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  1. - Top - End - #1141
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Terrorist almost done
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  2. - Top - End - #1142
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Terrorist just needs a capstone and he's done
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  3. - Top - End - #1143
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    Default Re: Any Orc/Goblinoid Fans??

    terrorist has capstone. any thoughts?
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  4. - Top - End - #1144
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    Default Re: Any Orc/Goblinoid Fans??

    THE PEOPLE'S CHAMPION

    [IMG]Picture URL[/IMG]

    "YOU...SHALL NOT PASS!!"

    Goblins are small and easily exploited. They're kidnapped, enslaved, experimented on, and generally treated like animals. Occasionally one objects and gets tortured and killed. On even rarer occasion one actually is crazy enough to be a competent opponent, and ends up becoming a Champion of his own kind. His own people dont usually know what to make of this as it kind of goes against Goblin nature.

    BECOMING A PEOPLE'S CHAMPION
    Being crazy helps. Being able to stay out of the way of hits helps too.

    ENTRY REQUIREMENTS
    Race: Goblin
    Special: Must be delusional
    Alignment: Must be Chaotic
    Skills: Bluff 20 ranks, Intimidate 20 ranks, Jump 20 ranks, Tumble 20 ranks
    Feats: Dodge, Elusive Target, Giantbane, Mobility
    Base Reflex Save: +14


    Class Skills
    The Peoples Champion's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
    Skills Points at Each Level : 8 + int

    Hit Dice: d6

    Code:
     Abilities
    1.     Delusionary Reflexes
    2.     Delusionary Skill at Arms
    3.     Special Delusions
    4.     Delusionary Fortitude
    5.     Delusionary Skill at Arms
    6.     Special Delusions
    7.     Delusionary Will
    8.     Delusionary Skill at Arms
    9.     Special Delusions
    10.    Folk Hero
    Weapon Proficiencies: A People's Champion gains no new weapon or armor proficiencies.

    Delusionary Saves (Ex): In your madness you truly do believe you tougher than others. Beginning at 1st level your total Reflex Save Modifier is equal to your own, or your opponents +4, whichever is better (choose one opponent within 60'). If facing multiple opponents, you must choose one. At 4th level this also applies to Fortitude Saves, and at 8th level it also applies to Willpower Saves. This only lasts for the duration of the encounter, or until you switch opponents.

    Delusionary Skill at Arms (Ex): At 2nd level at the beginning of the day you may choose to gain the benefits of any one Feat that gives you some form of combat bonuses if you meet the prerequisites.

    At 5th level you no longer need to meet the Feats prerequisites to choose it.

    At 8th level choose one opponent within 60'. Your bonus to attack rolls is now equal to his if it happens to be greater than yours. For example if your opponent is an Orc Fighter with a +38 to hit with melee attacks, and you have a +25, you now have a +38. This only lasts for the duration of the encounter, or until you switch opponents.

    Special Delusions (Ex): At levels 3, 6, and 9 you can choose one special ability from the following list:

    "____" YOU! As an Immediate Action once per encounter you can change one successful attack with an unarmed strike into one that does 100 points of damage and Stuns the opponent for 1d3 rounds (opponent does not get a Save against this effect).

    "You sir, are a stunningly bad shot" Once per encounter you may use this ability as an Immediate Action. For (3 rounds plus one round per point of Dex modifier) all ranged attacks automatically miss you.

    "YARR!" Your attacks do an additional +20 damage for each size category larger than you your opponent is. If you threaten a critical your confirmation roll gets a Bonus equal to your opponents Size Class Modifier to Grapple Checks.

    "Giants R Stooopid." Once per encounter you may use this ability as an Immediate Action. For (3 rounds plus one round per point of Dex modifier) all melee attacks by opponents whose Size Class is larger than yours automatically miss you.

    "Oh Noes! Once per encounter as an Immediate Action you may take the full force of what was meant to be an area of effect attack on the party. Neither you or the party take damage or other effects, but you are stunned automatically for 1d3 rounds.

    "You are an emotional cripple. Your soul is dog poop. Every single thing about you is ugly." As a Standard action you may unleash an insult so monstrous that all Enemies within 120' feel compelled to pull your skin off. If they fail a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier or a Bluff Check whichever is higher) they must drop everything to pursue you and engage you in melee combat, and will refuse to do anything else but defend themselves if attacked (and even then they will take Total Defense in an effort to reach you. In the meantime your Base Land Speed increases by 100'. This lasts 3 rounds plus 1 round per level of this class.

    Folk Hero (Ex): You may use your Special Delusions abilities twice per encounter. If you have the Leadership Feat your Leadership score increases by an amount equal to your People's Champion level. You receive a Bonus equal to your People's Champion level on any 3 Charisma Based skills of your choice.

    PLAYING A PEOPLE'S CHAMPION
    You are bat____ crazy. You champion a people who are Evil and don't really get your altruism, though they are willing to take advantage of it. Your opponents are willing to underestimate you because they think you're a harmless crazy, or you'll eventually take the hint and wander off. Boy are they in for a surprise.
    Combat: Champions prefer to stick and run under the theory that if you poke enough small holes in a big opponent, he'll eventually bleed out.
    Advancement: Champions are varied and individualistic, but most rely on avoiding being hit while being able to hit opponents. Beyond that common link however most are quite different from the other.
    Resources: Champions are kind of oddballs among their own people, and not usually understood outside them. You may have achieved fame and some wealth, but more likely you've achieved 'notoriety'. Possibly not the good kind.

