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  1. - Top - End - #181
    Barbarian in the Playground
     
    Ponce's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    I made a pdf a while ago. I never had it edited or reviewed, so I'm not certain of the quality. You're welcome to it.
    "...short, wrinkled, and superfluous." Yes... yes.

    Darkling DND - IRC, PBP, and Gamer Networking, plus Character Profiler.
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  2. - Top - End - #182
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Ponce_LeRue View Post
    I made a pdf a while ago. I never had it edited or reviewed, so I'm not certain of the quality. You're welcome to it.
    I cant get it to open. But I've been having some problems lately, so let me work on it.
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  3. - Top - End - #183
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    will be finishing up soon.

    JUICER



    ”The best feeling in life is when the whole world falls away, and all you can see is White.”

    Juicers are drug addicts. But the drug of their choice (White Dreams) is cheap and plentiful. Exactly what it is, and how it’s made cheaply and in large amounts is unknown. But it’s devastating effects are. At first it simply enhances a users physical prowess, dramatically so if he can Rage. But eventually there are problems. The user has violent dreams he can only partially remember, and seems to believe that there is a purpose to them. He begins taking more of the drug, and becomes less involved in this world than the one in his own head. Eventually the drug may cause him to Rage spontaneously making him a danger to anything around him. Addicts have said that everything in their vision becomes White, while raving like lunatics about voices only they can hear, and other less savory things.

    BECOMING A JUICER
    Juicers are Barbarian goblinoids who have tried an alchemical elixir called White Dreams in order to give themselves an edge and have subsequently become addicted to it. Some may multiclass but addiction usually destroys their initiative to pursue other pursuits.

    ENTRY REQUIREMENTS
    Race: Any Goblinoid
    Class Abilities: Rage
    Saves: Base Fortitude Save of +5
    Feats: Great Fortitude, Endurance
    Special: Must have become addicted to White Dreams.


    Class Skills
    The Juicer's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), and Knowledge (Alchemy, Local) (Int).
    Skills Points at Each Level : 2 + int

    Hit Dice: d12

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    White Rage
    2. +2    +3     +0     +0    White Dreams
    3. +3    +3     +1     +1    White Rage
    4. +4    +4     +1     +1    White Dreams
    5. +5    +4     +1     +1    Comfortably Numb
    6. +6    +5     +2     +2    White Rage
    7. +7    +5     +2     +2    The Change
    8. +8    +6     +2     +2    White Dreams
    9. +9    +6     +3     +3    White Rage
    10.+10   +7     +3     +3    White Death
    Weapon Proficiencies: Juicers gain no new weapon or armor proficiencies.

    White Rage (Ex): At 1st level the Juicer may Rage an additional time per day simply by drinking a shot of White Dreams. There is no upper limit as long as he can keep taking shots of the elixir (and survive it).

    At 3rd level the Juicer may Rage one additional time per day. If he Rages from drinking a shot of White Dreams he isn't Fatigued/Exhausted afterwards, and he may automatically cure a state of Fatigue/Exhaustion by drinking a shot of White Dreams. He may now take more than 1 dose of White Dreams per day without having to make a Save to avoid Constitution loss.

    At 6th level when the Juicer Rages under the influence of White Dreams he is immune to mind affecting effects.

    At 9th level the Juicer is immune to Fatigue, Exhaustion, and Sleep effects. He no longer sleeps. If the Juicer takes damage at any time, or is insulted he must make a Willpower Save or go into Rage immediately as a Free Action. He may not voluntarily end the Rage early, and if there are no enemies in the area he must make a DC 20 Willpower Save or attack allies instead. Save DC for the initial Save is equal to 10+the damage done if it is caused by injury, or DC 20 if caused by insult. Effectively he may Rage as many times per day as he is hurt or insulted.

    White Dreams (Ex): At 2nd level the Juicer begins to have psychotropic dreams where someone or something appears to be speaking to him. He can never remember these dreams other than in flashes wherein he sees himself differently. Eventually he begins to resemble his dream self. At 2nd level his eyes begin to turn pale, and usually by 8th level they are completely white with no pupil. The dreams combined with the drug make the Juicer unusually susceptible to Illusions. He is -2 on Will Saves to disbelieve Illusions, but doesn't see what the caster intends him to. Instead he has horrifying and surreal hallucinations. His odd behavior interacting with it gives anyone watching a +4 on their Will Save to disbelieve.

    At 4th level the Juicer himself begins to turn pale, and looks lean and drawn, usually having lost weight. His weight loss in no way seems to impair him though. When Raging under the Influence of White Dreams he gets a Profane Bonus to all Saving Throws equal to his (new) Constitution Modifier.

    At 8th level the Juicer is hallucinating non-stop. Some believe these hallucinations are used to control him but by who or what (and how to stop it) is unknown. At this point the Juicer is so far gone he is immune to Mind affecting effects whether he is on White Dreams or not. At this point he no longer considers anyone who is not taking White Dreams to be 'real'. He no longer considers them people and has no problem killing them. He can no longer be Good or Lawful. His alignment will shift 1 step (i.e. Lawful becoming Neutral, Good becoming Neutral or Evil).


    Comfortably Numb (Ex): At 5th level the nerves of the Juicers body begin to die off a little, and he doesn't feel pain (or anything else) as easily. He can make a Fortitude Save to ignore non-lethal damage of any kind (Save DC is equal to 10 plus the damage). The Juicer also gains a +4 Enhancement Bonus to Saves against attacks/spells/effects that do non lethal damage, or that do nothing but cause pain (i.e. Symbol of Pain and similar spells).

