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  1. - Top - End - #721
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    Default Re: Any Orc/Goblinoid Fans??

    I could edit reversal to read that if their hit points are maxed out they get anymore damage converted to HP as temporary HP lasting 1 minute. That should push them to a +2.
    Last edited by Bhu; 2009-07-10 at 06:04 AM.
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  2. - Top - End - #722
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    Default Re: Any Orc/Goblinoid Fans??

    soon as I get Meriadar done his priest is next



    MERIADAR
    Intermediate Deity
    Symbol: Decorated Bowl
    Home Plane: Arcadia
    Alignment: Lawful Neutral
    Portfolio: Patience, meditation, tolerance, arts and crafts
    Worshipers: Mongrelfolk, converted evil humanoids, good humanoids
    Cleric Alignments: LG, LN
    Domains: Law, Protection, Trickery
    Favored Weapon: Unarmed Strike

    Meriadar appears as a patchwork of the various humanoid races much like the Mongrelfolk who are his worshipers, but his features seem to shift from moment to moment. He may also appear as a tall figure of any humanoid race, usually dressed in simple brown robes.

    Dogma

    Meriadar expects his followers to be open-minded, tolerant of racial and cultural differences, and respectful. His believers are encouraged to practice the arts and sciences, and to support their neighbors (even those who may not be so open minded as they are). His followers are asked to be non violent, but not pacifistic. They are not to begin battles, but are allowed to defend themselves if there is no option.


    Clergy and Temples

    Most of Meriadar's worshipers are Mongrelfolk or good aligned humanoids, but he does actively seek to redeem evil humanoids as well in order to stop the non ending bloodshed between the races. He particularly prizes converting the Goblinoids and his hated by many of the Goblin/Bugbear deities for this (especially Stalker).

    Meriadar's priests are almost entirely Mongrelfolk or converts from more savage races. They are very active in society and ploitics, preaching the need for reform, and acceptance of those who are different from the cultural mainstream.

    MERIADAR
    Cleric 20, Monk 20
    Medium Outsider (Lawful)
    Divine Rank: 15
    Hit Dice: 20d8+180 plus 20d8+180 plus 20d8+180 (1020 hp)
    Initiative: +16
    Speed: 80 ft. (16 squares)
    Armor Class: 90 (+12 Dex, +15 Divine, +28 Natural, +13 Deflection, +12 Wisdom), touch 62, flat-footed 78
    Base Attack/Grapple: +50/+63
    Attack: Unarmed Strike +74 (2d10+9)
    Full Attack: Unarmed Strike +74/+69/+64/+59 (2d10+9)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Turn Undead 16/day, Flurry of Blows, Ki Strike (Magic, Lawful, Adamantine), Quivering Palm (DC 52)
    Special Qualities: Divine Immunities, DR 25/Epic, Fire Resistance 20, Spell Resistance 47, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1500', DC 38), Unarmored AC Bonus, Tongue of the Son and Moon, Still Mind, Evasion, Slow Fall 90', Empty Body, Improved Evasion, Wholeness of Body, Abundant Step
    Saves: Fort +60, Ref +57, Will +63
    Abilities: Str 28, Dex 35, Con 28, Int 28, Wis 35, Cha 36
    Skills: Concentration +70, Craft (Calligraphy, Painting, Pottery, Sculpting, Stonemasonry, Weaving) +66, Diplomacy +74, Heal +51, Hide +50, Knowledge (History) +47, Knowledge (Religion) +48, Listen +50, Move Silently +50, Sense Motive +50, Spellcraft +47, Spot +50, Tumble +50
    Feats: Combat Expertise, Craft Magic Arms and Armor, Craft Rod, Craft Scepter, Craft Staff, Craft Wand, Craft Wondrous Item, Deflect Arrows, Dodge, Forge Ring, Improved Feint, Improved Initiative, Improved Trip, Scribe Scroll, Exceptional Artisan, Extraordinary Artisan, Improved Initiative, Legendary Artisan, Mobility, Snatch Arrows, Superior Unarmed Strike, Combat Reflexes (B), Improved Disarm (B), Improved Unarmed Strike (B), Stunning Fist (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 Form, Alter Size, Area Divine Shield, Clearsight, Craft Artifact, Create Greater Object, Create Object, Divine Dodge, Divine Inspiration, Divine Monk, Divine Shield, Know Secrets, Lay Quest, Master Crafter, Sunder and Disjoin, Supreme Initiative,
    Domain Powers: Spells with the Law Descriptor are at +1 Caster Level, create protective ward 1/day
    Spell-Like Abilities: Meriadar can cast the following spells at will as Spell-Like abilities: Antimagic Field, Calm Emotions, Confusion, Dictum, Disguise Self, Dispel Chaos, False Vision, Hold Monster, Invisibility, Magic Circle Against Chaos, Mind Blank, Mislead, Nondetection, Orders Wrath, Polymorph Any Object, Prismatic Sphere, Protection from Chaos, Protection from Energy, Repulsion, Sanctuary, Screen, Shield of Law, Shield Other, Spell Immunity, Spell Resistance, Summon Monster IX (Law only), Time Stop. Caster Level is 25. Save DC is 38 plus the spell level.
    Possessions: None.

