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  1. - Top - End - #991
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    First up we have the Orc's Orc
    THE INCREDIBLE ORC


    The Worlds Baddest Orc (Ex): When Raging you now have Regeneration 5 instead of Fast Healing 5. You gain a +8 Enhancement Bonus to all Strength Checks, and Strength Based skill checks. Your carrying capacity is that of a creature 2 Size classes bigger. You may now Rage 1 additional time per day.
    Does anything bypass this?
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  2. - Top - End - #992
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    Default Re: Any Orc/Goblinoid Fans??

    Thanks Eikonos!

    Got the prereqs and fluff up for newest one.
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  3. - Top - End - #993
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    Quote Originally Posted by DracoDei View Post
    Does anything bypass this?
    hehehehe

    prolly nothing yet. I made the April Fool's day classes to be more funny than playable. Been meaning to correct that someday.
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  4. - Top - End - #994
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    Default Re: Any Orc/Goblinoid Fans??

    Rest of the GM's fluff is up, and I'm beginning to edit it class abilities now.
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  5. - Top - End - #995
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    Default Re: Any Orc/Goblinoid Fans??

    most of the class abilities are up!
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  6. - Top - End - #996
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    Default Re: Any Orc/Goblinoid Fans??

    I'm honestly not sure how much Quick Tempered helps you, as bonuses on initiative don't help you after combat starts.
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  7. - Top - End - #997
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    It might if you can move up in the initiative order, thus getting your turns slightly closer together in the cycle.
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  8. - Top - End - #998
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    Quote Originally Posted by Cieyrin View Post
    I'm honestly not sure how much Quick Tempered helps you, as bonuses on initiative don't help you after combat starts.
    It helps if you are attacked in a surprise round as you'll be rolling initiative the next round. Not exactly powerful but the bonus to critical confirmations helps a little. Since it is a lil weak I'll prolly have to modify it.
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  9. - Top - End - #999
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    Edited Gaijin Marshall. Like it better?
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  10. - Top - End - #1000
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    Quote Originally Posted by Bhu View Post
    Edited Gaijin Marshall. Like it better?
    Hmm, a reasonable 3.0 Power Critical. Perhaps, yeah. Makes more sense, anyways.
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  11. - Top - End - #1001
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    GM now has capstone
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  12. - Top - End - #1002
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    SWORDS OF ILNEVAL

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    “A good plan violently executed now is better than a perfect plan next week.”

    The Swords of Ilneval are war-priests who lead battles from the front. They are expected to be brave and savage in battle while being more disciplined than their barbarian counterparts. In times when it is necessary to unite the orc tribes to combat a common foe, they are expected to do the negotiating. Needless to say it's not a stress free job...

    BECOMING A SWORD OF ILNEVAL
    Most Clerics of Ilneval take a few levels of Fighter before becoming this PrC.

    ENTRY REQUIREMENTS
    Race: Any Orcish, particularly crossbreeds
    BAB: +5
    Divine Casting: Must have access to the War Domain
    Feats: Combat Reflexes, Domain Focus (War), Power Attack
    Skills: Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Religion) 4 ranks


    Class Skills
    The Sword of Ilneval's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcane, 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    Spellsword, +1 level of Divine Casting Class
    2. +1    +3     +0     +3    Tactician, +1 level of Divine Casting Class
    3. +2    +3     +1     +3    Strategist 
    4. +3    +4     +1     +4    Spellsword, +1 level of Divine Casting Class
    5. +3    +4     +1     +4    Tactician, +1 level of Divine Casting Class
    6. +4    +5     +2     +5    Strategist 
    7. +5    +5     +2     +5    Spellsword, +1 level of Divine Casting Class
    8. +6    +6     +2     +6    Tactician, +1 level of Divine Casting Class
    9. +6    +6     +3     +6    Strategist 
    10.+7    +7     +3     +7    Divine Weapon, +1 level of Divine Casting Class
    Weapon Proficiencies: Swords of Ilneval gain no new weapon or armor proficiencies.

    Spellsword (Su): At 1st level as a Move Action the Sword of Ilneval can 'cast' and spell he knows into his Longsword. The spell effects the next target the Sword of Ilneval successfully attacks with his weapon (it only effects the target of the weapon even if the spell is normally Area of Effect). The Sword can only store one spell at a time this way, and if it isn't discharged within 8 hours it disappears.

    At 4th level the Sword of Ilneval can choose when to discharge the spell held in his sword, and can use it on any successful attack with his Longsword instead of just the next one. In addition if the spell is normally an Area of Effect, it discharges in a 20' area centered on the Sword of Ilneval (who is immune to the spells effects).

    At 7th level if the Sword of Ilneval successfully critically hits with his Longsword, and he chooses to discharge a spell it carries, the target gets no Saving throw against the spells effects.

    Tactician (Ex): Beginning at 2nd level, whenever a foe would normally provoke an Attack of Opportunity from you, you may cast a spell whose casting time is a Swift or Immediate Action.

    At 5th level you may instead cast a spell into your Longsword if it doesn't currently have one stored in it.

    At 8th level you may instead cast a spell whose casting time is a Standard Action.

    Strategist (Su): Beginning at 3rd level the Sword may choose to leave one spell of the highest level he can cast un-prepared. He may use this spell slot to cast any spell he knows. For example Harun (Fighter 2/Cleric 4/Sword of Ilneval 6) can cast up to 4th level spells, and he gets 2 of them per day. He can leave one of those spells open to cast any Cleric spell he has access to.
    He can leave an additional slot un-prepared ate levels 6 and 9. Spells cast from un-prepared slots with a Metamagic Feat are cast as a Full Round Action.

    Divine Weapon (Su): Beginning at 10th level you may now 'cast' a spell into your Longsword as a Swift Action. Spell slots you leave unprepared may now be cast with their normal casting time if enhanced with a Metamagic Feat. You also gain a Bonus on damage rolls on all spells that do damage equal to your Wisdom Modifier.