    PEOPLE'S CHAMPIONS IN THE WORLD
    "You know, a long time ago being crazy meant something. Nowadays everybody's crazy."
    You spend much time plotting the downfall of the enemies of the people. Even if they don't necessarily consider them enemies. Even if they aren't really there. Needless to say this freaks some people out, and can sometimes erode their confidence in you.
    Daily Life: Much of your day is spent plotting and scheming against Enemies of the People! (real and imaginary). Sometimes you even accomplish a successful revolution.
    Notables: The Flaming Codpiece (CG Male Goblin Rogue 20/Epic Rogue 4/People's Champion 1) is a lunatic goblin hero wearing a fiery codpiece of doom. Or so he says. Especially when he's drunk.
    Organizations: Champions sometimes have followers equally as crazed as they are, but for the most part they are loners. Some occasionally join organizations provided they are devoted to the right cause but it's rare.

    NPC Reaction
    If the NPC's are Goblins in trouble, you are their savior and can do no wrong. If not, who are you, you weird freak?

    PEOPLE'S CHAMPIONS IN THE GAME
    This is a good class for people who like loony swashbuckling types who rely on luck and chutzpah.
    Adaptation: This is probably best meant for silly campaigns.
    Encounters: People's Champions can be found wherever Goblins are being oppressed. In other words just about anywhere.

    Sample Encounter
    EL 25: The PC's have been asked to help a complete madman storm a castle. The madman is a Goblin. He also appears to have named himself after a portion of his clothing that appears to be noticeably on fire.


    The Flaming Codpiece
    CG Male Goblin Rogue 20/Epic Rogue 4/People's Champion 1
    Init +6, Senses: Listen +9, Spot +9, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC , touch , flat-footed (+1 Size, +6 Dex, )
    hp 112 (25 HD)
    Fort +9, Ref +20, Will +9
    +6 Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Slippery Mind, Delusionary Reflexes
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +18, Grp +12
    Atk Options +12d6 Sneak Attack
    Combat Gear
    -----------------------------------------------
    Abilities Str 6, Dex 23, Con 12, Int 10, Wis 13, Cha 12
    SQ Defensive Roll, Skill Mastery (Intimidate, Tumble, Use Magic Device)
    Feats Combat Reflexes, Deft Opportunist, Dodge, Elusive Target, Giantbane, Mobility, Savvy Rogue, Telling Blow, Dextrous Fortitude, Dextrous Will, Improved Combat Reflexes
    Skills Balance +14, Bluff +25, Climb +6, Disguise +9, Escape Artist +14, Gather Information +9, Hide +22, Intimidate +25, Jump +18, Knowledge (Local) +4, Listen +9, Move Silently +22, Open Lock +14, Search +9, Ride +12, Sleight of Hand +14, Spot +9, Tumble +30, Use Magic Device +17
    Possessions
    Last edited by Bhu; 2010-07-14 at 06:33 PM.
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  5. - Top - End - #1145
    Dwarf in the Playground
     
    Daemon

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    Default Re: Any Orc/Goblinoid Fans??

    First of all - I thank you Bhu from the bottom of my heart for all the wonderful PrC's you've made so far. Everytime you post something new my respect for your proficiency with 3,5 rules, creative passion and the ability make things "awesome and brilliant" (that's my personal opinion, but I believe there are many Giantitp members who share it with me)

    Second - the Bugbear Terrorist scores 5/5 for my tastes. I love the connection, although not mentioned anywhere fluffwise, with the bugbear deity Skiggaret. The capstone is very proper for the overall "feel' of the class, the Loom ability especially caught my attention as something new and quite interesting. The epic Curse feats also look great.

    This material is definitely something I will use as soon as my Underdark campaign hits epic levels


    Must be delusional
    Now this is EPIC

  6. - Top - End - #1146
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    Default Re: Any Orc/Goblinoid Fans??

    Got most of the fluff up
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  7. - Top - End - #1147
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    Default Re: Any Orc/Goblinoid Fans??

    The below is a very old PRC I came up with, so don't be alarmed if its poorly done.

    Running Raider

    Spoiler
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    A goblin dire worg running raider.


    Spoiler
    Show

    Running Raider
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Combat Style, Weapon Style

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Raid Tactics

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Enhanced Combat Style

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Raid Mastery

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Drunk on the Kill[/table]

    Prerequisites:
    +5 BAB, Must have partook in a raid that involved indiscriminate killing and complete looting of the objective.

    Skills: 4 + int. Jump, Tumble, Climb, Intimidate, Spot, Ride, Search, Swim, Open Lock, and Knowledge (Architecture and Engineering) are class skills.

    HD: d10

    Running Raider Class Features

    Proficiencies: The running raider is proficient with light and medium armor, and shields (but not tower shields). They are proficient with all simple and martial weapons, including the 'Fire Spiller' exotic weapon.

    Combat Style

    At first level, the Running Raider may select Mounted Combat, Improved Grapple or Shock Trooper, even if they do not ordinarily meet the prerequisites for such feats. If Mounted Combat is selected, the Running Raider adds their base attack bonus to their ride checks. If Improved Grapple was chosen, the Running Raider can treat any weapon they wield as a light weapon against opponents they are grappling with. If Shock Trooper was chosen, then the Running Raider may knock an enemy prone, provided the enemy has charged in the same round (thus taking a -2 AC penalty) or is being flanked, and fails a fortitude save of DC equal to the Running Raider's attack roll. The Running Raider can only use this ability when using shock trooper with their attack rolls, and applies only to creature's who have higher initiative then the Running Raider.

    Weapon Style

    At first level, the Running Raider can choose Two Weapon Fighting, Rapid Shot, Shield Bash, or Mounted Archery as a bonus feat, even if they do not meet the prerequisites. They also no longer take a penalty to attacks with improvised weapons involving non-magical fire.

