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  1. - Top - End - #751
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    KHURGORBAEYEG
    Lesser God
    Symbol: Whip
    Home Plane: Acheron
    Alignment: Lawful Evil
    Portfolio: Slavery, Oppression, Morale
    Worshipers: Goblins
    Cleric Alignments: LE, LN, NE
    Domains: Domination, Evil, Goblin
    Favored Weapon: Whip

    Khurgorbaeyeg is considered Maglubiyet's trusted lieutenant, but is compelled to share Maglubiyet's realm on Acheron to ensure that he doesn't plot against his master more than he already is. He appears as a 9' tall goblin with scales fading from red to yellow dressed in scale mail and carying a whip.

    Dogma

    Goblins should rise to dominion over the other races at all costs. Enslaving foes and forcing them to work towards this goal is preferable to killing them, and a priest who murders opponents saves them from a far worse fate and should be punished.

    Clergy and Temples

    Khurgorbaeyeg's clergy are dressed in scale mail and helms and carry whips much like their master. They attempt to capture and enslave foes as opposed to killing them, and often keep wolves as pets as they are considered holy to Khurgorbaeyeg.


    KHURGORBAEYEG
    Ranger 20, Beguiler 20
    Large Outsider (Lawful, Evil)
    Divine Rank: 10
    Hit Dice: 20d8+200 plus 20d8+200 plus 20d6+200 (1040 hp)
    Initiative: +14
    Speed: 80 ft. (16 squares)
    Armor Class: 75 (-1 Size, +10 Dex, +23 Natural, +13 Deflection, +10 Divine, +9 Armor), touch 43, flat-footed 65
    Base Attack/Grapple: +55/+69
    Attack: Whip +79 melee (1d4+15) or spell +74 melee/ranged touch
    Full Attack: Whip +79/+74/+69/+64 melee (1d4+15) or spell +74 melee/ranged touch
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Favored Enemy (Dwarves +4, Elves +4, Halflings +2, Humans +4, Orcs +4), Combat Style (Combat Expertise, Improved Trip, Improved Disarm)
    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 33), Armored Mage, Cloaked Casting, Trapfinding, Surprise Casting, Advanced Learning (Greater Rebuke, Inhibit, Mesmerizing Glare, Programmed Amnesia, Transfix), Wild Empathy, Woodland Stride, Swift Tracker, Evasion, Camouflage, Hide in Plain Sight, Animal Companion (Wolf)
    Saves: Fort +40, Ref +40, Will +37
    Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 29, Cha 36
    Skills: Appraise +66, Bluff +68, Concentration +89, Craft (Blacksmith, Torture Device) +66, Diplomacy +52, Gather Information +71, Hide +66, Intimidate +50, Jump +43, Knowledge (Arcane, Dungeoneering, Geography, Local) +41, Listen +86, Move Silently +66, Profession (Torturer) +65, Search +87, Sense Motive +65, Spellcraft +66, Spot +86, Survival +67 (+73 following tracks), Use Magic Device +67 (+71 w/Scrolls), Use Rope +66
    Feats: Adaptable Flanker, Combat Expertise, Combat Reflexes, Defensive Sweep, Deft Opportunist, Dodge, Epic Will, Favored Power Attack, Favored Critical (Whip), Improved Combat Expertise, Improved Feint, Improved Trip, Improved Disarm, Improved Critical (Whip), Improved Initiative, Mobility, Power Attack, Power Critical (Whip), Spring Attack, Vexing Flanker, Weapon Focus (Whip), Endurance (B), Silent Spell (B), Spell Focus (Enchantment)(B), Still Spell (B), Track (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: Battlesense, Clearsight, Divine Inspiration, Frightful Presence, Irresistible Blows, Know Secrets, Lay Curse, Monstrous Avatar (see below), Sunder and Disjoin, Whip of Death (See below)
    Domain Powers: Evil spells are cast at +1 Caster Level.
    Spell-Like Abilities: Khurgorbaeyeg can cast the following spells at will as Spell Like Abilities: Blasphemy, Command, Create Undead, Desecrate, Dispel Good, Dominate Person, Enthrall, Geas/Quest, Greater Command, Greater Invisibility, Hiss of Sleep, Knock, Magical Circle Against Good, Mass Suggestion, Mind Blank, Monstrous Thrall, Nondetection, Obscure Mist, Passwall, Protection from Good, Reaving Dispel, Shadow Walk, Suggestion, Summon Monster IX (Evil only), True Domination, Unholy Aura, Unholy Blight. Caster Level is 20. Save DC is 33 plus the spell level.
    Ranger Spells Per Day: 6/5/5/5; Base DC=18 plus spell level.
    Beguiler Spells Per Day: 6/9/8/8/8/8/8/7/7/4; Base DC=20 plus spell level
    Possessions: Beyefendi, a +5 Domineering Paralyzing Disarming Whip
    +5 Heavy Fortification Scale Armor