    Other Divine Powers
    As an Intermediate deity, Meriadar automatically receives a die roll of 20 on any check. He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. he is immortal.
    Senses: Meriadar can see, hear, touch, and smell at a distance of 15 miles. As a Standard Action he can perceive anything within 15 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 10 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 15 hours.
    Portfolio Powers: Meridar sense any act of violence or warfare the instant it happens and retains the sensation for up to 15 weeks after the event occurs.
    Automatic Actions: Meriadar can use any Craft skill or Diplomacy as a Free Action if the DC for the task is 25 or lower. He can perform up to 10 Free Actions each round.
    Create Magic Items: Meriadar can create wondrous items as long as the items market price does not exceed 200,000 GP.
    Last edited by Bhu; 2009-07-18 at 04:55 AM.
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  3. - Top - End - #723
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    Default Re: Any Orc/Goblinoid Fans??

    Okay the Nilbog is done and ready for feedback :D
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  4. - Top - End - #724
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    Default Re: Any Orc/Goblinoid Fans??

    I didn't notice that Forestkith Alpha had been completed, so i'll make my comments on that. I'm curious to know whether the various growth abilities supersede one another when you get them or if, in fact, when you hit the cap you're both medium-sized and have powerful build, putting you on the same level as Goliaths, which I don't believe that was your intention but I could just as easily be wrong.

    Also, for Flying Tackle, you're doing next to no damage, as the unarmed strike damage of a small creature is 1d2 (1d3 when you eventually become medium sized). Maybe it would be better to just do some set damage, like 1d6 or 1d8, as initially, no Alpha in their right mind is gonna want to trip himself for tripping the other guy and negligible damage.

    Them's my 2 coppers. Take as you will.
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  5. - Top - End - #725
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Cieyrin View Post
    I didn't notice that Forestkith Alpha had been completed, so i'll make my comments on that. I'm curious to know whether the various growth abilities supersede one another when you get them or if, in fact, when you hit the cap you're both medium-sized and have powerful build, putting you on the same level as Goliaths, which I don't believe that was your intention but I could just as easily be wrong.

    Also, for Flying Tackle, you're doing next to no damage, as the unarmed strike damage of a small creature is 1d2 (1d3 when you eventually become medium sized). Maybe it would be better to just do some set damage, like 1d6 or 1d8, as initially, no Alpha in their right mind is gonna want to trip himself for tripping the other guy and negligible damage.

    Them's my 2 coppers. Take as you will.
    he does indeed keep powerful build at medium size. You'll notice the example npc also has Superior Unarmed Strike

    Eventually the tackle damage will be quite nice.
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  6. - Top - End - #726
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    Default Re: Any Orc/Goblinoid Fans??

    I'm thinking of doing some Racial Feats for the Nilbog to play around with odd things they could learn to do with their Reversal ability. Do you think this would make things complicated or overly confusing or shall I go for it?



    PEACEMAKER

    [IMG]Picture URL[/IMG]

    "If we do not end war - war will end us. Everybody says that, millions of people believe it, and nobody does anything."

    Peacemaker's act as teachers and diplomats, trying to unite the quarreling humanoid races together and thus preventing bloody wars. Despite being not always entirely successful (especially with the Orcs and Goblinoids) they soldier on, their faith in their God shielding them from thoughts of despair.

    BECOMING A PEACEMAKER
    Most Peacemaker's are Clerics with a level or two in a more socially oriented class (like Rogue) to pick up a few diplomacy skills.

