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  1. - Top - End - #901
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Eikonos View Post
    Btw., thanks a lot for actually fulfilling my previous request
    Hey I woulda done them eventually anyway
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  2. - Top - End - #902
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    Default Re: Any Orc/Goblinoid Fans??

    well as no one has objected to the BSS's abilities... (PS changed the name to penitent from Basher. sounded a lil better).

    GOBLIN PENITENT

    [IMG]Picture URL[/IMG]

    "AAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRGGGGGGGH!!! "

    Goblin Penitents are culled from the more religious of the poorer tribes (or criminals), convinced they have offended the Gods, and then brainwashed into making up for their imagined 'sins' by serving as expendable killers for the Church of Maglubiyet. Driving themselves into a fury, they throw themselves at the enemy, dying on their blades as often as they take the enemy with them.

    BECOMING A GOBLIN PENITENT
    An appropriate religious background is all that is needed, as well as a certain lack of emotional restraint. Being crazy helps too, and you will be soon after taking this PrC if you aren't already.

    ENTRY REQUIREMENTS
    Race: Any Goblinoid
    Feats: Instantaneous Rage, Intimidating Rage, True Believer
    Skills: Climb 4 ranks, Jump 4 ranks, Knowledge (Religion) 4 ranks
    Class Features: Rage
    Special: Must survive being kidnapped, tortured, and brainwashed by the Church of Maglubiyet


    Class Skills
    The Goblin Penitent's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Survival (Wis), and Tumble (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Terrifying Rage
    2. +2    +3     +0     +0    Ever Increasing Madness (-2/+2)
    3. +3    +3     +1     +1    Painless Rage
    4. +4    +4     +1     +1    Terrifying Rage
    5. +5    +4     +1     +1    Ever Increasing Madness (-4/+6)
    6. +6    +5     +2     +2    Painless Rage
    7. +7    +5     +2     +2    Terrifying Rage
    8. +8    +6     +2     +2    Ever Increasing Madness (-6/+6)
    9. +9    +6     +3     +3    Painless Rage
    10.+10   +7     +3     +3   Self-Sacrifice
    Weapon Proficiencies: Goblin Penitents gain no new weapon or armor proficiencies.

    Terrifying Rage (Ex): At levels 1, 4, and 7 the Penitent gains an additional daily use of Rage. He also becomes terrifying to see when Raging.
    At Level 1 any opponent attacked by the Penitent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Shaken for the duration of the encounter. A successful Save means the opponent is immune to this particular Penitents Terrifying Rage for 24 hours.

    At 4th level all opponents within 10' must make the Willpower Save to avoid being Shaken.

    At 7th level if the Penitent successfully critically hits a Shaken opponent while Raging the opponent is Panicked for 1d4 rounds (he gains no additional Save to avoid this effect).

    Ever Increasing Madness (Ex): The toll from the misery of the Penitents existence, and constant brainwashing eventually begin to manifest. At second level the Penitent takes a -2 Competence Penalty on all Wisdom and Charisma Based skill checks (except Intimidate), but gains a +2 Morale Bonus on all Attack and Damage rolls (including critical confirmation rolls and opposed checks for combat maneuvers such as Bull Rush, Grapple, etc.). The Penalty/Bonus increases to -4/+4 at level 5, and -6/+6 at level 8.

    Painless Rage (Ex): The Penitent becomes ever more immune to pain and effects involving the nervous system when Raging. At 3rd level the Penitent gains a +2 Resistance Bonus on Saves against anything that causes one of the following Conditions: Dazed, Nauseated, Non Lethal Damage, Paralyzed, Stunned, or spells/effects that cause penalties due to Pain (such as Wrack or Symbol of Pain.

    At 6th level the bonus increases to +4. The Penitent also becomes increasingly more difficult to stop, and gets a +2 Resistance Bonus on effects that cause the following conditions: Blown Away, Checked, Exhausted, Fatigued, or Knocked Down.

    At 9th level the Penitent becomes immune to the Dazed, Nauseated, Paralyzed, or Stunned Conditions while Raging, as well as pain based effects. It's Bonus against being Blown Away, Checked, Exhausted, Fatigued, or Knocked Down becomes +4.