    Other Divine Powers
    As a Lesser deity, Khurgorbaeyeg 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: Khurgorbaeyeg 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: Khurgorbaeyeg sense any act involving slavery or oppression the instant it happens and retains the sensation for up to 6 weeks after the event occurs.
    Automatic Actions: Khurgorbaeyeg can use Intimidate or Profession (Torturer) 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: Khurgorbaeyeg can create items involving slavery or oppression as long as the items market price does not exceed 30,000 GP.




    Monstrous Avatar
    Your avatar is a giant beast of some sort.
    Prerequisites: Divine Rank 6, Cha 29
    Benefits: This is similar to the Avatar ability, but the avatar form is of an Animal or Vermin. It's stats are in all ways identical to a normal Avatars, except it has no equipment the Avatar would have, and has different attack/movement abilities. It has the Primary and Secondary Natural Attacks of the Animal/Vermin chosen as well as any Ex Special Attacks or Qualities (except Mindless). If the Animal/Vermin has any form of movement other than a base land speed, the Avatar also gains this forms of Movement (speed is equal to the Avatars base Land Speed, Maneuverability is Good unless it is already better if it has Flight).



    Whip of Death
    A whip is deadly in your hands.
    Prerequisites: None
    Benefits: Attacks made by you with a whip affect opponents regardless of their Armor/Natural Armor Bonus to AC, dont provoke Attacks of Opportunity, do lethal damage, and threaten an area equal to their range.
    Last edited by Bhu; 2009-08-14 at 06:15 AM.
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  2. - Top - End - #752
    Titan in the Playground
     
    Bhu's Avatar

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    Anybody knows what happens to Familiars/Animal Companions for Gods? I'm not seeing it mentioned anywhere.
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  3. - Top - End - #753
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    Quote Originally Posted by d20 srd
    Familiar

    A deity of rank 1 or higher with levels as a sorcerer or a wizard has the ability to treat any creature of a given kind as a familiar, as long as that creature is within a distance of one mile per divine rank of the deity. This special familiar ability only applies to one creature at a time, but the deity can switch between one creature and another instantaneously, as long as the second creature is within range. This special familiar ability does not replace the deity’s ability to have a normal familiar, which could be any kind of eligible creature.
    That's what I can find, so I assume that an Animal Companion or Special Mount would follow similar rules.
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  4. - Top - End - #754
    Titan in the Playground
     
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    Thanks Cieyrin.