    ENTRY REQUIREMENTS
    Race: Mongrelfolk, or any humanoid who is either Neutral or who has converted from Evil
    Patron: Meriadar
    Class Abilities: Must have access to the Protection Domain
    Feats: Improved Unarmed Strike, Negotiator, Superior Unarmed Strike
    Skills: Bluff 4 ranks, Diplomacy 4 ranks, Gather Information 4 ranks, Knowledge (Local, Religion) 4 ranks, Sense Motive 4 ranks
    Alignment: Lawful Good, Lawful Neutral, or Neutral


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

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Diplomacy, +1 Level of Divine Spellcasting Class
    2. +1    +0     +0     +3    The Balm of Peace, +1 Level of Divine Spellcasting Class
    3. +2    +1     +1     +3    Protective Ward, +1 Level of Divine Spellcasting Class
    4. +3    +1     +1     +4    Diplomacy, +1 Level of Divine Spellcasting Class
    5. +3    +1     +1     +4    The Balm of Peace, +1 Level of Divine Spellcasting Class
    6. +4    +2     +2     +5    Protective Ward, +1 Level of Divine Spellcasting Class
    7. +5    +2     +2     +5    Diplomacy, +1 Level of Divine Spellcasting Class
    8. +6    +2     +2     +6    The Balm of Peace, +1 Level of Divine Spellcasting Class
    9. +6    +3     +3     +6    Protective Ward, +1 Level of Divine Spellcasting Class
    10.+7    +3     +3     +7    Protection of Faith, +1 Level of Divine Spellcasting Class
    Weapon Proficiencies: A Peacemaker gains no new weapon or armor proficiencies.

    Diplomacy (Ex): At levels 1, 4, and 7 choose 1 skill from your class list that is based on Charisma or Wisdom. From now on you may always take 10 with that skill.

    The Balm of Peace (Su): At 2nd level you may cast Calm Emotions at will as a Supernatural Ability.

    At 5th level the Calm Emotions ability affects all beings in a 40' spread, and the Duration is 1 round per character level.

    At 8th level the Calm Emotions ability lasts 10 minutes per character level, and the Save DC is increased +4.

    Protective Ward (Su): At 3rd, 6th, and 9th level you may use the Protective Ward Domain Ability an additional time per day. Beginning at 3rd level your Cleric and Peacemaker levels stack for purposes of determining your Cleric Level for this ability.

    Protection of Faith (Su): At 10th level you may expend one daily use of your Turn Undead ability to keep a Protective Ward in place once it has been used. In other words if your Ally has to make a Save (and would thus use up the benefit of his Protective Ward) you may expend the use of Turn Undead to give him the Bonus for a second Save. This still does not increase the duration of the ability, and the Ally must be within 60' for you to do this. You may now use the Protective Ward ability as a Swift Action up to 5 times per day. Spells you cast from the Abjuration school are cast at +1 caster level.

    PLAYING A PEACEMAKER
    Racism and intolerance are the core of all warfare as you see it. If you can get beings of all races and cultures to accept one another as equals you can put an end to war. Some say this makes you a blind, naive fool. But you have faith that Meriadars cause will one day bring peace to the world.
    Combat: peacemakers never initiate combat. They will defend others if necessary, and themselves as well. But they do not start fights.
    Advancement: Most Peacemakers strictly pursue the art of the Diplomat. They desire to see war and bigotry end, and that requires a certain single minded dedication.
    Resources: Peacemakers may be destitute quite often themselves, but their generosity and hard work often earns them enough repsect that others will help them in whatever way they can in times of need.

    PEACEMAKERS IN THE WORLD
    "I am beginning to see you too often on the field of battle little priest. I think perhaps it is time I made an end of your scheming."
    Peacemakers lobby hard to get the various races to accept one another as equals under the Law, with identical rights and opportunities. This makes their cause at times unpopular given how deep racism can run in some communities, especially at wartime. But they are recognized for their efforts to prevent unnecessary death.
    Daily Life: Your days are incredibly busy. You must heal the sick, tend the wounded, plan for future problems (you probably live in a war zone after all), and try to limit the carnage in any way possible.
    Notables: Nyenka (LN Female Goblin Cleric 5/Rogue 1/Peacemaker 6) has been on the front lines of every Goblinoid War in the last decade trying to end the fighting. She is the target of many assassination attempts by the Goblin Clergy.
    Organizations: The Peacemakers are an organization dedicated to ending war and bigotry. Their efforts are seen as futile by most given their small numbers, but many end up as advisers to beings in power. Which can be far more valuable than simple force in numbers.

    NPC Reaction
    Peacemakers tend to be respected by all, including some Lawful Evil beings. Only Neutral and Chaotic Evil beings truly despise them for the role they play in disrupting their schemes (LE beings at least see a use for them).