    PLAYING A SWORD OF ILNEVAL
    Strive to avoid foolish choices. Think before you speak and before you act. Don't let your temper get the better of you. Make sure you keep the team from arguing, and enforce a sense of cooperation. Things are bad enough without giving your enemies divisions to exploit.
    Combat: Swords prefer to think while fighting, and make plans before hand. They see all too often what simple chaotic charging into melee does to their people and realize their race will never win wars this way.
    Advancement: Swords are usually torn between advancing as pure warriors and as priests, or some combination of the above. Priest usually wins out in the end. Their spells can accomplish more than simple force of arms.
    Resources: Being members of the second largest church in the Orc pantheon, and members of the military has quite the benefits. You can often ask for help if you've done well in battle, or it coincides with the church's needs.

    SWORDS OF ILNEVAL IN THE WORLD
    “A soldier will fight long and hard for a bit of colored ribbon.”
    You're a bit of an odd one. No less evil and destructive than any other Orc, you've had to learn to restrain the worst of your impulses when not in battle, and ironically people believes that means you may possibly be redeemable. They may even be right. You lose a lot of sleep thinking about it sometimes.
    Daily Life: The daily life of a Sword is busy. Along with keeping up on your fighting skills and religious duties, you are one of the few Orcs expected to learn the art of diplomacy and social manipulation. There's a lotta Orcs end up dying in that class...
    Notables: Harun (CE Male Orc Fighter 2/Cleric 4/Sword of Ilneval 6) is a diplomat currently in a bit of a predicament.
    Organizations: Almost all Swords of Ilneval are military officers or participants. It would be odd to encounter one not working for the Orc armed forces. They are expected to band together the warring tribes in times of need though, so they feel a higher calling than the heads of their own tribes fighting forces when it's necessary.

    NPC Reaction
    NPC's are used to the leaders of Orc armies ordering atrocities worse than they're common soldiers would commit, so the Swords have...a somewhat blemished reputation among non Orcs. Among their own kind they are often war heroes.

    SWORDS OF ILNEVAL IN THE GAME
    This class pretty much assumes you are part of the Orc military, which can be a pain if the DM isn't running that sort of campaign.
    Adaptation: This is probably best for serious campaigns, but given their diplomatic duties you could put it in a comedy campaign based on keeping things from going to crap in the highly testy Orc kingdoms.
    Encounters: Swords of Ilneval tend to belong to the Orcish military, and as such are usually encountered during raids or times of warfare.

    Sample Encounter
    EL 12: An Orcish diplomat has contacted the PC's with an unusual request. He's been framed for crimes against his Church, and he needs them to keep him alive long enough to clear himself. In return, along with their pay, he'll negotiate a treaty with the Orcs to leave their city alone.


    Harun
    CE Male Orc Fighter 2/Cleric 4/Sword of Ilneval 6
    Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
    Languages Common, Orc
    ------------------------------------------------
    AC 30, touch 10, flat-footed 30 (+13 Armor, +7 Shield)
    hp 68 (12 HD)
    Fort +13, Ref +3, Will +12
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +4 Longsword +19/+14/+9 (1d8+8/19-20)
    Base Atk +11, Grp +15
    Atk Options Turn Undead 1/day, Spellsword, Tactician
    Combat Gear 2 Potions of Nondetection, 2 Potions of Cure Serious Wounds, 1 Potion of Heroism
    Spells Prepared 0: 6 (DC 13)
    1: 5 (DC 14)
    2: 4 (DC 15)
    3: 3 (DC 16)
    4: 2 (DC 17)
    Caster Level 8
    -----------------------------------------------
    Abilities Str 18, Dex 10, Con 13, Int 10, Wis 16, Cha 6
    SQ Light Sensitivity, Strategist (2 spells)
    Feats Cleave, Combat Reflexes, Domain Focus (War), Great Cleave, Power Attack, Power Critical (Longsword)(B), Weapon Focus (Longsword)(B)
    Skills Diplomacy +4, Intimidate +6, Knowledge (Religion) +4, Ride +6
    Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Longsword, 2 Potions of Nondetection, 2 Potions of Cure Serious Wounds, 1 Potion of Heroism, 115 GP



    EPIC SWORDS OF ILNEVAL

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Spells Your Divine Caster level continues to increase with Epic levels, but you do not gain additional spells per day.
    Strategist Beginning at level 23 and every three levels thereafter you gain an additional daily spell you can leave unprepared until you can leave all the spells of the highest level you can cast un-prepared.
    Bonus Feats: The Epic Sword of Ilneval gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2010-03-16 at 10:59 AM.
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  13. - Top - End - #1003
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    Default Re: Any Orc/Goblinoid Fans??

    Minor updates to the Swords. After this we get the first epic goblinoid PrC. I was thinking maybe the Rust Monster Tender...
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  14. - Top - End - #1004
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    Okay the thought behind this one is that Spellsword will let them focus spells through their longsword, tactics will give them combat options, and strategist is for enhanced divination spells. Should I go for full spellcasting or a mix of casting and more powerful abilities?
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  15. - Top - End - #1005
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    Default Re: Any Orc/Goblinoid Fans??

    Very interesting, I'm very fond of classes that allow creativity

    Minor updates to the Swords. After this we get the first epic goblinoid PrC. I was thinking maybe the Rust Monster Tender...
    Hmmm...you got me wondering here, this has serious potential !!

    P.S. do you think there is a chance to fit another one or two epic prc's in the Orc/Goblinoid set before you proceed on with the giants ??

  16. - Top - End - #1006
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Eikonos View Post
    Very interesting, I'm very fond of classes that allow creativity



    Hmmm...you got me wondering here, this has serious potential !!

    P.S. do you think there is a chance to fit another one or two epic prc's in the Orc/Goblinoid set before you proceed on with the giants ??
    I believe so yes
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  17. - Top - End - #1007
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    Default Re: Any Orc/Goblinoid Fans??

    Swords have been updated.
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  18. - Top - End - #1008
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    Default Re: Any Orc/Goblinoid Fans??

    Any thoughts on the Strategy ability as written? I wonder if it's a lil over the top.
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  19. - Top - End - #1009
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    Any thoughts on the Strategy ability as written? I wonder if it's a lil over the top.
    Strategist is just Alacritous Congitation for Divine Casters, so not so bad, really.
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  20. - Top - End - #1010
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    Default Re: Any Orc/Goblinoid Fans??