    Kudos on the nifty new avatar!
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  5. - Top - End - #755
    Ettin in the Playground
     
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    Yeah, the new avie is pretty sweet ^_^
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    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  6. - Top - End - #756
    Titan in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    You guys think it would be cheating to give Khurgorbaeyeg alternate feats for his Combat Style for his Ranger levels? After all two weapon fighting or ranged attacks don't exactly match him using a whip...
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  7. - Top - End - #757
    Ettin in the Playground
     
    Cieyrin's Avatar

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    Deities should freely decide to have alternate combat styles or possibly alternate class features entirely, like this one: http://www.d20srd.org/srd/variant/cl...ses.htm#ranger and then Aspect of Nature it up.
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  8. - Top - End - #758
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    I gave him Combat Expertise, Improved Trip, and Improved Disarm. If there are other suggestions lemme know, I should have him done shortly.
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  9. - Top - End - #759
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    Got the fluff and one of the new Salient Divine abilities up.
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  10. - Top - End - #760
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    Bhu's Avatar

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    Does the Monstrous Avatar ability look okay or should I tweak it a lil?
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  11. - Top - End - #761
    Ettin in the Playground
     
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    Ooo, we're suddenly playing Black and White!




    yeah, it looks fine
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  12. - Top - End - #762
    Titan in the Playground
     
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    Quote Originally Posted by Cieyrin View Post
    Ooo, we're suddenly playing Black and White!




    yeah, it looks fine
    For some reason Khurgorbaeyeg is listed as having a T Rex avatar amongst a small cult of jungle people...
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  13. - Top - End - #763
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    Khurgorbaeyeg is done cept his avatar. Nomog-Geaya and his priests PrC coming next
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  14. - Top - End - #764
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    NOMOG-GEAYA
    Lesser God
    Symbol: Crossed Longsword and Handaxe
    Home Plane: Acheron
    Alignment: Lawful Evil
    Portfolio: Hobgoblins, War, Authority
    Worshipers: Hobgoblins
    Cleric Alignments: LE, LN, NE
    Domains: Courage, Evil, Fire, Law, Strength, Tyranny, War
    Favored Weapon: Longsword

    Nomog-Geaya is the patron God of Hobgoblins, even though many of his people consider Maglubiyet the ruler of the Goblinoid pantheon (something that gnaws at hims sometimes). He is also considered the Hobgoblin war God. Nomog-Geaya is a grey skinned Hobgoblin with orange eyes, and a mouth full of sharks teeth. His voice is soft, and he speaks only when he has to.

    Dogma

    Nomog-Geayas followers tend to be among the more fanatic of his people, and are openly enraged that the Goblins would consider themselves or their Gods as the Hobgoblins equals. He tries to avoid openly supporting the more zealous ones for fear of offending Maglubiyet.

    Clergy and Temples

    Nomog-Geaya commands that his priests follow no God but him, and that they must arm themselves with fire and steel, and destroy his races enemies (which means the elves for the most part, but he has no love for the Goblins either). All prisoners taken in war must be burned alive as a sacrifice to him.