    PEACEMAKERS IN THE GAME
    Peacemakers try to stop fights. PC's usually try to start them. Playing this PrC will require a certain mindset from it's player, and his companions. It can easily be as big a problem as a Paladin in the wrong group.
    Adaptation: This is best used in campaigns where war is common, at least among the humanoid races.
    Encounters: PC's will encounter Peacemakers in wartime, usually as diplomats or healers. They try not to take sides, and act as neutral go betweens trying to stop, or at least limit the fighting.

    Sample Encounter
    EL 12: The PC's have been hired to protect a goblin priest that the local Duke claims is working on the humans side in an attempt to put an end to the war. He says her own people are trying to murder her.


    Nyenka
    LN Female Goblin Cleric 5/Rogue 1/Peacemaker 6
    Init +2, Senses: Listen +10, Spot +8, Dark Vision 60'
    Languages Goblin, Common
    ------------------------------------------------
    AC 22, touch 16, flat-footed 20 (+1 Size, +2 Dex, +6 Armor, +3 Deflection)
    hp 58 (12 HD)
    Fort +7, Ref +7, Will +13
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee Unarmed Strike +11/+6 (1d10)
    Base Atk +7, Grp +1
    Atk Options +1d6 Sneak Attack
    Combat Gear
    Spells Prepared 0: 6 (DC 14)
    1: 6 (DC 15)
    2: 5 (DC 16)
    3: 5 (DC 17)
    4: 4 (DC 18)
    5: 2 (DC 19)
    6: 1 (DC 20)
    Caster Level 11
    -----------------------------------------------
    Abilities Str 6, Dex 15, Con 12, Int 10, Wis 18, Cha 12
    SQ Domains (Protection, Trickery), Turn Undead 4/day, Trapfinding, Diplomacy, Balm of Peace, Protective Ward
    Feats Improved Unarmed Strike, Negotiator, Stunning Fist, Superior Unarmed Strike, Weapon Finesse
    Skills Bluff +7, Concentration +7, Diplomacy +9, Gather Information +7, Knowledge (Arcana, Local, Religion) +6, Listen +10, Move Silently +6, Sense Motive +12, Spellcraft +4, Spot +8 (+18 w/Third Eye)
    Possessions +2 Amulet of Mighty Fists, +6 Bracers of Armor, +3 Ring of Protection, Third Eye Aware



    EPIC PEACEMAKER

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    Diplomacy At 21st level and every 3 levels thereafter you may choose a new skill for Diplomacy.
    Protective Ward At 23rd level and every 3 levels thereafter you gain an additional daily use of your Protective Ward.
    Spells: You caster level increases with Epic Levels, but you do not gain additional spells per day.
    Bonus Feats: The Epic Peacemaker gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2009-08-05 at 06:01 AM.
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  7. - Top - End - #727
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    Default Re: Any Orc/Goblinoid Fans??

    Eh, I say see how it goes. You could probably get some interesting abilities developed, like my favorite race, the Urdunnir, have.

    As for the Peacemaker, I'm hoping for some irony there, like the massive hand gun of the same name.

    EDIT: Oh, I see what you're aiming at now, now that I actually bothered to read the god's description. I suppose every evil pantheon needs an Eilistraee, which isn't a bad thing at all, as I love Eilistraee and it's another thing I have against 4E Forgotten Realms for her passing, though she technically passed before then, really. -_-
    Last edited by Cieyrin; 2009-07-13 at 12:12 PM.
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  8. - Top - End - #728
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    Default Re: Any Orc/Goblinoid Fans??

    There will be another sort of goblin peacemaker who will be somewhat more ironic, never fear.
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  9. - Top - End - #729
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    Default Re: Any Orc/Goblinoid Fans??

    Got Meriadar updated a bit. Sorry this is taking so long, work has been problematic lately.
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  10. - Top - End - #730
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    Default Re: Any Orc/Goblinoid Fans??

    Minor updates to Peacemaker.
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  11. - Top - End - #731
    Ettin in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    You have alignment conflicts in your prereqs for Peacemaker. You first say for the race any evil race that has turned to True Neutrality or any good and then you add a further alignment restriction of Lawful Good or Neutral.
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  12. - Top - End - #732
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    Default Re: Any Orc/Goblinoid Fans??

    Sorry bout that. Hazards of doing these at wee hours of the morning after a bad day. Thanks Cieyrin.
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  13. - Top - End - #733
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    Default Re: Any Orc/Goblinoid Fans??

    Meriadar is finally done (phew!)

    Minor update to peacemaker

    bargrivyek will be up next
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  14. - Top - End - #734
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    Default Re: Any Orc/Goblinoid Fans??