    Raid Tactics

    At second level, if the Running Raider chose Improved Grapple as their initial combat style, they may use the enemy they are grappling with as partial cover or total cover if they beat an opposed grapple check by 10 or more - total cover does not apply if they are being flanked. If they selected Mounted Combat, they receive a +4 bonus to targets they flank or may forgo this for an additional attack against that target. If they selected Mounted Archery as a weapon style, they receive Precise Shot and Far Shot. If they selected Two Weapon Fighting, they receive Two Weapon Defense and Improved Disarm. If they selected Rapid Shot, they receive Pin Shot and can light arrows with mundane fire as a swift action. If they selected Shield Bash, they may choose either Disarming Bash, Throw Shield, or Knock Back. If they selected Shock Trooper, they receive Power Attack and Cometary Collision. Additionally, they may choose either a +4 to intimidate, +2 to attacks with height advantage, or Improved Overrun.

    Enhanced Combat Style

    At third level, the Running Raider may select Many Shot or Improved Precise Shot if they selected Rapid Shot as their combat style. If they selected Mounted Archery, they receive Shot on the Run and Combat Archery. If they selected Mounted Combat, they may avoid weapons that are positioned against charges, such as dwarven urgroshes, when mounted as well as divert this damage against such a target. If they selected Improved Shield Bash, then they may receive either Knock Down, Shield Slam, or Shield Ricochet Stun. If they selected Shock Trooper, they may ignore attacks of opportunity while charging. If they chose a +4 to intimidate, they may receive a +2 to attacks against shaken enemies, +4 to attacks against frightened enemies, +6 to attacks against panicked enemies, and +8 to attacks against cowering enemies.

    Raid Mastery

    At 4th level, the Running Raider may make their first intimidate in combat each round as an immediate action if they chose a +4 to intimidate and Shock Trooper. If they chose Rapid Shot and Shock Trooper, they may receive Horizon Archer (no range increment penalties) or Elven Archer (DEX modifier = damage). If they selected Mounted Archery and Mounted Combat they may deal double damage with arrows and apply a charge bonus to these attacks, but they must be mounted and charging. If they selected Mounted Combat and Two Weapon Fighting, they may automatically succeed on a critical confirmation on up to a number of targets equal to the number of weapons they are holding in their hands within reach on a charge, assuming they beat both targets' AC by a roll of at least 10 (or just one target's AC). If they selected Rapid Shot and Mounted Archery, they may ignore total cover with their arrows of up to 1 inch thick. If they selected Improved Shield Bash, then they may either select Two Weapon Shield Fighting, Mobile Wall or Defending Counter Rage.

    If they selected Two Weapon Fighting and Shock Trooper, they may receive Two Weapon Rend and Pounce. If they selected Improved Grapple and Shock Trooper, they may attack targets they are not grappling with without penalty as well as move without penalty, but not while taking total cover. If they selected Mounted Archery or Mounted Combat and Improved Grapple, they receive a +4 to grapple checks and can grapple and perform ride checks simultaneously, assuming they initiate a grapple and not their mount.

    Drunk with the Kill

    At 5th level, upon making his first kill in an encounter, the Running Raider may fly into a rage (+4 STR, +4 CON, +2 Will Saves, -2 AC, +10ft. move speed, may not cast spells or use mental skills including concentration). He then receives a +2 bonus to attack and damage for every consecutive kill he makes while raging. This bonus continues to stack until the end of the combat encounter or until the rage duration expires.

    If you chose Improved Shield Bash as your weapon style, you may instead make a sunder against the weapon of each enemy that missed you by forgoing an attack of opportunity for that round (the attack to sunder automatically hits). Unarmed strikes and natural weapons (normally cannot be sundered) suffer damage equal to a shield bash and cause said enemy to be stunned for one round. Magical/Psionic or otherwise Weapons can roll to save against this effect (use wielder's charisma to save, or weapon's will save if it has a personality).


    Weapons and Feats
    Spoiler
    Show

    ------
    Fire Spiller

    The fire spiller is an exotic weapon that is essentially a metal goblet that functions like a torch. Lighting the base of the goblet is as lighting a torch. To attack with the fire spiller beyond using it as a torch (non-improvised), requires a reserve of oil. Filling the reserve is a full action. When properly attacking, the fire spiller can release liquid flame upon an enemy as a ranged touch attack as alchemist's fire, which requires a catch in the goblet to fill the cup with some oil. Releasing the catch is a free action. This weapon damages as alchemist's fire, except that it can continue to burn an enemy for up to 2 hours, dealing 1d4 fire damage per round, instead of the single 1d6 secondary fire damage.

    Feats

    Throw Shield
    Prerequisite: Improved Shield Bash, BAB +3

    Like a discus, your shield can be thrown to bludgeon hapless opponents from afar.

    You may throw your shield in place of one of your ordinary attacks. The shield will return to you in an immediate arc upon throwing it. Throwing the shield is like making a ranged shield bash except that the range is double the ordinary range for throwing an item or weapon (usually 10ft. for medium sized creatures) due to the momentum you can create from its disc shape. You lose your shield bonus to AC for the round, however you can take a -4 penalty to the thrown attack to not lose this bonus. Throw Shield uses STR instead of DEX modifier to determine attack rolls.

    Special: Feats such as 'rapid throw' and 'pin shot' apply to thrown shields.

    Disarming Bash
    Prerequisite: Improved Shield Bash, Improved Disarm

    A careless target will now risk having their weapon crushed from their hands, should they fail to scratch you.


    If an enemy misses an attack against you, and you are wearing a shield at the time, you may make a free attack roll. If your attack roll is higher then the one the enemy missed you with, you disarm the enemy, but forgo an attack of opportunity for that round. The attack of opportunity is lost whether your attack roll is above that of the enemy's or not. If you are allowed multiple attacks of opportunity in a round, then this attack may be performed once more for each attack of opportunity that you are allowed.