    NOMOG-GEAYA
    Ranger 20, Fighter 20
    Large Outsider (Lawful, Evil)
    Divine Rank: 10
    Hit Dice: 20d8+360 plus 20d8+360 plus 20d10+360 (1600 hp)
    Initiative: +11
    Speed: 80 ft. (16 squares)
    Armor Class: x (-1 Size, +11 Dex, +23 Natural, +10 Deflection, +10 Divine, +x Armor), touch x, flat-footed x
    Base Attack/Grapple: +60/+76
    Attack:
    Full Attack:
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Favored Enemy (Dwarves +2, Elves +6, Goblins +4, Gnomes +2, Humans +4), Combat Style (Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting)
    Special Qualities: Divine Immunities, DR 20/Epic, 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 30), Wild Empathy, Woodland Stride, Swift Tracker, Evasion, Camouflage, Hide in Plain Sight, Animal Companion (Wolf)
    Saves: Fort +58, Ref +51, Will +42
    Abilities: Str 34, Dex 32, Con 35, Int 26, Wis 26, Cha 30
    Skills: Climb +68, Concentration +68, Craft (armorsmithing, bowmaking, weaponsmithing) +49, Handle Animal +42, Hide +67, Intimidate +66, Jump +69, Knowledge (Arcana, Architecture, Geography, History, Local, Nature, Nobility, War) +41, Listen +64, Move Silently +67, Ride +45, Search +41, Spellcraft +43, Spot +64, Survival +66, Swim +44, Tumble +48
    Feats: 15, Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Whirlwind Attack, Endurance (B), Track (B), Weapon Focus (Longsword)
    Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Fire, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
    Salient Divine Abilities: Divine Armor Mastery, Divine Battle Mastery, Divine Blast, Divine Fire Mastery, Divine Weapon Mastery, Extra Domains (Law, Strength, Tyranny, War), Mass Divine Blast
    Domain Powers: Evil and Law spells are cast at +1 Caster level, Turn or Destroy Water Creatures 13/day, Feat of Strength 1/day, Aura of Courage, +1 to Save DC's of Enchantment (Compulsion) spells
    Spell-Like Abilities: Nomog-Geaya can cast the following spells at will as Spell Like Abilities: Aid, Bigby's Clenched Fist, Bigby's Crushing Hand, Bigby's Grasping Hand, Blade Barrier, Blasphemy, Bull's Strength, Burning Hands, Calm Emotions, Cloak of Bravery, Command, Create Undead, Desecrate, Dictum, Discern Lies, Dispel Chaos/Good, Divine Power, Domiate Monster, Elemental Swarm, Enlarge Person, Enthrall, Fear, Fire Seeds, Fire Shield, Fire Storm, Flame Strike, Geas/Quest, Greater Cloak of Bravery, Greater Command, Greater Heroism, Heroes' Feast, Heroism, Hold Monster, Incendiary Cloud, Lion's Roar, Magic Circle Against Chaos/Good, Magic Vestment, Magic Weapon, Mass Charm Monster, Order's Wrath, Power Word (Blind, Kill, Stun), Produce Flame, Protection from Chaos/Good, Resist Energy, Righteous Might, Shield of Law, Spell Immunity, Spiritual Weapon, Stoneskin, Summon Monster IX (Evil and Law only), Unholy Aura, Unholy Blight, Valiant Fury, Wall of Fire. Caster Level is 20. Save DC is 30 plus the spell level.
    Ranger Spells Per Day: 6/5/5/5; Base DC=18 plus spell level.
    Possessions: Yetki (sword)
    Azaltma (axe)
    Zirh (armor)


    Other Divine Powers
    As a Lesser deity, Nomog-Geaya 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: Nomog-Geaya 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: Nomog-Geaya sense any act involving War or authority or the Hobgoblins the instant it happens and retains the sensation for up to 10 weeks after the event occurs.
    Automatic Actions: Nomog-Geaya can use xxx 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: Nomog-Geaya can create items involving war or authority or hobgoblins as long as the items market price does not exceed 30,000 GP.
    Last edited by Bhu; 2009-08-20 at 06:00 AM.
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  15. - Top - End - #765
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    SOLDIERS OF THE LAST ORDER

    [IMG]Picture URL[/IMG]

    "The unclean are purified by the fires of our Lord."

    The Soldiers of the Last Order are a cult of Hobgoblins devoted to manifesting Nomog-Geaya on the Material Plane, and thus achieving victory over the other races. They are watched closely by the churches of the other Goblinoid Deities for signs they openly intend to depose the priests of Maglubiyet, and for their habits of burning perfectly good slaves alive as sacrifices to their god.

    BECOMING A SOLDIER OF THE LAST ORDER
    Most Soldiers begin as Clerics or as multiclassed Cleric/Rangers of Cleric/Fighters who are accepted by the cult after proving themselves.

    ENTRY REQUIREMENTS
    Race: Hobgoblin
    Domains: Must have access to the Fire and War Domains.
    Feats: Holy Warrior, True Believer, Two Weapon Fighting
    Skills: Knowledge (Religion) 6 ranks
    Special: Must be sponsored by a current member of the organization, and pass certain stringent tests of loyalty (such as murdering someone of their choice).