    Peacemaker is almost done so:

    BARGRIVYEK
    Lesser God
    Symbol: Flail
    Home Plane: Baator
    Alignment: Lawful Evil
    Portfolio: Cooperation, Territory
    Worshipers: Goblins
    Cleric Alignments: LE, LN, NE
    Domains: Goblin, Pact, Planning
    Favored Weapon: Flail

    Known as the Peacekeeper because he tolerates no war between the goblinoid tribes, and is the Goblin God of Cooperation and Territory (specifically acquiring territory). Despite his title he is neither gentle or pacifistic, and is in fact quite homicidaly inclined towards the other humanoid races (particularly Orcs for some reason). He appears as an 8' tall Goblin with a high domed forehead and carrying a white-tipped flail.

    Dogma

    Bargrivyek preaches that no goblinoid should harm another, especially if he has the option of harming a non-goblinoid. The territory of the goblin races must expand at all costs, and it's even preferable the way is paved in the blood of others.

    Clergy and Temples

    Temples to Bargrivyek are always found near military post of the goblin races, and at the edges of their territory. Once that territory has been expanded the temple keeps moving towards the edge. Bargrivyeks priests often speak in tongues or in his voice as omens.

    BARGRIVYEK
    Cleric 20, Beguiler 20
    Large Outsider (Lawful, Evil)
    Divine Rank: 10
    Hit Dice: 20d8+140 plus 20d8+140 plus 20d6+140 (860 hp)
    Initiative: +11
    Speed: 80 ft. (16 squares)
    Armor Class: 63 (-1 Size, +7 Dex, +23 Natural, +14 Deflection, +10 Divine), touch 40, flat-footed 56
    Base Attack/Grapple: +45/+56
    Attack: +5 Flail +66 (1d8+17) or spell +61 melee/ranged touch
    Full Attack: +5 Flail +66/+61/+56/+51 (1d8+17) or spell +61 melee/ranged touch
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Rebuke Undead 17/day
    Special Qualities: Divine Immunities, DR 20/Epic, Fire Resistance 15, Spell Resistance 42, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 6 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (1000', DC 34), Armored Mage, Cloaked Casting, Trapfinding, Surprise Casting, Advanced Learning (Serene Visage, Miser's Envy, Shadow Form, Solipsism, Programmed Amnesia)
    Saves: Fort +47, Ref +41, Will +59
    Abilities: Str 24, Dex 24, Con 24, Int 38, Wis 37, Cha 38
    Skills: Bluff +90, Climb +63, Concentration +83, Diplomacy +96, Disable Device +63, Disguise +70 (+76 Acting), Gather Information +94, Heal +69, Hide +63, Intimidate +53, Knowledge (Arcana, History, Local, Religion, The Planes) +63, Knowledge (Geography, War) +40, Listen +84, Move Silently +63, Open Lock +63, Search +63, Sense Motive +69, Sleight of Hand +69, Spellcraft +69 (+73 w/scrolls), Spot +84, Tumble +63, Use Magic Device +70 (+74 w/Scrolls)
    Feats: Battlecaster Defense, Battlecaster Offense, Combat Casting, Dazzling Illusion, Domain Focus (Goblin, Pact, Planning), Greater Spell Focus (Enchantment, Illusion), Greater Spell Penetration, Improved Initiative, Metamagic School Focus (Enchantment, Illusion), Profane Boost, Retributive Spell, Spell Focus (Enchantment, Illusion, Law, Evil), Spell Penetration, Unsettling Enchantment, Extend Spell (B), Silent Spell (B), Still Spell (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: Area Divine Shield, Battlesense, Clearsight, Divine Glibness, Divine Inspiration, Divine Shield, Lay Curse, Lay Quest, Marking Strike (see below), Call Creatures (Goblins)
    Domain Powers: n/a
    Spell-Like Abilities: Bargrivyek can cast the following spells at will as Spell Like Abilities: Augury, Clairaudience/Clairvoyance, Command, Death Pact, Death Watch, Detect Scrying, Discern Location, Divination, Gate, Greater Invisibility, Greater Scrying, Hero's Feast, Hiss of Sleep, Knock, Mind Blank, Nondetection, Obscure Mist, Passwall, Reaving Dispel, Renewal pact, Shadow Walk, Shield Other, Speak with Dead, Stalwart Pact, Status, Time Stop, Zealot Pact. Caster Level is 20. Save DC is 34 plus the spell level.
    Cleric Spells Per Day: 6/9/8/8/8/8/6/6/6/6; Base DC=23 plus spell level
    Beguiler Spells Per Day: 6/10/10/9/9/9/9/8/8/5; Base DC=24 plus spell level
    Possessions: Zinciri, a +5 Collision Chargebreaker Domineering Flail