    The Change (Ex): At 7th level the Juicer undergoes many changes. His eyes turn completely white, and he loses his sight. Everything he sees is white. He is now immune to Blindness and other such attacks. He gains Blindsight 60'. His hair begins to fall out and his skin takes on a bleached look. Many may mistake him for the living dead. His mind is so alien now that he can no longer make any Charisma Based skill checks other than Intimidate. He also gains a +4 Bonus to Willpower Saves against any spell or effect that allows someone to read or contact his mind. Anyone successfully doing so must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus) or be Stunned for 1 Round.

    White Death (Ex): At 10th level the Juicer is little more than a living zombie. He becomes immune to the following: Mind Affecting Effects, Non Lethal Damage, Dazed/Stunned, Disease, Poison, Ability Damage/Drain, Energy Drain, and Paralysis. Much like Undead he is now healed by negative energy and harmed by positive energy effects. He also gains DR 3/-. Due to permanent ongoing psychosis he may no longer acquire ranks in Int or Cha based skills (except Intimidate).


    PLAYING A JUICER
    Life is hell. The White just makes it bearable. Everything seems dirty, and broken, and used up without the White. But when you’re on it people say you do things. Like murder. But it’s not like people are real. Or are they? You remember a time when you considered them real. Were you hallucinating then, or are you hallucinating now? And if they’re real why don’t you feel anything when they die?
    Combat: Combat for Juicers is short and brutal. Take a slug of White, rage, start hitting everything in site. Tactics are for the weak.
    Advancement: Advancement for Juicers is usually down a narrow path with the same unfortunate end in the grave. Some manage to kick it, but they lose most of their class abilities. Which causes suicidal depression and cravings. Some are permanently damaged are hallucinatory madmen forever, whether they kick he drug or not.
    Resources: Juicers can usually draw on the organization, army, or employer willing to feed their habits. Possibly even their dealer if there’s a threat to him as well. But beyond that they’re on their own. Even their fellow addicts don’t trust them.

    JUICERS IN THE WORLD
    ”Let someone else deal with him. His kind destroys everything they touch.”
    At first Juicers are fairly active. They need to be to ensure their constant supply. Most of them enjoy brief, but incredibly violent careers. The ones that live long become increasingly delusional, displaying bizarre physical and mental mutations. Most eventually withdraw from the world completely. The ones that don’t have to be put down, usually at the cost of many lives.
    Daily Life: Most Juicers withdraw into themselves wondering what their new feelings and thoughts mean. Many think a God or Devil is speaking to them in their dreams at night, and they may be half right. It would explain the drugs creation. When not killing people for money they’re usually huddled in a corner somewhere talking to themselves.
    Notables: Empty (NE Male Hobgoblin Barbarian 6/Juicer 6) started life differently than most Hobs. His tribe was less organized, and more like the Orcs. When they were killed, he had to hire on as a Merc, eventually finding his way to civilized society. He hated it. His handlers got him hooked on White Dreams because they were told it would make him more manageable. And to some extent it has. He spends a lot of time mumbling to himself and staring at walls. But people are coming up missing a lot lately. And he always seems to have blood on him, even though no one ever sees him leave his room unless ordered too. Not that they watch him very closely.
    Organizations: Many organizations employ Juicers, all of them criminal. It isn’t hard to find one willing to employ them. Every gang or guild needs expendable muscle. But once it becomes obvious that you aren’t passing on quickly they’ll want to be rid of you before you become a liability. Or before you start murdering them for fun.

    NPC Reaction
    Most NPC’s are scared to death of Juicers for obvious reasons. When a Juicer burns out or starts to get pretty far gone on the drugs, they do unspeakable acts, usually in public. Usually with little rhyme or reason.

    JUICERS IN THE GAME
    Since this is a PrC based on drug use it’s hardly for most campaigns. If used by a Player large amounts of time may likely be taken up by him trying to score, or going on White induced rampages.
    Adaptation: Juicers are meant for dark fantasy campaigns. The subject matter behind their abilities will be difficult for some, and the class is probably meant for NPC adversaries more than players.
    Encounters: PC’s will generally encounter Juicers as muscle working for someone, or as serial killers they’ve been asked to track down. Or perhaps they’re investigating the White Dreams trade o put a stop to it. Or maybe the new merc who hired on seems a little…odd.

    Sample Encounter
    EL 12: The PC’s have a new mercenary attached to their unit named Empty. The nickname is obvious as he never speaks, rarely reacts to anything, and doesn’t seem to notice other people. But he whispers odd things to himself. And not long after he appears, other people start disappearing. Empty looks worse by the day, but seems actually animated when someone dies. It shouldn’t take the PC’s too long to catch on.


    EX-JUICERS

    A Juicer who kicks his addiction to White Dreams, or who stops taking it (willingly or not) loses all Class Features. If he begins taking the drug again he may use his abilities once more. If he does this at 7th level or later he is permanently blind.

    WHITE DREAMS
    White Dreams is a white milky like potion in appearance. A standard dose of it produces feelings of power and euphoria, along with some mild hallucinations.

    Addiction Rating: Extreme (DC 25), Satiation: 1 day, Type: Ingested DC 18, Initial Effect: +1d4 Str and if Exhausted become Fatigued (if Fatigued you are no longer Fatigued), Secondary Effect: 1d4 Intelligence and Wisdom damage, Side Effects: If the user has the Rage or Frenzy Class Abilities he imediately goes into Rage or Frenzy if attacked or insulted if he has any daily uses left, Overdose: If the user takes more than 1 dose in a 24 hour period he takes 1d3 Constitution damage and is unable to gain any benefits from sleep for 24 hours due to violent hallucinatory dreams. When attempting to kick this drug the user will suffer violent hallucinations and will attack any living thing that approaches him. Cost per dose: 5 GP.




