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  1. - Top - End - #1051
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    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    I added BAB +21 to the Herder prerequisites. Whilst I figure out equipment and finish the monsters for the Aberrant Feat its long past time I started the Orc warrior class I promised Eikonos:

    ORC SPEAR MASTER

    [IMG]Picture URL[/IMG]

    "Bring me my spear."

    Orc Spear Masters are the elite warriors of their kind, one of the few that survive to high levels of any kind. The name 'Spear Master' is a bit of a misnomer. Spear Masters are masters of a specific weapon style, and usually wield Spears due to their devotion of Gruumsh. But they can also be seen wielding the Battleaxe, Great Axe, Orc Double Axe, and Orc Shotput. Most are famous Orcs running their own training schools.

    BECOMING AN ORC SPEAR MASTER
    Most Orcs attain this PrC by specializing in a specific weapon style, and actually surviving to see middle age or older. The Feat intensive build means most of them will also need Fighter levels.

    ENTRY REQUIREMENTS
    Race: Orc
    Feats: Cleave, Great Cleave, Improved Critical, Overwhelming Critical, Power Attack, Weapon Focus, any one Style Feat
    Skills: Intimidate 24 Ranks
    BAB: +23


    Class Skills
    The Orc Spear Master's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local, War) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d12

    Code:
      Abilities
    1.     Style Maneuvers
    2.     Defensive Training
    3.     Enlightened Rage
    4.     Style Maneuvers
    5.     Defensive Training
    6.     Enlightened Rage
    7.     Style Maneuvers
    8.     Defensive Training
    9.     Enlightened Rage
    10.   Master
    Weapon Proficiencies: An Orc Spear Master gains no new weapon or armor proficiencies.

    Style Maneuvers (Ex): At levels 1, 4, and 7 you get a special Maneuver used by your particular fighting style from the list below:

    Harorox: Level1: At 1st level if you make a Charge Attack with a Battleaxe and hit successfully you automatically do maximum damage.
    Level 4: At 4th level if you make a Full Attack with a Battleaxe you gain 2 additional strikes with it at your Highest BAB.
    Level 7: At 7th level if you successfully confirm a critical hit with a Battleaxe, your opponent is considered to have Provoked an Attack of Opportunity and you gain an additional attack.

    Pungrox: Level1: At 1st level when you make a Sunder attempt with a Greataxe you may ignore the objects Hardness.
    Level 4: At 4th level if you Ready an Action to make an Attack with your Greataxe and are successful you do maximum damage.
    Level 7: If you successfully confirm a Critical hit with a Greataxe, your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Denied his Dex Bonus to AC for 1d6 rounds.

    Tveirox: Level1: From now on when using your Tveirox Style Feat, it only counts as one Attack of Opportunity, not two.
    Level 4: Beginning at 4th level if you successfully confirm a critical with an attack with your Orc Double Axe, you automatically threaten a critical with the off hand weapon.
    Level 7: If you successfully hit the same opponent more than three times with your Orc Double Axe you get a Disarm attempt as a Free Action. This does not provoke an Attack of Opportunity, and if you fail your opponent doesn't get a Disarm attempt in return.

    Atgeirr: Level1: At 1st level if your opponents movement provokes an Attack of Opportunity and you hit successfully, you may make an opposed Strength Check to force him back into the square he started in. You get a +1 Bonus for every 5 points of damage your attack does, and your opponent can no longer move any more this round once your attack succeeds. You must be armed with a Longspear to use this ability.
    Level 4: When successfully using your 1st level ability your opponents turn now ends completely and he can take no further actions, including Immediate, Swift, or Free Actions.
    Level 7: At 7th level if you successfully hit with a Longspear when making an Attack of Opportunity, your opponent continues to bleed and loses 1d6 hit points per round until it receives a successful Healing Check (DC is damage done), or magical healing.

    Rettageirr: Level1: At 1st level you gain the Benefits of the Hurling Charge Feat with Spears, however if you have the ability to make multiple attacks at the end of a Charge via an ability like Pounce you get to keep those attacks.
    Level 4: At 4th level when you make a ranged attack with a Spear it is considered to be a Touch Attack.
    Level 7: At 7th level all attacks you make with a Spear are considered touch attacks, and you gain a +4 Bonus to critical confirmation rolls with Spear attacks when you Charge.

    Jarnknottr: Level1: At 1st level you gain the Ranged Disarm Feat, but you can make a Disarm attempt at the full Range of Orc Shot Put.
    Level 4: At 4th level you gain the benefits of the Ranged Sunder Feat, but you still gain the Bonus to the Sunder attempt from Improved Sunder if yyou have that Feat.
    Level 7: Whenever you successfully confirm a critical hit with an Orc Shot Put your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned 1d3 rounds.

    Defensive Training (Ex): At 2nd level you gain a +4 Dodge Bonus to Armor Class.

    At 5th level you gain a +4 Competence Bonus to resist opposed Combat Checks (Grapple, Disarm, Trip, etc).

    At 8th level there is a 50% chance you turn any successful critical hit into a normal hit instead.

    Enlightened Rage (Su): At 3rd level you no longer take a Penalty to Armor Class when Raging.

    At 6th level you also no longer takes penalties to Armor Class when using Frenzy, and you may use the Concentration Skill while Raging (you still can't use items or spells).

    At 9th level you may use the Concentration Skill during Frenzy, and voluntarily end your Frenzy in the same manner as Rage. If you successfully make a Saving Throw against any spell/power/effect that allows a partial effect on a successful Save, you take no effect instead.