    Other Divine Powers
    As a Lesser deity, Bargrivyek may take a 10 on any check. He treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. He is immortal.
    Senses: Bargrivyek can see, hear, touch, and smell at a distance of 10 miles. As a Standard Action he can perceive anything within 10 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 5 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 10 hours.
    Portfolio Powers: Bargrivyek sense any act involving cooperation or gaining/losing territory the instant it happens and retains the sensation for up to 6 weeks after the event occurs.
    Automatic Actions: Bargrivyek can use any Charisma based skill as a Free Action if the DC for the task is 20 or lower. He can perform up to 5 Free Actions each round.
    Create Magic Items: Bargrivyek can create items involving cooperation or territory as long as the items market price does not exceed 30,000 GP.




    Goblin Domain
    Granted Power: You may add Hide, Move Silently, and Ride to your Class skill list.
    1: Obscure Mist
    2: Knock
    3: Nondetection
    4: Greater Invisibility
    5: Passwall
    6: Shadow Walk
    7: Hiss of Sleep
    8: Mind Blank
    9: Reaving Dispel



    Marking Strike
    You can mark a being as an enemy of your worshipers by striking him.
    Prerequisites: None
    Benefits: By successfully hitting any opponent with a melee strike, he becomes Marked (unless it has Divine Rank). Any of your worshipers can see the Mark, and they have a +4 Morale Bonus on all rolls against any Marked opponent. The Mark can only be removed by you, or another Deity whose Rank is higher than your own.
    Last edited by Bhu; 2009-07-28 at 06:22 AM.
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    Wizards locked one of my threads but gave me permission to rebuild it so let me take care of that real quick and I'll be right back.
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    PEACEKEEPER

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    "There is nothing so likely to produce peace as to be well prepared to meet the enemy."

    Peacekeepers, are as their names imply, diplomats who attempt to prevent violence. But they only prevent violence among the Goblinoid tribes. Against the other humanoid races they are as savage and resentful as the worst of their kind. For them, peace is a tool for their race only. A means of concentrating on the annihilation of the other races.

    BECOMING A PEACEKEEPER
    Peacekeepers are specialized priests of Bargrivyek.

    ENTRY REQUIREMENTS
    Race: Goblin
    Patron: Bargrivyek
    Spells: Must be able to cast at least 3rd level Divine Spells
    Feats: Domain Focus (Pact or Planning), Domain Spontaneity (Pact or Planning), True Believer
    Skills: Diplomacy 8 ranks, Knowledge (Religion) 8 ranks


    Class Skills
    The Peacekeeper's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana, History, Local, Religion, War)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Voice of the Gods
    2. +1    +3     +0     +3    Command Goblinoids, +1 Level of Divine Spellcasting Class
    3. +2    +3     +1     +3    Morale Officer, +1 Level of Divine Spellcasting Class
    4. +3    +4     +1     +4    Voice of the Gods, +1 Level of Divine Spellcasting Class
    5. +3    +4     +1     +4    Command Goblinoids
    6. +4    +5     +2     +5    Morale Officer, +1 Level of Divine Spellcasting Class
    7. +5    +5     +2     +5    Voice of the Gods,+1 Level of Divine Spellcasting Class
    8. +6    +6     +2     +6    Command Goblinoids, +1 Level of Divine Spellcasting Class
    9. +6    +6     +3     +6    Morale Officer, +1 Level of Divine Spellcasting Class
    10.+7    +7     +3     +7    Voice of Bargrivyek
    Weapon Proficiencies: A Peacekeeper gains no new weapon or armor proficiencies.

    Voice of the Gods (Su): You voice Omens and portents sent from your God on occasion. The rest of the time your magically enhanced voice at least makes it sound as if you still are the voice of your deity.

    At 1st level any spells you cast with Verbal Components have their Save DC increased by +1.

    At 4th level you may always Take 20 when using one of the following skills (Bluff, Diplomacy, Gather Information, Intimidate) a number of times per day equal to your Charisma Modifier instead of making a regular Skill Check.

    At 7th level you may cast Commune a number of times per day equal to your Charisma Modifier as a Supernatural Ability.

    Command Goblinoids (Su): At 2nd level you may cast Command at will as a Supernatural Ability, but only on Goblinoids.

    At 5th level you may expend a daily use of Rebuke Undead to instead Rebuke a Goblinoid.

    At 8th level you may cast Dominate Person as a Supernatural Ability a number of times per day equal to your Charisma Modifier, but only on Goblinoids.