    Name
    NE Male Hobgoblin (Barbarian 6/Juicer 5)
    Init +3, Senses: Listen +10, Spot +0, Blindsight 60'
    Languages Common, Goblin
    ------------------------------------------------
    AC 30, touch 13, flat-footed 27 (+3 Dex, +10 Armor, +7 Shield)
    AC Raging 28, touch 11, flat-footed 25 (-2 Rage, +3 Dex, +10 Armor, +7 Shield)
    hp 104 hp (11 HD), 126 hp Raging
    Fort +19 (+21 Raging), Ref +11, Will +9 (+11 Raging)
    Uncanny Dodge, Improved Uncanny Dodge, Comfortably Numb
    ------------------------------------------------
    Speed 40 ft. (8 squares), 30 ft. in Armor
    Melee +2 Morningstar +16/+11/+6 (1d8+10)
    Melee +2 Morningstar +18/+13/+8 (1d8+12)
    Base Atk +11, Grp +14 (+18 Raging)
    Atk Options Rage 3/day, White Rage
    Combat Gear 20 doses White Dreams, 2 Cure Serious Wounds Potions, 1 Potion of Haste
    -----------------------------------------------
    Abilities Str 16 (20 Raging), Dex 16, Con 16 (20 Raging), Int 10, Wis 12, Cha 8
    SQ Fast Movement, Illiteracy, Trap Sense +2, White Dreams
    Feats Endurance, Great Fortitude
    Skills Climb +12 (+14 Raging), Intimidate +9, Jump +12 (+14 Raging), Knowledge (Local) +9, Listen +10, Move Silently +7, Survival +10, Swim +12 (+14 Raging)
    Possessions +5 Breastplate, +5 Heavy Steel Shield, +2 Collision Morningstar, Type I Bag of Holding, 20 doses White Dreams, 2 Cure Serious Wounds Potions, 1 Potion of Haste, 322 GP


    EPIC JUICER

    Hit Die: d12
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Juicer gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2009-01-18 at 04:25 AM.
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  4. - Top - End - #184
    Dwarf in the Playground
     
    Devin's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    I like the creepy quote at the top. It doesn't look like the class gives anything, though, not even further progression of barbarian abilities. Is that what you meant by "finishing up?"
    Blue avatar by The Stoney One.


  5. - Top - End - #185
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by Devin View Post
    I like the creepy quote at the top. It doesn't look like the class gives anything, though, not even further progression of barbarian abilities. Is that what you meant by "finishing up?"
    Yup. Gotta add in the powers, finish the example, and write up White Dreams still.
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  6. - Top - End - #186
    Bugbear in the Playground
     
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    The Blademage

    [IMG]Picture URL[/IMG]

    "Might and Magic, best when both are in a blade." - Zjech Rekk

    Might and Magic. Sword and Sorcorery. These are the Blademage. A Blademage is a warrior wizard who summons his weapons and channels his spells through his weapon. The Blademage also uses his magic to augment and further power his blade, or chosen weapon. You might think all wizards are pansies but this one will get up in you face swinging a Greatsword made of pure force.

    BECOMING A Blademage
    Blademage's are any mix of a martial and arcane casting class. Usually fighter/wizard combos, Rangers and Sorcerers also work quite well. Some are even battle sorcerers who prestige as a Blademage. Most of the time, they are more fighter than wizard, however, you can find the occasional more wizard than fighter.

    ENTRY REQUIREMENTS
    To qualify to become a Blademage, a character must fulfill all the following criteria:
    Race: Hobgoblin
    Base Attack Bonus: +4
    Skills: Concentration +4, Spellcraft +4
    Feats: Weapon Focus (Any), Combat Casting
    Spells: Must be able to cast Magic Weapon
    Spellcasting: Must be able to cast 2nd level Arcane spells
    Weapon Proficiency: At least one martial weapon.


    Class Skills
    The Blademage’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Planes) (Int), Profession (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex).
    Skills Points at Each Level : 2 + Int Mod

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +0     +2    Summon Weaponry, Armored Mage (Light)           --
    2. +2    +0     +0     +3    Blade Bond I, Somatic Weaponry         +1 Level of existing Arcane Spellcasting
    3. +3    +1     +1     +3    Melee Mage                             +1 Level of existing Arcane Spellcasting
    4. +4    +1     +1     +4    Blade Bond II, Armored Mage (Medium)   +1 Level of existing Arcane Spellcasting
    5. +5    +1     +1     +4    Eldritch Channel                                --
    6. +6    +2     +2     +5    Blade Bond III, Metallurgy             +1 Level of existing Arcane Spellcasting
    7. +7    +2     +2     +5    Force Weaponry                         +1 Level of existing Arcane Spellcasting
    8. +8    +2     +2     +6    Blade Bond IV                          +1 Level of existing Arcane Spellcasting
    9. +9    +3     +3     +6    Blade Focus                                     --
    10.+10   +3     +3     +7    Blade Bond V, Arcana Weaponry          +1 Level of existing Arcane Spellcasting
    Weapon Proficiencies: Blademage gains no new weapon or armor proficiencies.

    Summon Weaponry (Sp): A Blademage knows a warrior is nothing without his blade and even then, it has to be the right one. A Blademage may summon any weapon he is proficient with as a swift action and dismiss it as a free action. If the blade ever leaves the Blademage's hands it disappears. It functions like a normal weapon and is correctly sized for the wielder. The weapon requires no bonding, or other ritual to be summoned.

