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  1. - Top - End - #241
    Titan in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    AZURE NIGHTMARE



    ”I only need one hit to send you to hell. And I have all the time in the world to make it.

    The Azure Nightmares are a cult of assassins practicing both Psionic powers, and the Diamond Mind style. They live by the saying “one life, one shot, one hit, one kill”. Their fighting style reflects this as they will stalk a victim, and refrain from attacking until the perfect moment arises. Then they strike, usually slaying their opponents with one blow.

    BECOMING AN AZURE NIGHTMARE
    Most Azure Nightmare’s are promising Psychic Warriors who are taken in by the cult and taught the art of the Diamond Mind.

    ENTRY REQUIREMENTS
    Race: Blue Goblin
    Maneuvers: Must Know at least 3 Diamond Mind Maneuvers, and 1 Stance.
    Manifester: Must be able to manifest at least one 1st level Power from the Psychic Warrior List.
    Class Abilities: Discipline Focus (Diamond Mind)
    Skills: Concentration 8 Ranks
    Feats: Combat Manifestation, Instant Clarity, Unnerving Calm


    Class Skills
    The Azure Nightmare’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Psionics)(Int), Listen (Wis), Martial Lore (Int), and Sense Motive (Wis).
    Skills Points at Each Level : 4+ int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    One Life
    2. +1    +0     +3     +3    One Shot
    3. +2    +1     +3     +3    One Hit
    4. +3    +1     +4     +4    One Kill
    5. +3    +1     +4     +4    One Mind
    Weapon Proficiencies: Azure Nightmare’s gain no new weapon or armor proficiencies.

    One Life (Su): The Dodge Bonus to Armor Class gained from the Fighting Defensively or Total Defense Options is doubled. In addition you gain a cumulative +1 Dodge Bonus each round after the first you use either option (Maximum is equal to your Azure Nightmare Level). For example a 5th level Azure Nightmare would have a +8 Dodge Bonus when using Total Defense the first round, +9 the second, +10 the third, maxing out at +13.

    One Shot (Su): Every round you spend using the Fighting Defensively, or Total Defense Option increases your chance of hitting when you finally do strike. You must use the either Option for at least 3 rounds, and then attack using a Strike Maneuver. For each round you spend in Total Defense you gain a cumulative +2 Insight Bonus to attack rolls. You gain this same Insight Bonus +2 on critical confirmation rolls. For every round you spend in Total Defense your critical threat range increases by 1 (max is equal to your Azure Nightmare level). For example a 5th level Azure Nightmare who used Total Defense for 5 rounds would have a +10 Insight Bonus to attack rolls, a +12 insight Bonus to critical confirmation rolls, and would threaten a critical on a 15-20 (assuming he normally would threaten a critical on a 20). This does not stack with other effects that increase critical threat range.

    One Hit (Su): When using your One Shot ability, you now do extra damage. You gain +1d6 damage for each round you use Total Defense, and your critical multiplier increases by 1 for every 2 rounds (critical multiplier cannot do more than x5 damage). For example if you used Total Defense for 5 rounds you would do +5d6 damage when you did hit, and would do x4 damage on a successful critical (assuming you normally did x2 damage).

    One Kill (Su): When using your One Shot ability your opponent must make a Willpower Save (DC is 10 plus half your Hit Dice plus your Charisma modifier) or die. If he succeeds, he takes the normal effects of the ability.

    One Mind (Su): Your Manifester Level is equal to your character Level. This doesnt increase your Power Points or the amount of powers you have, but does increase what you can do with what you've already got. Similarly your Initiator Level is now equal to your Character Level.

    PLAYING AN AZURE NIGHTMARE
    Others think you are egomaniacal. That you act like they’re above them. And you are. You could swat most of them as easily as fly. And you will if asked. It’s a lonely life, but there isn’t time fro making friends for people like yourself.
    Combat: An Azure Nightmare commonly uses the Total Defense option for a few rounds to size up his opponent, before opening with a devastating maneuver.
    Advancement: Most cult members argue whether their Psionic Power or Martial training is more important. Some train for the minimal maneuvers needed before pursuing their psychic powers to the full. Some abandon psionics for the Sublime Way entirely.
    Resources: Azure Nightmares may always draw upon the resources of their cult. They can get safe houses, food, and shelter, and some basic supplies. If the cult is sending them on a vital mission they may get something more as well.

    AZURE NIGHTMARES IN THE WORLD
    ”Don’t trust them Blue folk boy. I saw one cut Hezekiah in half down by the pier last Sunday. Saw his guts spill out everywhere while that thing stood there smiling.”
    As an assassin for hire, and a member of a despised race, you are pretty much cut off from the world. You only see other members of the cult, and any traveling companions you may be with. You will have some sort of job as a cover, but beyond that the locals are unkown to you.
    Daily Life: Most Azure Nightmare’s spend their time preparing for missions or training. Deaths are occasional as two cult members test their abilities on each other to prove themselves. All of them want the power and wealth the cult has promised them.
    Notables: Skye (NE Male Blue Psychic Warrior 5/Swordsage 5/Azure Nightmare 2) is a recent member of the cult. He is eager and willing to prove himself, and has become the terror of major cities in his area of operation.
    Organizations: The Cult of the Blue Diamond has a hazy beginning. They only recruit Blues, and only one’s willing to study the Sublime Way. It’s leaders name and purpose is unknown, but the organization is apparently willing to commit murder to raise money for an as yet unguessed goal.

