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  1. - Top - End - #1441
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    Default Re: Any Orc/Goblinoid Fans??

    Okay i got most of the team attacks up, Im still considering changing the last two. Lemme know if theres something you want you dont see.
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  2. - Top - End - #1442
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    Just noticed we're on page 49. Once we reach 50, let me arrange to have the thread continued before we keep posting.
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  3. - Top - End - #1443
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    Packmaster is done and ready for review
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  4. - Top - End - #1444
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    This next one gets weird

    STEALTH CAVALRY

    [IMG]Picture URL[/IMG]

    "I wish we could yell 'charge' like other cavalries do."

    Stealth Cavalry are Bugbear military specialists who not only excel at stealth, but have trained their massive mounts in it as well. They spend many a day in ghillie suits hidden in plain sight of their grazing Bison.

    BECOMING STEALTH CAVALRY
    Most Stealth Cavalry begin as Scouts or Rogues with the Wild Cohort Feat

    ENTRY REQUIREMENTS
    Race: Bugbear
    Skills: Hide 4 ranks, Move Silently 4 ranks, Ride 4 ranks
    Feats: Mounted Combat, Ride-By Attack, Wild Cohort (Bison)


    Class Skills
    The Stealth Cavalry's class skills (and the key ability for each skill) are Hide (Dex), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    +1d6 Sneak Attack or Skirmish
    2. +2    +3     +0     +0    Camouflage
    3. +3    +3     +1     +1    Enhanced Mount
    4. +4    +4     +1     +1    +2d6 Sneak Attack or Skirmish
    5. +5    +4     +1     +1    Quick Stealth
    6. +6    +5     +2     +2    Enhanced Mount
    7. +7    +5     +2     +2    +3d6 Sneak Attack or Skirmish
    8. +8    +6     +2     +2    Hide in Plain Sight
    9. +9    +6     +3     +3    Enhanced Mount
    10.+10   +7     +3     +3    Bison Lord
    Weapon Proficiencies: Stealth Cavalry gains no new weapon or armor proficiencies.

    Sneak Attack/Ambush (Ex): At Levels 1. 4. and 7 the Stealth Cavalry gains an additional die of either Sneak Attack or Skirmish, whichever one it currently possesses from other class levels. If the character doesn't currently have either ability, or has both, he gets his choice of which one he wants when he gains the Level that gives him this ability.

    Camouflage (Ex): Identical to the Ranger ability listed on page 48 of the PHB.

    Enhanced Mount (Ex): At 3rd Level your Mount also gains the use of your Camouflage ability.

    At 6th Level it gains your Quick Stealth Ability.

    At 9th Level it gains your Hide in Plain Sight Ability.

    Quick Stealth (Ex): At Level 5 you can move your full movement speed without taking a penalty to Move Silently or Hide Checks. You still cannot Charge while making a Hide check.

    Hide in Plain Sight (Ex): Identical to the Ranger ability listed on page 48 of the PHB.

    Bison Lord (Ex): At 10th Level you can make the little Bison dance. Kidding. Your Bison Mount does however get Diehard and Powerful Charge as Bonus Feats. All Bison automatically regard you as Friendly as well.

    PLAYING STEALTH CAVALRY
    "These Bison are not for eating you freak! They are our friends! Our companions! Our personalized siege engines! You will leave these Bison alone!"
    Combat: Stealth Cavalry tend to hide nearby their mounts and double team opposing forces once they get close, or suddenly leap onto their mounts from hiding to ride into battle. You'd think people would be suspicious of Bison herds near a battle, but Bison do have a rep for stupidity.
    Advancement: Being in the military this decision is usually made for you, but given the nature of your unit you have more leewaythan most.
    Resources: As part of either a formal military or a mercenary Guild of some sort you usually have some resources to gain at the beginning, but in the field you may need to scrounge on your own.

    STEALTH CAVALRY IN THE WORLD
    "Are those Buffalo tipey toeing through the bushes?"
    Stealth Cavalry would be a lonely life for some, but you'd rather hang with your buffalo buddy than the idiots you find in most cities. Bison may be called stupid, but people just don't understand them.
    Daily Life: Much of your life is spent mastering woodcraft, training the Bison and yourself for funtime, and waiting for orders.
    Notables: Grunt (NE Male Bugbear Scout 4/Stealth Cavalry 4) is a local good ole boy. Hangs around with the cows a lot. Doesn't seem to like people comin' round...
    Organizations: Most Stealth Cavalry belong to an organization of some sort. They're too valuable to not keep around.