    Armored Mage (Ex): A Blademage needs armor to block blows in melee and learns to move freely with out spell failure. A Blademage ignores Arcane Spell-Failure for Light armor and Light shields, including bucklers. At 4th level he ignores the Arcane Spell-Failure for Medium Armor.

    Spells per Day/Spells Known: At every Blademage level except first,fifth, and ninth a Blademage gains new spells per day as if he had also gained a level in an arcane spellcasting class he possessed before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained, such as familiar progression. If he had multiple spellcasting classes, he picks one class to advance.

    Somatic Weaponry: A Blademage knows he must always have a blade or other weapon in his hand and sometimes something else in the other. As such they learn to trace the complex patterens of spells with their swords. A Blademage gains Somatic Weaponry as a bonus feat. If you already have Somatic Weaponry, you can choose another bonus fighter/wizard feat for which you meat the prereqs.

    Blade Bond I (Su): A Blademage's magic starts to bond with his chosen weapon as the weapon starts to become magical. The weapon for which he has weapon focus gains a +1 Bonus. This is in addition to any bonuses the weapon may already have. The weapon becomes his bonded weapon and recives all the improvements of Blade Bond. A Blademage may not choose a new weapon to bond unless the current one is broken. If broken, a Blademage may bond with any weapon he is proficient with and it has to be at least Masterwork quality.

    Melee Mage (Ex): A Blademage gets up close and personal and they train their body to sustain melee. They gain the following:
    +2 insight bonus to either Fortitude or Reflex saves
    +1 insight to Initiative
    Improved Toughness as a bonus feat.

    Blade Bond II (Su): A Blademage's weapon begins to bond even more with the mage. The blademage may cast Magic Weapon or any spell that improves the weapon as a swift action only on the weapon for which he has weapon focus. The weapon also gains a +2 bonus on saves.

    Eldritch Channel (Sp): A Blademage begins to be able to channel his magic through his weapon giving the spell increased power. A Blademage may channel any spell with a range of touch (melee or ranged) through his weapon as part of an attack. The spell must have a casting time of 1 standard action or less. If the attack hits it deals normal damage and the spell is resolved normally.

    Alternately, a Blademage may use the enchantment of the blade to further fuel the power of Eldritch Channel. For each point of enchantment spent, the Caster Level of the spell increases by one. Using the magic of a weapon in this manner temporarily shorts it out as it has to recharge its magic. The weapon loses the enchantment spent for 1d4+1 rounds. Enchantment bonuses from spells can not be used to power Eldritch Channel.

    Example
    Spoiler
    Show
    Varth has a +3 Longsword. He can spend up to +3 of the enchantment from the weapon to increase the spell's CL by the number of enchantment spent. He spends +2 so the weapon becomes a +1 Longsword for 1d4+1 rounds after which it returns to normal while the spell has a +2 CL.


    Blade Bond III (Su) The Blademage always continues to further his bond with his chosen weapon which becomes ever so more powerful. The weapon gains another +1 Bonus or you can choose a +1 Enchantment like Flaming, etc. This is in addition to any bonuses the weapon already has.

    Metallurgy (Sp): A Blademage knows a weapon is also dependent on the material it was forged out of. Adamantine is strong while Mithral is light but also durable and Silver passes through many creatures defenses. When a Blademage summons a weapon using his Summon Weaponry ability, he may spend a spell-slot of 3rd Level or higher to change the material of the weapon to either Silver, Adamantine, Mithral, or Cold Iron. The weapon reverts back to normal after (1 + Spell Level spent) rounds. Summoning a weapon in this manner is a standard action.

    Force Weaponry (Sp): A Blademage can summon weapons completely made of force to combat any foe, even those who material weapons don't harm. Using the Summon Weaponry ability, a Blademage may summon a weapon of pure force by expending spell slots. The weapon deals force damage equal to the weapon's normal damage The weapon lasts for a number of rounds equal to the spell level spent. A Force Greatsword summoned with a 4th level spell deals a total of 2d6 force damage and would last for 4 rounds. Summoning a weapon in this manner is a standard action.

    Blade Bond IV (Su): A Blademage's weapon bond is nearing complete. A Blademage may cast Magic Weapon or any spell enhancing the weapon as a free action once per turn. Also, he gains a +4 bonus on opposed checks to defend from Sundering or Disarming.

    Blade Focus (Sp): A Blademage's weapon becomes a foci of power for his spells, increasing the leathality of them. Optionally, a Blademage may use his weapon as a focus for any of his spells. The spell gains the weapon's enchantment to Attack and Damage. Using the blade in this manner however, shorts it out temporarily. The weapon loses all enchantment for 1 round. Enchantment bonuses from spells can not be used to power Blade Focus.

    Blade Bond V (Su): A Blademage's bond with his weapon finally completes as his weapon becomes a part of him. The weapon transforms and becomes an Item Familiar and grants bonuses as such, even if the Blademage already has a familiar.

    Arcana Weaponry (Sp): A Blademage perfects his ability to summon weapons and can now summon enchanted weapons by using his own arcane power. A Blademage may summon a weapon with an enchantment bonus by scarificing a spell slot. The weapon gains an enchantment bonus equal to half the spell level used to summon it. The weapon can have any ability that it would meet the prereqs for. The weapon lasts for a number of rounds equal to the spell level.

    PLAYING A Blademage
    Might and Magic. You are a gish and a melee mage. You use your magic to give you that unbeatable edge in combat.
    Combat: You use your magic to buff yourself then open up with a powerful evocation. Then you rush in and mop up with your blade.
    Advancement: Sword or Sorcerery? These are the two paths of Blademages. Some want more powerful magic, while others refine their marital power.
    Resources: As a Blademage you're pretty respected by hobgoblins and other goblins for successfully making magic really useful. Some however still see you as a pansy for using magic to enhance yourself.

