your Unarmed Strike damage each round you maintain the Grapple.

    Rage (Ex): At level 2 the Forestkith Alpha gains 1 daily use of Rage (identical to the Barbarian class ability in the PHB), or an additional daily use of Rage if it already has the ability from another class.

    At levels 5 and 8 it gains 1 more daily use of Rage.

    Powerful Wrestler (Ex): At level 3 the Forestkith Alpha no longer takes a Size penalty to Bull Rush, Grapple, or Trip checks.

    Powerful Build (Ex): At 6th level the Forestkith Alpha gains the Powerful Build ability identical to the one on page 12 of the XPH.

    Medium Size (Ex): At 9th level the Forestkith permanently becomes Medium Size. It gains +2 Str and it's Natural AC bonus increases by +1.

    Transformation (Ex): At 10th level the Forestkiths transformation is complete. You gain another +2 Str, +2 Con, and your Natural AC Bonus increases by an additional +2. You also gain a +4 Racial Bonus to Grapple Checks.

    PLAYING A FORESTKITH ALPHA
    You are the top monkey in your tribe. The big chief. The only Forestkith with his own personal harem. You're stronger than all the other men, tougher than all the other men, and crap bigger than all the other men as well. Obviously the Gods have chosen you to lead. And you'll kick the tail of anything says otherwise.
    Combat: Fighting is fun, and a fave past time. You no longer need to hide in trees when the other humanoids come round. Now you can sneak up behind them and whack them with a club. Okay, so the traditional Goblin mindset is a little hard to overcome even with the newfound size...
    Advancement: Alphas tend to try to increase the size of their tribe, and most will at least have the Leadership Feat. They tend to be territorial, and quite paranoid as well so many spend an unusual amount of time on developing skills not normally required for forest life.
    Resources: Most Alphas are tribal leaders of some kind, so they have he entirety of their peoples resources to draw on. Which isn't much considering they're barely above primate level.

    FORESTKITH ALPHAS IN THE WORLD
    "Waitaminute...that's not a monkey..."
    Alphas tend to interact with the world by telling it what to do, and then beating the crap out of it if it doesn't act quickly enough. It's their way or the highway. If they can't order it or beat it silly, they tend to lee and rethink things.
    Daily Life: You may be a subhuman primitive jungle dweller, but darn it you LEAD the subhuman primitive jungle dwellers. So it keep you busy most of the day planning and such. And your nights are taken up by the harem. It's good to be the Alpha.
    Notables: Maymun (CE Male Forestkith Barbarian 6/Forestkith Alpha 5) has recently begun feeling more confident than usual, and has been leading his tribe into laying traps for, and assaulting the local humanoids.
    Organizations: Most Alphas are the leaders of a sort of informal organization: their extended tribal family. Few end up becoming much else as they have no wish to work for others or be second banana to anyone.

    NPC Reaction
    NPC's reaction can generally be summed up as "Holy Jebus, that things a Goblin? Quick, kill it before it eats the children."

    FORESTKITH ALPHAS IN THE GAME
    With it's focus on tribal leadership this class tends to make itself a center of attention. This could be good or bad depending on what you want to focus your campaign on.
    Adaptation: Alphas can be bullies, and feel despondent when they aren't in charge. Might want to consider this one for the NPC bad guys frst.
    Encounters: Alphas are generally encountered leading Forestkith on raids, or whenever PC's stumble onto a tribe of Forestkiths in the woods.

    Sample Encounter
    EL 12: The PC's are calmly minding their own business, murdering savage humanoids for money in the jungle. All of a sudden the trees turn into little furry people with nets. Gonna be one of those days. The big one looks at you kinda weird...


    Maymun
    CE Male Forestkith Barbarian 6/Forestkith Alpha 5
    Init +1, Senses: Listen +10, Spot +6, Dark Vision 60'
    Languages Goblin, Common
    ------------------------------------------------
    AC , touch , flat-footed (+1 Size, +1 Dex, +1 Natural, )
    AC Raging , touch , flat-footed (-2 Size, +1 Size, +1 Dex, +1 Natural, )
    hp 88 (11 HD), 110 Raging
    Fort +11 (+13 Raging), Ref +4, Will +5 (+7 Raging)
    Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
    ------------------------------------------------
    Speed 40 ft. (8 squares), Climb 20 ft.
    Melee Unarmed Strike +14/+9/+4 (1d6+3)
    Melee Raging Unarmed Strike +16/+11/+6 (1d6+5)
    Base Atk +11, Grp +10
    Atk Options Rage 4/day, Flying Tackle, Powerful Wrestler
    Combat Gear
    -----------------------------------------------
    Abilities Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 8
    SQ Light Sensitivity, Tree Shape, Discordant Frenzy, Fast Movement
    Feats Improved Grapple, Improved Unarmed Strike, Leadership, Superior Unarmed Strike
    Skills Bluff +4, Climb +18, Craft (Weaving) +5, Gather Information +3, Hide +9, Intimidate +7, Jump +12, Listen +10, Move Silently +9, Sense Motive +7, Spot +6, Survival +9, Swim +10, Tumble +5
    Possessions