    Class Skills
    The Soldier's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana, History, Religion, War) (Int), Ride (Dex), and Spellcraft (Int)
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Fire Resistance 5, +1 Divine spellcaster Level
    2. +1    +3     +0     +3    Purifying Weapons, +1 Divine spellcaster Level
    3. +2    +3     +1     +3    Sacrifical Flames
    4. +3    +4     +1     +4    Fire Resistance 10, +1 Divine spellcaster Level
    5. +3    +4     +1     +4    Purifying Weapons, +1 Divine spellcaster Level
    6. +4    +5     +2     +5    Sacrifical Flames
    7. +5    +5     +2     +5    Fire Resistance 15, +1 Divine spellcaster Level
    8. +6    +6     +2     +6    Purifying Weapons, +1 Divine spellcaster Level
    9. +6    +6     +3     +6    Sacrifical Flames
    10.+7    +7     +3     +7   Sacred Warrior, +1 Divine spellcaster Level
    Weapon Proficiencies: A Soldier gains no new weapon or armor proficiencies.

    Fire Resistance (Su): At 1st level the Soldier gains Fire Resistance 5. This increases to 10 at 4th level, and 15 at 7th level.

    Purifying Weapons (Su): At 2nd level any Longsword or handaxe held by a Soldier is considered a Flaming weapon.

    At 5th level it is considered a Flaming Burst weapon.

    At 8th level it is considered a Charging, Flaming Burst weapon.

    Sacrifical Flames (Su): At 3rd level you may sacrifice a humanoid prisoner of war to Nomog-Geaya by burning him alive. The ritual takes 1 minute to perform, and once the victim dies in the fire the Soldier has access to one additional Domain of Nomog-Geaya's that he does not currently have access to for 1 day. Note he still only gets one Domain spell per level, he just has access to more options.

    At 6th level you gain access to your additional Domain for three days, and you may spontaneously cast spells from the Fire Domains as if you had the Spontaneous Domain Feat.

    At 9th level all your Domain spells are cast at +1 caster level for 1 day after the sacrifice.

    Sacred Warrior (Su): At 10th level you become immune to fire damage. So long as you have a spell from either the Fire or War Domain uncast you have DR x/-, where x is equal to the spells level.

    PLAYING A SOLDIER OF THE LAST ORDER
    Maglubiyet is a false God. He is a weakling, and the Goblins he patronizes are a race of weaklings. They are as much a thorn in the side of your race as the Elves and the other Humanoids. They must perish. All must perish in order to open the gate that will bring Nomog-Geaya to the world.
    Combat: Fire features a great deal in your plans of combat. Fire is unpredictable, and swiftly burns out of control, but your immunity to it means only your enemies need worry about the flames you set on the battlefield.
    Advancement: Soldiers advance almost obsessively as both warriors of some sort and as Clerics. To do otherwise would be to turn their back on their god.
    Resources: The Soldiers are a small cult, and cannot be openly supported by the main church of Nomog-Geaya. They cannot always give you help if they wish to remain working in the open, and most times you will be forced to rely on what you can buy or steal.

    SOLDIERS OF THE LAST ORDER NAME IN THE WORLD
    "That boy is obsessed with fire a little too much..."
    Soldiers generally interact with the world by setting it on fire and murdering it's relatives. They're raids are small for now, but they put anyone they capture to death, and there seems to be no shortage of victims to kidnap in the larger cities.
    Daily Life: Most of a Soldiers life is spent preparing for war, preparing to sacrifice prisoners, and scheming to expand the influence of his cult. Many hire out as mercenaries or assassins, provided their employer allows them to have the bodies.
    Notables: Turcu (LE Male Hobgoblin Cleric 4/Fighter 2/Soldier of the Last Order 5) is a young fanatic determined to prove himself no matter what the cost.
    Organizations: The Soldiers are a fairly small organization, but very closely knit by their fanaticism. Unfortunately this drives away as many Hobgoblins as it converts.