    Blademage IN THE WORLD
    "Damn Hobgoblin started to casts some magic so we thought it was an easy melee kill but the thing summoned a greataxe out of nowhere and he killed Kenny! - George Blackrock
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    Blademage IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Zjech Rekk
    LE/Male/Hobgoblin/Ranger 3/Wizard 4/Blademage 8
    Init +2, Senses: Listen +4, Spot +4,
    Languages Common, Hobgoblin, Draconic, Elven
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp 118 (3d8+6 + 4d4+8 +8d8+16 +15 HD)
    Fort +8, Ref +9, Will +11
    ------------------------------------------------
    Speed 30ft. (6 squares)
    Melee
    Base Atk +13, Grp +15
    Atk Options Eldritch Channel, Power Attack, Combat Casting, Summon Weaponry
    Combat Gear
    Spells Prepared (4/5/5/4/3/2) DC 13 + Spell Level
    0th Level - Detect Magic, Read Magic, Light x2
    1st Level - Shield, Magic Missle, Magic Weapon, Enlarge Person, Shocking Grasp
    2nd Level - Bull's Strength, Bear's Endurance, False Life, Whirling Blade (SpC), Combust (SpC)
    3rd Level - Greater Magic Weapon, Haste, Vampric Touch, Empowered Shocking Grasp
    4th Level - Dimension Door, Force Missles (SpC), Fire Shield
    5th Level - Empowered Vampric Touch, Cone of Cold
    -----------------------------------------------
    Abilities Str 14, Dex 12, Con 14, Int 16, Wis 10, Cha 8
    SQ Favored Enemy (Elves), Combat Style (Stong Arm), Armored Mage (Medium), Melee Mage, Blade Bond IV, Force Weaponry, Metallurgy
    Feats Power Attack, Combat Casting, Weapon Focus (Greatsword), Somatic Weaponry, Improved Toughness, Practiced Spellcaster, Arcane Strike, Empower Spell, Track, Improved Crit (Greatsword)
    Skills
    Possessions
    Last edited by watsyurname529; 2009-10-10 at 10:26 AM.

  7. - Top - End - #187
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Sorry I haven't updated more. I havent been able o get to the forum all weekend. If it allows me on the rrest of the night I'll try geting stuff done.
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    Is anybody here?

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    I'm still here; I check all the new posts on this thread. I just don't have thoughts on everything.
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    I'm still here, and I love the goblin addicts so far.
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    I don't care what you feel.
    That pretty much sums up the Jayngfet experience.
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    something something Jayngfet experience.

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    Quote Originally Posted by watsyurname529 View Post
    Is anybody here?
    Ill be PEACHing soon as I get the chance Wats.
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    Cool Bhu. I was just makin' sure everyone was still here. Well I'm now taking requests for PrC's to make. Just preferably not Psionics because I don't have the proper book(s).

  13. - Top - End - #193
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    We havent gotten anything for Bugbears or the racial variants so far
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  14. - Top - End - #194
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    I was able to take a quick peek at teh Blademage. So far my only thought is several abilities are Sp when they should be Su.
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    Quote Originally Posted by Bhu View Post
    I was able to take a quick peek at teh Blademage. So far my only thought is several abilities are Sp when they should be Su.
    Care to elaborate?

  16. - Top - End - #196
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    Quote Originally Posted by watsyurname529 View Post
    Care to elaborate?

    Well...all of them. Aren't Spell-Like Abilities specifically supposed to mimic spells?
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    Just realized my last post sounded kinda mean. Sorry Wats it's been a reeeal bad week for me.

    Hugz
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    Just posted our locale at Wizards in case we need to regroup here due to the coming reorganization. So make sure all of you back up the stuff you have there in case it's lost. It won't be too much longer till it happens.
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  19. - Top - End - #199
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    Where are the rules for Item Familiars? I just noticed Blade Bond V and wanted to check them out.
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    I am so going to make a orc/goblinoid based campaign in the near future.

    It would be nice to see more exotic weapons though. Orc double-axe and the Orc Shotput are the only ones I could find



    Edit: Loved those April fools PrC so much I drew a banner. Enjoy !

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  21. - Top - End - #201
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    You are my favoritest person ever

    You are right tho. Elves and Dwarves and Gnomes get a bunch of stuff. Why not the other races. I must post this on the wizards board too so people can think of something.

    I have edited in all th Juicer abilities except level 10. Any thoughts?
    Last edited by Bhu; 2008-05-21 at 01:37 AM.
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    Welp, I'm finally over here with my stuff. Bhu, I know you remember this class from when it was completed.

    Manhunter



    They mocked me, hunted me, tortured me...now I do the same, one by one, savoring the expression as their spines are ripped from their still conscious bodies.
    -Hurlok the Bloodied

    Some half-orcs have the misfortune of being born into families that despise their very being. With no caring mother and father to teach them better, they learn through hatred, the pain the humans around them inflict on them welling up like a ticking time bomb. They use all the human education they receive as an eventual means to an end. When a Manhunter reaches puberty, he leaves (read: is forcefully kicked out by violent and weapon-wielding humans) the village and is forced to fend for himself. This only generates more anger. By the time he reaches adulthood, a half-orc Manhunter's hatred of humanity reaches a boiling point. Typically clad in tattered cloaks and dirty tunics, Manhunters are also famed for their most disturbing aspect: wearing flayed human faces like macabre masks. A Manhunter lives only to survive and avenge his rended childhood.

    Becoming a Manhunter
    Manhunters are typically Barbarians or Rangers that have a tragic past which has forced their mind into a heavy hatred of humankind, so much that it boils upward into how they live their daily lives.