    Master (Ex): At 10th level you gain significant Combat Bonuses when using the weapon of choice for your style (Battleaxe for Harorox, Greataxe for Pungroox, etc.). You gain a +8 Competence Bonus on all Opposed Combat Checks with it (Disarm, Trip, Sunder, etc), and your weapon gains a +8 Resistance Bonus to Saving Throws against effects targeting it while you hold it. In addition rolls of '1' are not automatically misses with that weapon. If the weapon is a Ranged Weapon you are considered to have the Far Shot Feat. If you have the Far Shot Feat the range is increased an additional amount equal to the Feat (i.e. with the Feat you gain double the normal range increment for thrown weapons, with this and the Feat you get quadruple).

    PLAYING AN ORC SPEAR MASTER
    You are a sad old Orc. Your people waste themselves in eternal combat and throw their lives away uselessly. If they simply fought more intelligently and put more emphasis on skill and training as opposed to strength and rage they might win more fights. Even the more evil members of your profession know this is true, they just still believe in Gruumsh.
    Combat: Your combat abilities will largely depend on what weapon you choose with this class. You generally build your fighting style around that weapon.
    Advancement: Spear Masters are obsessed with perfecting their art and ensuring their secrets are passed down to new generations in order to protect Orc society.
    Resources: Spear Masters are usually well respected members of Orc society. If they aren't current military, they still have ties to it by virtue of their training school (which most of them have). It would take a serious betrayal of society for an Orc Spear Master to lose his fame and following. Some Orcs would lay down their lives for one.

    ORC SPEAR MASTERS IN THE WORLD
    "No one can challenge the master."
    Orc Spear Master are no fools. They've seen more of the world than most of their kind, and know how their race is perceived. they also know more of war than the rest of their people, and know that the means Orcs use to fight now are a losing proposition. Most know they can't really counter Gruumsh's influence entirely, but they do so by trying to convince their people to fight smarter not harder. None of them voice their opinions to even their closest students, not until their death bed when they reveal the truth in the hopes their work will be carried on.
    Daily Life: Your daily life is spent training students if you have retired or on missions if you aren't. If you really dare, much of it is also spent subverting Orc society from within. You love your people, but know they need to mature past what they are now, or they will never be anything but savages.
    Notables: Hoon (CN Male Orc Barbarian 20/Epic Barbarian 5/Orc Spear Master 5) is the lead practitioner of Pungrox Style among his tribe.
    Organizations: Most Spear Master run their own training school. Many are either high level members of the Orc military or government, or have retired from such (but are still available in emergencies).

    NPC Reaction
    Orc NPC's practically worship the Spear Masters. They're war heroes after all. Which of course means the other Humanoid races don't feel quite as kindly disposed towards them...

    ORC SPEAR MASTERS IN THE GAME
    This class assumes you are either a war hero, or a wizened master who has risen above savagery, and now hopes to convert his people. Either one can make waves in a campaign.
    Adaptation: This is probably best suited for serious campaigns.
    Encounters: Spear Masters may be encountered only in the largest Orc cities (or perhaps running their own training center in remote areas), or in times of war leading the Orc forces.

    Sample Encounter
    EL 30: The PC's have been hired to provide protection for a decorated Orc war hero by his tribe. Right from the beginning something seems wrong. Why would Orcs hire outsiders to guard one of their own, let alone a popular hero? And why does he seem to be...well, not the average Orc...


    Hoon
    CN Male Orc Barbarian 18/Fighter 2/Epic Barbarian 5/Orc Spear Master 5
    Init +2, Senses: Listen +9, Spot +9, Dark Vision 60'
    Languages Orc, Common
    ------------------------------------------------
    AC , touch , flat-footed (+2 Dex, +4 Dodge, )
    hp 315 (30 HD), 435 Raging
    Fort +23 (+26 Rage), Ref +13, Will +11 (+14 Rage)
    Uncanny Dodge, Improved Uncanny Dodge, Indomitable Will
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee
    Base Atk +25, Grp +30 (+33 Raging)
    Atk Options Tireless Greater Rage 6/day, Style Maneuvers (Pungrox), Enlightened Rage
    Combat Gear
    -----------------------------------------------
    Abilities Str 20 (26 Raging), Dex 14, Con 18 (24 Raging), Int 10, Wis 10, Cha 7
    SQ Light Sensitivity, Trap Sense +8, DR 6/-, Fast Movement, Defensive Training
    Feats Advanced Pungrox Style, Cleave, Defensive Sweep, Great Cleave, Hold the Line, Improved Critical, Overwhelming Critical, Power Attack, Pungrox mastery, Pungrox Style, Weapon Focus, Combat Brute (B), Combat Reflexes (B), Improved Sunder (B)
    Skills Bluff +6, Climb +14 (+17 Raging), Intimidate +24, Jump +14 (+17 Raging), Knowledge (Geography, History, Local, War) +3, Listen +9, Ride +11, Sense Motive +9, Spot +9, Survival +9, Tumble +7
    Possessions



    Harorox Style
    You prefer to use the Battleaxe as your weapon of choice.
    Prerequisites: BAB +4, Power Attack, Cleave
    Benefits: Whenever you successfully perform a Cleave attack with a Battleaxe you get a +4 Bonus on Critical confirmation rolls.


    Advanced Harorox Style
    des
    Prerequisites: BAB +12, Harorox Style, Improved Bull Rush, Shock Troope
    Benefits: When making a Bull Rush while wielding a Battleaxe you can make a regular damage attack as part of a Bull Rush. If the Bull Rush is successful they take normal Battleaxe damage.