    NPC Reaction
    NPC's tend to be horrified at the Soldiers tendency to burn prisoners to death, and the Hobgoblins military leaders aren't very fond of it either. Those religious sacrifices could be used as slaves or questioned to provide information.

    SOLDIERS OF THE LAST ORDER IN THE GAME
    This class is best in an all evil, all Hobgoblin campaign. The Soldiers can hide their true intentions well, but they always give themselves away eventually, and it will make for problems in the party if any of them are Good.
    Adaptation: This is definitely for horrific or at least grim campaigns.
    Encounters: PC's will generally encounter the Soldiers anytime the Hobgoblins have gone to war, or as mercenaries seeking sacrifices to their deity. In any case it will likely be a bloody and unhappy encounter.

    Sample Encounter
    EL 12: The PC's have barely escaped with their lives from the battlefield, and things have not gone well for their side. Slinking into the forest they spot fires in a clearing, and find a small party of Hobgoblins burning prisoners alive. Do they try to save them and possibly call down the army that may be nearby on their heads? Or do they move on?


    Turcu
    LE Male Hobgoblin Cleric 4/Fighter 2/Soldier of the Last Order 5
    Init +1, Senses: Listen +3, Spot +3, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC 23, touch 11, flat-footed 22 (+1 Dex, +12 Armor)
    hp 73 (11 HD)
    Fort +13, Ref +3, Will +11
    ------------------------------------------------
    Speed 30 ft. (6 squares), 40 w/Boots
    Melee +4 Longsword +13/+8 melee (1d8+5/19-20) and +4 Handaxe +13 melee (1d6+4, x3)
    Base Atk +10, Grp +11
    Atk Options Rebuke Undead 5/day
    Combat Gear
    Spells Per Day 0: 6 (DC 13)
    1st: 5 (DC 14)
    2nd: 4 (DC 15)
    3rd: 4 (DC 16)
    4th: 2 (DC 17)
    Caster Level 8th
    -----------------------------------------------
    Abilities Str 13, Dex 12, Con 14, Int 10, Wis 16, Cha 14
    SQ Domains (Fire, War), Fire Resistance 10
    Feats Holy Warrior, Martial Weapon Proficiency (Handaxe), True Believer, Two Weapon Fighting
    Skills Climb +5, Concentration +8, Intimidate +6, Jump +1 (+6 w/Boots), Knowledge (Religion) +6, Move Silently +5, Ride +5, Spellcraft +4
    Possessions +4 Longsword, +4 Handaxe, +4 Full Plate Armor, Boots of Striding and Springing, 229 GP



    EPIC SOLDIER OF THE LAST ORDER

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Spells The Epic Soldiers caster level continues to increase with Epic Levels, but he doesn't gain additional spells per day.
    Bonus Feats: The Epic Soldier gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2009-08-24 at 05:32 AM.
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  16. - Top - End - #766
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    The Soldiers have a minor update. It should be easy to see where Im going with them.
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  17. - Top - End - #767
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    Minor updates to Deity and PrC. Soldier has first class abilities.
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  18. - Top - End - #768
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    the Soldiers have all their class abilities except caster levels. Any thoughts o nthat?
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    Default Re: Any Orc/Goblinoid Fans??

    Plenty powerful, I'd say, especially since you can sac anybody for free domains, whether a village of Commoner 1s or actual challenges, like that pesky group of adventurers. Especially with Fire Domain Spontaneity for free, which essentially makes it so you can cast from 2 domains, and especially when you hit 9th, when Evil and Law domains are cast at +2 CL. The Blasphemies and Dictums just got more uber that these guys will be throwing around. @_@

    EDIT: BTB, they're talking about your work in this thread: http://www.giantitp.com/forums/showt...=1#post6762182 Go market orckind at them.
    Last edited by Cieyrin; 2009-08-20 at 11:41 AM.
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  20. - Top - End - #770
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    Thanks for the heads up Cieyrin!