    Capstone is up. If you guys like I believe it will be about time for an Epic Goblin PrC....
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  21. - Top - End - #1011
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    RUST MONSTER HERDER

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    “Most children have a bug period, and I never grew out of mine.”

    While most Goblin children enjoy frolicking on the plains or getting into trouble, you often went off to explore the local caves, fascinated by the unusual flora and fauna there along with the various mineral formations. Eventually you met the little larval bug who would change your life and put a new perspective on the world for you. He would become your truest friend over the years, and eventually you would champion his kind, even over your own peoples wishes. Nobody comes between you and lil' Goober.

    BECOMING A RUST MONSTER HERDER
    Generally you must have befriended a Rust Monster and have it become your companion. And survive your attempts to feed it at what will likely be the parties expense.

    ENTRY REQUIREMENTS
    Race: Any Goblinoid
    Feats: Aberrant Companion (See below), Aberrant Magic (see below), Aberration Trainer (see Arms and Equipment Guide page 73), Companion Spellbond, Epic Companion (see below)
    Skills: Handle Animal 20 ranks, Knowledge (Dungeoneering, Nature) 12 ranks, Survival 12 ranks
    Class Abilities: Animal Companion, Wild Empathy
    BAB: +21


    Class Skills
    The Rust Monster Herder's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
        Abilities
    1.   Rust Monsters Are Mah Fwiends
    2.   Smite the Enemy
    3.   Summon the Horde
    4.   Rust Monsters Are Mah Fwiends
    5.   Smite the Enemy
    6.   Summon the Horde
    7.   Rust Monsters Are Mah Fwiends
    8.   Smite the Enemy
    9.   Summon the Horde
    10.  Master of Monsters
    Weapon Proficiencies: Rust Monster Herders gain no new weapon or armor proficiencies.

    Rust Monsters Are Mah Fwiends (Ex): At 1st level you may automatically Take 20 when making a Ride or Handle Animal Check against a Rust Monster or Annihilator. All Rust Monsters/Annihilators initially treat you as friendly (even if you have metal). You may also ride a Rust Monster into battle if you have trained it. Also your Rust Monster Herder levels stack with your Ranger or Druid class levels for determining the level of your Animal Companions abilities.

    At 4th level all spells you cast on a Rust Monster/Annihilator that would be beneficial are cast as though they were cast with the Empower Spell Feat (this does not increase the level of the spell, and is a Supernatural ability).

    At 7th level all spells you cast on a Rust Monster/Annihilator that would be beneficial are cast as though they were cast with the Quicken Spell Feat (this does not increase the level of the spell, and is a Supernatural ability).

    Smite the Enemy (Su): Beginning at 2nd level you may Smite anyone who attacks or threatens one of your Rust Monsters. Declare you are making a Smite before rolling for the attack. You gain an untyped Bonus on the Attack and Damage rolls equal to your Rust Monster Tender Level.

    At 5th level if you are successful with your Smite Attack all Aberration Allies present at the encounter gain the same Bonus to Attack and Damage rolls against that same opponent for the duration of the encounter.

    At 8th level if you are successful with your Smite Attack and any Aberration Allies happen to be flanking your opponent they get a free Attack of Opportunity.

    Summon the Horde (Su): At levels 3, 6, and 9 you gain an additional Rust Monster as a Companion (or Annihilator if you wish to take the penalty, these are equal in power to your current Rust Monster Companion). You also gain the ability to Summon up small hordes of Rust Monsters/Annihilators while underground.

    At level 3 you can Summon 2d4+1 Rust Monsters three times per day. They stay for the duration of the encounter and are equivalent in power to the Herders Aberrant Companion.

    At level 6 you may instead summon 3d6+3 Rust Monsters, or 1d4 Annihilators.

    At level 9 you may summon 4d8+4 Rust Monsters, 2d4 Annihilators, or 1 Dire Rust Monster.

    Master of Monsters (Su): At 10th level, once per day, you may sacrifice one use of your Summon the Horde ability to enhance your Rust Monster Companions abilities for 10 rounds. For those 10 rounds, you get your full level when determining your Animal Companions abilities. For example: Crazy Bob (Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2) has Goober, a Rust Monster Companion. He is effectively Level 6 (Level 12 minus 6 because of taking a higher level companion). For the duration of this ability he is Level 25.

    PLAYING A RUST MONSTER HERDER
    You like bugs. The weirder the better. Some people say that makes you crazy, but they're the crazy ones. The bugs will hide and protect you if need be. And you will do your best to look out for them in turn. Occasionally your people will ask you for help against their enemies, and if they can provide sufficient metal (or their enemies can) you will consider it. After all it may make them rethink their view on buggy life forms.
    Combat: Combat is for fighter types. You'd prefer to live in peace with your surroundings. It's better for your friends that way. But if need be, your carapaced friends can reduce the average team of adventurers to nudity in seconds. Well near nudity anyways...
    Advancement: Rust Monster Herders have their aberrant friends in mind first and foremost, and will do what is necessary to protect them and see to it that they thrive. This above all is present in their minds when they consider what paths to take in life.
    Resources: Bug Monster Herders are usually social outcasts, so they only have their critters and a few like minded individuals to call upon for help. Granted being an Epic level character means not many people are gonna go out of their way to provide you with trouble...

    RUST MONSTER HERDERS IN THE WORLD
    "You ever just know on meeting someone that there's something wrong with him?"
    You aren't well liked, and your rarely understood. Nobody really 'gets' you, except your friends the Rust Monsters. And that's fine by you. You've always considered everyone else a pain in the behind anyway.
    Daily Life: Your daily life is spent tending to the needs of your friends and providing for their community. Sometimes you also spend it educating like-minded youths in the hopes that others will follow the path you have chosen. After all you won't live forever, and who will protect Goober and his family when you are gone if you don't raise responsible guardians?
    Notables: Crazy Bob (N Male Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2) is a nutty hermit who lives in the nearby caverns. The other goblins are scared spitless of him, but in times of need he can be a friend if they supply him with iron for his 'friends'.
    Organizations: Rust Monster Herders are hermits of a sort, and most belong to no organizations of any kind. They stick to protecting their 'flock' for lack of a better term.

    NPC Reaction
    Most people hate Rust Monsters. They aren't fond of Goblins either. Goblins devoted to raising and protecting Rust Monsters are in a class of loathing all to their own. Which is a nice way of saying your friends among the talking people are few.