    Harorox Mastery
    des
    Prerequisites: BAB +24, Advanced Harorox Style, Cometary Collision, Overwhelming Assault
    Benefits: Successful Attacks you make as part of your Cometary Collision or Overwhelming Assault Feats automatically threaten a critical if the attacks were made with a Battleaxe and do maximum damage whether you are successful at confirmation or not.


    Pungrox Style
    You prefer to use the Greataxe as your weapon of choice.
    Prerequisites: BAB +4, Power Attack, Improved Sunder
    Benefits: When performing a Sunder attack with a Greataxe you do an extra die of damage (i.e. 2d12 instead of 1d12).


    Advanced Pungrox Style
    des
    Prerequisites: BAB +12, Pungrox Style, Combat Brute, Combat Reflexes
    Benefits: When performing an Attack of Opportunity with a Greataxe you do an extra die of damage (i.e. 2d12 instead of 1d12).


    Pungrox Mastery
    des
    Prerequisites: BAB +24, Advanced Pungrox Style, Hold the Line, Defensive Sweep
    Benefits: You automatically threaten a critical if you successfully hit an opponent with a Greataxe while using your Hold the Line Feat and do maximum damage whether you are successful at confirmation or not.


    Tveirox Style
    You prefer to use the Orc Double Axe as your weapon of choice.
    Prerequisites: BAB +4, Combat Reflexes, Two-Weapon Fighting
    Benefits: If you successfully hit an opponent with your Orc Double Axe while making an Attack of opportunity you get another attack with the second end of the weapon at your usual bonuses. This counts as two of your available Attacks of Opportunity.


    Advanced Tveirox Style
    des
    Prerequisites: BAB +12, Tveirox Style, Improved Two-Weapon Fighting, Two Weapon Pounce
    Benefits: If you successfully hit and kill an opponent with your Orc Double Axe while using your Two Weapon Pounce Feat, you may make a 5 foot step and attack another opponent as if you had the Cleave Feat. This attack also gains the Charge Bonus.


    Tveirox Mastery
    des
    Prerequisites: BAB +24, Advance Tveirox Style, Greater Two-Weapon Fighting, Two-Weapon Rend
    Benefits: Whenever you successfully use your Two Weapon Rend Feat you automatically do maximum damage without having to roll (i.e. if you normally did 1d8+2 for each weapon head and 1d6+3 for the rend, you do 29 points of damage), this includes confirmed criticals.


    Atgeirr Style
    You prefer to use the Longspear as your weapon of choice.
    Prerequisites: BAB +4, Short Haft, Combat Expertise
    Benefits: You gain a +4 Competence Bonus to Attack rolls and a +2 Competence Bonus to Damage rolls when Fighting Defensively with a Longspear.


    Advanced Atgeirr Style
    des
    Prerequisites: BAB +12, Atgeirr Style, Improved Trip, Spear Sweep
    Benefits: You gain a +4 Competence Bonus to Trip Attempts with a Longspear while Fighting Defensively (this stacks with the Improved Trip Feat).


    Atgeirr Mastery
    des
    Prerequisites: BAB +24, Advance Atgeirr Style, Greater Spear Sweep, Multiple Spear Sweep
    Benefits: When using your Multiple Spear Sweep Feat, you no longer take Penalties and make all rolls at your Highest BAB.


    Rettageirr Style
    You prefer to use the Spear as your weapon of choice.
    Prerequisites: BAB +4, Point Blank Shot, Power Attack
    Benefits: When you successfully hit an opponent with a Spear while performing a Power Attack you do not take the penalty to critical confirmation rolls that you took on the attack roll. If the critical is successful you add double the penalty to the damage.


    Advanced Rettageirr Style
    des
    Prerequisites: BAB +12, Rettageirr Style, Brutal Throw, Power Throw
    Benefits: If you successfully confirm a critical hit with a Spear, you do x4 damage instead of x3.


    Rettageirr Mastery
    des
    Prerequisites: BAB +24, Advance Atgeirr Style, Overwhelming Assault, Powerful Charge
    Benefits: If you successfully hit with a Spear when making a Charge Attack, you automatically threaten a critical hit and do maximum damage whether you confirm the critical or not.


    Jarnknottr Style
    You prefer to use the Orc Shot Put as your weapon of choice.
    Prerequisites: BAB +4, Point Blank Shot, Brutal Throw
    Benefits: When successfully attacking an opponent at 30' or less with an Orc Shot Put you threaten a critical on a 17-20.


    Advanced Jarnknottr Style
    des
    Prerequisites: BAB +12, Jarnknottr Style, Power Attack, Power Throw
    Benefits: If you successfully confirm a critical hit on an opponent with an Orc Shot Put he must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned 1d3 rounds.


    Jarnknottr Mastery
    des
    Prerequisites: BAB +24, Advance Jarnknottr Style, Penetrating Shot, Precise Shot
    Benefits: If you successfully confirm a critical hit on an opponent with an Orc Shot Put and he is within 60' (the range for Stunning is now increased) he doesn't get to make a Save to avoid being Stunned as per your Advanced Jarnknottr Style Feat.


    Short Haft
    You are adept at refocusing the reach of your weapon
    Prerequisites: Weapon Proficiency with any Reach Weapon.
    Benefits: Once per round, you may change the reach of your weapon from it's normal Reach to 5 ft. as a Free Action.