    NPC Reaction
    Assassins always terrify people, and the Azure Nightmare’s are no exception.

    AZURE NIGHTMARES IN THE GAME
    This PrC assumes the Blue Goblins are a common race in the campaign. And it assumes that there is a prominent cult actively seeking them out. Blues will tend to be more infamous than a little known rarity.
    Adaptation: The cult might be difficult to work into an existing campaign. It would have to be something new, and would be making quite a nasty debut.
    Encounters: PC’s will usually encounter an Azure Nightmare when one has been sent to kill them, or they are hired to protect someone from one.

    Sample Encounter
    EL 12: The PC's have been asked to track down a Blue Goblin assassin that has been terrorizing the city. They agree wondering how bad things can be. It is just a goblin after all...


    Skye
    NE Male Blue Psychic Warrior 5/Swordsage 5/Azure Nightmare 2
    Init +8 (Quick to Act +2), Senses: Listen +6, Spot +3, Dark Vision 60'
    Languages Common, Goblin, Orc, Giant
    ------------------------------------------------
    AC 25, touch 18, flat-footed 23 (+1 Size, +2 Dex, +3 Wis, +2 Deflection, +7 Armor)
    hp 54 (12 HD)
    Fort +5, Ref +10, Will +11
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Heavy Pick +8/+3 (1d4/x4)
    Ranged +1 Sling +10 (1d3)
    Base Atk +7, Grp +7
    Atk Options Discipline Focus: Diamond Mind (Weapon Focus, Insightful Strike +3), One Life, One Hit
    Combat Gear 4 Cure Serious Wounds Potions, 1 Potion of Haste
    Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Douse the Flames, Mighty Throw, Moment of the Perfect Mind, Sapphire Nightmare Blade, Shadow Blade Technique,
    2nd: Action Before Thought, Emerald Razor
    3rd: Insightful Strike (Initiator level 5)
    Stances Known Blood in the Water, Child of Shadow, Pearl of Black Doubt, Stance of Clarity
    Powers Known 1st (DC 14): Chameleon, Conceal Thoughts, Defensive Precognition, Mind Thrust
    2nd (DC 15): Detect Hostile Intent, Power Weapon (Manifester Level 5)
    -----------------------------------------------
    Abilities Str 10, Dex 14, Con 10, Int 15, Wis 16, Cha 8
    SQ 14 Power Points
    Feats Combat Manifestation, Expanded Knowledge (Mind Thrust), Improved Initiative, Instant Clarity, Mental Juggernaut, Narrow Mind, Quicken Power, Unnerving Calm
    Skills Autohypnosis +7, Balance +5, Climb +5, Concentration +12, Hide +11, Intimidate +6, Jump +5, Knowledge (Local) +5, Knowledge (Psionics) +3, Listen +6, Martial Lore +5, Move Silently +11, Ride +9, Search +7, Sense Motive +10, Tumble +5
    Possessions +1 Psychic Psychokinetic Psychokinetic Burst Heavy Pick, +1 Paralyzing Paralytic Burst Sling, +5 Leather Armor, +2 Ring of Protection, 4 Cure Serious Wounds Potions, 1 Potion of Haste, 482 GP


    EPIC AZURE NIGHTMARE

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Azure Nightmare gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2009-01-20 at 05:32 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  2. - Top - End - #242
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Any Orc/Goblinoid Fans??

    Holy friggin cat poop it's been difficult to log on!!!

    Azure Nightmare will be finished today I hope if the net (and the boards) is stable enough for me to log on for longer than a few minutes.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  3. - Top - End - #243
    Bugbear in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    Well, I'm finally back from the Barataria. I picked up some stuff I'll be orcizing when I get back on my creative feet again.
    LGBTitP

  4. - Top - End - #244
    Titan in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    You havent missed too much Rap. Wizards has been down off and on all week due to databse errors and such, and its only getting worse. And there've been a lot of comic updates here so the forums here have been a lil twitchy. It's worth it for the comics here though.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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    Backup threads available here

  5. - Top - End - #245
    Bugbear in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    Indeed. I have two new racial weapons with a Southern flair. Blame my trip.