    Improved Combat Brute
    Prerequisite: Combat Brute, Shock Trooper, BAB +9

    Receive the following attack options below.

    Disarming Cleave: On a successful disarm attempt, you may make another attack roll on the enemy themselves as a free action, which can involve a combat maneuver such as bull rush or regular weapon damage.

    Knock Aside: Bull rush checks can be made to push enemies in any direction except behind your direction of movement. You no longer need to move with the enemy to move them beyond 5ft and are no longer limited by your base speed.

    Pulverize: On a full attack, by sacrificing your Str bonus to hit and damage with your attacks, you can apply bludgeoning damage in addition to your ordinary weapon's damage (bludgeoning damage is equal to ordinary mundane weapon damage + enhancement bonus). Additionally, you deal half the damage of your final attack for that round against every other enemy within your natural reach (reflex save DC 1/2 attack roll to half). Finally, the enemy must make a fort save equal to 1/2 your final attack roll for the round (whether or not it misses) or be stunned - success means they are dazed instead.

    Carnage: If your weapon deals energy damage, you can allow it to burst forth in a 5ft. radius - this accompanies an attack roll and damage dealt with the weapon, however only one attack may be made with said weapon in the round that this occurs. Reflex save DC 3/4 attack roll negates the secondary affect and halves the energy damage dealt by the weapon.

    - Fire: Enemies caught in the burst are set on fire (1d6 fire damage/round). Fire continues to burn them, fully immolating them in 1d12 rounds (3d6 fire damage/round for total immersion) unless they spend 1 full action putting it out. When fully immolated, they must spend 1d4 rounds worth of actions putting out the flame, or remain unmoving for that long so that another character may assist them in extinguishing flames for said duration.
    - Electric: Enemies caught in the burst will deal electrical damage equal to the electrical damage they've suffered from the burst to the next person they touch (no save). Fort save (DC BAB + weapon enhancement bonus) every minute or dazed for 1 minute. Lasts 1d20 minutes.
    - Cold: Enemies take 1d4 Con damage and must spend a standard action to gasp for air in the next round as freezing air enters their lungs. This lasts until they succeed on a fort save (DC BAB + weapon enhancement bonus; one save per round allowed).
    - Acid: Weapons and armor that the enemy is wearing suffer damage equal to the acid damage that they've suffered. Sunder attacks bypass hardness automatically. Fort save equal to 1/2 attack roll or enemy is afflicted with nausea for 1 round.
    - Sonic: Enemies are dazed and bull rushed, as if the wielder of the weapon had bull rushed them without provoking an attack of opportunity or sacrificing any actions of their own (roll bull rush check versus targeted enemy). A successful bull rush results in the enemy being blown away (prone) in addition to regular bull rush conditions, and failure by 5 or less will check the enemy (failure by more is total failure of the check).

    Shield Slam
    Prerequisite: Improved Shield Bash, BAB +8, STR 17

    Your shield bashes become more pronounced, disorienting the opponent and make your ability to defend yourself seem larger than life.


    The shield you use to shield bash an opponent is now considered one size step larger for purposes of damage die. Each time you succeed at hitting an opponent with your shield, your shield bonus to AC increases upon itself against that opponent according to the initial bonus it provided - so if you are wielding a heavy steel shield, then your AC bonus stacks by an additional +2 against the opponent you successfully bashed with your shield.

    Shield Ricochet Stun
    Prerequisite: Improved Shield Bash, Throw Shield, BAB +8

    Your shield can rebound off of multiple enemies or knock a single one hard off their feet in one powerful throw.


    You no longer take any penalties to shield bonus to AC for throwing your shield. Additionally, you may choose to allow your thrown shield to bounce upon multiple targets as a free action, as if you were rolling to hit all of those opponents, however for every second opponent the shield rebounds off of, you take a -4 penalty to attack that opponent. You can make a shield ricochet up to a number of times equal to your base attack bonus, but only roll once for the first opponent hit by the thrown shield. Every corresponding ricochet uses this first attack roll instead of a new rolled attack.

    Alternatively, you can knock an enemy prone and stun them provided they fail a fortitude save against your thrown shield attack roll. If they fail by 10 or more, then you may allow your shield to ricochet once (not a number of times equal to BAB as for an intentional ricochet attack), provoking a fortitude save of the same DC and conditions for failure upon the target of the ricochet.

    NOTE: If you don't have the Throw Shield feat already, then even though you take no attack penalties to throwing an improvised weapon (taking this feat makes you proficient in using a shield this way), the shield will not automatically return to you and you will lose your shield bonus to AC for throwing a shield anyway.

    Two Weapon Shield Fighting

    Prerequisites: Two Weapon Fighting, Shield Proficiency, Two Weapon Defense, Armored Mobility, BAB +8

    You now resemble a literal wall, conjoining two shields together as part of your technique.


    You may now wield two shields. You gain both of their shield bonuses to AC (shield bonuses stack in this exceptional case). This includes tower shields, although taking cover means you must drop one of them. You take armor check penalties, max dex penalty, weight, and anything else associated with wielding two shields.

    Additionally, you may prevent any enemy from making an attack of opportunity against you in a round, equal to however many attacks of opportunity you are allowed in a round.

    Zen Shield Mastery
    Prerequisite: Wis 13, Shield Mastery

    The art of defense logically, at some step of the way, has to involve a shield. By sacrificing offense for defense, you can make yourself a very hard target to overcome.