    Spear Sweep
    You may perform Trip attacks with the Spear or Longspear as if it were a weapon that allowed such.
    Prerequisites: Improved Trip
    Benefits: You may make a Trip attack with a Spear or Longspear in the same way you could with a Halberd.

    Greater Spear Sweep
    Your ability to trip up opponents with your Spear has improved.
    Prerequisites: Improved Trip, Spear Sweep
    Benefits: Your opponent no longer gets a Trip attempt if you fail a Trip Attempt with a Spear or Longspear. You get a +4 Circumstance Bonus to the Trip attempt with the weapon if your opponents Size Class is larger than yours, or he has a negative Dex penalty.

    Multiple Spear Sweep
    You may trip multiple opponents with a spear now.
    Prerequisites: Improved Trip, Spear Sweep, Greater Spear Sweep
    Benefits: If you are surrounded by more than one opponent you may do a circling sweep with your Spear or Longspear and attempt to Trip all of them, but each trip attempt is your highest BAB with a cumulative -2 for every opponent you try to trip. For example if you have a +10 BAB, and try to Trip 4 Orcs, your first attempt is +8, the second +6, the third +4, and the fourth +2.
    Last edited by Bhu; 2010-09-05 at 02:31 AM.
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  2. - Top - End - #1052
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Got much of the fluff and prereqs up on the Spear Master. Did I miss any Orc specific weapons?
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  3. - Top - End - #1053
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    Daemon

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    Default Re: Any Orc/Goblinoid Fans??

    Hooooo Yeeaaaaaaagghh !!!!

  4. - Top - End - #1054
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    orc Spear Master fluff is done ,and I have the Style Feats listed along the bottom. If you think the prerequisites for them are off lemme know (each style feat has two prereqs).
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  5. - Top - End - #1055
    Dwarf in the Playground
     
    Daemon

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    Expansive list you made there, don't think any weapon traditionally connected with the orcish race is missing imho

  6. - Top - End - #1056
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    I may be suing my former employers. if this happens updating will be a lil twitchy, so please be patient.
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  7. - Top - End - #1057
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    OK before I start filling i n teh blanks on what the Style Feats can do, what would you guys like to see an Orc martial artist do? Now is the time to influence meh before I make up my mind and possibly go in an entirely different direction.
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  8. - Top - End - #1058
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    Harorox's chain prereqs aren't very flavorful; I mean, Weapon Focus? Power Critical? We can do better than that, methinks. Rettageirr could be better, as well, as it's just a copy of the Orcish Shotput when it could be so much better, since you can use it either close up or at range.

    Let's list them out to see how we progress through each:
    Battle Axe
    Style: Power Attack, Cleave
    Improved Style: Great Cleave, WF(Battle axe) Improved Bull Rush, Shock Trooper (Great Cleave isn't that great, anyways, unless you're plowing through mooks on a regular basis =P)
    Mastery: IC(Battle axe), PC(Battle axe) Cometary Collision, Overwhelming Assault

    Greataxe
    Style: Power Attack, Improved Sunder
    Improved Style: Combat Brute, Combat Reflexes
    Mastery: Hold the Line, Defensive Sweep

    Orc Double Axe
    Style: Two-Weapon Fighting, Two Weapon Defense (Should be replaced with something else more Orc-like, though I can't find a good replacement. Defense isn't an orcish ideal, y'know? Maybe Reckless Offense?)
    Improved Style: Improved Two-Weapon Fighting, Two-Weapon Pounce
    Mastery: Greater Two-Weapon Fighting, Two-Weapon Rend

    Longspear
    Style: Short Haft, Combat Reflexes
    Improved Style: Combat Expertise, Improved Trip (Tripping with a non-tripping reach weapon doesn't really work)
    Mastery: Hold the Line, Overwhelming Assault (requires you to be adjacent, which defeats the purpose of having a reach weapon)

    Spear
    Style: Point Blank Shot, Brutal Throw
    Improved Style: Power Attack, Power Throw
    Mastery: Penetrating Shot, Precise Shot

    Orc Shotput
    Style: Point Blank Shot, Brutal Throw
    Improved Style: Power Attack, Power Throw
    Mastery: Penetrating Shot, Precise Shot

    That's all I can think of right now, though I may be back to edit in further stuff later.
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  9. - Top - End - #1059
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    Revised the Style Feats, and I'm adding some more Feats cause I need them for what I have in mind for hte Longspear style.
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  10. - Top - End - #1060
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    Style Feats revised, I filled out the new spear feats, and am starting on class abilties. Lemme know if you think the spear feats are too weak.
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  11. - Top - End - #1061
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    Default Re: Any Orc/Goblinoid Fans??

    Is Multiple Spear Sweep supposed to be ala Whirlwind Attack or is it limited to your number of attacks you can manage?
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  12. - Top - End - #1062
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    Quote Originally Posted by Cieyrin View Post
    Is Multiple Spear Sweep supposed to be ala Whirlwind Attack or is it limited to your number of attacks you can manage?
    ou get one attack at your highest BAB with a cumulative -2 for each opponent you try sweeping. I reworded the Feat.

