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Old 10-28-2011, 03:39 PM   Top  -  End  -  #211
Dr.Orpheus
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Default Re: Orc/Goblinoid Resources

Thanks for the start Bhu, I will continue the undead chief some more later.

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Old 10-28-2011, 05:07 PM   Top  -  End  -  #212
Bhu
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Default Re: Orc/Goblinoid Resources

I intended to finish it y'know

It's just a bad month for me so Im posting slow
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Old 10-28-2011, 08:27 PM   Top  -  End  -  #213
Dr.Orpheus
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Quote:
Originally Posted by Bhu View Post
I intended to finish it y'know

It's just a bad month for me so Im posting slow
OK you can use some of the stuff I added if you like.
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Old 11-02-2011, 02:49 AM   Top  -  End  -  #214
Bhu
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fluff for the bomber is up. I hope to have time to do a masive update tomorrow
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Old 11-05-2011, 01:58 AM   Top  -  End  -  #215
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Default Re: Orc/Goblinoid Resources

All three PrC's now have fluff, both remaining critters have update aswell, and the front page list is updated.
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Old 11-05-2011, 09:19 AM   Top  -  End  -  #216
Draconi Redfir
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Default Re: Orc/Goblinoid Resources

Could probably merge the Gicko and Draconi Redfir bit's now, i am the same person after all
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Old 11-08-2011, 05:36 AM   Top  -  End  -  #217
Bhu
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As many of you probably know the BG Forums are moving, and I participated heavily there. So I have to port over almost a dozen threads and two large PbP's. Gimme a day or so to get it done before I restart.
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Old 11-11-2011, 08:53 PM   Top  -  End  -  #218
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Default Re: Orc/Goblinoid Resources

Thanks for the zombie chief.
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Old 11-11-2011, 09:47 PM   Top  -  End  -  #219
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Default Re: Orc/Goblinoid Resources

I came up with this a while ago and it seemed fitting for this thread. It was made for 3.5 though Im sure it could be converted to PF pretty easily if one wanted to do so.

Goblin Domain:

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Old 11-12-2011, 03:34 AM   Top  -  End  -  #220
Bhu
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Quote:
Originally Posted by Dr.Orpheus View Post
Thanks for the zombie chief.
I've almost finished with the move. Will resume posting in a day or so and will finish up stuff. Sorry this is taking so long

I'll add goblin domain to front page shortyl
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Old 11-14-2011, 03:44 AM   Top  -  End  -  #221
Bhu
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Default Re: Orc/Goblinoid Resources

Peek at the zombie chief requirements. I listed a bunch of appropriate templates. Can anyone think of more? I need to decide on all the appropriate ones, because one of the class features enhances your undead abilities.
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Old 11-15-2011, 03:53 AM   Top  -  End  -  #222
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Dr. Orpheus? You out there still?
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Old 11-17-2011, 03:44 AM   Top  -  End  -  #223
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goblin childrem worg pups, goblin bomber and zombie chief updated
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Old 11-17-2011, 12:16 PM   Top  -  End  -  #224
Draconi Redfir
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Loving the looks of the goblin kids so far!
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Old 11-19-2011, 05:37 AM   Top  -  End  -  #225
Bhu
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Goblin Kids/Worg Pups done

Goblin Bomber/Serial Killer/Zombie Chief updated
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Old 11-20-2011, 03:59 AM   Top  -  End  -  #226
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all 3 prc's updated again. with luck i may finish them soon.

thoughts on the gobbin bomber yet cieyrin?
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Old 11-20-2011, 11:07 AM   Top  -  End  -  #227
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Quote:
Originally Posted by Bhu View Post
all 3 prc's updated again. with luck i may finish them soon.

thoughts on the gobbin bomber yet cieyrin?
It's a lot more passive than what I was expecting, since its powers are either crafting or defensive. I was expecting something more spontaneous, like scavenging parts up to make boomsticks and explosives on the spot, making suicide charges with guns blazing, culminating in something like a spread of bomblets centered on the Bomber to sow death and confusion.