    By taking a -4 penalty to spot and listen checks, you may apply your shield bonus to AC twice. As an immediate action, you may also take on a special stance, which allows you to take a penalty to attack and then add to your shield bonus to AC equal to however much of a penalty you took to attack, up to your maximum BAB; however, aside from 5ft. steps, you may not move on your next turn.

    Mobile Wall
    Prerequisite: Armored Mobility, Proficiency with a Heavy Shield or Larger, BAB +12

    The presence of your shield plays with the mind of the enemy. For every small movement towards them, your shield becomes larger, your body hardening like a fortress to their frantic blows.

    By taking a 5ft. step each round while in total defense, you increase your shield bonus to AC by +4 for that round. This continues to stack for each round of combat that you are aware of the enemy, are continuing to remain in total defense and taking only 5ft. steps. Alternatively, if you do not remain in total defense each round, you can take only 5ft. steps, but increase your shield bonus to AC by +2 each round instead. This stacking bonus does not apply to enemies that you are unaware of or are otherwise flatfooted to (ie. flanking). Note that you must always move closer to at least one enemy or you will lose this bonus. The bonus is also completely lost if you begin taking regular move actions.

    Defending Counter Rage
    Prerequisite: Proficiency with a shield, Shield Block, BAB +9

    An enemy that attacks you makes you angry. And like morale, your anger can be utilized to great affect when matched up against an enemy's failure to hit you.

    For every attack that misses you during a round, you may rage in that round as a free action for one round*the number of attacks that missed you for the round + CON modifier. This rage may be any type of rage you wish, such as whirling frenzy, ordinary rage as the rage spell, etc. This includes Rage of the Guardian which applies +6 AC, +6 to Will Saves, and +2 to Fortitude and Reflex Saves (greater multiplies by 1.5). If you can already rage, then these rages count as greater rage (but not mighty rage if you already have greater rage).

    Shield Counter Slam
    Prerequisite: Shield Slam, Two Weapon Shield Fighting, Rombilar's Gambit

    Your counter strikes bludgeon and disorient the enemy.

    For every attack granted by Rombilar's Gambit that you make while wielding two shields, you may force the enemy to roll a FORT save versus your shield bash attack rolls to stun them for one round. An enemy stunned in this way cannot be stunned additional rounds in the same way while stunned. Additionally, your STR modifier multiplies by 1.5 to determine damage with a single shield. Finally, if you have the Throw Shield feat, you may forgo an attack granted by Rombilar's Gambit to throw your shield at an opponent that didn't attack you.

    Burn the World
    Prerequisite: Running Raider 1st level, Use Magic Device or Use Psionic Device (2 ranks)

    Oh beloved flame... Soon, my love, soon I shall feed you the world...
    - Stereotypical Arsonist


    You no longer take penalties to attacks with improvised weapons involving magical or otherwise supernatural/spell-like fire.

    Before: You no longer take penalties to attacks with improvised weapons involving mundane fire.


    NOTE TO OP: Ever thought of doing a siege engine sort of PRC (call it a 'fortress breaker' maybe?). Could apply to ogres and the like.
    Last edited by imp_fireball; 2010-07-20 at 05:09 AM.

  8. - Top - End - #1148
    Ettin in the Playground
     
    Cieyrin's Avatar

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    Terrorist is definitely some of your better work of late. The only thing I can say about it is Loom should probably be a mind-affecting fear effect, as the size effect is more or less in the target's mind. Still a very nice and creative ability. I'd love to actually make a Bugbear Terrorist at some point, much like I'd like to make a Treebender.
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  9. - Top - End - #1149
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    Quote Originally Posted by imp_fireball View Post

    NOTE TO OP: Ever thought of doing a siege engine sort of PRC (call it a 'fortress breaker' maybe?). Could apply to ogres and the like.
    That will be coming someday when I start the Giants thread,
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  10. - Top - End - #1150
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    Quote Originally Posted by Cieyrin View Post
    Terrorist is definitely some of your better work of late. The only thing I can say about it is Loom should probably be a mind-affecting fear effect, as the size effect is more or less in the target's mind. Still a very nice and creative ability. I'd love to actually make a Bugbear Terrorist at some point, much like I'd like to make a Treebender.
    Thanks!
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    What do you guys think of the 1st ability?
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    "What the **** is this gobling made of ??!!" an anonymous invoker

  13. - Top - End - #1153
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    Well i don't have any spiffy goblin pr classes however In my home brew world a Hobgoblin has taken the shattered remains of the orc species (Which was nearly a victim of genocide perpetrated by a species of warlike dwarves.) and is forging them into his own private army Known only as the get of blades. They are gonna be real bad news for MY Pc's here soon.

  14. - Top - End - #1154
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    People's Champion updated
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    Incomplete class follows:
    Needs a lot of tweaks still.

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    HOBGOBLIN SLAVEMASTER

    [IMG]Picture URL[/IMG]

    “Stop slacking ya worthless slime.”

    Slavery is commonplace in most hobgoblin nations. While slave drivers are often simply workers from the next rung up, some of the most skilled, cruel and cunning of that lot become more than mere slavers. Partially emulating the ways of the Neogi, the Hobgoblin Slavemasters possess immense skill in their gruesome field.

    BECOMING A SLAVEMASTER

    ENTRY REQUIREMENTS
    Race: Hobgoblin
    BAB: +4
    Feats: Weapon proficiency (Whip), Combat expertise
    Skills: Appraise 6 ranks, Intimidate 8 ranks
    Alignment: Evil (any) - a sadistic streak and itemization of slaves is mandatory to progress in this class.
    Special: Must be a respected freeman in a slave-keeping society.