    Self-Sacrifice (Ex): If you provoke an Attack of Opportunity you may let your attacker automatically hit you to do the same amount of damage to him, plus an additional 20 points of damage.

    PLAYING A GOBLIN PENITENT
    You are a suicidal psychotic intended to be cannon fodder. Used as a weapon of terror against the enemy you break their ranks though sheer faith that you will win out over greater odds (or occasionally with your inspiring death). At least the Church hopes so. If you live to be old enough to question your place in the scheme of things, you may be a bigger threat to the Church than all the Elves in the world...
    Combat:Get angry, and run at the enemy screaming while foaming at the mouth. Seriously this is what you do for a living. Mouth foamer. Won't look good on a resume, but it does okay on the battlefield.
    Advancement: Most Penitents die, so they really don't get much of time to consider options for the future.
    Resources: Pretty much whatever you're able to take from opponents after crushing their head with a flail. The Church considers you throwaway conscripts, so they give you the minimum you need to exist (along with some psychedelic mushrooms to keep you in line on occasion).

    GOBLIN PENITENTS IN THE WORLD
    "How many arrows does it take to kill this little bastard?"
    Your exposure to the world outside of your training and brainwashing sessions consists of distracting your enemy by flinging yourself on his spear in order to get close enough to kill him. You see the worlds in terms of "goblins" and "stuff that must die". It doesn't exactly garner you fame, even among your fellow Goblins.
    Daily Life: You spend much time reading scripture, training, and psyching yourself up for the big day. Also, you tend to be completely out of your mind on shrooms. A lot. It helps prevent you from thinking "Wait...wtf am I DOING?".
    Notables: Pancreas Devouring Bob (NE Male Goblin Barbarian 6/Goblin Penitent 6) is a young penitent who has made a name for himself by devouring a particular organ from slain foes...
    Organizations: The Church of Maglubiyet sponsors (creates) the Penitents, and sees to their welfare (brainwashing). They can occasionally (almost never) ask the Church for aid (if it's in the Churches own self interests), or maybe food an shelter (a fried rat on a stick, fungus beer, and a cot in the common room).

    NPC Reaction
    NPC reactions can be summed up as "Holy ____, run for your lives!"

    GOBLIN PENITENTS IN THE GAME
    This is a PrC for mentally unstable religious fanatics. Needless to say, think it over before allowing it for that reason.
    Adaptation: Goblin Penitents can be put in either serious or silly campaigns.
    Encounters: Penitents can be encountered in any war or combat situation involving Goblinoids, particularly if the Church of Maglubiyet is involved.

    Sample Encounter
    EL 12: "Abner...this Goblin appears to be attempting to crush my groin with a large wad of string. Y'know killing him almost seems bad seeing as he's all crazy and such. Poor lil feller."


    Pancreas Devouring Bob
    NE Male Goblin Barbarian 6/Goblin Penitent 6
    Init +2, Senses: Listen -4, Spot -4, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC 26, touch 13, flat-footed 24 (+1 Size, +2 Dex, +10 Armor, +3 Natural)
    AC Raging 24, touch 11, flat-footed 22 (-2 Size, +1 Size, +2 Dex, +10 Armor, +3 Natural)
    hp 102 (12 HD), 126 Raging
    Fort +12 (+14 Raging), Ref +6, Will +4 (+6 Raging)
    Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee +2 Heavy Flail +18/+13/+8 (1d10+9)
    Melee Raging +2 Heavy Flail +20/+15/+10 (1d10+11)
    Base Atk +12, Grp +14 (+16 Raging)
    Atk Options Rage 4/day, Terrifying Rage, Ever Increasing Madness (-4/+4), Painless Rage
    Combat Gear
    -----------------------------------------------
    Abilities Str 14 (Str 18 Raging), Dex 15, Con 14 (Str 18 Raging), Int 8, Wis 10, Cha 12
    SQ Fast Movement
    Feats Extend Rage, Instantaneous Rage, Intimidating Rage, Mad Foam Rager, True Believer
    Skills Climb +6 (+8 Raging), Hide +10, Intimidate +16, Jump +6 (+8 Raging), Knowledge (Religion) +3, Move Silently +10, Survival -2, Tumble +6
    Possessions +2 Collision Heavy Flail, +5 Silent Moves Shadow Breastplate, +3 Amulet of Natural Armor, Keoghtoms Ointment, 1 Potion of Cure Serious Wounds, 85 GP



    EPIC GOBLIN PENITENT

    Hit Die: d12
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Goblin Penitent gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2009-12-16 at 06:47 AM.
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  3. - Top - End - #903
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    Default Re: Any Orc/Goblinoid Fans??