    NPC Reaction
    If you're doing your job most people never meet you until you head into town for supplies. Or they poop themselves when you jump at them from the bushes.

    STEALTH CAVALRY IN THE GAME
    This assumes you are part of a military group (unless they were all wiped out). Either option presents complications for the campaign.
    Adaptation: This is most definitely meant for the sillier side of DnD.
    Encounters: Stealth Cavalry is usually seen during wartime, or raiding trade routes.

    Sample Encounter
    EL 12: The PC's see a small group of Bison munching in a field. When one of them nocks an arrow to get dinner the bushes suddenly come alive and put knives to everyone's throats and say "Do NOT...eat the Buffalo. Nod if you understand."

    The PC's nod.


    Grunt
    NE Male Bugbear Scout 4/Stealth Cavalry 4
    Init +9, Senses: Listen +5, Spot +5, Dark Vision 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC , touch , flat-footed (+4 Dex, +3 Natural, )
    hp 82 (11 HD)
    Fort +10, Ref +12, Will +4
    Battle Fortitude +1
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee
    Base Atk +9, Grp +13
    Atk Options Skirmish (+3d6, +1 AC),
    Combat Gear
    -----------------------------------------------
    Abilities Str 18, Dex 18, Con 16, Int 10, Wis 12, Cha 6
    SQ Uncanny Dodge, Trackless Step, Fast Movement, Camouflage, Enhanced Mount
    Feats Mounted Combat, Ride-By Attack, Trample, Wild Cohort, Lightning Reflexes (B)
    Skills Hide +12, Jump +12, Knowledge (Geography, Nature) +4, Listen +5, Move Silently +12, Ride +12, Search +4, Spot +5, Survival +5, Tumble +12
    Possessions



    EPIC STEALTH CAVALRY

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Sneak Attack/Ambush At Level 21 and every three Levels thereafter you gain an additional +1d6 of either Sneak Attack or Skirmish.
    Bonus Feats: The Epic Stealth Cavalry gains a Bonus Feat every x levels higher than 20th
    Last edited by Bhu; 2011-03-19 at 01:08 AM.
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  5. - Top - End - #1445
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    Stealth bison?
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  6. - Top - End - #1446
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    Yup. DOes anything grant Mounts other than Paladin? I thought there was a Feat of some kind...
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  7. - Top - End - #1447
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    Quote Originally Posted by Bhu View Post
    Yup. DOes anything grant Mounts other than Paladin? I thought there was a Feat of some kind...
    Wild Cohort.

  8. - Top - End - #1448
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    Thanks VOlt, fluff is up for the Stealth Cav
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  9. - Top - End - #1449
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    Just needs capstone and its done!
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  10. - Top - End - #1450
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    The move restriction on Quick Stealth's Hide is kinda...odd. What difference does 5' really matter? Just make it no penalty on full move Hide and Move Silently.
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  11. - Top - End - #1451
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    If I didn't put the restriction on hide, they'd be able to hide while charging. Which means it should prolly be a supernatural ability...

    which I guess I could prolly do. Or maybe switch to the cap
    Last edited by Bhu; 2011-03-15 at 12:20 AM.
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  12. - Top - End - #1452
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    Hilarious, wonderful and unusal - my opinion stands

    "Bob, a frothing buffallo is coming this way at high speed, he'll hit us in about three seconds...."

    "Jim, stop drinking this stuff already, and focus on something that's not a figment of your imagination, or one day something will really hit us out of nowhere.."

  13. - Top - End - #1453
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    Quote Originally Posted by Bhu View Post
    If I didn't put the restriction on hide, they'd be able to hide while charging. Which means it should prolly be a supernatural ability...

    which I guess I could prolly do. Or maybe switch to the cap
    Um, as currently written, you couldn't double-move, let alone run or charge and stay hidden without penalties. Full land movement is how far you move in a move action. Anything beyond that is, well, further than full land movement.
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  14. - Top - End - #1454
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    quick stealth is modified, capstone is up
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  15. - Top - End - #1455
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    BLEAK ARCHER

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    "Shooting people from range is always the best!"

    Bleak Archers are Goblinoids who became obsessed with their Arrow of Dusk ability, and who end up becoming magical archers of sort, using bows crafted from Shadow.

    BECOMING A BLEAK ARCHER
    Getting the appropriate skills and abilities as a Shadowcaster is the normal way.