    Class Skills
    The hobgoblin slavemaster's class skills (and the key ability for each skill) are Apparaise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Use Rope (Dex)
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    That's a delicate spot, Master of Whips
    2. +1    +0     +2     +3    Feared Master, No Rest for the Wicked, An Eye for the Goods
    3. +2    +1     +3     +3    Master of Whips, Master of Slaves
    4. +3    +1     +4     +4    Feared Master, Cunning Master
    5. +3    +1     +4     +4    Master of Whips, An Eye for the Goods
    6. +4    +2     +5     +5    Feared Master, Master of Slaves
    Weapon Proficiencies: Slavemasters gain no new weapon or armor proficiencies.

    That's a delicate spot(Ex): A hobgoblin slavemaster treats a target's natural armour as N less when attacking them with a whip or whiplike weapon, where N is the slavemaster's level. Natural armour may never be negative.

    Master of Whips: At level one, a slavemaster gains Weapon Focus(Whip) as a bonus feat.

    At third level, a slavemaster gains Weapon Specialization(Whip) as a bonus feat. Additionally, if the slavemaster comes across an exotic form of whiplike weapons, one hour of practice is sufficient to become proficient with that.

    At level five, a slavemaster gains Greater Weapon Focus(Whip) as a bonus feat. A slavemaster counts spiked chains and other many-segmented weapons as whiplike weapons for the purposes of gaining proficiency with them.

    Feared Master(Ex): By jeering, taunting and landing particularly cruel blows, a slavemaster brings fear to the hearts of anyone he hits. Anyone hit by a whip weapon wielded by the slavemaster must make a will save vs 8+the his/her Hobgoblin Slavemaster level + the damage dealt or become shaken. Hitting slaves who fail a will save against some other effect will allow them to use the result of this ability as their new will save result.

    At level 4, a slavemaster may use any whiplike weapon or natural weapon to the same effect. Additionally, a successful and fear-causing hit gives the slavemaster a +5 circumstance bonus to intimidate for 1d4 minutes.

    At level 6, a former or prospective slave hit by this ability must make the aforementioned save or become panicked if the slavemaster so chooses. A successful save still leads to a 'shaken' result, similar to the 'Fear' spell. Targets panicked by this skill cower by norm and only flee when able and when the hobgoblin is certain to be unable to attack them. The bonus to intimidate on successfully making a target cower becomes +10.

    No Rest for the Wicked(Ex): There are Hobgoblin Slavemasters who sleep with one eye open and Hobgoblin Slavemasters who have their throats slit. When sleeping, a slavemaster merely counts as prone, staggered and flat-footed, but not helpless. A sleeping Hobgoblin Slavemaster may still make listen checks normally. However, as a drawback, slavemaster is dazzled and very irritable for 15d6 minutes after waking up.

    An Eye for the Goods(Ex):
    A slavemaster gains a +4 circumstance modifier to appraise checks when dealing with live humanoids. A successful appraisal leads to a +2 charisma bonus in the eyes of the purveyor which typically leads to haggling for a better price.

    At level five, both bonuses double.

    Master of Slaves(Ex): At level three, a slavemaster is fearsome enough to keep a number of slaves equal to three times his hit dice permanently in awe and fear of his person. These slaves are not gained automatically and the slavemaster must establish his dominance with every new batch of slaves. No one slave may have an ECL equal to or greater than the Hobgoblin Slavemaster's ECL-2. While one may own more slaves, these are the ones that a slavemaster can control with force of will and threats alone. Note that the slavemaster dieing or becoming helpless for more than a few rounds will lead to all untethered slaves will either try to escape or finish off their captor unless there are other slavers present.

    If a slavemaster has more unbound slaves than half the available amount at hand, some slaves will try to sneak off. The Hobgoblin Slavemaster must dedicate a portion of his time to intimidating and whipping them (a successfully shaken target takes a -5 penalty to the roll opposed to the intimidate check to stay put). If the slavemaster has more slaves than he can control by fear and awe untethered (either from the slaves gaining levels, the slavemaster gaining an overly large entourage of slaves or some slaves managing to get out of their chains), he must dedicate his full attention to keeping the slaves put and even so, some of the farthest might escape.

    At level 6, the available number of slaves held by awe increases (5*the slavemaster's HD) and any slave hit by the Feared Master whip attack will instantly fail the modified level check to resist the slaver's intimidation.

    Cunning master(Ex): An experienced slavemaster can tell when a slave intends to flee and which path a fleeing enemy is likely to take. As long as a Slavemaster has a whip, he or she gains attacks of opportunity versus slaves who are trying to sneak off and fleeing targets.

    Legendary Slaver(Ex): The greatest Hobgoblin Slavemasters are so skilled in causing fear that they will be remembered forever by those they have owned. When one controls over half one's maximal manageable hit dice' worth of slaves, none will try to escape until one has more than the number which can be held, whereupon only small numbers of slaves will dare to escape, as if one had only possessed between half the hit dice of slaves that one could and the full amount. Also, anyone who has ever been a slave must make a level check to resist intimidation merely at the sight of such an accomplished slavemaster. They gain +4 to the said check and this form of intimidation is not accompanied by the affected people becoming hostile afterwards.

    PLAYING A HOBGOBLIN SLAVEMASTER
    Your slaves are not people. They are tools to use whenever needed until they break. You sometimes have difficulties distinguishing between free non-hobgoblins and slaves. Successful slavemasters often have a throng of chained slaves accompanying them on top of those who tend to their current needs. The excess slaves are either used to fulfill specific purposes or as merchandise. Slavemasters are paranoid and racist even compared to other hobgoblins. Nearly every slaver has a goblin food taster or two among their slaves.
    Combat: Hobgoblin Slavemasters prefer to stay out of the thickest of combat. They use their slaves as walls of meat, with the more fearsome ones even managing to get armed slaves to fight for them.
    Advancement:
    Resources: A slavemaster's wealth depends greatly on his or her success. The greatest might have large farms with dozens of workers bringing in large profits, while a lesser slaver must struggle to make ends meet.