    EPIC FORESTKITH ALPHA

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Rage The Forestkith Alpha gains an additional daily use of Rage at level 22, and every 3 levels thereafter.
    Bonus Feats: The Epic Forestkith Alpha gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2009-07-06 at 05:07 AM.
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  20. - Top - End - #710
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    Default Re: Any Orc/Goblinoid Fans??

    and while we're at it:

    NILBOG

    [IMG]Picture URL if you have one[/IMG]

    "As you can see I'm not the usual token mook. I'm a new and improved mook. Wait, that came out wrong..."

    It has long been tradition to experiment magically upon the goblinoids, as their bodies seem to have an affinity for mutation that surpasses the other humanoid races. Even better they tend to breed true once the results have been accomplished.

    While this has long led to many failed experiments by overzealous madmen seeking to quickly create a new race of loyal minions. Few experiments have gone more wrong than the Nilbogs. Originally they were intended to be an enhanced warrior race who would be nigh well invulnerable due to being healed by damage. The magics used to effect this reversal were unpredictable and tricky, and for once even the Goblins they were used on seemed unwilling to do anything but die. Success was eventually achieved after many deaths, but it was only a partial success. The Nilbogs only occasionally bred true, and their strange abilities were only occasionally inherited by their line. Even worse many were in constant pain or were ferociously defiant when given orders. Being unpredictable and stubborn made them bad servitors, and many were killed or left to fend for themselves.

    Nilbogs appear to be normal goblins, sometimes with odd deformities or skin colors.

    NILBOG RACIAL TRAITS
    · +2 Str, -2 Dex, +2 Cha
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character. Space is 5', Reach is 5'.
    · Humanoid with the Goblinoid Subtype
    · Base Land speed 30 ft.
    · Dark Vision 60'
    · Reversal (Ex): Nilbogs suffer from an odd condition they refer to as 'the reversal'. Positive energy effects (such as Healing spells) cause them damage. Negative energy effects (such as Inflict spells) and/or damage taken from weapons or spells/effects/environmental problems heals any damage they may have suffered (In other words positive energy effects are the only way to deal hit point damage). If they are at full hit points they gain the extra hit points as temporary hit points that last 1 minute.
    · +4 Racial Bonus on Intimidate and Survival Checks
    · The Nilbogs automatically speak Common and Goblin. Bonus Languages include Elven, Gnoll, Draconic, Giant, and Orc.
    · Level Adjustment: +2
    · Favored Class: Barbarian

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10

    HEIGHT AND WEIGHT
    Base Height: Male: 2'8" Female: 2'6"
    Height Modifier: +2d4
    Base Weight: Male: 30 lbs. Female: 25 lbs.
    Weight Modifier: x1 lb.

    NILBOG CHARACTERS
    If you want to play something unusual, you don't get much more unusual than the Nilbog. And healing for you will be simple. All you need to do is start a fight. A few solid axe blows and you're good as new.
    Adventuring Race: Nilbogs commonly go on adventures because they're ordered to by their superiors. Of those few who are in the business for themselves. they adventure for money and power. Same as most Goblins would.
    Character Development: Being as damage actually heals you, you are born to be a melee tank. You may not do as much damage as other tanks, but you can really soak it up. Just watch out for the Undead. Their ability to bestow ability damage or negative levels can just ruin your day.
    Character Names: Nilbogs use Goblin names. But they usually reverse the names as a way of letting other Goblinoids know who they are.

    ROLEPLAYING A NILBOG
    You're a hired killer. A goblin meant to take opponents by surprise, and be able to kill them off before they can figure out why their weapons aren't hurting you. Nilbogs are still rare, and not many people know about your condition. Fewer people know how much grief it causes you mentally either.
    Personality: Nilbogs are without exception twitchy and bad tempered. The reversal causes many small frustrating events in their lives, and sometimes this frustration boils over leading to temporary fits of madness. Many Nilbogs also have minor deformities they ted to be touchy about. they are reclusive, antisocial, and sometimes just shy of suicidal. Life is not happy for a Nilbog.
    Behaviors: Nilbogs are pretty much like any other Goblin, but with some noticeable mental problems. Many have what could charitably be called anger management issues, or are at least mildly scizophrenic. Something about living with the Reversal effect is not mentally healthy to individuals.
    Language: Nilbogs are Goblins, and as such speak and use the Goblin language as usual.