    So either I tweak the abilities or they definitely lose some caster levels huh?
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  21. - Top - End - #771
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    Modified the sacrifice ability a lil and included caster levels.
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  22. - Top - End - #772
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    Anybody know what rank Maglubiyet is supposed to be?


    MAGLUBIYET
    Greater Deity
    Symbol: Bloody Axe
    Home Plane: Acheron
    Alignment: Neutral Evil
    Portfolio: War, rulership
    Worshipers: Goblins and Hobgoblins
    Cleric Alignments: LG, LN
    Domains: Chaos, Destruction, Evil, Trickery
    Favored Weapon: Battleaxe

    Maglubiyet appears as an 11' tall goblin with black skin and flaming eyes. He is incredibly muscular for a Goblin. with sharp claws on his hands. He is never seen without Kanbalta, a great black axe that constantly drips blood.

    Dogma

    Maglubiyet demands his followers oppose the followers of other Gods, particularly Kikanuti and the Elvish and Orcish pantheons. He leads an army of dead Goblins against the Orcs eternally in Baator.


    Clergy and Temples

    The Sons of Maglubiyet make his temples in caves, and cut out the hearts of sacrificial victims for him once a month during the new moon. They were gray-green scale mail and conical hats.

    MAGLUBIYET
    Fighter 20, Rogue 20
    Large Outsider (Evil)
    Divine Rank: 16
    Hit Dice: 20d8+240 plus 20d10+240 plus 20d6+240 (1200 hp)
    Initiative: +14
    Speed: 80 ft. (16 squares)
    Armor Class: 75 (+10 Dex, +16 Divine, +29 Natural, +10 Deflection), touch 46, flat-footed 65
    Base Attack/Grapple: +55/+88
    Attack: +5 Battleaxe +88 melee (2d6+18/x3) or spell +83 melee/+80 ranged touch
    Full Attack: +5 Battleaxe +88/+83/+78/+73 (2d6+18/x3) or spell +83 melee/+80 ranged touch
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Sneak Attack +10d6, Crippling Strike, Opportunist
    Special Qualities: Divine Immunities, DR 30/Epic, Fire Resistance 21, Spell Resistance 48, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 16 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (16 miles, DC 36), Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +6, Improved Evasion, Slippery Mind
    Saves: Fort +58, Ref +56, Will +50
    Abilities: Str 36, Dex 30, Con 34, Int 30, Wis 30, Cha 30
    Skills: Balance +48, Bluff +72, Climb +72, Concentration +51, Craft (Armorsmithing, Blacksmithing, Bowmaking, Metalworking, Weaponsmithing) +47, Diplomacy +48, Gather Information +49, Handle Animal +47, Hide +72, Intimidate +94, Jump +84, Knowledge (Dungeoneering, Geography, History, Local, Religion, The Planes, War) +49, Listen +72, Move Silently +72, Ride +48, Search +71, Sense Motive +71, Sleight of Hand +48, Spot +71, Swim +50, Tumble +72, Use Magic Device +72
    Feats: Adaptable Flanker, Cleave, Combat Reflexes, Defensive Sweep, Deft Strike, Deft Opportunist, Evasive Reflexes, Great Cleave, Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Critical (Battleaxe), Improved Initiative, Improved Sunder, Intimidating Strike, Overwhelming Assault, Power Attack, Rapid Assault, Robilars Gambit, Telling Blow, Vexing Flanker, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Close-Quarters Fighting (B), Combat Brute (B), Combat Expertise (B), Cometary Collision (B), Dodge (B), Flay (B), Improved Bull Rush (B), Melee Evasion (B), Mobility (B), Power Critical (B), Shock Trooper (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: Annihilating Strike, Banestrike (Elves), Battlesense, Call Creatures (Goblinoids, Wolves), Control Creatures (Goblinoids), Divine Sneak Attack, Divine Weapon Focus, Divine Weapon Mastery, Divine Weapon Specialization, Extra Domain (Trickery), Grow Creature (Goblinoids, Wolves), Irresistible Blows, Supreme Initiative, Wound Enemy
    Domain Powers: Chaos and Evil spells are cast at +1 Caster Level, Smite 1/day
    Spell-Like Abilities: Maglubiyet can cast the following spells at will as Spell-Like abilities: Animate Objects, Blasphemy, Chaos Hammer, Cloak of Chaos, Confusion, Contagion, Create Undead, Desecrate, Disguise Self, Disintegrate, Dispel Good/Law, Earthquake, False Vision, Harm, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Inflict Mass Light Wounds, Invisibility, Magic Circle Against Good/Law, Mislead, Nondetection, Polymorph Any Object, Protection from Good/Law, Screen, Shatter, Summon Monster IX (Chaos or Evil only), Time Stop, Unholy Aura, Unholy Blight, Word of Chaos. Caster Level is 26. Save DC is 36 plus the spell level.
    Possessions: Kanbalta: +5 Keen Vampiric Unholy Surge Battleaxe.