In its current form, the grenade track also grants gun feats, not grenade feats, fyi.
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Old 11-20-2011, 04:42 PM   Top  -  End  -  #228
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I'll fix dat

SOme of the Feats will lead to your hopes
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Old 11-23-2011, 11:59 AM   Top  -  End  -  #229
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Everything looks marvelous.
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[...] occasionally breaks into maniacal rants about menfolk, children, and the humans
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Now, get back in line and sing along.
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Old 11-25-2011, 03:43 AM   Top  -  End  -  #230
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zombie updated, serial killer pretty much done along with the racial sub levels, Ive run out of gun and grenade related tropes to use for Feats for the Goblin Bomber so i guess it's time to improvise.
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Old 11-28-2011, 03:54 AM   Top  -  End  -  #231
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ok we have enough feats for the bomber. I just need to work out contruction times/costs nad fill in the blanks
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Old 11-29-2011, 04:32 AM   Top  -  End  -  #232
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New Weapons
WeaponDamageCrit.Dmg. TypeRange Inc.Burst Rad.Reflex DC 
Bomb5d6-Concussion-20 ft.DC 18 
Fire Rockets4d6-Fire90 ft.10 ft.- 
Land Mine4d6-Concussion-15 ft.DC 15 
Land Mine, Improved6d6-Concussion-20 ft.DC 16 
Multiple Rocket Launcher8d6-Concussion150 ft.20 ft.DC 19 
Portable Cannon4d620Ballistic15 ft.5 ft.DC 15 
Smoke Bombx---20 ft.- 
Super Bomb10d6-Concussion-35 ft.DC 21 
Focused Charge15d620Concussion-60 ft. ConeDC 24 


New Weapons
WeaponRate of FireMag.SizeWeight 
Bomb--Med.10 lbs. 
Fire RocketsSingle1 int.Large10 lbs. 
Land Mine--Med.10 lbs. 
Land Mine, Improved--Med.10 lbs. 
Multiple Rocket LauncherS,A10 int.Huge1000 lbs. 
Portable CannonSingle1 int.Large20 lbs. 
Smoke Bomb--Small5 lbs 
Super Bomb--Large60 lbs. 
Focused Charge-20Large60 lbs. 


Bomb:
This is a fairly primitive explosive lit by a fuse or another flammable material. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.

Fire Rockets: These are basically large metal tubes used to fire flaming rockets from. Similar to some of the more primitive Chinese fireworks weapons. Anything struck by a Fire Rocket takes an additional 1d6 Fire Damage the second round and stands a chance of catching on fire (see d20 Modern page 213).

Land Mine: Primitive Land Mine buried that has a long fuse which must be lit. Timing it against enemy movement can be tricky. The fuse burns at a rate of 5' per round.

Land Mine, Improved: Advanced mine using a pit trap. If opponents fall into the pit, they detonate the mine. It also detonates if they forcibly strike it should they be so foolishly inclined.

Multiple Rocket Launcher: The size of a large siege cannon, these are huge multi-barreled launchers mounted on a wheeled chassis that fire explosive rockets. Again, similar to early Chinese concepts.

Portable Cannon: Like early firearms, flintlocks are difficult to load. Reloading a flintlock firearm requires two full-round actions, unless
otherwise noted in the weapon description. A character with the
Quick Reload feat can reload with a single full-round action.
Flintlocks are slightly more accurate than matchlocks and
wheel locks; therefore, characters can apply their Dexterity modifiers
to attack rolls with a flintlock. Their small range increments
reflect their inaccuracy compared to modern firearms.
Optional: Like early firearms, flintlocks are difficult to
fire in wet weather. At the GM’s discretion, a flintlock weapon
misfires in rain or other wet conditions, on a natural attack
roll of 1.

Smoke Bomb: Primitive version of a smoke grenade. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round. On the first round a 5' radius is filled with smoke, expanding 5' per round to a maximum of a 15' radius at round 3. The smoke provides Total Concealment, and obscures all vision inside, including Darkvision. It disperses after 10 rounds, but a Moderate wind (11+ mph) shortens this to 4 rounds, and a Strong wind (21+mph) shortens it to 1.

Super Bomb: Enormous version of a regular Bomb. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.