    Entry Requirements
    To qualify to become a Manhunter, a character must fulfill all the following criteria:
    • Race: Half-orc.
    • Base Attack Bonus: +3.
    • Feats: Cleave, Power Attack.
    • Special: Must have been raised in a half-orc hating society.


    Class Skills
    The Manhunter'’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 6 + Int modifier

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +1    Carnivore
    2. +2    +2     +1     +1    Brutal intimidation
    3. +3    +3     +1     +2    Hunter of man
    4. +4    +3     +2     +2    Stiff-arm
    5. +5    +4     +2     +3    Blowback rage
    6. +6    +4     +3     +3    Hulking breaker
    7. +7    +5     +3     +4    Giant of your kind
    8. +8    +5     +4     +4    Sleep is for the weak
    9. +9    +6     +4     +5    Blood-letter rage
    10.+10   +6     +5     +5    Manslayer
    Weapon Proficiencies: The Manhunter gains proficiency with heavy armor, as well as any other armor feats he needs to achieve it (if he does not have them already).

    Carnivore (Ex): Living in the wilderness all alone has taken the toll on the Manhunter. He was forced to become a feral feeder, catching and consuming his food with teeth that slowly degenerated into hunter's fangs. At 1st level, he gains a bite that deals 1d6 damage as a natural attack. This attack adds only 1/2 the Manhunter's Strength modifier.

    Brutal Intimidation (Ex): At 2nd level, the Manhunter's forceful orcish blood shows in the way he throws his weight around. A Manhunter uses his Strength modifier rather than his Charisma modifier as a bonus to Intimidate checks.

    Hunter of Man (Ex): At 3rd level, the Manhunter has learned the basics of hunting humans effectively, and gains a +2 bonus to attack rolls against humans, as well as a +1 circumstance bonus to AC when combating them.

    Stiff-Arm (Ex): At 4th level, the Manhunter learns to utilize his heavy and deformed arms to their fullest against those who scorned him, hitting the best spots of human anatomy to wind them. Any human hit by a Manhunter's unarmed strike must make a Fortitude save (DC 10 + the half-orc's level in this class + his Strength modifier) or be dazed for 1d4 rounds.

    Blowback Rage (Ex): You can Rage once per day (see page 25 of the PHB). If you have levels of Barbarian, you can Rage once more per day than normal. While you are Raging, any time you hit a Medium or Smaller opponent in melee they must make a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be knocked 10 feet into the air. When they land, they take damage as if they were hit by an improvised weapon one size category larger than themselves, and are considered knocked prone.

    Hulking Breaker (Ex): At 6th level, the Manhunter gains a +2 bonus to sunder attempts. You gain Improved Sunder as a Bonus Feat, regardless whether you meet the prerequisites or not.

    Giant of Your Kind (Ex): All those years of living alone in the wilderness have made the Manhunter burly beyond his typical bounds. At 7th level, he gains powerful build as a special quality.

    Sleep is for the Weak (Ex): At 8th level, the Manhunter has conditioned himself to require a minimal amount of rest. He only needs to rest 4 hours in order to stave off fatigue.

    Blood-Letter Rage (Ex): At 9th level, a Manhunter's ferally long fingernails seem to twist and contort during his rages. When in using any type of rage he has, the Manhunter's unarmed strikes deal slashing rather than bludgeoning damage, and treats them as having the wounding special quality.

    Manslayer (Ex): At 10th level, a Manhunter truly shines at his grim work. When attacking a human, your weapon does 1 extra die of damage (i.e a 1d4 dagger does 2d4, a 2d6 Greatsword does 3d6), and its critical multiplier is increased by 1 (i.e. if it does x2 damage on a critical it now does x3, etc.). You ignore the armor bonus from Light and Medium armor, but the target still retains its armor bonus from natural armor or magic items.

    Playing a Manhunter
    You are the hated avenger, the one who is giving back all the pain that was suffered in the past. Those humans tortured you, treated you like vermin, common scum...and now they will pay.
    • Combat: Overall, despite your feral appearance, you prefer to fight smart. Against weaker opponents, you try to pick a group off with demoralizing guerrilla tactics, hiding in the darkness and leaping out and attempting to use your Brutal Intimidation and Stiff-Arms in tandem to leave a weak and helpless opponent. Against stronger opponents, you prefer to ambush from the trees, attempting to get attacks of opportunity.
    • Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    • Resources: Your resources are what nature gives you to work with your hands. What you pilfer off of those you slay and resize and/or modify for your own "more glorified" use isn't too bad either.


    Manhunters in the World
    "It was like an apeman, but too vicious and not hairy enough to be a Sasquatch. It came in from the trees, and it slayed all our archers in seconds. We found their bodies dragged into the forest...but there were no faces. No faces at all...clean ripped off...so much I shall never wipe clean from my mind."
    -A traumatized Ranger recounting an encounter with a Manhunter
    The Manhunter is the feared and reviled creature, and that is just how you like it. Even full orcs find you disturbing, and half-orcs are likely the only company that will truly consider you a friend.
    • Daily Life: You spend your days crafting new weapons hewn from the rock beneath your feet and slashed from the trees above your head. Your nights are spent putting that to good use, bashing any unlucky humans that meet your resentful gaze.
    • Notables: Hurlok the Bloodied (CE Half-Orc Barbarian 5/Manhunter 7). One of the most (in)famous Manhunters in history, Hurlok the Bloodied was noted for his blood-stained tunics and wearing the mask of a famous human noble who advocated orc and half-orc exterminations. This made him a hero amongst orcs and half-orcs, although even they feared him if he was in a bad temper. Hurlok eventually died of old age. Where exactly his body lays no one knows, but it is said his blade carries hatred of humanity to this day, and any that touches it shall release a spirit of depravity and famine into the human kingdoms.
    • Organizations: As a Manhunter, your only companionship are those half-orcs that follow you out of either respect, understanding, or outright fear.