    HOBGOBLIN SLAVEMASTERS IN THE WORLD
    “He's coming, I know he's coming. Can't talk with you, get out, run.”

    Daily Life: A slavemaster is generally constantly working. When they are not making sure that their slaves are working properly, they are trading and haggling to increase their property and income. A slavemaster must walk the line between lax treatment and excess application of the whip carefully, for to be hated more than feared is to be opposed.
    Notables:
    Organizations:

    NPC Reaction
    For nobles and wealthy influential folk of nations where slavery is still commonplace, a Hobgoblin Slavemaster is simply a skilled tradesman. For slaves, they are horrible and evil folk. For those who have come from nations where slavery has been abolished for a long time the callous way they treat their charges is nigh-incomprehensible, yet someone who has hired a slavemaster simply sees it as the way things are done.

    HOBGOBLIN SLAVEMASTERS IN THE GAME
    This class is not really meant for player use, but a crafty gamer who can exploit slaves ruthlessly enough might do well.
    Adaptation: This is probably best for serious campaigns. Depending on the darkness of the setting, they might either be entirely commonplace people who are seen as honest working men and women, or the depraved minions of the most evil villains.
    Encounters:

    Sample Encounter
    EL XX:
    Last edited by Icedaemon; 2010-07-05 at 05:50 PM.
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  16. - Top - End - #1156
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    Quote Originally Posted by Icedaemon View Post
    HOBGOBLIN SLAVEMASTER
    Fairly well written, though I don't know what I'd personally use it for, as a lot it can be handwaved for NPCs, at least as far as slave management is concerned.
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  17. - Top - End - #1157
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    I added it to the front age list Icedaemon
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  18. - Top - End - #1158
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    WolfInSheepsClothing

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    I am aware that this class is not one with all too many uses. However, given how my previous attempts to write classes have been monster racial progression, an unlikely-to-be-used piece is still nice.

    This class will end up entirely open. I do want a slight bit of homage if it's used, but any improvements shall not be balked at and it's free to use.
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  19. - Top - End - #1159
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    I finally got the prerequisites for the Peoples Champion up, along with a few minor updates. It'll definitely be requiring a skill monkey class to take.
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  20. - Top - End - #1160
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    I almost have all the abilities for the Peeps Champ up. Any thoughts?
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  21. - Top - End - #1161
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    Okay if you guys like the special abilities as they are and dont want more added I'll get a capstone and finish this succker up.
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  22. - Top - End - #1162
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    Capstone is up. The next week or so may be a lil messy as I'll be applying for medical help due to the fact that somehow I've had a heart attack without any knowledge of it happening.
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    Quote Originally Posted by Bhu View Post
    Capstone is up. The next week or so may be a lil messy as I'll be applying for medical help due to the fact that somehow I've had a heart attack without any knowledge of it happening.
    Go get some exercise and then get back to work.

  24. - Top - End - #1164
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    Well tow other docs (one a cardiologist) say I'm fine. So back to work it is. Any thoughts on the People's Champion? If not it might be time for another PrC.
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    Daemon

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    I can say I like it

    Sadly, some time will have to pass until my group is ready for a confrontation with any epic character at all. Nevertheless, I might start "heating the pad" for thi one's appaerance even on our next session

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    HURRHURRRHURRRRR! Me? Like orcs? I'm ur greenskin ull th' way, ya poony 'ittle hooman!
    SO yeah, maybe I'll work on something like chaos orcs or a prestige class or weapons or something.

  27. - Top - End - #1167
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    Hey i see the Orc Blade Master has a pic up!

    WHIP OF KHURGORBAEYEG

    [IMG]Picture URL[/IMG]

    “Slaves would be tyrants were the chance theirs”

    Khurgorbaeyeg is the Goblin God of slavery and his followers do their best to follow the example he sets. They are responsible for crushing the spirits of captured slaves, and crushing their bodies if that effort fails. Even among a race of militant fanatics there are those easily beyond the pale when compared to their fellows. The Whips are that group for the Goblins.

    BECOMING A WHIP OF KHURGORBAEYEG
    Generally one must be a Goblin devoted to Khurgorbaeyeg, a pretty hardcore racist, and be willing to kidnap slaves.

    ENTRY REQUIREMENTS
    Race: Goblin
    Patron: Khurgorbaeyeg
    Alignment: Must be Evil
    Domains: Access to the Domination Domain
    Skills: Intimidate (4 ranks), Knowledge: Religion (8 ranks)
    Feats: Domain Focus (Domination), Greater Spell Focus (Enchantment)
    Special Must have been accepted by the organization after capturing slaves for them.


    Class Skills
    The Whip of Khurgorbaeyeg's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion)(Int), Ride (Dex), Spellcraft (Int)
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    Whip Master, Brother Wolf
    2. +1    +3     +0     +3    The Master Calls, +1 Level of Divine Spellcasting Class
    3. +2    +3     +1     +3    +1 Level of Divine Spellcasting Class
    4. +3    +4     +1     +4    Whip Master, +1 Level of Divine Spellcasting Class
    5. +3    +4     +1     +4    The Master Calls, +1 Level of Divine Spellcasting Class
    6. +4    +5     +2     +5    +1 Level of Divine Spellcasting Class
    7. +5    +5     +2     +5    Whip Master, +1 Level of Divine Spellcasting Class
    8. +6    +6     +2     +6    The Master Calls, +1 Level of Divine Spellcasting Class
    9. +6    +6     +3     +6    +1 Level of Divine Spellcasting Class
    10.+7    +7     +3     +7    Slavemaster, +1 Level of Divine Spellcasting Class
    Weapon Proficiencies: A Whip of Khurgorbaeyeg gains no new weapon or armor proficiencies.