    Also i have begun editing in the abilities
    Last edited by Bhu; 2010-04-25 at 11:21 PM.
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  13. - Top - End - #1063
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    Oh wow, Lucid Rage in class ability format...
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  14. - Top - End - #1064
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    I dont recall a Feat by that name, where is it?
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  15. - Top - End - #1065
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    Enlightened Rage and Defensive Training are done. Maneuvers will have to wait until I get the Feats done. I started working for the Census today, so we'll see what my schedule brings.
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  16. - Top - End - #1066
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    Got most of the style feats done
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  17. - Top - End - #1067
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    No thoughts at all? Eikonos?
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  18. - Top - End - #1068
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    The Spearmaster is going great, the Enlightened Rage's final ability is really powerful but seems quite balanced at the same time

    As for the style feats, well, since I'm off to work in 10 minutes all I can say now is "looks like something I could definitely take ", but I'm still in the dark, since it was merely a quick glance (they look good though, Harorox style is realy nice )

  19. - Top - End - #1069
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    OK all the Feats for weapon styles should be up and done. Lemme know if you like them and I'll start getting the class abilities done.
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  20. - Top - End - #1070
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    Sorry, I've been very busy this past week, so I just got back today to a more normal schedule, at least so I hope.

    Quote Originally Posted by Bhu View Post
    I dont recall a Feat by that name, where is it?
    Lucid Rage isn't a feat, it references a magic item that appeared in an issue of Dungeon magazine (couldn't tell you which one off-hand) called the Torc of Lucid Rage, which let you ignore the mental rage restrictions for a round or so.

    Quote Originally Posted by Bhu View Post
    Got most of the style feats done
    Style feats are interesting but some effects I think should be switched about. Basic Harorox and Advanced should be switched, methinks. Tveirox style is all "Holy Hell, look at those damage bonii! Rend before Rend =o!" Atgeirr looks fairly well balanced, Pungrox seems a little weak and Retageirr needs some refactoring, as the Basic feat doesn't require Power Attack but only benefits you when you do have it, which is a prereq of the Advance feat. I'd say switch but the Advanced feat's benefit is a bit much for the Basic feat, methinks. Jarknottr's Basic feat doesn't make sense, as Orcish Shotputs already have a crit range of 19-20/x3, so unless you meant 18-20 or something better, that needs revisiting as well.

    Otherwise, the Spearmaster seems to be coming along fairly well. I await further updates. Them's my 2 coppers. Take as you will.
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  21. - Top - End - #1071
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    So anyone willing to PEACH by goblin innoculator? It's finished more or less.
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  22. - Top - End - #1072
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    For the curious the Innoculator can be found on page 34 and it's linked to from the front page.

    I revised the Feats a lil except for Tveirox, I need to think on it.
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    What if I switch Tveirox from damage bonuses to a spin technique that lets you hit a secondary target with the second weapon head if you successfully hit the first target with the main weapon head?
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    An interesting idea, sounds more appealing than what it does now (but that's me, I always preferred interesting options over raw damage output )

  25. - Top - End - #1075
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    Quote Originally Posted by Bhu View Post
    What if I switch Tveirox from damage bonuses to a spin technique that lets you hit a secondary target with the second weapon head if you successfully hit the first target with the main weapon head?
    A tad more interesting, which I like.
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  26. - Top - End - #1076
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    What should I use as Feats though? Most of the maneuvers I can think of would have two feats each as a prerequisite (three if you count two weapon fighting). I was thinking of making Cleave a prereq for the basic Feat, but that needs Power Attack as well.

    Also: IMp, I havent had a chance to do more than skim the Goblin Innoculator, but I like the idea. It's sneaky and fits with Goblins perfectly.
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    Quote Originally Posted by Bhu View Post
    Also: IMp, I havent had a chance to do more than skim the Goblin Innoculator, but I like the idea. It's sneaky and fits with Goblins perfectly.
    I felt it was pretty powerful for 5 levels, but I tried to even that out with 3/5 manifester level and BAB progression and the fact that he has to melee enemies with his low HD to get an injection in.

  28. - Top - End - #1078
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    Orc Blade Master



    My-a blade can cut through armor (and still cut a tomato)!

    The blade master is a take off from the usual orc warrior culture. Fusing the more civilized product, the 'samurai', and orc savagery, they are uniquely fearsome and forthright in undoing their foes.

    Curiously, rather then fighting with a combination of weapons, they usually favor a single blade - the heavy katana and are more often seen on foot then most 'samurai'.


    BECOMING AN ORC BLADE MASTER
    In order to become an orc blade master, you must have trained with a samurai and been through a rite of marches. Good aligned orcs must seek out a demon, devil or daemon (outsider with evil subtype) to hunt and slay of CR equal to their level and then drink their blood and return its head to their master in training. Evil aligned orcs must forge a blood pact with a demon, daemon or devil (willing or unwilling) and then hire an occultist and/or wielder of evil magics to brand hellish runic tattoos onto their body. Neutral aligned orcs can do either.

    In most cases, either of this causes the orc's skin to take on a reddish tinge or become a more sickly sharp green.