    RUST MONSTER HERDERS IN THE GAME
    This class means you will be lugging around a lot of Rust Monsters. Meaning your party will be one step shy of lynching you on most occasions. Be careful.
    Adaptation: This is probably better for a silly campaign, but it could do well in a serious one too. You could even spin it off into a horror story if done right.
    Encounters: Rust Monster Herders are usually found underground with their 'family', unless they've been convinced to take part in a battle or go on an adventure to help out their critters.

    Sample Encounter
    EL 25:


    Crazy Bob
    N Male Goblin Ranger 20/Epic Ranger 3/Rust Monster Herder 2
    Init +5, Senses: Listen +11, Spot +11, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC , touch , flat-footed (+5 Dex, )
    hp 137 (25 HD)
    Fort +15, Ref +19, Will +11
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +23, Grp +21
    Atk Options Favored Enemy (Aberration +4, Magical Beast +4, Plant +4, Ooze +4, Undead +4), Smite the Enemy (+2)
    Combat Gear
    Spells Per Day 1st: 4 (DC 14)
    2nd: 4 (DC 15)
    3rd: 4 (DC 16)
    4th: 3 (DC 17)
    -----------------------------------------------
    Abilities Str 6, Dex 20, Con 12, Int 10, Wis 16, Cha 11
    SQ Wild Empathy, Woodland Stride, Swift Tracker, Camouflage, Hide in Plain Sight, Rust Monsters are Mah Fwiends
    Feats Aberrant Companion, Aberrant Magic, Aberration Trainer, Companion Spellbond, 3, Endurance (B), Improved Precise Shot (B), Manyshot (B), Rapidshot (B), Track (B)
    Skills Climb +6, Concentration +16, Handle Animal +28, Hide +17, Jump +6, Knowledge (Dungeoneering, Geography, Nature) +16, Listen +11, Move Silently +17, Ride +17, Search +9, Spot +11, Survival +15
    Possessions



    Aberrant Companion
    You have exchanged your Animal Companion for something of a more dubious nature.
    Prerequisites: Animal Companion, Aberration Trainer, Favored Enemy (Aberration)
    Benefits: You may trade your Animal Companion for an Aberration from the following list (remember if playing a Ranger your level is halved for determining the power level of your Animal Companion as well as what alternates you can choose). Your Wild Empathy now also works on Aberrations with an Int of 4 or less:

    1st: Faux Spider, Landsquid, Omnicidal Furry, Squig
    4th: Ant Gawd, Choker, Howler Wasp, Squid Bee (Level -3)
    7th: Grick, Harpoon Spider, Lurker, Rust Monster (Level -6)
    10th: Catoblepas, Carrion Crawler, Gibbering Mouther, Wyste (Level -9)
    13th: Embrac, Man-Snail, Seryulin, Slasrath (Level -12)
    16th: Chwidencha, Dread Harpoon Spider, Lodestone Marauder, Prismatic Roper (Level -15)

    If you have Epic Companion you may also get more powerful Aberrations at Epic Levels:

    22nd: Arachnoid 12 Headed Hydra, Faux Beholder (Level -21)
    25th: Annihilator, Arachnoid Spinosaurus (Level -24)
    28th: Arachnoid Nightmare Beast, Dire Rust Monster (Level -27)

    The new critters can be found on the list here: http://www.giantitp.com/forums/showp...5&postcount=26


    Aberrant Magic
    Your Ranger or Druid spells now affect more than just animals...
    Prerequisites: Must be able to cast spells from the Druid or Ranger List, Knowledge (Dungeoneering) 6 ranks
    Benefits: Any spells you may cast that specifically target Animal(s) may now target Aberrations as well. For example Animal Growth can now be cast on Aberrations.


    Epic Companion (Epic)
    You have a truly legendary companion.
    Prerequisites: Animal Companion, Handle Animal 12 ranks, Level 21+
    Benefits: Your Animal Companion continues to gain benefits with Epic Levels:

    Companion Abilities
    {table=head]Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special
    21-22|+14|+14|+7|8|Improved Link
    23-24|+16|+16|+8|9|Improved Share Spells 10'
    25-26|+18|+18|+9|10|Improved Devotion
    27-28|+20|+20|+10|11|Improved Multiattack
    29-30|+22|+22|+11|12|Improved Share Spells 20'
    31-32|+24|+24|+12|13|Improved Share Spells 40'
    33-34|+26|+26|+13|14|Improved Share Spells 80'
    35-36|+28|+28|+14|15|Improved Share Spells 160'
    37-38|+30|+30|+15|16|Improved Share Spells (any range)
    39-40|+32|+32|+16|17|Improved Intelligence[/table]

    Improved Link: The Druid or Ranger can Take 20 on Handle Animal Checks made against their Animal Companion.

    Improved Share Spells: The Range of the Share Spells ability doubles at level 23. It doubles again at level 29 and every 2 levels thereafter, until it works at infinite range at level 37.

    Improved Devotion: The Animal Companion becomes Immune to Mind-Affecting Effects.

    Improved Multiattack: The Animal Companion gets the Improved Multiattack Feat.

    Improved Intelligence: The Animal Companion gets +4 Int, but still qualifies for as an Animal for purposes of Feats/Spells/etc (in other words if you have this Feat and Aberrant Companion you still have your Aberrant Companion despite the increased intelligence).
    Last edited by Bhu; 2010-04-16 at 11:04 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  22. - Top - End - #1012
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    imp_fireball's Avatar

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    Jul 2008
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    Default Re: Any Orc/Goblinoid Fans??

    I've got OGL reservation on a goblin PRC I'm gonna submit later.

    GOBLIN INNOCULATOR



    Eww it go right fast down when it were injected don't it?! No worries, it work 'cause I tested it with me first! Hehehe!

    Few if any of the lesser goblinoids have been known to not succumb to sheer madness upon developing psychic powers. Some can make use of that madness however, applying an odd combination of psychic ability and their beloved alchemical practices, making them useful chemists of war when brute strength helps not at all. Innoculators get their name from their tendency to come up with cures to conditions affecting different tribes of orcs (most likely as the result of biological warfare) and then injecting it into them with their syringes one by one. However, there is little rhyme or reason to it as Innoculators don't always know little to anything about biology - there is no practiced method of injecting a patient. They do it right on the field, and on any body part they can find, as fast and as efficiently as possible.