    ENTRY REQUIREMENTS
    Race: Bugbear or Goblin
    Mysteries: Arrow of Dusk, Step Into Shadow
    Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks
    Feats: Any 1 Metashadow Feat


    Class Skills
    The Bleak Archer's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, The Planes)(Int), Move Silently (Dex), Spellcraft (Int), Spot (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    Shadow Bow, +1 level of Shadowcasting class
    2. +1    +0     +3     +3    Shadow Stealth
    3. +2    +1     +3     +3    Shadow Walking
    4. +3    +1     +4     +4    Shadow Bow, +1 level of Shadowcasting class
    5. +3    +1     +4     +4    Shadow Stealth
    6. +4    +2     +5     +5    Shadow Walking
    7. +5    +2     +5     +5    Shadow Bow, +1 level of Shadowcasting class
    8. +6    +2     +6     +6    Shadow Stealth, +1 level of Shadowcasting class
    9. +6    +3     +6     +6    Shadow Walking, +1 level of Shadowcasting class
    10.+7    +3     +7     +7    Master Archer, +1 level of Shadowcasting class
    Weapon Proficiencies: A Bleak Archer gains no new weapon or armor proficiencies.

    Shadow Bow (Su): At 1st Level when using your Arrow of Dusk ability the damage is no longer non-lethal, and you get a Bonus to damage rolls equal to your Charisma Modifier. All Attack Feats you have that can be used with bows can be now used with this Ability. You may now use Arrow of Dusk at will.

    At 4th Level the range of your Arrow of Dusk ability increases to Long (400 plus 40'/Level), and you no longer take penalties on attack rolls with it due to range.

    At 7th Level whenever you successfully confirm a critical hit with your Arrow of Dusk, your opponent takes a -4 penalty to his Strength score for 10 minutes (this penalty can be cumulative with multiple criticals). The Arrow of Dusk now threatens a critical on a 19-20.

    Shadow Stealth (Su): At 2nd Level you may now use Sight Obscured at will.

    At 5th Level you may use Sight Eclipsed an additional 3 times per day.

    At 8th Level you effectively become Invisible (as per the spell Superior Invisibility) while in darkness or heavy shadows.

    Shadow Walking (Su): At 3rd Level you can use Step Into Shadow an additional 3 times per day.

    At 6th Level you can use Pass into Shadow an additional 3 times per day.

    At 9th Level you can enter or leave the Plane of Shadow at will, carrying up to Heavy Encumbrance in equipment with you.

    Master Archer (Su): You now gain iterative attacks with Arrow of Dusk, and you threaten a critical with it on an 18-20.


    PLAYING A BLEAK ARCHER
    Bleak Archers are assassins and guerrilla fighters who use their abilities to enhance the Goblinoid war effort. They also extend the fight into the Shadow Plane.
    Combat: Bleak Archers love to hide and snipe from range. It's what they live for. It makes them giggle at night.
    Advancement: Normally the military would have fairly strict control over your training, but they're uncertain how to proceed given your...unique abilities. So you get a little leeway.
    Resources: As usual for military members, you get plenty of resources when your needs and theirs coincide.

    BLEAK ARCHERS IN THE WORLD
    "What the Hell was that?"
    Bleak Archers are normally loners except among themselves (where they are quite chatty). The rest of the world is target practice.
    Daily Life: Much of your time is spent trying to figure out and hone your powers.
    Notables: Black Jimmy (NE Male Goblin Shadowcaster 8/Bleak Archer 4) is a local hitman upset that he's been reduced to using his powers for this.
    Organizations: Bleak Archers usually belong to a magic school as well as the military (and sometimes a third small group of close friends).

    NPC Reaction
    NPC's aren't supposed to see you. Otherwise it would be difficult to put the arrow in the back of their neck. Or wherever.

    BLEAK ARCHERS IN THE GAME
    This kind of assumes you're a little crazy. And like to kill people. Could make for friction.
    Adaptation: This is good for silly or serious.
    Encounters: Bleak Archers are usually encountered at night or on the Shadow Plane fooling about with their abilities, or during war.

    Sample Encounter
    EL 12: An arrow in the belly wakes up one of the PC's. Hysterical laughter at his expense wakes up the rest of the PC's. Damn, you really hate Goblins.