    Got the fluff up for the Penitent
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  4. - Top - End - #904
    Ettin in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    That's a creepy PRC, right there. 0_0
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    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  5. - Top - End - #905
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Cieyrin View Post
    That's a creepy PRC, right there. 0_0
    Well I cant make all the Gobbin PrC's funny ones
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  6. - Top - End - #906
    Ettin in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    Well I cant make all the Gobbin PrC's funny ones
    Not expecting you to, either. Sometimes you have to have interesting/awesome ones, too.
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    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  7. - Top - End - #907
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Cieyrin View Post
    Not expecting you to, either. Sometimes you have to have interesting/awesome ones, too.
    I can but hope this is one of those. Editing in some of the abilities now.
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  8. - Top - End - #908
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    Default Re: Any Orc/Goblinoid Fans??

    Hmm, from what I can see, the minimum level to get into this PRC is as your 10th class level, not counting Flaws, as 4 feats, none of which are valid Fighter Bonus feats, means you'd have to get them all in your normal feat slots at 1st, 3rd, 6th and 9th, which kinda invalidates the current sample NPC.
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  9. - Top - End - #909
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    Default Re: Any Orc/Goblinoid Fans??

    Minor oopsie on my part. Fixing that, and adding in last of the class abilities now.
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  10. - Top - End - #910
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    Default Re: Any Orc/Goblinoid Fans??

    You have a typo in Ever Increasing Madness, as you give a penalty on all Wisdom and Charisma checks except for Charisma. I assume you meant to write Intimidate.
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  11. - Top - End - #911
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    Default Re: Any Orc/Goblinoid Fans??

    Yeah. Can't believe I missed that.

    THE ASHEN SWORDS

    [IMG]Picture URL[/IMG]

    "Do you like my fiery crown? I take great pride in it, for rare indeed is the head of a Goblin that has worn a crown of any sort."

    Few Goblins are willing to forsake their deities for something they have little knowledge and even less racial talent for such as Binding. Those few who do embrace the Binders path at some point summon Marchosias. It's as if they're draw to him somehow. Odd considering his hatred of other assassins and thieves (which the Goblin race is seemingly almost too well predicated towards becoming). It's theorized he'd like some measure of vengeance on the souls of the damned who made him a vestige, and the Ashen Swords are to be the force that delivers said vengeance. Odd and seemingly unlikely as the Goblins have rarely been known for producing armies willing to assault Hell itself. However they are thought of as generally being a token mook race (which would make their having serious power a real surprise), and they are power hungry which would make them blind enough to believe a supernatural entity who might not have their own best interests in mind. Whatever the reason Marchosisas has demanded they only accept their own as new members, and they have obliged.

    BECOMING AN ASHEN SWORD
    The Ashen Swords accept any Goblin who has become a strong enough Binder to Bind Marchosias.

    ENTRY REQUIREMENTS
    Race: Goblin
    Special: Ability to Bind Marchosias, must kill an assassin whose CR is equal to your own once per year (assassin being defined as any opponent with the Sneak Attack, Sudden Strike, Death Attack, or Skirmish abilities, or that can produce a Save or Die effect)
    Feats: Favored Vestige (Marchosias), Ignore Special Requirements
    Skills: Diplomacy 12 ranks, Gather Information 12 ranks


    Class Skills
    The Ashen Sword's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, History, Local, Nobility, Religion)(Int), Move Silently (Dex), and Sense Motive (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Sword of Ash, +1 Effective Binder Level
    2. +1    +3     +0     +3    Crown of Flame, +1 Effective Binder Level
    3. +2    +3     +1     +3    Cloak of Cinders, +1 Effective Binder Level
    4. +3    +4     +1     +4    Scepter of Flame, +1 Effective Binder Level
    5. +3    +4     +1     +4    Master Killer, +1 Effective Binder Level
    Weapon Proficiencies: Ashen Swords gain proficiency with all martial weapons.