    The Hitotsume-Kozo is on hold while I rethink it, but I do have preparatory weapons with a bit of a Southern flair. Blame my travels. :P

    Orcish Boomstick [Exotic]
    Damage: Special; see below
    Range: 25 ft.
    Critical: 20
    Weight: 6 lb.
    Damage Type: Special; see below
    Cost: 100 gp.
    Some bayou-dwelling orc shamans thought it would be a good idea to harness the energy of the volatile will-o-wisps and magically harness into a source of power for incantations. The result: the orcish boomstick. More or less a reinforced tube of bamboo with incantations running down its innards, the boomstick is a form of weaponry that, when fired, produces a "burp" of magic from the end: the target is considered to have been hit with an explosive runes spell created by an 18th-level spellcaster. The typical boomstick holds 4 shots of flame; after these are used up, the shaman must inscribe new incantations: a purchaser who has no use of magic must make a Knowledge (Arcana) check (DC 10 + the original creator's caster level) to copy the incantation. A failure means the boomstick implodes and deals 1d6 points of fire damage.

    Stingaree Whip [Martial]
    Damage: 1d4 plus poison, Small; 1d6 plus poison, Medium
    Range: 10 ft. (touch)
    Critical: 19-20
    Weight: 1 lb.
    Damage Type: Piercing
    Cost: 10 gp.
    A brutal weapon from the coastal waters of goblin lands, the stingaree whip is crafted from a long rope with a pair of stingray barbs emplaced on the end to lash into an opponent's flesh. A target that takes damage must immediately make a Fortitude save against stingray poison (see Stormwrack).
    LGBTitP

  6. - Top - End - #246
    Titan in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    SHouldnt they be magic items?
    Revised avatar by Trixie, New avvie by Crisis21!
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  7. - Top - End - #247
    Bugbear in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    I would have to agree on the boomstick. The stingaree whip? Nah, it is just stingray barbs on a long bullwhip, more or less. It's just like the scorpion-tail whip they made in Sandstorm.
    LGBTitP

  8. - Top - End - #248
    Titan in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    RE the Azure Nightmare. Im thinking of having it not add to Initiator/Manifester levels at all until the level 5 ability. Im thinking of making One Mind adding your Azure Nightmare levels to Initiator/Manifester level, but not increasing actual abilities. Just the 'caster' level for the ones you have.
    Revised avatar by Trixie, New avvie by Crisis21!
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  9. - Top - End - #249
    Titan in the Playground
     
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    Default Re: Any Orc/Goblinoid Fans??

    okay its pretty much done except for the example NPC.
    Revised avatar by Trixie, New avvie by Crisis21!
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  10. - Top - End - #250
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    Default Re: Any Orc/Goblinoid Fans??

    Starting soon...


    LAB EXPERIMENT



    ”FIRE BAD!”

    Maybe you have an antelopes brain. Maybe you have a few new arms grafted on, or a reinforced exoskeleton. Maybe you were just lobotomized and now grow a luxuriant coat of wool. Either way, some yahoo with more knowledge than common sense decided to try out some pretty whacky theories on you. Without your consent of course. God forbid anyone ever ask you if you wanted your spleen to be able to strangle opponents independently from your body.

    BECOMING A LAB EXPERIMENT
    Goblinoids have long been the subject of magical experimentation, even by their own kind. They seem to have a certain affinity for mutation. Mad scientists love ‘em of course…You can pretty much come from any class really. Some are better than others.

    ENTRY REQUIREMENTS
    Race: Any Goblinoid
    Saves: Any 1 Base Save at +5
    Feats: Endurance, Diehard
    Slills: Survival 6 Ranks
    Special: Must have unwillingly gone magical or alchemical surgeries and transformations at the hands of a sadistic madman hellbent on world domination.


    Class Skills
    The Lab Experiment's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4+ int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +0     +2    We Need To Toughen You Up
    2. +1    +3     +0     +3    My Fist Says You're Wrong
    3. +2    +3     +1     +3    Mutation
    4. +3    +4     +1     +4    You’re STILL Hurt by Pitchforks?
    5. +3    +4     +1     +4    My Fist Says He's Wrong Too
    6. +4    +5     +2     +5    Mutation
    7. +5    +5     +2     +5    Why Doesn't Anyone Listen To The Fist?
    8. +6    +6     +2     +6    Just a Flesh Wound
    9. +6    +6     +3     +6    Mutation
    10.+7    +7     +3     +7    Final Mutation
    Weapon Proficiencies: Lab Experiments gain no new weapon or armor proficiencies.

    We Need To Toughen You Up (Ex): Your Natural Armor Bonus to AC increases by an amount equal to your Lab Experiment level.

    Mutation: At 3rd, 6th, and 9th level you may pick a mutation from the following list. Theses represent experimental surgeries you are subjected too, or mutations from prior procedures.

    Resistant (Ex): You have a +4 Bonus on a specific type of Saving Throw (choose Fortitude. Reflex, or Willpower). This can be taken multiple times, choosing a different type of Saving Throw each time.

    Improved Resistance (Ex): (Prerequisite: Resistant) 3 times per day you may Take 10 on one of the Saving Throws you chose with Resistant.