    Morale Officer (Su): You are responsible for the morale of the men in your care, and you make certain it remains high by keeping them more afraid of you than the enemy. At 3rd level as a Standard Action you can generate an aura in a 60' area that gives all Goblinoids within the area of effect a +1 Morale Bonus to all roles. The Aura lasts (3 rounds + 1 round per point of Charisma Modifier) and may be used once per day for every 2 levels of Peacekeeper.

    The Bonus increases to +2 at level 6, and +4 at level 9.

    Voice of Bargrivyek (Ex): At 10th level you can speak with the voice of your deity once per day as a Standard Action. All Goblinoids within 120' gain a +2 Morale Bonus on all rolls, and all non-Goblinoids gain a -2 Morale Penalty on all rolls for the duration of the encounter.

    PLAYING A PEACEKEEPER
    Your goal is to keep everyone focused on fighting the enemy. Goblinoids can be hot tempered at times, and they don't often agree with one another on many issues. They need a steady and firm hand to keep their anger focused on it's proper place: the other races.
    Combat: Peacekeepers rarely get to see the battlefield as their duties take them elsewhere, but they are capable enough with their flails, and have their spells to protect them.
    Advancement: Peacekeepers are rather like the Gestapo of the Goblinoid armies. They are political officers designed to make sure everyone obeys the governments/churches official rhetoric, and silence any dissenters. This keeps 'morale' high.
    Resources: Peacekeepers usually have the backing of any Goblinoid government or military. They many times act as the heads of the military police, ensuring that their own soldiers do not fight against one another, and save their attentions for the enemy.

    PEACEKEEPERS IN THE WORLD
    "Shut it. Here comes the Peacekeepeer."
    Goblins low in the chain of command are yours to run herd over, and some of them resent you for it. This is only natural. But you're there for a purpose and they need to understand that. You must ensure there are no thoughts or actions critical of the war effort. Even if it means snapping a few necks to make an example.
    Daily Life: The daily life of a Peacekeeper is spent responding to calls for diplomatic 'aid' (i.e. pretense meant to fool the enemy), ensuring the soldiers don't get into brawls amongst themselves, and perhaps even a little sabotage.
    Notables: Dovmek (LE Male Goblin Cleric 6/Peacekeeper 6) is typical of his loathsome kind: a polished officer with a kind word for everyone, and a dagger at their backs.
    Organizations: All Peacekeepers belong to the Church of Bargrivyek and the Goblinoid military. They are forbidden to belong to any other organizations which will demand their time and abilities.

    NPC Reaction
    Most NPC's don't like to see a Peacekeeper coming, even other Goblins. Since you're an ideological fanatic you tend to make enemies, and those beneath you consider you a contemptible hypocrite for not making the sacrifices you urge of others.

    PEACEKEEPERS IN THE GAME
    Peacekeepers are an evil bunch. Unless your campaign is all evil or all Goblin it is suggested you be careful about allowing them.
    Adaptation: This is meant for darker campaigns obviously. If it's not also a military campaign the Peacekeeper will obviously be of less importance to the party as well.
    Encounters: PC's will generally encounter the Peacekeepers at the diplomatic table, or in any war effort involving the Goblins. Otherwise they ted to stay out of sight.

    Sample Encounter
    EL 12: The PC's have been hired to assassinate a Goblin Priest/Commander of some sort. Getting to him since he's surrounded by an army will be difficult. Or perhaps not considering that the officers of that same army hired you...


    Dovmek
    LE Male Goblin Cleric 6/Peacekeeper 6
    Init +2, Senses: Listen +6, Spot +3, Dark Vision 60'
    Languages Common, Goblin, Orc
    ------------------------------------------------
    AC 23, touch 13, flat-footed 21 (+1 Size, +2 Dex, +10 Armor)
    hp 54 (12 HD)
    Fort +10, Ref +6, Will +13
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Flail +7/+2 (1d6-1)
    Base Atk +8, Grp +2
    Atk Options Rebuke Undead 5/day, Morale Officer +2 (5 rounds, 3/day)
    Combat Gear
    Spells Prepared 0: 6 (DC 13)
    1: 5 (DC 14)
    2: 5 (DC 15)
    3: 4 (DC 16)
    4: 3 (DC 17)
    5: 2 (DC 18)
    Caster Level 10
    -----------------------------------------------
    Abilities Str 6, Dex 14, Con 10, Int 13, Wis 16, Cha 14
    SQ Domains (Pact, Planning), Voice of the Gods, Command Goblinoids
    Feats Domain Focus (Pact, Planning), Domain Spontaneity (Pact, Planning), True Believer
    Skills Bluff +7, Diplomacy +10, Gather Information +7, Intimidate +7, Knowledge (Arcana, History, Local) +6, Knowledge (Religion) +9, Listen +6, Sense Motive +6, Spellcraft +6
    Possessions +5 Chainmail, +1 Weakening Resounding Flail, Iron Bands of Bilaro, 4 Shackles of Silence, 700 GP