    Sword of Ash (Su): At 1st level you can summon a longsword made of burning ash at will as a Free Action anytime you have successfully bound Marchosias. It acts as a +1 Flaming Burst, Bane, Fiercebane (See Magic Item Compendium), Implacable (again, see MIC) Longsword. The Bane and Fiercebane abilities work against any opponents with the Sudden Strike, Sneak Attack, or Skirmish abilities (or any opponent able to provide a Save or Die effect). This sword may only be used by you, and if it is sundered or disarmed it disappears and you may simply make another as a Free Action. You may only use this ability while Marchosias is bound to you, and the sword disappears as soon as this is not the case.

    Crown of Flame (Su): At 2nd level, any time you have Marchosias bound, you may 'mark' any one opponent once per round as a Swift Action. That opponent loses any immunity or Resistance it has to Fire damage if it fails a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) for 24 hours. If it succeeds it is immune to this Ashen Swords Crown of Flame ability for 24 hours. Whenever you use this ability a literal crown of fire appears around your head, hence the name.

    Cloak of Cinders (Ex): At 3rd level, any time when you have Marchosias bound and are using his Smoke Form ability any creature entering your square must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated as long as he is within your square and for 1d4 rounds after he leaves. He also takes 1d4 Fire damage from burning cinders as long as he is within your square if he has the Skirmish, Sudden Strike, or Sneak Attack abilities, or can cause a Save or Die effect.

    Scepter of Flame (Su): At 4th level, any time you have Marchosias bound you can summon a flaming scepter at will as a Free Action. It is immaterial to all but you, and cannot be sundered or disarmed, but neither can you make sunder or disarm attempts with it. You gain an additional attack each round at your highest Base Attack Bonus with it, and it does 2d6 fire damage. If your opponent has the Sudden Strike, Skirmish, or Sneak Attack abilities, it does fire damage equal to the amount of dice they have in that ability instead to a minimum of 2d6 (i.e. if your opponent has +7d6 Sneak Attack, the scepter does 7d6 Fire damage on a successful hit). The scepter can do critical hits against opponents with the Sudden Strike/Sneak Attack/Skirmish abilities on a roll of 20, doing double damage. You may only use this ability while Marchosias is bound to you, and the scepter disappears as soon as this is not the case. The scepter is considered a light weapon and you are considered proficient with it.

    Master Killer (Su): At 5th level any opponent who has the Skirmish, Sudden Strike, or Sneak Attack abilities no longer gets a Save against your Crown of Flame ability. If you successfully hit such an opponent with your Sword of Ash you always threaten a critical hit, even if the opponent is immune to criticals.

    PLAYING AN ASHEN SWORD
    You are a paradox. An assassin able to Bind (and some would say even befriend) a Vestige well known for his hatred of such. Granted you'd swear Marchosias is up to something, you just have no idea what. Until then the power he grants you is more than enough to make you take the risks associated with him. Now if only you didn't have to make that yearly tithe...
    Combat: You prefer the assassins traditional method of combat: killing opponents who are unaware of you. Why fight what you can ambush?
    Advancement: The Ashen Swords become obsessed with bettering their skills as assassins, and some may even take levels in more rogue-ish classes.
    Resources: The Ashen Swords are a small but tight knit group, and are occasionally willing to help each other out so long as it isn't time for the tithe (at which point other members may consider you an applicable target). They are fairly wealthy as there are always patrons for supernatural killers.