    The intelligently mad blue goblins and their green skinned cowardly, hunter/scavenger cousins both take to this class quite well. There isn't really a true developed path to a goblin innoculator - all of them take after both the shoddy sciences of practical devices and magic of alchemy. And all of them consume the mystical drug 'Synapse Snapple' which in its own way, puts them into a permanent mind altering state of clarity that leads them down this path.


    BECOMING A GOBLIN INNOCULATOR
    In order to become a goblin innoculator, you must have spent several days in an alchemists lab coming up with the potion 'Synapse Snapple' and then consumed it to heighten your psionic senses into offering insight into combining psychic power with alchemy. Synapse Snapple costs 100 gp to make. You can gain knowledge of this item after producing potions for up to a month and selling them to orc or goblinoid tribes (on a consistent basis during your travels).

    ENTRY REQUIREMENTS

    Race: Any Small Sized Goblinoid
    Skills: Craft (Alchemy) 6 ranks, Techcraft 4 ranks
    Additional: Able to manifest at least one 2nd level psychometabolism and metacreativity power

    Class Skills
    The Goblin Innoculator's class skills (and the key ability for each skill), Craft (Int), Knowledge (Psionics) (Int), Survival (Wis), Tumble (Dex), Sleight of Hand (Dex), Hide (Dex), and Move Silently (Dex)
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
        Abilities
    1.   +0 BAB, +0 Fort, +2 Ref, +2 Will; +1 Manifester level, Injections
    2.     +1 BAB, +0 Fort, +3 Ref, +3 Will; Telekinetic Injection, Minor Replication
    3.    +2 BAB, +1 Fort, +3 Ref, +3 Will; +1 Manifester level, Psychic Articulator
    4.   +3 BAB, +1 Fort, +4 Ref, +4 Will; Major Replication, Cleansing, Overcome Immunity
    5. +3 BAB, +2 Fort, +5 Ref, +5 Will; Perfect Replication, Psychic Vessel, +1 Manifester level
    Important House Rule Note: This class assumes that Craft (Alchemy) is a skill usable by either psionic power manifesters or spell casters, rather then just the latter.

    Weapon Proficiencies: Goblin Innoculators gain no new weapon or armor proficiencies aside from proficiency with a special syringe they create.

    Injections (Ex)

    The goblin innoculator has the ability to craft alchemical recipes and poisons that require injury to transmit - crafting can include any poison or alchemical substance that the goblin has crafted before. Crafting this requires a full round action, and is automatically applied to the syringe. The craft check cannot be sped up, and has no cost.

    They also may craft one syringe, that costs 5 gp to produce, and 2 days. Crafting the syringe is a DC 55 (int modifier + any points in craft (applicator)). For the sake of crafting the syringe, assume that the goblin innoculator already has a +45 to the check. In this way, crafting can be sped up or slowed down as normal for most craft checks. Losing the syringe or having it destroyed means the innoculator must craft another one, using the above rules again. The syringe is like a weapon, even though it deals no damage and as such can receive magical or psionic enhancements, just like any weapon (enhancement bonuses such as +1, +2, etc. deal that amount of additional damage - +1, ie., deals 1 damage because the syringe normally deals no damage and the equation is thus 0 (syringe mundane damage) +1 (enhancement bonus damage)).

    Applying injury poison via the syringe requires a melee attack versus enemy's AC as normal. Because the attack deals no damage, it automatically bypasses DR for the purpose of poisoning. Applying alchemical substances via injury to an opponent deals their usual affects as normal, however note that the substances must be liquid.

    Finally, the Goblin Innoculator is considered to have Poison Use (as the assassin class feature in the SRD) for the purpose of applying poison to his syringe. Note however that, when used upon allies, there is a 20% chance that a previous poison contained within the syringe will be applied to the target.

    The syringe can hold up to one dosage of poison or alchemical substance. You are automatically considered proficient with the syringe.

    Minor Replication (Ps)

    By expending his psionic focus, the Goblin Innoculator can duplicate the effects of another poison or alchemical substance without the need of a craft check or GP expenditure, assuming they have 10 minutes of uninterrupted study of the substance itself - the knowledge is retained thereafter for the rest of the day, but is lost/forgotten at the beginning of a new day.

    They may also apply the effects of any psychometabolism power they manifest and then transmit it via the injection, however this will get rid of anything that was previously in the syringe. Applying the power is considered manifesting as normal and requires a full round action in addition to whatever action is needed to manifest the power initially. When transferring the power via injection, it does not require additional power point expenditure. The power preserves itself in the syringe for a full day.

    Note that the syringe, whenever it contains anything, is considered a psionic device. Only the innoculator may use the syringe in this way without requiring a Use Psionic Device check - the latter must succeed on a DC equal to 10 + innoculator's manifester level + innoculator's key ability score + level of the highest level power contained within the syringe. Failure indicates that whatever they intended to use that was stored within the syringe at the time affects them instead of their target.

    Psychic Articulator (Ex)

    You can apply the effects of both a psychometabolism psionic power and an alchemical substance or poison in the same injection upon one target.

    Alternatively, you can apply two powers into the syringe, and apply them both to the same target or to separate targets with separate attacks.

    This affect lasts only for the duration of an encounter. Thereafter, the power/substance/poison that was originally stored in the syringe is the only thing remains, unless the player specifies that they wish to use that power/substance/poison upon injecting an enemy with the syringe.

    In a nutshell: This ability allows you to store one use of an additional 'phantom' power/substance/poison in your syringe per encounter. Powers for this purpose do not need to be manifested or applied as per the normal rules for applying a power as a dose in the syringe. Alchemical substances and poisons must still be replicated or crafted, must be stored elsewhere, and are not expended when used in this way.

    Major Replication (Ps)

    Just like Minor Replication, except that you may duplicate an alchemical substance or poison and apply it to your syringe in a standard action and without the need of studying it beforehand (assuming you expend your psionic focus), however you must still have extensive knowledge of it (ie. having crafted it before). Injecting an enemy is now a melee touch attack rather then a regular one.