    Whip Master (Su): At 1st level the Whip can fundamentally alter any whip they hold and use as a weapon. It can affect opponents regardless of their Armor Bonus, and it does lethal damage. It also threatens in it's area, and does not provoke Attacks of Opportunity.

    At 4th level whips you hold have an Enhancement Bonus equal to your Wisdom Modifier.

    At 7th level whips you hold gain the Paralyzing property (see Magical Item Compendium).

    Brother Wolf (Su): This is identical to the Druid's Animal Companion ability except that the Whip can only choose a Wolf. For purposes of determining the Wolf Companions abilities the Whips Cleric and Whip of Khurgorbaeyeg levels stack.

    The Master Calls (Su): At 2nd level, if an opponent is struck by the Whips... er ...whip, he takes a -2 Penalty on all Willpower Saves for the rest of the encounter.

    At 5th level this penalty increases to -4.

    At 8th level this penalty increases to -6.

    Slavemaster (Ex): Spells from your Domination Domain are added to your Cleric spell list, and a number of times per day equal to your Charisma modifier you may curse one opponent within 60'. If that opponent fails an initial Saving Throw against one of your Enchantment spells, he does not get any rerolls due to Feats of Class Abilities, nor does he get to make another Save if he is ordered to do something he would strongly object to (i.e. ordering a Charmed person to kill a friend).

    PLAYING A WHIP OF KHURGORBAEYEG
    Anyone other than Goblins is a slave or potential slave the moment you get the chance. It's the natural order. Non Goblins simply aren't people and don't have rights. Nothing anyone does to them should carry any penalty unless they kill a slave that's more valuable alive than dead.
    Combat: The Whips use their wolf companion as a bodyguard while using their spells to dominate enemies, or capture slaves.
    Advancement: Whips tend to make sure they're enchantment abilities grow ever stronger. It's needed to keep their ever growing slave population in line.
    Resources: As official members of the Church (and likely the Goblin military as well) the Whips enjoy plenty of resources thrown their way. And as long as they use them for the Churches benefit that will continue.

    WHIPS OF KHURGORBAEYEG IN THE WORLD
    "Unless you want to end in chains avoid that one. He's trouble. for everything he touches."
    You interact with your pet wolf, not the world. The world can go screw itself, it's all a bunch of cannon fodder anyway. Your wolf is a connection to the divine, and he's all you truly care about. Which means, as a side note, never kill a Whips pet wolf unless you can off them in the process as well. It's just too much trouble otherwise.
    Daily Life: Much of your time is taking as a slave overseer, nabbing new slaves in raids. or your religious duties.
    Notables:
    Organizations: The Whips are part of the Goblin Church overall, but are their own organization on the side as they are in charge of all things regarding slavery. Sale, punishment, acquiring, disposal, etc. In some ways this gives them quite a bit more power than some fo the other priests in their society.

    NPC Reaction
    People hate you. Loathe might actually be a more accurate term. Even some Goblins aren't fond of you given you're penchant for enslaving anyone you dislike.

    WHIPS OF KHURGORBAEYEG IN THE GAME
    The Whips are pretty thoroughly and unredeemably evil, and should probably be used only in an all Evil all Goblin party (they're pretty racist too).
    Adaptation: This is best for darker campaigns. It's hard to make slavery funny because it so easily offends people.
    Encounters: Whips are encountered whenever battling Goblinoids as they tend to be brought along to manage any slaves that are captured.

    Sample Encounter
    EL 12: The PC's have been hired to retrieve the survivors of a Goblin raid before they can be sold on the slave market.


    Name
    LE Male Goblin Cleric 6/Whip of Khurgorbaeyeg 6
    Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC , touch , flat-footed (+1 Size, +2 Dex, )
    hp 66 (12 HD)
    Fort +11, Ref +6, Will +13
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +8, Grp +2
    Atk Options Turn Undead 5/Day, Whip Master, The Master Calls (-4)
    Combat Gear
    Spells Per Day 0: 6 (DC 13)
    1st: 6 (DC 14)
    2nd: 5 (DC 15)
    3rd: 5 (DC 16)
    4th: 3 (DC 17)
    5th: 2 (DC 18)
    6th: 1 (DC 19)
    -----------------------------------------------
    Abilities Str 6, Dex 15, Con 12, Int 10, Wis 16, Cha 14
    SQ
    Feats Domain Focus (Domination), Extend Spell, Greater Spell Focus (Enchantment), Spell Penetration, Unsettling Enchantment, Spell Focus (Enchantment)(B)
    Skills Concentrate +7, Intimidate +10, Knowledge (Religion) +8, Move Silently +6, Ride +6, Spellcraft +4
    Possessions



    EPIC WHIP OF KHURGORBAEYEG

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Spells The Whips caster level increases with Epic levels, but he gains no extra spells per day.
    Bonus Feats: The Epic Whip of Khurgorbaeyag gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2010-08-04 at 12:14 AM.
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  28. - Top - End - #1168
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    Whips updated
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  29. - Top - End - #1169
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    Okay the idea behind the Whips are that they can use a whip as a decent weapon, they have a wolf companion, they can cast enchantments through theri whips that are more effective than normal. Any thoughts on caster levels?
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  30. - Top - End - #1170
    Dwarf in the Playground
     
    Daemon

    Join Date
    Oct 2009
    Location
    Rilauven, Underdark
    Gender
    Male

    Default Re: Any Orc/Goblinoid Fans??

    I welcome with open arms any prc that will at least try to make the whip better in combat !!

    Plus, the wolf idea is very cool

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