    ASHEN SWORDS IN THE WORLD
    "We do not speak of them. Or at least I don't. Ask someone else."
    The Ashen Swords interact with each other, not the world. They kill their targets, and other assassins, and the rest of the world can jump off a cliff for all they care.
    Daily Life: Life is training and missions, and hiding from the retribution of others. Seriously thats all you do. Pretty much forever, or until you die, or Marchosias reveals whatever the hell he's up to.
    Notables: Dust (NE Male Goblin Binder 15/Ashen Sword 1) is a new member of the Ashen Swords eagerly looking for a target to prove himself.
    Organizations: The Ashen Swords are competing to be the best of the best in the assassination biz, and actively take out other Guilds and organizations in the same business. They require members to make a yearly tithe of at least one individual in the business, the top targets being any members who have left the organization. In general during the tithing week members avoid one another out of fear they may kill each other, whether they've done anything or not (because there is ample precedent for members settling scores without repercussion at this time, especially if they can't find any other assassins of a high enough CR). members can feel free to take levels in other classes, but they are still considered members of the organization even then, and will be killed if they fail to remain in contact.

    NPC Reaction
    Most NPC's have no idea the Ashen Swords exist, and wouldn't be too upset if they did. They may be godless abominations worshiping vestiges, but they kill rogues and assassins. No one else does that, so most common folk give them a buy.

    The rich and powerful crap themselves a lot though.

    ASHEN SWORDS IN THE GAME
    This class will make the player a bit of a target. Be sure they can handle the pressure.
    Adaptation: This is best for darker campaigns. Or maybe not (see below).
    Encounters: Unless they're a qualifying target for the yearly tithe, or an Ashen Sword has been assigned to off him, it's rare that a PC will see an Ashen Sword unless he walks in on them doing a job.

    Sample Encounter
    EL 16: The PC's are calmly eating lunch on the patio of a local cafe when a goblin with a flaming head appears in a puff of smoke and violently beats to death a local drug lord with what appears to be a small sword made form ashes. Either the local brew has some non-standard ingredients, or they've just seen something they shouldn't...


    Dust
    NE Male Goblin Binder 15/Ashen Sword 1
    Init +6, Senses: Listen +1, Spot +1, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC 31, touch 18, flat-footed 29 (+1 Size, +2 Dex, +8 Armor, +5 Deflection, +5 Natural)
    hp 104 (16 HD)
    Fort +13, Ref +7, Will +10
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee Sword of Ash +14/+9/+4 (1d6-1 plus 1d6 fire/19-20) or +1 Sickle +14/+9/+4 (1d4-1)
    Ranged +3 Javelin +16 (1d4+1)
    Base Atk +11, Grp +5
    Atk Options Sword of Ash
    Combat Gear
    Supernatural Abilities Soul Binding (3 Vestiges), Pact Augmentation (3 abilities), Binder Level 16
    -----------------------------------------------
    Abilities Str 6, Dex 15, Con 14, Int 10, Wis 12, Cha 16
    SQ Soul Guardian (Immune to Fear, Slippery Mind, immune to energy drain and negative levels), Suppress Sign
    Feats Favored Vestige (Marchosias), Improved Critical (Longsword), Improved Initiative, Power Critical (Longsword), Weapon Finesse, Ignore Special Requirements (B), Skilled Pact making (B)
    Skills Bluff +5, Concentration +4, Diplomacy +15, Gather Information +15, Hide +8, Intimidate +6, Knowledge (Arcana) +2, Move Silently +6, Ride +6, Sense Motive +4
    Possessions +5 Ring of Protection, +8 Bracers of Armor, +5 Amulet of Natural Armor, +3 Returning Distance Seeking Javelin, +1 Wounding Sickle, Type 2 Bag of Holding, 393 GP



    EPIC ASHEN SWORDS

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Effective Binder Level Your Effective Binder Level continues to increase with Epic levels
    Pact Augmentation At 24th level, an Epic Ashen Sword gains a sixth ability from the pact augmentation list. She gains additional abilities from the list every 4 additional levels (7 at 28th, 8 at 32nd, and so on). This functions in all other ways as the ability of the same name described in the Tome of Magic.
    Bonus Feats: The Epic Ashen Swords gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2009-12-28 at 07:14 AM.
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  12. - Top - End - #912
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    Default Re: Any Orc/Goblinoid Fans??

    Got most of the fluff up for the Ashen Swords. Gonna be a tricksy one to do...
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  13. - Top - End - #913
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    Default Re: Any Orc/Goblinoid Fans??