    Overcome Immunity (Ps)

    By making a manifester level check versus the victim's constitution score, you can overcome one immunity, racial bonus they have to a save, or energy resistance to affect them with a poison or alchemical substance. This is a free action, however you must be aware of the victim's resistance, racial bonus to a save, or immunity in order to overcome it and affect them with something they would otherwise be unaffected by or more resistant to.

    Cleansing (Ps)

    There is no longer any chance of poisoning allies with a poison that previously existed in the syringe when injecting allies with another substance or power that exists in the syringe at the time.

    Perfect Replication (Ps)

    Just like Major Replication, except that you no longer need to make a craft check for poisons or alchemical substances and, if you expend your psionic focus, you can duplicate poisons or alchemical substances and apply them to your syringe in a swift action. You may also replicate enemy powers that you are aware the enemy can use with a psicraft check equal to DC 10 + enemy's manifester level + enemy's key ability score.

    You may also replicate by having distant knowledge of the poison or alchemical substance. An example of acquiring distant knowledge is succeeding on a knowledge check to recall the poison or alchemical substance, or having studied it in a book for 1d4 hours each day, for a week. Alternatively, if it suits you better, you may study a live sample for 10 minutes, as minor replication.

    Finally, by expending your psionic focus, you may apply a power to your syringe as a swift action, where initially manifesting said power for this purpose is a free action.

    Psychic Vessel (Su)

    You may duplicate the effects of any spell, spell like, psi like, or supernatural ability via transmission with the syringe (assuming the effect normally effects individual targets via transmission). You may also store up to three 'doses' which can be included in the form of powers transmitted to the syringe, above abilities replicated, alchemical substances or poisons. Transmitting any of these is at the goblin innoculator's option. Powers stored within the syringe now last for up to a week instead of one day.

    PLAYING A GOBLIN INNOCULATOR

    You have a love for coming up with cures for any ailment that befalls a party, buffs to aid them in any scenario, and manifestations and chemical applicators for problems, large and small.

    Combat: Goblin Innoculators must be at the front lines of combat in order to be truly effective and although they can stand behind the beefier PCs and sub as the party healer, this isn't using them to their full potential. Despite their low HD and BAB, their administered syringe can transmit very harmful affects upon an individual enemy that can make or break a battle. They can also squirt chemicals from the syringe at 5ft. range, however this isn't as guaranteed a method as a melee administering and requires an enemy to be helpless or held down in a grapple.

    Resources:

    GOBLIN INNOCULATORS IN THE WORLD

    "Hello! How you doin', how you doin' warrior?! Yeh, big fella orc with sword! Yeh, I make you stronger, yeh? You want chemicals, help make you bigger? Hey! Yeh! Hey! Don't blow me off fella stranger orc friend! I goblin, goblins make best chemicals make you best strong! Yeh! What?! Grut Spit no better, it's all lies! *curses in goblin* Last time I lose customer! This can't go on no more!"
    - Nob Wink, goblin merchant and alchemist on the day that he declares vendetta against Grut Spit, only to be murdered by the telepathic Innoculator just hours later.

    Daily Life: Goblin Innoculators usually spend most of their free time testing out new potions via injection, usually on themselves. Occasionally, they'll sell them, for an Innoculator is always in need of money. Despite his ability to spontaneously brew new mixtures in a matter of seconds, gp for materials is always a limiting factor until of course they reach a high enough level to forgo it completely.

    Notables: Grut Spit (Neutral Evil Blue Psion 3, Goblin Innoculator 5) detests competition and when a vendetta is declared against him, well, he deals with it quickly. His telepathy augmenting Neural Buzz potion helps him weed out potential backstabbers. It's not that he's paranoid... well he is; it's just that he really hates it when others try to harm him or his business, even in the slightest. It's common sense, y'know? And they're fools, they're all fools, who wants fools frolicking about when all they are is fools? Murdering all of their relatives is all a part of the game plan too.

    Organizations:
    Goblin Innoculators will associate with anyone of any alignment, as long as it earns them cash and allows them to practice their art or science (each individual has differing opinions on whether or not it is a science or an art).

    NPC Reaction
    Most NPCs consider Goblin Innoculators mere merchants or alchemists, perhaps the kind with slightly less of a head and more of an obsession with 'quack theories'. This is all thrown out the window when they see them in battle however, able to bring to bear an endless variety of potions that they seem to be able to draw from their sleeves in an instant.

    GOBLIN INNOCULATORS IN THE GAME

    Adaptation: Goblin Innoculators can belong in pretty much any setting with both psionics and magic. Games that throw racial affiliation out the window help too, since Innoculators usually are more interested in customers and less so in furthering the goals of some goblin god or serving their nation of origin.

    Encounters: The PCs can encounter an innoculator anywhere. It'd be particularly useful to hire them along as mobile alchemy factories. Be warned however, their desire to riches may not always contradict their alignment - an evil or neutral innoculator may sooner run away at chemically altered speed with the gold you give them then put it to use for your sakes. Then again, the same applies to rogues or anybody who isn't lawful/good, really (and even then, many LG's only appreciate a party with other LGs to help 'hold its moral fiber together' in what they believe is the best step to success) - always be on your toes.

    Sample Encounter
    EL 6: The party hears rumors of a brilliant goblin with dark bluish skin by the name of Grut Spit. Apparently he runs a local alchemist's shop and that his potions are of some of the finest quality, but for a great price. Further investigation yields knowledge that there are no other competitors in most of the city. Questioning the snide little creature reveals no information (you didn't think it would). Your suspicions are eventually realized when you discover that he could be manipulating most of the city with mind altering drugs. On one cold morning, the party is ambushed by city guards...