    EPIC PEACEKEEPER

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Spells An Epic Peacekeepers caster level continues to increase but he does not learn new spells or gain more spells per day.
    Bonus Feats: The Epic Peacekeeper gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2009-08-05 at 06:14 AM.
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  17. - Top - End - #737
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    Minor updates to Peacekeeper and Bargrivyek. I've got things pretty much fixed at Wizards so I can begin paying attention again.
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  18. - Top - End - #738
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    Minor updates to Bargrivyek and Peacekeeper again. Sorry guys, this week has just sucked so far.
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  19. - Top - End - #739
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    I added the Goblin Domain to bargrivyek. Any thoughts?
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  20. - Top - End - #740
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    It works pretty good as a domain, considering the typical strengths of goblinoids.
    LGBTitP

  21. - Top - End - #741
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    Thanks Rap.

    Just noticed he blog. Kudos.

    bargrivyek is finished except for his new Divine ability. Minor update to the Peacekeeper.
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  22. - Top - End - #742
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    Bargrivyeks Divine Ability is up (any thoughts?).

    Minor update to Peacekeeper.
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  23. - Top - End - #743
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    Quote Originally Posted by Bhu View Post
    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
    I love oit-primarily because the Sons of Maglubiyet were a militant religious group in the Goblin Revolution storyline in the Town.


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  24. - Top - End - #744
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    Thanks Renrik!

    peacekeepers class abilities are up. Any thoughts on how many caster levels it should keep?

    Also, and I dont know how, I have just realized I have forgotten to finish the Peacemaker class, and have begun on it's class abilities.
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    The 4th level ability of Voice doesn't seem all that useful, given that taking 20 assumes you try every possible method till you succeed, so you've already probably failed a number of times in your extended check to persuade people to your view, so why should they give you the light of day to persuade them no, since you couldn't defend your viewpoint before?

    I assume Command Goblinoids' 8th level ability only dominates goblinoids, right?

    Also, the capstone should probably have a different name, so as not to be confused with the earlier abilities.

    Them's my 2 coppers. Take as you will.
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  26. - Top - End - #746
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    Quote Originally Posted by Cieyrin View Post
    The 4th level ability of Voice doesn't seem all that useful, given that taking 20 assumes you try every possible method till you succeed, so you've already probably failed a number of times in your extended check to persuade people to your view, so why should they give you the light of day to persuade them no, since you couldn't defend your viewpoint before?

    I assume Command Goblinoids' 8th level ability only dominates goblinoids, right?

    Also, the capstone should probably have a different name, so as not to be confused with the earlier abilities.

    Them's my 2 coppers. Take as you will.
    You get to Take 20 instead of making the skill check. Reworded the ability to make more sense. Fixed the 8th level ability, and renamed the capstone. The Peacemaker now has all it's class abilities as well, and I just need to decide on caster levels for the two classes.
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  27. - Top - End - #747
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    Default Re: Any Orc/Goblinoid Fans??

    Hmm, i almost expected Peacemaker to have Sanctuary but an uber Calm Emotions is definitely a good deal. Keeping them barbarians down works for me. ^_^
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  28. - Top - End - #748
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    Default Re: Any Orc/Goblinoid Fans??

    I'm currently thinking of keeping the Peacemaker at full caster levels (or maybe -1), and the Peacekeeper 1t -2 to -3 caster levels. Any objections?
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  29. - Top - End - #749
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    Default Re: Any Orc/Goblinoid Fans??

    Sounds about right to me, as the Peacemaker only really gets their uber Calm emotions in an otherwise kinda weak PRC. Peacekeepers got a few more potent abilities, so cutting a few CL is probably decent for them. Speaking of Peacekeepers, for their Morale Officer ability, why not just call it a morale bonus, given you say it basically is and it doesn't stack with other morale bonuses. Plus, bonus type creep tends to bother me unless it's really warranted, as we got enough bonus types already to cover most any situation already.

    Them's my 2 coppers.
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  30. - Top - End - #750
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    Default Re: Any Orc/Goblinoid Fans??

    Peacemaker and Peacekeeper have Epic levels added and all is fixed. I'd have done more but the PC conked out on me. New deity and PrC to come shortly.
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