    NPC Reaction
    Most humanoids will run in terror or attempt to kill you when you appear on the scene. Orcs and half-orcs, however, will look at you with a wary welcome, usually giving you hospitality and aid.

    Manhunters in the Game
    A half-orc Manhunter in the party means that you have flat-out crafted a mostly orc and half-orc group, with the potential for goblinoids. A party like this is also one that is going to have trouble near any human settlements, because the gates go up and the guards come out when a Manhunter is around.
    • Adaptation: Manhunters are a class meant to be vengeance incarnate, a group designed for the sole purpose of slaying humans. They fit fairly well into any campaign setting where prejudice against half-orcs exists.
    • Encounters: You will be seen in the dark places of the world, the forests, the swamps, the graveyards and desolate battlefields. You will most likely be encountered as either a traveller in the mist and potential ally, or as a raging beast coming forth from the fog like a vengeance-driven Reaper to his kill.
    Last edited by Rappy; 2008-05-24 at 02:04 AM.

  23. - Top - End - #203
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    Sweet!! Now if we can just get Don to show up. Nice to see you Rap.
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    Woo, I likes what I see in the Manhunter, though i do have a couple of quibble points. Firstly, why the intelligence requirement? Are dumber half-orcs not able to understand the hatred around them and turn it on their torturers? Plus, most prestige classes I've seen only indirectly require certain ability scores, via feats like Combat Expertise and Power Attack.
    Secondly, skill points tend to be even. Is there a specific reason to make it 5, as the point between Barbarian and Ranger skill point levels, or something else?
    Finally, for Blood-Letter Rage, the title seems to imply you get the benefits when you rage, though it says nothing about it in the description.
    Take this for what you will. Just my 2 coppers.
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  25. - Top - End - #205
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    I know there are rules for drug use, but what about kicking the habit? If there are I wanna peek at them before I write the section on Ex Juicers.
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    Quote Originally Posted by Cieyrin View Post
    Woo, I likes what I see in the Manhunter, though i do have a couple of quibble points. Firstly, why the intelligence requirement? Are dumber half-orcs not able to understand the hatred around them and turn it on their torturers? Plus, most prestige classes I've seen only indirectly require certain ability scores, via feats like Combat Expertise and Power Attack.
    Secondly, skill points tend to be even. Is there a specific reason to make it 5, as the point between Barbarian and Ranger skill point levels, or something else?
    Finally, for Blood-Letter Rage, the title seems to imply you get the benefits when you rage, though it says nothing about it in the description.
    Take this for what you will. Just my 2 coppers.
    These points have been taken into consideration, and the class has been thusly altered. Here is the next PrC, a warrior of the sandy wastes.

    Shadow of the Sands

    [IMG]Picture URL[/IMG]

    "Boy, I traversed these sands since before you were born. Don't even THINK I will let you decide where I shall let my old bones rest..your crude human "property" signs are a mere way of distinguishing that you are trespassing on my land."

    Shadows of the Sands are warriors of the barren wastes, bugbears that have either lost their home cities and towns to human invasion or live a nomadic lifestyle with their comrades and family. They are more than just desert-dwellers: they are a hand of the desert. A Shadow of the Sands reaps what he sows in protecting the desert, he suffers when the desert suffers and flourishes when it flourishes.

    Becoming a Shadow of the Sands
    A Shadow of the Sands is typically a Ranger or Scout early on, possibly a Druid in more interesting cases.

    Entry Requirements
    To qualify to become a Shadow of the Sands, a character must fulfill all the following criteria:
    Race: Goblinoid.
    Feats: Heat Endurance*, Sand Dancer*, Weapon Focus (Scimitar).
    Alignment: Any non-lawful.
    Special Must have lived in the desert for at least half of your life.
    *This feat comes from the sourcebook Sandstorm.

    Class Skills
    The Shadow of the Sand’s class skills (and the key ability for each skill) are as follows:
    Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, geography, history, nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Use Rope (Dex).
    Skills Points at Each Level : 6 + Int modifier

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +2     +1    Just a mirage
    2. +2    +2     +3     +1    Beatstick dervish
    3. +3    +3     +3     +2    Dessicating touch 1  
    4. +3    +3     +4     +2    Hand of the dune prince
    5. +3    +4     +4     +3    Dessicating touch 2
    6. +4    +4     +5     +3    Withering dervish
    7. +5    +5     +5     +4    Dessicating touch 3
    8. +6    +5     +6     +4    Hand of the dune pharaoh
    9. +6    +6     +6     +5    Dessicating touch 4
    10.+7    +6     +7     +5    Bone dry
    Weapon Proficiencies: The Shadow of the Sands gains no new weapon or armor proficiencies.

    Just a Mirage (Ex): At 1st level, the Shadow of the Sands has the uncanny ability to make himself blend into the shifting perceptions of the dunes, making himself like a shadow upon the ground. He gains a +2 bonus to Hide checks in his home desert. This ability stacks with any other hide bonuses such as Hide in Plain Sight.

    Beatstick Dervish (Ex): At 2nd level, the Shadow of the Sands gains Whirlwind Attack, whether he meets the prerequisites or not.

    Dessicating Touch (Su): At 3rd level, the Shadow of the Sands deals an additional 1d3 points of dessication damage with an unarmed strike. At 5th level, this damage increases to 1d6, further to 1d8 at level 7, and finally capping off at 1d10 at level 9.