    Black Jimmy
    NE Male Goblin Shadowcaster 8/Bleak Archer 4
    Init +2, Senses: Listen +1, Spot +7, Dark Vision 90'
    Languages Common, Goblin, Orc, Giant
    ------------------------------------------------
    AC , touch , flat-footed (+1 Size, +2 Dex, )
    hp 42 (12 HD)
    Fort +7, Ref +9, Will +11
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +7, Grp +1
    Atk Options
    Combat Gear
    Supernatural Abilities Arrow of Dusk, Caul of Shadow, Mystic Reflections, Sight Obscured, Widened Eyes 3/day (Except Arrow of Dusk which is at will)
    Spell-Like Abilities Apprentice Mysteries: Carpet of Shadow, Clinging Darkness, Congress of Shadow, Flicker, Mesmerizing Shade, Shadows Fade, Sight Eclipsed, Steel Shadows
    Initiate Mysteries: Pass into Shadow, Step Into Shadow

    Casting Level 10th
    -----------------------------------------------
    Abilities Str 6, Dex 15, Con 10, Int 14, Wis 12, Cha 16
    SQ Umbral Sight, Sustaining Shadow, Shadow Bow, Shadow Stealth, Shadow Walking
    Feats Line of Shadow, Maximize Mystery, Shadow Cast, Still Mystery, Empower Mystery (B)
    Skills Concentration +10, Hide +11, Intimidate +10, Knowledge (Arcana, Planes) +6, Move Silently +11, Ride +10, Spellcraft +10, Spot +10
    Possessions



    EPIC BLEAK ARCHER

    Hit Die: d6
    Skills Points at Each Level : 2 + int
    Mysteries Your caster Level continues to increase with Epic Levels, but you learn no new Mysteries.
    Bonus Feats: The Epic Bleak Archer gains a Bonus Feat every 3 levels higher than 20th
    Last edited by Bhu; 2011-04-01 at 02:11 AM.
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  16. - Top - End - #1456
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    Well this one looks interesting. Might even be a good presteige class for Gicko :P
    Last edited by Draconi Redfir; 2011-03-19 at 10:24 AM.
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  17. - Top - End - #1457
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    It's not really a traditional archer class, it's a shadowcaster PrC. I'll find a gobbin archer of some kind for you tho
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  18. - Top - End - #1458
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    Quote Originally Posted by Bhu View Post
    It's not really a traditional archer class, it's a Shadowcaster PrC. I'll find a gobbin archer of some kind for you tho
    Ooo, Shadowcaster! Is this as per the book or does this include the unofficial Ari Marmell fix, the Shadowcaster's creator?
    Last edited by Cieyrin; 2011-03-21 at 10:11 AM.
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  19. - Top - End - #1459
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    i was unaware of the fix.

    linky?
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  20. - Top - End - #1460
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    Quote Originally Posted by Bhu View Post
    i was unaware of the fix.

    linky?
    Enjoy! linky
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  21. - Top - End - #1461
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    I'll probably use the fix it looks more interesting. Given the abilities I intend to give it it probably won't change things though.
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  22. - Top - End - #1462
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    Default Re: Any Orc/Goblinoid Fans??

    fluff and limited crunch are both up
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  23. - Top - End - #1463
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    Is there going to be a method of getting more Arrows of Dusk, as 3/day is kinda limiting if you want it to be a major focus. I suppose you could put all of your Fundamentals into it but still...
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    Default Re: Any Orc/Goblinoid Fans??

    I like goblins and orcs...to kill.

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    Quote Originally Posted by randomhero00 View Post
    I like goblins and orcs...to kill.
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by randomhero00 View Post
    I like goblins and orcs...to kill.
    I'm not sure what you're saying, a lot of these PrCs are pretty good at killing things. Which ones are unsatisfying in your dakka requirements?
    *sarcasm sensors going off*
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    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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  27. - Top - End - #1467
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Cieyrin View Post
    Is there going to be a method of getting more Arrows of Dusk, as 3/day is kinda limiting if you want it to be a major focus. I suppose you could put all of your Fundamentals into it but still...
    You'll be able to use it at will, I'm still deciding on what Ill be editing in
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    Default Re: Any Orc/Goblinoid Fans??

    Shadow Bow seem powerful enough now?
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  29. - Top - End - #1469
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Bhu View Post
    Shadow Bow seem powerful enough now?
    7th level seems weak, since crit effects are notoriously hard to get off with bows, even with Improved Crit. If we increase the crit range to 19-20/x3, stackable with IC, it'd be just right, I think.
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    Quote Originally Posted by Mulletmanalive View Post
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  30. - Top - End - #1470
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    Default Re: Any Orc/Goblinoid Fans??

    its all up but the capstone and possible caster levels
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