    Grut Spit
    Neutral Evil Male Blue Psion 3/Goblin Innoculator 5
    Init +0, Senses: Listen +9, Spot +9,
    Languages Common, Goblin, Orc, Draconic, Elven, Giant, Gnoll
    ------------------------------------------------
    AC 10, touch 10, flat-footed 10 (+1 Size, -1 Dex)
    23 hp ( 5d4 + 3d6)
    Fort +3, Ref +9, Will +13
    ------------------------------------------------
    Speed 30ft. ( squares)
    Melee Syringe +4 (no damage, special: administer)
    Base Atk +5, Grp -6
    Atk Options Syringe or Powers
    Combat Gear Syringe
    Powers Prepared As 6th level Psion
    Supernatural Abilities None
    -----------------------------------------------
    Abilities Str 6, Dex 8, Con 10, Int 20, Wis 18, Cha 6
    SQ Darkvision 60ft, Naturally Psionic
    Feats Weapon Focus (Syringe), Force of Will, Psionic Meditation
    Skills Concentration +10, Spot +9, Listen +9, Craft (Alchemy) +19, Move Silently +14, Sleight of Hand +10, Sense Motive +9, Techcraft +16, Knowledge (Psionics) +16
    Possessions Tool Belt, Syringe, Vials, Artiste Psi-crystal
    ------

    Goblin Innoculator Feats

    It Go Right Fast Down...
    Prerequisites: Poison Use, Sneak Attack (or other precision damage) 1d6

    If you manage to poison someone via injury with your designated/attuned syringe during a sneak attack or dealing other precision damage, you may allow the secondary affects of the poison to take affect immediately. Additionally, the additional damage dealt by the sneak attack applies normally, even if the syringe does not normally deal any damage.

    Biological Warfare Agent
    Prerequisites: Goblin Innoculator 2nd level, Craft Alchemy (11 ranks)

    You may now craft and/or replicate psionic or mundane diseases, initially transmittable via injury, with an alchemy check and store them in a syringe capable of storing alchemical substances, powers and poisons. Note that the maximum CR of the disease you may replicate with your class's replication ability is your manifester + key ability score divided by two.

    As normal, in order to replicate a disease, you must have an amount of prior knowledge of the disease equal to whatever level of replication you have acquired from your levels in the Goblin Innoculator prestige class (minor, major or perfect).

    Note: If you wish to use this feat to invent entirely new mundane diseases, you must succeed the appropriate Techcraft check. To create new psionic diseases, you must succeed on the appropriate Psicraft check.

    Normal: You may only replicate poisons, alchemical substances, or powers. Note that replicating or crafting magical diseases (as opposed to psionic or mundane ones) requires the appropriate features from another class or feat.

    Quartermaster of the Syringe
    Prerequisite: Goblin Innoculator 5th level, Must have a syringe

    You may now craft a number of syringes equal to your manifester level, however you may only use one of them for your own purposes. You cannot store your own powers, replicated alchemical substances and/or poisons in another syringe besides the one that was specified to you, however others may use these syringes and store their own powers, alchemical substances and/or poisons in them with the aid of your replication ability, assuming they can attune to them and assuming they remain within a 100ft. distance of yourself. Each time you craft a new syringe for yourself, you do not have to attune to it, instead you need only designate it as your syringe usable by you (free action). If you craft a new syringe for other people, they must re-attune to them, assuming the one they attuned to previously was destroyed or lost.

    Each person can only attune to one syringe - if they attune to another syringe, their original attuning to the previous syringe disappears and anything stored it in via replication is lost forever.

    Attuning requires 1d4 hours of uninterrupted meditation. If they do not attune to the syringe, they must make a Use Psionic Device check to use it (assuming it contains doses of anything), as normal.

    Storing alchemical substances, poisons and/or powers in an attuned syringe requires a craft check and/or power point expenditure from the person that is attuned to the syringe and the aid of the person who crafted the syringe (they use their replication ability for this purpose). This requires actions equivalent to as if the Goblin Innoculator were storing alchemical substances, poisons and/or powers in the syringe themselves. The powers that they may store are limited to the discipline of powers that the Goblin Innoculator may store in their own syringe.

    A syringe that another person has attuned to cannot be designated as the goblin innoculator's syringe usable by them. When someone else wields a syringe, they wield it as if the goblin innoculator were wielding it (ie. make melee touch attacks if the goblin innoculator were allowed melee touch attacks with their own syringe), except that they use their own key ability modifier and BAB.

    If a person using a syringe they have attuned to wanders beyond the Goblin Innoculator's 100ft. range limitation, they may continue using their syringe for a number of hours equal to the Goblin Innoculator's manifester level. Beyond that point, they are no longer attuned to the syringe.

    A syringe that one person has attuned to cannot be attuned to another person as well.

    Finally, the Goblin Innoculator has a heightened awareness of whenever a syringe that someone has attuned to is used within their 100ft. range. They are also aware of whenever an attack made with the syringe hits its target within this range limitation.

    Refurbished Syringes
    Prerequisite: Quartermaster of the Syringe

    Just like the 'Quartermaster of the Syringe' feat, except that you may now use syringes that others have attuned themselves to as your designated syringe usable by you. This means that you may use the powers, alchemical substances and/or poisons of others. You may also transmit your own powers, alchemical substances or poisons to a syringe not designated by you, however this only lasts for a number of hours equal to your manifester level + your key ability score; and you may not transmit these powers via injury without a Use Psionic Device Check, as normal for creatures using syringes they have not attuned themselves to. In this way, the person attuned to the syringe may use your powers, alchemical substances or poisons you have stored in said syringe.

    You are still only allowed to designate one syringe usable by you.

    Universal Power Conduit
    Prerequisite: Goblin Innoculator 5th level

    You may transmit any power via syringe. Transmitting the power causes it take affect as normal. If the power is meant to affect an area, then you have the option of suppressing it for up to a number of hours equal to your manifester level + your key ability score. Willing it to take affect after suppression in this way is an immediate action of unlimited range and grants perception of the target depending on the power's discipline. If you wish it to take affect immediately, then it costs no additional action. Whenever an area of effect power takes affect after being injected into a target, if the power is listed as 'centering on the manifester' or requiring something to center upon, it always centers on the target of the injection instead.

    The below options apply only to area of effect powers, in accordance to their disciplines. If an area of effect power is suppressed beyond its time limitation for suppression, then it is expended automatically with no affect and the power points spent to initially manifest it are wasted.

    Psychoportation - By expending the power's use (move action), you may teleport adjacent to the creature. If you must cross planes in this way, make a manifester level check DC 20 (-5 if it's a plane that you have been to before; +10 if the person is aware of you teleporting). Failure indicates that you are transported to a random plane at GM discretion via the Plane Shift spell.