    You think the yearly killing requirement is oka?
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  14. - Top - End - #914
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    Default Re: Any Orc/Goblinoid Fans??

    I don't know how you're going to be able to determine whether they have the ability or not but that seems more an application of Gather Information and if you're playing to Marchosias' flavor, you should be killing rogue-types on a regular basis, anyways.
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Cieyrin View Post
    I don't know how you're going to be able to determine whether they have the ability or not but that seems more an application of Gather Information and if you're playing to Marchosias' flavor, you should be killing rogue-types on a regular basis, anyways.
    True but this way they have to kill one of their CR. Thats a lil more challenging.
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    Got all the class abilities up cept the capstone
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    Default Re: Any Orc/Goblinoid Fans??

    Ashen Swords don't seem specifically Gobby, just a Marchosias Specialist Binder. I don't see a particular reason for that particular racial to be stuck to them, given Marchosias isn't even a Goblinoid originally.

    Also, holy specialized sword, Batman! Fiery Burst Fiercebane Implacable, indeed.

    Another thing, either your Scepter example is wrong or your explanation text is, as the scepter seems like it should be doing equal damage (a.k.a. 7d6 for Sneak +7d6).

    Them's my 2 coppers. Take as you will.
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Cieyrin View Post
    Ashen Swords don't seem specifically Gobby, just a Marchosias Specialist Binder. I don't see a particular reason for that particular racial to be stuck to them, given Marchosias isn't even a Goblinoid originally.

    Also, holy specialized sword, Batman! Fiery Burst Fiercebane Implacable, indeed.

    Another thing, either your Scepter example is wrong or your explanation text is, as the scepter seems like it should be doing equal damage (a.k.a. 7d6 for Sneak +7d6).

    Them's my 2 coppers. Take as you will.
    Ill be working on it again soon. Work is killing me and one of my friends just had a heart attack so Im a bit frazzled right now.
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    Quote Originally Posted by Bhu View Post
    Ill be working on it again soon. Work is killing me and one of my friends just had a heart attack so Im a bit frazzled right now.
    RL comes before Forumsing, so take care of what you gotta. The thread will still be here when you come back. =3
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    Good luck, Bhu. Hope you and your friend come out ahead.
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    I appreciate your creations but would feel terrible if you didn't take care of yourself first.

    Good luck.


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    Thanks guys *hugz*
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    Default Re: Any Orc/Goblinoid Fans??

    I needed a distraction, and altered some of the text, and added a capstone. Any thoughts on Binder levels?
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    Default Re: Any Orc/Goblinoid Fans??

    Perhaps I'm wrong but it would appear to me that a Binder could enter the PRC for their 10th character level, provided the skills are in fact class skills (at my parents,' so AFB). If not, they couldn't finish the PRC till epic, which probably isn't desirable.

    You may want to add on the Favored Vestige ability of the Knight of the Seal PRC or something like it, as if you're going to focus on a vestige, you may as well never fail to bind it.
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    Default Re: Any Orc/Goblinoid Fans??

    They are class skills, but they cant bind marchosias until level 15 unless they take a Feat. I was just pondering if the PrC should increase their effective Binding level.
    Last edited by Bhu; 2009-12-26 at 12:56 AM.
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    Default Re: Any Orc/Goblinoid Fans??

    Oh, yeah, definitely increase effective Binder level, as the features are nice but I don't think they're any better than the other Binder PRCs, which, IIRC, all provide full Binding advancement.
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    Default Re: Any Orc/Goblinoid Fans??

    kewl. There arent any Epic rules for Binders yet are there?
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    Found Epic stuff for Binders on Wizards and adapted it for my evil purposes. Will begin new PrC tomorrow if I get off work in time
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    Quote Originally Posted by Bhu View Post
    Found Epic stuff for Binders on Wizards and adapted it for my evil purposes. Will begin new PrC tomorrow if I get off work in time
    The Squidacolypse shall be amazing! =D
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    Default Re: Any Orc/Goblinoid Fans??