    ENTRY REQUIREMENTS
    Race: Any Orc
    Skills: Martial Lore (6 ranks), BAB +5
    Additional: Ki Pool (at least 1 Ki Point), Proficiency with Katana,Ona-ha Itto Ryu or Yagyu Shinkage Ryu; Must be in possession of a masterwork katana

    Class Skills
    The Orc Blade Master's class skills (and the key ability for each skill), are Jump (Str), Tumble (Dex), Intimidate (Cha), Sense Motive (Wis), Listen (Wis), Knowledge (History; Int)
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
        Abilities
    1.   +1 BAB, +2 Fort, +2 Ref, +0 Will; Reinvigoration, Ki Pool, +1 Ki Ability
    2.     +2 BAB, +3 Fort, +3 Ref, +0 Will; Savage Honor, +1 Ki Ability
    3.    +3 BAB, +3 Fort, +3 Ref, +1 Will; Bonus Feat, +1 Ki Ability
    4.   +4 BAB, +4 Fort, +4 Ref, +1 Will; Weapon Tenacity, +1 Ki Ability
    5. +5 BAB, +4 Fort, +4 Ref, +1 Will; Rage of the Demon, +1 Ki Ability
    6. +6 BAB, +5 Fort, +5 Ref, +2 Will; Bonus Feat, +1 Ki Ability
    7. +7 BAB, +5 Fort, +5 Ref, +2 Will; Maneuver Aptitude, +1 Rage or Frenzy/day +1 Ki Ability
    8. +8 BAB, +6 Fort, +6 Ref, +3 Will; Fury of the Demon, +1 Ki Ability
    9. +9 BAB, +6 Fort, +6 Ref, +3 Will; +1 Rage or Frenzy/day, +1 Ki Ability
    10. +10 BAB, +7 Fort, +7 Ref, +3 Will; Bloodlust Wake of the Demon, Hot Blood, +1 Ki Ability
    Weapon Proficiencies: Orc Blade Masters gain no new weapon proficiencies.

    Reinvigoration (Ex)

    If you previously served a lord, you may now shirk all duty or loyalty to them without taking the normal penalties for doing so. If you are good aligned, you will simply exile yourself but if you are evil you may wish to dignify the lord for all your years of dedicated servitude by slaying them.

    By spending 150 gp in materials, you may also reforge your masterwork katana into a heavy katana (weapon stats at bottom of page), which requires 1 week of work, a DC 20 craft (weapon smithing) check and are granted a further +1 equipment bonus to attacks with this weapon (on top of the masterwork bonus). Failing the craft check means another week of work and 50 more Gp required to be spent to make up for lost materials. Alternatively, in addition to purchasing the materials, you may hire or request the services of someone else to craft the katana for you.

    This special katana (inscribed with the signature of the burning blade) is what allows you to retain your samurai abilities despite no longer serving a lord. If you lose this katana, you may reforge another one, but if you opt to fight without it for the majority of a day, you lose all of your samurai abilities as well as those granted by Orc Blademaster levels as a result of the slain demon's crippling influence, and must atone by fighting with only a heavy katana for up to a week in non-stop combat (at least one encounter per day).

    Special: If you previously lost the ability to gain levels in the samurai class, you may take up this PRC (assuming you meet the prerequisites), rather then walking along the Ronin PRC path to atonement.

    Ki Pool (Su)

    The Orc Blade Master progresses his Ki Pool in the same way as the previous class that granted his Ki Pool progresses it. Orc Blade Master levels count towards points added towards this pool per day.

    Additionally, the Orc Blade Master has access to special Blade Master specific ki abilities exclusive to them alone, with the exception that they can often cost more then just one ki point per use.

    Savage Honor (Ex)


    You may substitute strength or constitution for your usual ability modifier that applies to the number ki points your ki pool grants per day. Temporary ability score modifiers do not add to this number.

    Bonus Feat

    At third level, if you chose Ona-ha Itto Ryu prior to entering this class, you may take uncanny dodge or evasion as a bonus feat, even if you don't normally meet the prerequisites. If you chose Yagyu Shinkage Ryu prior to entering this class, you may take supreme power attack or heedless charge as a bonus feat, even if you don't normally meet the prerequisites. If you chose both feats prior to entering this class, you may take either of the bonus feats (choose only one).

    At sixth level, if you chose Ona-ha Itto Ryu prior to entering this class, you may take improved uncanny dodge or improved evasion as a bonus feat, even if you don't normally meet the prerequisites. If you chose Yagyu Shinkage Ryu prior to entering this class, you may take Combat Brute or Great Cleave. If you chose both feats prior to entering this class, you may take either of the bonus feats (choose only one).

    Weapon Tenacity

    You no longer take a -3 penalty to attacks with your heavy katana.

    Rage of the Demon (Su)

    If you can rage or frenzy, then while raging or frenzying, you no longer need to spend ki points in order to use ki abilities.

    Maneuver Aptitude

    By sacrificing 1d4 Ki Points from your pool that can be used for the day, you may ready one maneuver from either the Tiger Claw, Stone Dragon or Iron Heart disciplines. Your initiator level is equal to your BAB (instead of 1/2 HD) and you are assumed to have knowledge of all the maneuvers of these disciplines (but can only ready in accordance to your initiator level and the maneuver limit provided by your ki points sacrificed). For each 1d4 die of Ki Points you sacrifice from your pool to be used for the day, you may ready one additional maneuver, up to the limit of your ki pool, as determined by the die roll. Recovering maneuvers requires a standard action, rage or frenzy (which recovers the spent maneuvers immediately upon the round that you begin raging or frenzying). Readying maneuvers always requires 5 minutes of exercise after the expenditure of daily ki point usage.

    The knowledge and ability to ready any of the maneuvers that have been so readied lasts for only the day that you sacrifice the ki points. You may not learn maneuvers in any way other then this without taking a level in an actual initiating class, however you may invent a maneuver, assuming it takes less then a day to do so and that you sacrifice ki points so that you may make use of your initiator levels for that purpose - note also that inventing a maneuver uses up 'slots' earned by sacrificing ki points, assuming you choose to ready that maneuver for that day, and the knowledge of the invented maneuver is lost at the end of the day. Once invented, the maneuver does not need to be re-invented and need only be readied/learned through the sacrifice of ki points at the start of a day.