    Passive: If you do not expend the power's use, you may detect whenever the victim teleports or is otherwise transported somewhere magically or psionically. You know the time of day that the victim is transported, where they are transported from and where they are transported to as well as the plane they reside on when transported and the plane they reside on after transportation.

    Telepathy: You can read the victim's surface thoughts, assuming they reside on the same plane. The victim can hide their thoughts from you with a bluff check opposed by a check of 5 + your manifester level + key ability score. If they are successful, their thoughts are hidden for 10 minutes. By taking a -5 penalty, the victim may feed you false thoughts for 10 minutes.

    If the victim resides on a separate plane from you, they receive a +10 to this bluff check, and success indicates that they may hide or provide false thoughts to you for 1 hour.

    Clairsentience: You always know the location of the victim (assuming you are familiar with the location; if the location is foreign in any way, you may familiarize yourself with it with 3d4 minutes of meditation) and may scry on them with immediate success as a standard action, with the exception that you may only see the victim but not hear them.

    Psychometabolism: You have knowledge of the victim's physical ability scores, hit points, any mundane poisons or diseases they have been afflicted by and all of their extraordinary abilities and any feats/class features/maneuvers/etc. that are undeniably mundane (if it's up for debate, remember that the GM is always right).

    Metacreativity: You have knowledge of any powers or spells that the victim manifests or casts and how powerful they are as well what affects they created. You also have knowledge the victim's caster level and/or manifester level.

    Active: If you expend the power's use (free action), you may gain knowledge of all the powers and/or spells the victim is capable of manifesting or casting. You may also study any spells or powers that your manifester level meets the requirements of to learn through meditation and learn them normally, or replicate them assuming you meet the knowledge requirements.
    This assumes that the GM uses the psionic/magic transparency rules, as normal.

    Psychokinesis: By expending your psionic focus and making a manifester level check + key ability modifier opposed by victim's will save + 10, you can render the victim helpless for as long as you yourself choose to be helpless.

    Alternatively, you may expend this power to allow the next power/spell they manifest or cast (with somatic and/or vocal components) to affect them or their allies within range instead (assuming you yourself can see their allies; you control where the spell or power is directed). This is an immediate action.

    Normal: You may transmit only psychometabolism powers via syringe.

    Extra Doses
    Prerequisite: Goblin Innoculator 5th level, Psychic Vessel class feature

    Your syringe may now store 2 additional doses. This feat only applies to one syringe. It also stacks - each time it is taken, it can apply to a different syringe, or to the same syringe as previous. Because this feat only applies to one syringe, it should be noted under the specific syringe's name.

    Exception: If the syringe you applied this feat to is lost or destroyed, the feat may be re-applied to another syringe - otherwise, this exception is disallowed.

    Normal: If you are a 5th level Goblin Innoculator, your Psychic Vessel class feature allows you to store 3 doses worth of alchemical substances, poisons and/or powers.

    Injection Overflow
    Prerequisite: Goblin Innoculator 5th level, Extra Doses

    By expending your psionic focus, you can allow every dose contained within your syringe to affect the same target all at once.

    Special: If you have the 'Quartermaster of the Syringe' feat, you can expend your psionic focus when an ally makes a successful attack with a syringe to allow this feat to affect their syringe instead.

    Suppress Dosage
    Prerequisite: Goblin Innoculator 1st level

    You may suppress any affect of a power, alchemical substance and/or poison that you transmit to the target via injection and then will it to take affect as an immediate action at a later date, assuming the opponent still resides on the same plane as you.

    Note: This feat does not grant perception of the victim beyond line of sight nor the ability to read the injected victim's thoughts.
    Last edited by imp_fireball; 2010-05-05 at 05:53 PM.

  23. - Top - End - #1013
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    This sounds like a mad scientist gobbo

    eeeeeexcellent
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  24. - Top - End - #1014
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    Psychic alchemist hybrid actually.

    I'll do it tomorrow if my parents actually let me on (been off more than a week ).

  25. - Top - End - #1015
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    RUst Monster Herder is getting fluff up whilst I do some research for the class.
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  26. - Top - End - #1016
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    Having a lil bit of difficulty finding appropriate prerequisites so I may need to make some Feats and such for this one. Or at least a variant class abilit allowing for an Aberration Companion.
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  27. - Top - End - #1017
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    Is the Innoculator done? If so I'm putting him in the creditslist on the front page.

    Fluff for Rust Monster Herder is up, I'm still thinking on prerequisites. I may have to make some
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  28. - Top - End - #1018
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    Quote Originally Posted by Bhu View Post
    Is the Innoculator done? If so I'm putting him in the creditslist on the front page.

    Fluff for Rust Monster Herder is up, I'm still thinking on prerequisites. I may have to make some
    Not yet. Haven't detailed the mechanics.

    Put him on the front page anyway though.

  29. - Top - End - #1019
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    Quote Originally Posted by Bhu View Post
    Having a lil bit of difficulty finding appropriate prerequisites so I may need to make some Feats and such for this one. Or at least a variant class abilit allowing for an Aberration Companion.
    Personally, I'd just go with some ranks in handle animal and maybe that one feat that allows 'miraculous beasts' to be tamed. Also, levels in ranger or druid.

  30. - Top - End - #1020
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    Quote Originally Posted by imp_fireball View Post
    Personally, I'd just go with some ranks in handle animal and maybe that one feat that allows 'miraculous beasts' to be tamed. Also, levels in ranger or druid.
    ...Or we could just use this feat as a prereq, just taking the Aberation Trainer variation: (Creature Type) Trainer from the Arms and Equipment Guide, though the DCs would have to be checked, as my searching of Handle Animal off of the d20 SRD reveals they removed training things other than Animals from the skill.

    On the other hand, we could just utilize the statement you can use Handle Animal with other critters with 1 or 2 Int, which the Rust Monster certainly falls within, and just up the DCs by 5, which would then not require the feat. Either that or go by the Epic DCs, which says raising an Aberration is 40+HD, or DC 45, and training an Aberration is 60+HD, or DC 65. The feat is certainly a cost saver in the second case, though that may apply the Epic rules DC of 35 to raise and 45 to train, so sorting that out is a process I'll leave to Bhu.

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