    Greater Resistance (Ex): (Prerequisite: Improved Resistance) 3 times per day you may reroll a Saving Throw result with whichever Save you chose with Improved Resistance.

    Energy Resistance (Ex): You gain Energy Resistance 5 to one energy type (acid, cold, electricity, fire, or sonic). This may be taken multiple times, you choose a new energy type each time.

    Improved Energy Resistance(Ex): (Prerequisite: Energy Resistance) One of the Energy Resistances you have chosen increases to 10.

    Greater Energy Resistance(Ex): (Prerequisite: Improved Energy Resistance) One of the Energy Resistances you have chosen with Improved Energy Resistance increases to 15.

    Skilled (Ex): You gain a +4 Racial Bonus to one skill. This may be taken multiple times, increasing a different skill each time.

    Improved Skills (Ex): (Prerequisite: Skilled) 3 times per day you may take 10 on one of the skills you improved with Skilled.

    Greater Skills (Ex): (Prerequisite: Improved SKill) 3 times per day you may reroll a result of 1 on a skill check with one of the skills you chose with Improved Skills. You must keep the results of the reroll.

    Fast Healer (Ex): You gain Fast Healing 3.

    Improved Healing (Ex): (Prerequisite: Fast Healer) Your Fast Healing increases to Fast Healing 5.

    Regeneration (Ex): (Prerequisite: Improved Healing) Your Fast Healing now becomes Regeneration 5 (you may be killed by fire or acid normally).

    Aquatic (Ex): You gain a swim move equal to your land move, a +8 Racial Bonus to swim checks, and may always take 10 on a swim check. You may use the Run action while swimming in a straight line. You may breathe air and water.

    Improved Aquatic (Ex): Swim move increases +10 ft, and you are immune to nonlethal damage from cold or pressure caused by the ocean depths.

    Greater Aquatic (Ex): Swim move increases another +10 ft., and you gain Blindsense 40 ft. while underwater.

    Burrower (Ex): You gain a Burrow speed equal to your Land speed.

    Improved Burrower (Ex): Your Burrow speed improves by +5 feet, and you gain Tremorsense 50'.

    Greater Burrower (Ex): Your Burrow speed improves by an additional +5 feet, and you gain Tremorsense 100'.

    Wings (Ex): You gain a Fly speed equal to your land speed, maneuverability is Clumsy.

    Improved Wings (Ex): Fly Speed increases +20 ft., maneuverability becomes Average.

    Greater Wings (Ex): Fly Speed increases an additional +20 ft., maneuverability becomes Good.

    Brute (Ex): You gain Improved Grab. Whenever you successfully hit with an Unarmed Strike you may immediately attempt a Grapple check as a Free Action without provoking an Attack of Opportunity.

    Improved Brute (Ex): You gain Constrict. You may do (double your unarmed strike damage plus double your Strength Modifier) with a successful Grapple check.

    Greater Brute (Ex): You gain the Powerful Build ability (see page 12 of the Psionics book).

    Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 1d6 rounds. If he succeeds he is immune to your ability for 24 hours.

    Improved Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 2d6 rounds. If he succeeds he is immune to your ability for 24 hours.

    Greater Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 1d6 rounds. If he succeeds he is immune to your ability for 24 hours.


    My Fist Says You're Wrong : You gain Improved Unarmed Strike as a Bonus Feat.

    You’re STILL Hurt by Pitchforks? (Ex): You Gain DR x/-. X is equal to your Lab Experiment level divided by 2.

    My Fist Says He's Wrong Too : You gain Superior Unarmed Strike as a bonus Feat.

    Why Doesn't Anyone Listen To The Fist? : Your Unarmed Strike attacks do x3 damage on a successful Critical hit.

    Just A Flesh Wound (Ex): You are immune to critical hits.

    Final Mutation : You have either evolved or over time or been experimented upon more. They have finally succeeded in making you look like something an Aberration pooped out on a rock. You hope the bastards are happy...Choose one life altering power from the following list:

    Trained Attack Organ (Ex): You may unleash one of your internal organs for up to 5 minutes as a Standard Action. It can spy for you, fight, etc. If destroyed you regenerate a new one within 1 month. You are immune to critical hits.

    Absorbant (Su): Choose 1 energy type (Acid, Cold, Electricity, Fire, or Sonic). The first 10 points of damage from any source you take of this energy type is absorbed instead. Choose one of the following effects when you get this ability (it may not be changed afterwards):

    You convert the energy damage you absorb into temporary hit points for 1 minute.

    You convert the (energy damage divided by 5) into one physical or mental stat (choose which one at creation) bonus for 1 minute (i.e. 10 points of damage is a +2 bonus to any 1 stat).

    You may absorb a maximum of 50 points of damage at any 1 time.

    Rechargeable (Su): If you are dead, and a spell of effect does electrical damage equal to half your total hp you are resurrected as per the spell.

    Brain Transplant (Ex): You have a brain from something not of your species. Aside from possible massive identity issues, you are immune to mind affecting effects as the wiring in your brain has had to make compromises due to problems. Your also probably a delusional madman, but hey no one's perfect.