    Hand of the Dune Prince (Su): At 4th level, the Shadow of the Sands learns how to bend the very will of the sand beasts to create his personal army. Once per day, the Shadow of the Sands may conjure a number of desert creatures of the vermin or animal type size Small or smaller equal to 2 + his Charisma modifier. The creatures must be at least 2 below the Shadow of the Sands' character level HD. A summoned creature remains on the field until the end of the encounter or until its master is killed, whichever comes first.

    Withering Dervish (Su): At 6th level, the bonus damage provided by the Dessicating Touch special quality is added to scimitar attacks as well.

    Hand of the Dune Pharaoh (Su): At 8th level, the Shadow of the Sands can summon more creatures of the previous type and even new creatures. The magical beast type is added to summonable creatures, and the maximum size of creatures summoned increases to Large. The amount of creatures summoned increases to 4 + the Shadow's Charisma modifier. The HD limit does not increase or decrease from its previous limitations.

    Bone Dry (Sp): At 10th level, the Shadow of the Sands may cast mummification (from Sandstorm) as an 18th level Cleric once per day as a spell-like ability.

    Playing a Shadow of the Sands
    • You are a soldier of the dunes, a warrior of both arcane knowledge and scimitar combat. You are like a pharaoh for the creatures of the sand, one who will protect them from adversity, and in return you get respect for respecting to the desert's way.
    • Combat: You tend to confuse your opponents with your camoflauge abilities, and maximize damage with scimitar-related feats you have. You also tend to confront those that need water the most, denying them with dessication damage. If you are injured, you tend to fall back and let your hand summons help you.
    • Advancement: As a warrior of the sands, you are a friend of the beasts. There are chances that you wouldn't do wrong going into the Ashworm Dragoon prestige class, or even a sand-based spellcaster class to augment your already forceful powers. Since you are a member of a class that gains low Will saves due to a subservience to the Greater Desert, a good Will save providing class of this type wouldn't be a bad idea either.
    • Resources: The desert tribesmen and nomads are more than happy to give you resources if you call upon their aid. You defend their homes and livelyhoods from outsiders, so you are a trusted ally.


    Shadow of the Sands in the World
    Borgoth? Oh, he's a nice guy. A bit of an odd one, though, wandering in the desert alone.
    You don't care much about the outside world as long as it minds its own business. You are content to live with the desert unless the outside poaches upon the desert-dwellers' lands, at which time you go to war.
    • Daily Life: Your daily life is more or less that of a desert nomad. You get supplies, hear the latest news, and wander the desert to your next location.
    • Notables: Borgoth Redback (TN Bugbear Fighter 5/Shadow of the Sands 3/Ashworm Dragoon 2). Borgoth Redback is a member of the Redback Clan, a group of desert-dwelling bugbears with red patches of fur like a black widow's hourglass on their backs. Like most members of his clan's male populace, Borgoth was trained from a young age to become a new Sand Watchman. Unlike most, however, he also took the path of the Ashworm Dragoon, One day, he was faced with an ashworm that nearly overpowered him, but the prey became the predator as Borgoth snapped the ashworm into submission and bonded with it as Dragoon and mount. He now plies the sands, prepared to give his all for the Greater Desert.
    • Organizations: You are typically bonded to any other protectors of the desert, be they a clan of Shadows of the Sands or potentially druids. The Greater Desert is the only parent you need, so to you, your "family" is basically your fellow Desert pledges.


    NPC Reaction
    To the desert folk, you are a savior and friend. To outsiders, you are a barbaric monster. To the Greater Desert's followers, you are an enlightened one. To you, it doesn't matter, as the will of the Greater Desert prevails over all.

    Shadow of the Sands in the Game
    A Shadow of the Sands isn't exactly Mr. Out on the Town, meaning that city-centric campaigns will be off-kilter with one around. Druid or wilderness campaigns are the best place for a Shadow of the Sands.
    • Adaptation: Shadows of the Sands are for outdoor campaigns, but with a bit of wiggle-room, they could be adapted to a city campaign as advance forces for a "nature army".
    • Encounters: Shadows of the Sands are typical desert folk, so you will see them at the water troughs with their mounts, in the markets buying supplies, and in typical places. You won't realize their true nature, however, unless you are either with them or against them.
    Last edited by Rappy; 2008-05-27 at 03:51 AM.
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  27. - Top - End - #207
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    Again, Shadow of the Sands is an awesome class, though I have my nitpicks:

    1) Like with Manhunter, 5+int skillpoints is an unusual skill point acquisition rate, as they're normally evenly numbered.

    2) The Will save progression is...a tad different, as it's not poor or good, which are the normal progressions. You gave something about the Desert robbing them of their will in the lower description but I'm not sure if that's real justification for the odd progression. Plus, the other two are good saves, even if the Fort is off by half a point a level, which makes this class a nice class to cherry pick the first level and never come back.

    3) The Hand summons mention that the summoned creatures cannot have more than 2 HD less than the Shadow but do you mean class level or overall character level? There's a significant difference there in the power of the summons.

    When I get to my copy of Sandstorm to look up things, i may have further comments but that's what I got for today. For now, those are my 2 coppers.
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  28. - Top - End - #208
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    Default Re: Any Orc/Goblinoid Fans??

    Okay I edited the info for White Dreams into the Juicer post. Not sure I like it a is. I need to find the BoVD, Im sure I have it somewhere...
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  29. - Top - End - #209
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    Finally found the BoVD. Man I need to organize my stuff beter. Juicer is done cept the capstone and the example.
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    Okay the capstone is up. Any thoughts?
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