    Other Divine Powers
    As an Greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.
    Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a Standard Action he can perceive anything within 16 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 20 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 16hours.
    Portfolio Powers: Maglubiyet sense any act involving his portfolio the instant it happens and 16 weeks into the past or future.
    Automatic Actions: Maglubiyet can use Craft (Armorsmithing, Metalworking, and Weaponsmithing) or Knowledge (War) as a Free Action if the DC for the task is 30 or lower. He can perform up to 20 Free Actions each round.
    Create Magic Items: Maglubiyet can create any magic item.
    Last edited by Bhu; 2009-09-02 at 05:38 AM.
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  23. - Top - End - #773
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    All sources I can find say he's a Greater Deity, at least till recently for 4E, where he got heel-stomped by Bane into being his Exarch, which is crazy to be able to do to a Greater Deity. @_@
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  24. - Top - End - #774
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    Well that makes him Divine Rank 16-20. Im thinking of going with maybe 16 since Gruumsh is a Greater Deity and he's a 16 as well.
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  25. - Top - End - #775
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    A thought while I'm editing in Maglubiyet's abilities:

    He can grant spells from the Chaos Domain, but he's Neutral Evil. I can't find anything that says a Deity has to be of a particular alignment to grant spells from that alignment, and it seems odd that Goblins are Neutral Evil and would have access to Chaos spells.
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  26. - Top - End - #776
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    Maglubiyet's alignment makes sense, as the God of Goblinkind, given the standard goblin races span the Lawful-Chaotic spectrum, with Bugbears CE, Goblins NE and Hobgoblins LE. Why he should be giving access to the Chaos domain doesn't really make sense. I bet it's typo or some carryover from Gruumsh or something.
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  27. - Top - End - #777
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    I'm gonna assume it's a carryover since every source I can find still quotes him as having the Chaos domain. Did gobbos used to be Chaotic back in the day before 3E?
    Last edited by Bhu; 2009-08-27 at 06:04 AM.
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  28. - Top - End - #778
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    I wouldn't doubt that goblins were Chaotic Evil back in the 2nd Ed days. From the sounds of it, that's all Maglubiyet had to primarily worry about, as Hobs and Bugbears were more concerned with their own pantheons. I assume in 3rd that the designers decided the gobbos didn't need to be so diverse and crammed them all into the purview of Maglubiyet.
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  29. - Top - End - #779
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    maglubiyet almost done. Are Kikanuti and her Bhuka Goblins mentioned anywhere except Sandstorm?
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  30. - Top - End - #780
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    Not that I know of.


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