    Psychic Trap (Su): Opponents attempting to target you with psionic powers must spend an extra 5 power points to make the power manifest. Any opponent touching you automatically loses their Psionic Focus if they have any.

    Stitchy (Su): Parts of you were dead once upon a time. A time before they were sewed onto you. You are immune to death effects, negative energy effect, energy drain, and ability drain/damage.

    I Think I'm Gonna Be Sick (Su): You spew bile, microbes, and the gods alone know what in a 60' cone as a Full Round Action. Anything in that area must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Nauseated for 2d6 rounds.

    Charged (Su): Your Unarmed Strike attacks do +2d4 energy damage (choose acid, cold, electricity, fire, or sonic).

    Smashin' Fists (Ex): You can make Sunder attempts with your Unarmed Strikes, and are not subject to an attack of opportunity when doing so. The Hardness of objects you attempt to Sunder is halved.

    Zap (Ps): You can fire an energy beam from some part of your body. This is identical to the psionic power Energy Ray (but you can only manifest 1 specific energy type chosen when you get this power), and your Manifester Level is 10th.

    Psychic Armor (Ex): You gain Spell Resistance equal to 10 plus half your level plus your Constitution Modifier.

    Big Freaky Eyes (Su): Gaze Attack, 30', Hold Person, Will Save negates.

    Anger Management Issues (Ex): If you take damage you gain a +2 Morale Bonus to all rolls for 8 rounds. You are fatigued afterwards for 1 minute. You also have difficulty discerning friend from foe. While using this ability you must make a DC 20 Willpower Save to tell if the nearest creature is friend or foe after you have killed your current opponent. If you fail you smash away until something else attacks you and does more damage than they are.





    PLAYING A LAB EXPERIMENT
    At some point you were captured by/sold to/arrested/procured by a psychotic megalomaniac with delusions of world conquest. You were to be his ultimate super soldier. Or maybe a cog in the grand design. Or maybe just a table ornament or food for his experimental cannibal whales. Either way you feel a sudden need to leave before he kills you with experiments, or the locals storm the place and stick a pitchfork in your butt.
    Combat: Combat options will vary greatly depending on the mutations you have, and what class you originally were. Most all Lab Experiments seem to be tough melee fighters. Apparently imagination is limited among the megalomaniacal world dominating kind.
    Advancement: Advancement is odd for a Lab Experiment. Some builds that would normally look wacky (i.e. levels in 5 or so classes) might be normal for you because of the conflicting situations you may find yourself in. You’ll be moving around (fleeing) a lot, and will have many opportunities to indulge in new paths.
    Resources: If you’re on good terms with whoever did this to you (HA!), you might be able to call on his help. Or perhaps a sympathetic community of others like yourself. Most people lose it and try to kill you on sight.

    LAB EXPERIMENTS IN THE WORLD
    ”Always knew Dr. Spankenstein was up to no good!”
    Peasants and aristocracy alike fear and loathe you. Some military organizations will use you, but they tend to look at you as an asset or a weapon, not as a person. Your occasionally murdering small children by throwing them into lakes during fits of insanity probably doesn’t help.
    Daily Life: Most of your days will be spent undergoing tests (torture), experiments to enhance you (more torture), mobs storming the dwelling you reside in (a potential end to the torture), or laughing maniacally while your former owner is killed (and you take advantage of the distraction to run like hell).
    Notables: Project Spankenstein (NE Male Bugbear Rogue 2/Lab Experiment 6) was originally designed to be a better minion. A mentally pliant superman who would do the doctors bidding and crush his enemies. He got the crushing part right, but the monster seems unusually stubborn…
    Organizations: Most organizations will be devoted to cutting you open and seeing what color your organs are. Very few are actually helpful.

    NPC Reaction
    NPC’s generally grab the torches and pitchforks and form a howling mob, assuming you aren’t powerful enough to beat the local peasantry into submission. Friggin’ peasants. Just cause you ate a few sheep, killed a few guards, and used a dead wombat as a bludgeoning instrument they have to freak out like you did something awful.

    LAB EXPERIMENTS IN THE GAME
    Due to the player picking random mutations this class holds the possibility of throwing the DM a surprise or two. You may wish to plan ahead.
    Adaptation: While it’s obviously not meant to be a serious class it could be made to fit a serious or dark campaign with few changes.
    Encounters: PC’s will usually be hired by townsfolk to stop your “blood mad rampage”, by your creator asking them to “return my patient”, or on really rare occasions by sympathetic individuals to smuggle you out of the country

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL 12: The local villagers tell you a madman has made a monster that threatens the town. They’ve hired you to kill it. What you find is a shaved bugbear, covered in stitches, hiding in a barn. The chicken he’s playing chess and discussing philosophy with is quite terrifying though.