    Batu, the Traitor (also called Batu the Atheist)
    Batu was an Orc tired of endless warfare who led like-minded Orcs on a pilgrimage to find a new home.
    Vestige Level: 3
    Binding DC: 25
    Special Requirement: Yes
    Legend: Born blind in one eye and horribly disfigured, Batu was largely considered either blessed or cursed by Gruumsh (no one could ever really agree one way or the other initially). Not well suited for war he was drafted into the priesthood at a young age, but showed little aptitude for it. It was therefore quickly decided he was less blessed, and more of a wretched abomination. Left to his own devices Batu became one of the least likely (and most looked down upon) professions in Orc society: a scholar.

    Whenever his kin ransacked a town or city, Batu made sure to get all of the records. He claimed it was to help do his part by seeing if he could find something useful, but in reality he was just curious and had nothing else to do to make himself look useful. Eventually Batu found out about Vestiges, and began researching them as much as he could given his limited resources. His travel down the path of the Binder began with his successfully summoning Naberius.

    With the aid of Naberius' powers, Batu quickly managed to accrue further knowledge, and each new vestige made his life easier. Batu knew he was risking the wrath of the Orc church by summoning vestiges, but he was able to keep it concealed for quite some time. At least until his own ego became his undoing.

    Being somewhat outside the mainstream of Orc society looking in, Batu had been able to see what kind of harm Gruumsh's eternal war had cost his people. He couldn't see the race surviving if they kept up the pace, and secretly he began to recruit like-minded followers (i.e. other societal outcasts), and fled, looking for a new homeland. He intended to build a base of operations to increase his own knowledge and that of his followers (including Binding) while attempting to convert new recruits.

    Obviously the church wouldn't stand for this. Gruumsh's followers made it their obsession to destroy the traitor, and ironically Batu condemned himself and his followers to a long life of slaughter and flight instead of the peace they sought. The Orcs pursued them where ever they went, killing them all one by one, eventually driving Batu mad. Desperate to influence the world even after his death (which he knew was coming) Batu consulted all the vestiges he knew, and enacted a daring plan to set off a magical ritual that would not only annihilate Batu himself, but also the Orcs chasing him and what few followers he had left, while alienating the Gods as well. Apparently the spell disrupted the souls normal progression in the afterlife, potentially robbing the Gods of followers.

    Much to everyone's surprise it worked. No God wanted Batu in their afterlife after his transgression, and not truly being Evil he couldn't be condemned to the lower planes in the afterlife either. Gruumsh himself decided to crush Batu's soul in the end. Batu, however, has had the last laugh. As a vestige he still inspires Orc Binders to turn their back on the traditions of their society.

    Special Requirement: Batu will not allow himself to be bound by anyone worships the Orcish pantheon, or anyone who has befriended someone who does.
    Manifestation: The circle floods with blood as a screaming skeleton claws it's way up from the gore. Tendons and other bits of flesh begin inching their way up the skeleton like some abnormal parasitic growth, eventually being covered over with skin and forming an incredibly deformed Orc.
    Sign: Your right eye clouds over and appears to have been blind from birth (although you can see through it normally).
    Influence: While under the influence of Batu hate the Gods, and are required to work against them. You are only required to attack worshipers of the Orcish pantheon on sight. Worshipers of other deities and pantheons don't require you to immediately physically attack them, but neither are you allowed to aid them.
    Granted Powers: In life Batu was obsessed with knowledge, putting an end to the Orcs eternal War, and (eventually) opposing the Gods. As a vestige he grants his followers similar abilities.

    Batu's Scholarship: Upon Binding Batu choose any one Int-based skill you do not have ranks in, and you gain a +2 on Checks with that skill and may use it as though you were trained.

    Batu's Calming Influence: Anyone coming within 10' of you when you have Batu bound to you that is using Rage or Frenzy (or subject to a similar condition such as the Rage spell) must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or come out of the Rage/Frenzy immediately. If they have further daily uses of Rage/Frenzy they must make another Save to use one while they are within range, and even if they are successful each round they remain within range they must make another Save to avoid having it turned off again.

    Batu's Hatred: You gain a +2 Bonus on all rolls made against followers of the Orcish Pantheon.

    Atheism: You gain a +2 Resistance Bonus on all Saving Throws against Divine spells.
    Last edited by Bhu; 2010-01-09 at 04:42 AM.
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