    Additional Rage Uses

    You may choose between receiving one additional use of rage or one additional use of frenzy at 7th and 9th level.

    Fury of the Demon (Su)

    While Raging, you may recover any spent Ki Points each round equal to 1/2 your constitution modifier per round. This cannot recover ki points that you sacrificed in order to gain maneuvers for the day. You also do not need to recover maneuvers while raging.

    Bloodlust Wake of the Demon (Su)

    By awakening the demon that you have slaughtered or blood bonded with within you, you may expend any number of uses of ki abilities in a single round or combat encounter that you desire, but only while raging or frenzying.

    Additionally, you may spend at least 1 ki point as a free action to rage or frenzy for one additional round or more per ki point spent. Note however that this may be only performed once per rage per encounter.

    Hot Blood (Ex)

    As long as you continue to have uses of rage left, you may deal Constitution Modifier * d4 damage to any adjacent target (or one that falls within your natural reach) that damages you with a slashing or piercing weapon.

    PLAYING AN ORC BLADE MASTER

    You desire war and death in combat. You also love refining combat into an art as razor sharp as the edge of your blade. Adventuring allows you to encounter the greatest tactical variety of circumstances to suit this refinement.

    Combat: Orc Blade Masters can opt as excellent tanks, decent damage dealers, or confuse their enemies and even provide some part time stealth or recon.

    Resources:

    ORC BLADE MASTERS IN THE WORLD

    "Bring a blade to the battlefield, a perfect blade. One that can cut through anything and withstand one thousand blows. Learn to wield that blade as well as any human warrior that bests a raging barbarian with mere steel and combine it with the rage of our ancestors. This fusion was once perceived as unnatural. Now it is an extension of ourselves - proof of our evolving way of life and how far we may go to seek the deaths of our enemies, as the humans have. Perhaps then, we will have the chance to be as evil as them without tarnishing ourselves by mingling with their disgustingly weak human flesh.
    - K'yut Uhrus, orc scholar and blade master

    Daily Life: Orc Blade Masters meditate and often desire combat whenever possible. They love to charge into suicidal battle but, quite unlike many orcs of reputation, will not neglect to combine tactic and intelligence to their savage slaughtering.

    Notables: K'yut Uhrus (Chaotic Neutral Orc Samurai 5, Orc Blade Master 5) is a master strategist and combatant. In the recent history of his relatively long life, he has commanded human armies against other nations of humans. Recently, he has attempted to revive the small orc tribes in his region through strength and will - whom have been gradually reduced from their original large native demographic over centuries after much multi-sided warring.

    Organizations:
    Orc Blade Masters are largely traditionalists, however their way of fighting seems to somehow translate to 'honor' among the more civilized races. In reality, they are no different then any other orc - but their martial art has forced orcs from many different lands to travel far to train. As such, many have seen large parts of the world and may have become adventurers as a result. Unlike samurai, Blade Masters aren't usually loyal since taking up their martial art forces them to depart from their tribe and inevitably remove any power their chieftain has over them.

    NPC Reaction
    Most NPCs are afraid of Blade Masters, if they know of their true nature. Otherwise they get the same reaction as any samurai or a member of their race may get.

    ORC BLADE MASTERS IN THE GAME

    Adaptation: Orc Blade Masters have multiple roles short of spell casting or skill monkeying. They can be tactical, straight tanks, distractions, stealth, recon, or any combination of the above mentioned.

    Encounters: The PCs can encounter a Blade Master in any of the larger orc tribes that have a strong history of power through war and military successes. Some of these 'tribes' may have even successfully conquered hobgoblin states. Orc samurai tend to train in martial circles and commonly meditate with dark occultists or spirit shaman. Smaller tribes may have the odd Blade Master in a highly regarded position, wielding an ancestral blade. Others still may hail from clans of chaos orcs.

    Sample Encounter
    EL 10: The party hears word of a mighty orc warrior that is said to fight with the passion of demons, and that if any one of them defeats him in solo combat, they will be well regarded warriors and may even befriend some orcs in the process.

    When defeating K'yut Uhrus, the blade master, he will announce that they may kill him if they wish to seal the duel's conclusion, but they will not have access to his training or advice. If given mercy, K'yut will explain that his ability in battle isn't entirely self-driven, as some of it resulted from the blood of a demon transfused to him and a few uniquely infernal words burned into his flesh in a dark ritual. If pressed, he will tell of the location of the cultists wherein the PCs can undergo the same ritual or slay them with his assistance; their choice. K'yut Uhrus will continue to assist the PCs until this point, after which he feels he must return to his homeland.

    K'yut Uhrus
    Chaotic Neutral Male Orc Samurai 5/Blade Master 5
    Init +4, Senses: Listen +1, Spot +1
    Languages Orc, Common
    ------------------------------------------------
    AC 23, touch 14, flat-footed 19 (+9 Armor, +4 Dex)
    Hp 75 ( 10d10 +20)
    Fort +10, Ref +8, Will +6
    ------------------------------------------------
    Speed 30ft. (6 squares)
    Melee Heavy Katana +17/+12
    Base Atk +10, Grp +14
    Atk Options Empowered Ki Attacks, Regular Attack
    Combat Gear Uhrus Ancestral Blade, +3 Mithral Banded Mail
    Supernatural Abilities Ki Abilties, Rage of the Demon
    -----------------------------------------------
    Abilities Str 19, Dex 18, Con 14, Int 8, Wis 12, Cha 6
    SQ Darkvision 60ft, Orc Traits, Reinvigoration, Savage Honor, Weapon Tenacity, Uncanny Dodge
    Feats Exotic Weapon Proficiency (Katana), Improved Critical, Armor Focus, Ona-ha Itto Ryu
    Skills Sense Motive +14, Intimidate +11 Knowledge (Martial Lore) +10
    Possessions Uhrus Ancestral Blade (+3 Heavy Katana - Steals one use of rage or frenzy, 2 Ki Points, and Fiery Burst on a critical strike - if it cannot steal rage or frenzy, gain 2 Ki Points regardless)
    ------