    Project Spankenstein
    NE Male Bugbear Rogue 2/Lab Experiment 6)
    Init +1, Senses: Listen +9, Spot +9, Dark Vision 60’, Scent
    Languages Common, Goblin
    ------------------------------------------------
    AC 28, touch 11, flat-footed 27 (+1 Dex, +9 natural, +8 Armor)
    hp 91 (11 HD)
    Fort +9, Ref +9, Will +7
    Evasion
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee Unarmed Strike +12/+7 (1d8+5)
    Melee w/belt Unarmed Strike +15/+10 (1d8+7)
    Melee +1 Greatclub +13/+8 (1d10+13/19-20)
    Melee w/belt +1 Greatclub +16/+11 (1d10+16/19-20)
    Base Atk +7, Grp +12 (+14 w/belt)
    Atk Options Sneak Attack +1d6, Improved Grab, Constrict 2d8+10
    Combat Gear 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of Neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove Paralysis
    -----------------------------------------------
    Abilities Str 21 (27 w/belt), Dex 12, Con 16, Int 8, Wis 13, Cha 10
    SQ Trapfinding, DR 3/-, Mutations (Brute, Improved Brute)
    Feats Endurance, Diehard, Improved Toughness, Power Attack, Improved Unarmed Strike (B), Superior Unarmed Strike (B)
    Skills Climb +13 (+15 w/belt), Hide +9, Intimidate +12, Jump +8 (+10 w/belt), Listen +9, Move Silently +9, Search +7, Spot +9, Survival +7
    Possessions +1 Impact Collision Greatclub, +5 Studded Leather, Belt of Giant Strength +4, Bag of Holding I, Hat of Disguise, 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove paralysis, 20 GP


    Trained Attack Organ
    Diminutive Aberration
    Hit Dice: Same HD as "owner" (hp always equal to half the "owners", rounded down)
    Initiative: +7 or +6 if Tiny(or "owners" if it is higher)
    Speed: 20 ft. (4 squares)
    Armor Class: 17 (+4 Size, +3 Dex), touch 17, flat-footed 14
    Armor Class if Tiny: 17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
    Base Attack/Grapple: Identical to "owners"
    Attack: See below
    Full Attack: See below
    Space/Reach: 1 ft./0 ft.
    Special Attacks: See below
    Special Qualities: Blindsight 30', Regeneration 1 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
    Saves: Saving Throws identical to "owners"
    Abilities: Str 2, Dex 16, Con 15, Int 5, Wis 12, Cha 2
    Abilities if Tiny: Str 4, Dex 15
    Skills: Hide +19 (+14 if Tiny), Listen +4, Move Silently +7 (+6 if Tiny), Search +1, Spot +5 (or use "owners" bonus for these skills if it's higher)
    Feats: Alertness, Anklebiter, Danger Sense, Dodge, Improved Initiative, Mobility
    Alignment: Always Neutral
    Level Adjustment: ---

    Feats and skills are based on the Lab Experiment being at least 16th level to get a Trained Attack Organ.

    Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:

    Vorpal Spleen: The Spleen may cast Inflict Light Wounds at will as a Spell Like Ability.

    Blaster Pancreas: The Pancreas may cast Lesser Orb of Acid at will as a Spell Like Ability.

    Terror Liver: Livers may cast Grease at will as a Spell Like Ability. They are Size Class Tiny.

    Bellows Lungs: The Lungs may cast Gust of Wind 5 times per day as a Spell Like Ability. Lungs are Size Class Tiny.

    Stone Gallbladder: The Gallbladder may cast Magic Stone at will as a Spell Like Ability.

    Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 1 mile. it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain up to 5 miles.

    Killer Stomach: The Stomach can cast Melf's Acid Arrow 5 times per day as a Spell Like Ability. Stomachs are Size Class Tiny.

    Attack Heart: The Heart can cast Delusions of Grandeur 5 tmes per day as a Spell Like Ability.

    Caster Level in all cases is equal to your effective character level.

    Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.

    Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.


    EPIC LAB EXPERIMENT

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    We Need To Toughen You Up The Epic Lab Experiments AC continues to increase with Epic Levels, but it's +1 per 2 levels now.
    You’re STILL Hurt by Pitchforks? The Epic Lab Experiments DR continues to increase with Epic Levels, but it's +1 per 4 levels now.
    Mutation At Level 22 the Lab Experiment may choose 1 Epic Mutation. He does not gain further mutations past this level.
    Bonus Feats: The Epic Lab Experiment gains a Bonus Feat every 4 levels higher than 20th


    Epic Mutations

    Epic Resistance (Prerequisite: Greater Resistance): The Resistance Bonus of the Saving Throw you chose for Greater Resistance increases to +8.

    Epic Energy Resistance (Prerequisite: Greater Energy Resistance): You become immune to the Energy Type you chose with Greater Energy Resistance.

    Epic SKillz (Prerequisite: Greater Skills): You may always Take 10 with the SKill you chose for Greater Skills.

    Epic Regeneration (Prerequisite: Regeneration): You now have Regeneration 8.