    NILBOG SOCIETY
    Nilbogs live among Goblins, and share their culture and society. They aren't exactly accepted as normal, but they aren't discriminated against either. Many Goblins hold them in superstitious fear.
    Alignment : Unlike most Goblins, Nilbogs are almost always Chaotic Evil. Perhaps it's what they went through to gain their powers, or maybe it's because their life has been so screwed over because of said powers.
    Lands : Most Nilbogs live amongst Goblins, which means the majority of them live in Temperate Plains areas.
    Settlements : Only other Nilbogs, and possibly some Goblins, can possibly understand what the Nilbogs go through, so it's rare that the leave the Goblin homelands. Plus among Goblins, they're just another Goblin. Among other people their unusual nature becomes much more readily apparent.
    Beliefs : Nilbogs worship the Goblinoid pantheon like any other Goblin.
    Relations: Much like the other Goblinoids the Nilbogs consider themselves to be almost permanently at war with the other races.

    NILBOG ADVENTURES
    · A local gladiator has been killing almost all of his opponents a little too easily. Magical help is suspected. Your team has been hired to expose him, and you're being sent into the arena against him because of your unusual abilities.
    · Recently entire villages have been massacred, and giant footprints have been found leading away from the villages. Giant footprints which eventually begin to shrink. It is suspected a Greater Nilbog is in the area, and you have been asked to find and recruit him.
    · Recently all of your brothers have lost their powers and become ordinary Goblins. Most have died not long after. You must discover why, and how to cure it before the same ailment strikes you.
    Last edited by Bhu; 2009-07-11 at 06:24 AM.
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  21. - Top - End - #711
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    Default Re: Any Orc/Goblinoid Fans??

    Several PrC's do. WHat is it you're looking for?
    The problem is, I don't know - and that's just the thing. Link me some.

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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by imp_fireball View Post
    The problem is, I don't know - and that's just the thing. Link me some.
    Well the front page list has been updated with hyperlinks to everyones stuff (yours included) so everything should be easy to find (lemme know if any of hte links are broken). Try the Darkened Eye, its about as far from the concept of hulked out barbarian religious fanatic as you can get.


    I also just noticed that the Norker has official 3.5 stats, as does the Goblyn (and I think the Grod Goblins do too).

    This leaves the Nilbog, the Birthright Goblins, and possibly the Worghest. Assuming that the other weird lil humanoids like the Gremlins and Xvarts arent goblinoids. So what shall I switch the racial profile above to?
    Last edited by Bhu; 2009-07-04 at 05:29 AM.
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    Default Re: Any Orc/Goblinoid Fans??

    Well as there seems to be no preferences I'll go with the Nilbogs. I also updated the Forestkith, and with luck it will be done tomorrow. I can't find much info on the Nilbogs, so I'm adlibbing.
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    Default Re: Any Orc/Goblinoid Fans??

    I've never even heard of the Nilbogs ~_~
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    Default Re: Any Orc/Goblinoid Fans??

    They're from the original fiend folio, from before 3.5. Basically they're goblins who sufer from some sort of odd reversal. Healing spells kill them, and damage cures them.
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    Does anyone know if theres an official height/weight chart for Goblins?
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    Races of Faerun gives measurements for the common goblinoids, plus Dekanters. I'd check for you but all my books are about 300 miles away right now. ><
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    I think I have Races of Faerun. I'll try looking for it soon. I need to speak to an attorne about a coworker so I may be distraced a few days. On the other hand I may be posting more because i need a distraction from rl...
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    Guess RoF doesnt have it.

    So I have the Nilbogs abilities up. Think they're worth more than a +1 LA?
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    Default Re: Any Orc/Goblinoid Fans??

    +Str and Cha, 30' Move and Reversal is at least worth +1, though I think it's at best a strong LA +1. Reversal makes them more a challenge monster than impentrable world beaters. You just have to disable them with alternate combat tactics, like disarms, bull rushes or grappling. The size penalty still works against them in that regard, though they're not as vulnerable as other small combatants are.

    I don't know the fluff, so I have idea whether it would be warranted or not but you could push them solidly into LA +2 if they had powerful build, like the redcaps before them. At the very least, they'd become the intimidate monsters they seem built to be, with the Charisma bonus and racial Intimidate bonus, as well as making them a better flesh wall against those pesky combat manuevers, with the final added bonus of using Medium weapons at no penalty.

    Them's my 2 coppers. Take as you will.
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