    Orc Blade Master Feats

    Bullish Defense
    Prerequisite: Weapon Finesse, Power Attack, Yagyu Shinkage Ryu

    By learning how to combine grace with your attacks, you can now use your left over brute strength to literally bludgeon away incoming blows. Your strength modifier now applies to your AC as a deflection bonus.

    Extra Ki
    Prerequisite: BAB +3, At least one Ki Ability

    At BAB +3 for every +3 BAB thereafter, receive one additional Ki Ability to choose from.

    Orc Blade Master Ki Abilities

    Savage Critical
    Prerequisite: Orc Blademaster 1st level, Improved Critical

    By spending 1 daily use of your ki pool as a free action, you may increase the critcal threat range of your heavy katana by 1, prior to rolling your first attack - this affect lasts for one round. By expending 3 points as a free action upon scoring a critical threat, but prior to comfirming a critical, you may increase the critical multiplier of the weapon by 1. These affects can be applied multiple times and stack, but cost ki points accordingly.

    Walk Between the Winds
    Prerequisite: Orc Blademaster 3rd level

    By expending 3 ki points from your daily pool as a free action at any time, you gain invisibility, as the spell, for a number of rounds equal to the ki points you have left remaining in your daily pool. If you attack a specific foe while under the affects of this invisibility, assuming your attack succeeds, you automatically threaten a critical hit and may roll to confirm.

    This ability may be used, even while under observation.

    Mirror Image
    Prerequisite: Orc Blademaster 5th level

    Works just like the actual mirror image spell, except that it is an immediate action (free on their turn), costs 1 ki point and creates only one duplicate. For every 2 additional ki points above the first one expended from your daily ki pool, you create an additional duplicate. Your duplicates may also move farther apart up to any range, granting line of sight equivalent to what they see, but only last a number of rounds equal to the ki points you have remaining in your daily ki pool. They each have hp equal to your body's original hp, and can attack, play dead, etc., all the while obeying the laws of physics as the original creature does, but they cannot do any damage or use any abilities (class feature, racial, or otherwise) and cannot interact with objects due to their intagibility. If reduced to 0 hp or less, they quickly fade into nothingness, leaving behind a sharp crack of electricity and a hint of smoke.

    If the enemy identifies the real duplicate, you cannot swap your real self with another duplicate and under no circumstance may perform actions such as merging with duplicates. You may split apart again, but only through using this ability again (using this ability again destroys the previous duplicates).

    When creating mirror duplicates, they must manifest adjacent to each other, as the regular spell, and must fall within line of sight of the original.

    Bladestorm
    Prerequisite: Orc Blademaster 6th level

    The blademaster's signature move - if they expend 5 ki points from their daily ki pool then, as a full action, they may make one attack against every creature in a 10ft. radius centered on them at their full BAB each round. They also are considered to have infinite attacks of opportunity available, able to threaten everyone within this radius. The affect lasts for a number of rounds equal to their blademaster levels, during which they cannot perform any other attacks or actions besides regular movement aside from jumping.

    Moving in this way does not provoke attacks of opportunity. Because you are surrounded by a windstorm, you are immune to ranged attacks from smaller projectiles such as arrows.

    -----
    Heavy Katana
    Type: Exotic (proficiency with the katana means that a wielder is proficient with the heavy katana)
    Wield: Two Handed
    Damage:Strx2.5 (2 handed), Str 1.5 (1 handed); Otherwise Identical to Katana, with the exception that the damage is split into d4s rounded up (ie. 1d10 becomes 3d4).
    Special: Recoil 16 (see below)
    Weight: 3 times weight of regular katana

    The heavy katana is somewhat curved and looks quite like a falchion, though of course, appearances can be deceiving. It is designed in such a way as to allow the quick and precise, flexible cuts of the regular katana with enough weight to provide gravitational leverage. Strong hands are required to swing it with enough speed to measure up in an appropriate sword fight however, and so a minimum strength score of 16 is needed to wield it without the recoil
    penalty.

    How Recoil Penalty Applies
    For each modifier below 16, take a -1 penalty to attacks with the weapon. Another method of looking at it is strength modifier to attacks are penalized by 3 (always at least -1 penalty if below 16 strength). If the wielder has less then 16 strength, they cannot apply their strength modifier to damage with the weapon.

    Wielding the weapon with 16 strength now offers a +0 modifier to strength concerning attacks with it - however, strength modifier to damage still applies normally.
    Last edited by imp_fireball; 2010-09-07 at 04:15 PM.

  29. - Top - End - #1079
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    Updated list to include Blade Master.

    Sorry I havent updated my class, I'm having some drama at work and its interfering with my free time.
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  30. - Top - End - #1080
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    Okay I updated the Tveirox style agains and added a capstone. I just need to do maneuvers now.
    Last edited by Bhu; 2010-05-07 at 08:19 PM.
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