    Epic Aquatic (Prerequisite: Greater Aquatic): Your Swim Move increases and additional +10 ft., and your Blindsense range is now 60'.

    Epic Burrower (Prerequisite: Greater Burrower): Your Burrow Move increases an additional +5 feet, and your Tremorsense range is now 150'.

    Epic Wings (Prerequisite: Greater Wings): Fly speed increases an additional +10 feet, and Maneuverability becomes Perfect.

    Epic Brute (Prerequisite: Greater Brute): You gain a Bonus to Grapple Checks equal to half your Lab Experiment level (including Epic Lab Experiment levels).

    Epic Scariness (Prerequisite: Greater Scary): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 2d6 rounds. If he succeeds he is immune to your ability for 24 hours.

    Epic Spleen (Prerequisite: Trained Attack Organ): Your Trained Attack Organ becomes an Epic Trained Attack Organ, and it may remain separate from your body as long as you wish. You always know it's location as long as it's on the same Plane.

    Epic Absorbancy (Prerequisite: Absorbant): You may now absorb a second Energy Type.

    Epic Rechargability (Prerequisite: Rechargeable): You may now be resurrected by as little as 1 point of electricity damage per Hit Die you have, and do not lose any Constitution from it.

    Epic Personal Issues (Prerequisite: Brain Transplant): Due to permanent hallucinations and mild scizophrenia you have a +4 Resistance Bonus against all Illusion or Enchantment spells.

    Epic Trap (Prerequisite: Psychic Trap): Opponents attempting to target you with psionic powers must spend an extra 5 power points, and take a Full Round Action to make the power manifest. Any opponent touching you automatically loses their Psionic Focus and 1d4 power points if they have any.

    Epic Stitches (Prerequisite: Stitchy): You have Resistance 10 against negative energy effects.

    Epic Bile (Prerequisite: I Think I'm Gonna Be Sick): Your Bile attack now does 1d6 Constitution damage if your opponent fails his Fortitude Save in addition to the Nausea.

    Epic Joy Buzzer (Prerequisite: Charged): If you successfully confirm a Critical hit with your Unarmed Strike you do an additional +3d4 energy damage of the type you chose.

    Hammer Fists (Prerequisite: Smashin' Fists): Your Unarmed Strikes are considered Adamantine for purposes of overcoming Damage Reduction, and do an additional +1d6 damage.

    Epic Taser (Prerequisite: Zap): You may now Manifest Energy Ray or Energy Bolt, and Manifester Level is equal to your Character Level. You may still only Manifest one type of energy damage.

    Epic Psychic Armor (Prerequisite: Psychic Armor): You gain a +4 Deflection Bonus to Armor Class.

    Epic Googly Eyes (Prerequisite: Big Freaky Eyes): Gaze Attack, 60', Hold Monster, Willpower Save Negates.

    Epic Anger Issues (Prerequisite: Anger Management Issues): Your Bonus for using your Anger Management Issues is now +4.



    Epic Trained Attack Organ
    Diminutive Aberration
    Hit Dice: Same HD as "owner" (hp always equal to half the "owners", rounded down)
    Initiative: +9 or +8 if Tiny(or "owners" if it is higher)
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+4 Size, +5 Dex), touch 19, flat-footed 14
    Armor Class if Tiny: 18 (+2 Size, +4 Dex, +2 Natural), touch 16, flat-footed 14
    Base Attack/Grapple: Identical to "owners"
    Attack: See below
    Full Attack: See below
    Space/Reach: 1 ft./0 ft.
    Special Attacks: See below
    Special Qualities: Blindsight 50', Regeneration 3 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
    Saves: Saving Throws identical to "owners"
    Abilities: Str 2, Dex 20, Con 18, Int 8, Wis 12, Cha 6
    Abilities if Tiny: Str 4, Dex 18
    Skills: Hide +22 (+17 if Tiny), Listen +5, Move Silently +10 (+8 if Tiny), Search +5, Spot +5 (or use "owners" bonus for these skills if it's higher)
    Feats: Alertness, Anklebiter, Danger Sense, Dodge, Epic Reflexes, Improved Initiative, Mobility, Spring Attack
    Alignment: Always Neutral
    Level Adjustment: ---

    Feats and skills are based on the Lab Experiment being at least 22nd level to get an Epic Trained Attack Organ.

    Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:

    Vorpal Spleen: The Spleen may cast Inflict Serious Wounds at will as a Spell Like Ability.

    Blaster Pancreas: The Pancreas may cast Acid Breath (See Spell Compendium) at will as a Spell Like Ability.

    Terror Liver: Livers may cast Stinking Cloud at will as a Spell Like Ability. They are Size Class Tiny.

    Bellows Lungs: The Lungs may cast Capricious Zephyr (See Spell Compendium) at will as a Spell Like Ability. Lungs are Size Class Tiny.

    Stone Gallbladder: The Gallbladder may cast Giant's Wrath (See Spell Compendium) at will as a Spell Like Ability.

    Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 5 miles. it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain as long as it's on the same Plane.

    Killer Stomach: The Stomach can cast Orb of Acid (See Spell Compendium) 5 times per day as a Spell Like Ability. Stomachs are Size Class Tiny.

    Attack Heart: The Heart can cast Bear's Endurance at will as a Spell Like Ability.

    Caster Level in all cases is equal to your effective character level.

    Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.

    Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.
    Last edited by Bhu; 2009-01-24 at 06:11 AM.
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  11. - Top - End - #251
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    Default Re: Any Orc/Goblinoid Fans??

    The Azure Nightmare looks good. In some cases probably too good. I would have to see this thing play tested before I would decide on balance. It's only one probable hit every 4 rounds but for the most part you're unhittable during those first 3 rounds.

    The Lab Experiment looks promising. The flavor text is especially good.

  12. - Top - End - #252
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    Default Re: Any Orc/Goblinoid Fans??

    I'm sorry folks, but I won't be doing more content for a little while. Life has decided to kick me in the skull repeatedly: a friend who is close enough to be considered a sister is hospitalized, my brother got in a vehicle accident and was cut and bashed up, and I will be leaving for another week away from home.

    EDIT: Well, a bit of better news. My brother will be okay despite his injuries, and my friend should live..but I will still be going again. Well, better apathetic than depressed.
    Last edited by Rappy; 2008-06-24 at 11:16 PM.
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  13. - Top - End - #253
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    Default Re: Any Orc/Goblinoid Fans??

    Good luck Rap. WIll miss you as always!
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  14. - Top - End - #254
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    Due to some complications again, I won't be leaving until Friday, then returning Thursday. That's another day for me to attempt to gather up stuff for here.
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  15. - Top - End - #255
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    Default Re: Any Orc/Goblinoid Fans??

    Oh and whilst Im updating, feel free to post any mutations you believe the Lab Experiemtn should get. Ill be doing hte list soon.
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  16. - Top - End - #256
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    Default Re: Any Orc/Goblinoid Fans??

    Holy Jebus it's been a pain logging in. The last several days its been telling me the forum is too busy. ANyone out there still?

    I'm assuming the comics have been updated again.

    Or the Psychotropic death bunnies have been loosed...


    Oh and Azure Nightmare is finally done
    Last edited by Bhu; 2008-07-01 at 05:17 AM.
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  17. - Top - End - #257
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    Default Re: Any Orc/Goblinoid Fans??

    The Azure Nightmare seems like too much of a one-trick pony. i'd almost consider dropping it to a 3 level prestige class w/ the One Shot, One Hit and One Kill abilities and maybe a level or two of progression in either psionics or maneuvers, as i don't feel the One Mind or One Life abilities really fit w/ everything else.
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  18. - Top - End - #258
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    One Life is to keep them alive long enough to use the other abilities. One Mind I'm considering changing a lil.
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  19. - Top - End - #259
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    Idk, i still see the class as being very "glass cannon"y w/ the build up of actions using total defense for some 3 to 5 turns before actually attacking.
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  20. - Top - End - #260
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    I'm baaaack...

    Just when you thought you were rid of me, I'm back from Jean Lafitte and Baton Rouge with even more new ideas.
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  21. - Top - End - #261
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    Default Re: Any Orc/Goblinoid Fans??

    I got a list of 21 mutations (14 of which will require others as prerequisites). Think thats enough for the lab experiment??
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  22. - Top - End - #262
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    Default Re: Any Orc/Goblinoid Fans??

    Sounds like enough to me.
    Hi, I'm back, I guess. ^_^
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  23. - Top - End - #263
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    Okay the rest of the abilities are up excpet the capstone (whcih depends on teh Mutations you take).
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  24. - Top - End - #264
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    Default Re: Any Orc/Goblinoid Fans??

    Since all of the final mutation options have prereqs (And Im reasonably certain some players wont take all 3 mutation in the trees) let me think of a few more options, and the fun will begin :D
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  25. - Top - End - #265
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    Default Re: Any Orc/Goblinoid Fans??

    Got a minor update up. Sorry about the wait, it seems whn I'm able to access the forums now they're uber busy and it's hard to stay on.
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  26. - Top - End - #266
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    Well I'm finally back from out of town!

  27. - Top - End - #267
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    Quote Originally Posted by watsyurname529 View Post
    Well I'm finally back from out of town!
    Sweet! How ya been Wats?
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  28. - Top - End - #268
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    Okay were back, and I added the rest of the final mutations. Now just to add the crunch.


    Oooh I may have bit off alil too much this time
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  29. - Top - End - #269
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    Due to feedback att Wizards Pain Totem has been edited a lil.
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  30. - Top - End - #270
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    Default Re: Any Orc/Goblinoid Fans??

    Okay I got the preliminary mutations up that dont require prerequisites. Any thoughts? theyre all supposed to be about as powerful.
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