Focused Charge: Huge bomb deigned to detonate with it's force all going in one direction, hence making it a cone effect as opposed to a burst. You can fit a fuse to a bomb, or you can use
a trail of gunpowder spread along a floor or other surface as
a makeshift fuse. Attaching a fuse to a barrel requires a full round
action. A character can spread a trail of gunpowder as
part of a move action, moving up to half his speed while pouring
gunpowder out of a barrel. The trail burns at a rate of 5 feet
per round.
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Old 12-01-2011, 03:37 AM   Top  -  End  -  #233
Bhu
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Default Re: Orc/Goblinoid Resources

the weapons table is done on page 7 except for gp costs, and the weapons on page 8 just need descriptions


zombie done and ready for review
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Old 12-03-2011, 02:37 AM   Top  -  End  -  #234
Bhu
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kleinbar and xombie chief are done and I hope to progress through the Goblin Bomber tonight so it's time for the next critter for draconi

KRIEGBAR

[IMG]Picture URL if you have one[/IMG]

"There's a more optimal way of doing this you know."

A Kriegbar is the offspring of a Bugbear and a Hobgoblin. They tend to look like well muscled athletic Hobgoblins who are somewhat furrier than normal. A great many are tactical geniuses with a mind for squad level warfare, but alas as they grow older their brain sort of short circuits and thy end up given over to fits of rage. Many end up being put down assuming they live so long.

KRIEGBAR RACIAL TRAITS
· +2 Str, +2 Dex, +2 Con, -2 Cha
· Size Class: Medium
· Humanoid with the Goblinoid Subtype
· Base speed 30 ft.
· Dark Vision 60'
· +1 Natural Armor Bonus
· A Kriegbar has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 1 Feat.
· Kriegbar have a +4 Racial Bonus to Move Silently Checks.
· Kriegbar automatically speak Common and Goblin. Bonus languages include Draconic, Giant, Gnoll, Elven, and Orc.
· Level Adjustment: +1
· Favored Class: Marshall

STARTING AGE
Adulthood: 13
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 28
Old: 43
Venerable: 56
Maximum Age: +2d10 years

HEIGHT AND WEIGHT
Base Height: Male: 4'10" Female: 4'5"
Height Modifier: +2d10"
Base Weight: Male: 120 lbs. Female: 85 lbs.
Weight Modifier: (x2d4) lbs.

KRIEGBAR CHARACTERS
You were born for melee or rogueing it up. Your physical stats are all good, and you have no mental drawback except Cha. So you won't be a face man, but you make a good backstabbing assassin.
Adventuring Race: Money and power. An advantage of some sort is required to balance out the risk to your person. Failing that a solution to a problem you have will get you off and going.
Character Development: Kriegbar gain a boost to all three physical stats making them pretty much set for their role as a melee combatant. Or maybe a gish who doesn't need Charisma.
Character Names: Kriegbar use either Goblin or Bugbear names depending on which parents society has raised them.

ROLEPLAYING A KRIEGBAR
Your resemblance to Hobgoblins throws people off when they first see you because quite frankly your personality doesn't quite match.They're expecting a warmongering religious psychopath, not a calculating schemer. Granted that doesn't exactly put them at ease either.
Personality: You tend to think first before speaking or doing to ponder your options, and rarely betray what you feel inside. This causes some problems as others get frustrated wanting you to act more, or at least quicker, or because you aren't so easily provoked. For those unfortunates among you who do go into homicidal rages at old age, you have problems because those who couldn't provoke you before can do so easily now. Much to their sorrow.
Behaviors: Kriegbar are often accused of being emotionless robots due to their analytical approach to most problems. Once they get older, they're often accused of insanity as many of them become berserkers. Many, not all. Either way you get stereotyped horribly.
Language: Kriegbar speak Goblin and Common much like their parents.

KRIEGBAR SOCIETY
The Kriegbar belong to whichever parent they live with, meaning they live in either the Goblin or Bugbear cultures respectively.
Alignment : Kriegbar tend to gravitate towards Neutral Evil, somewhere midway between their parents.
Lands : Generally they live with their parental races unless cast out for some reason. Since one species lives in warm hills and the other in mountains the Kleinbar generally live in villages on the edge of both.
Settlements : See above.
Beliefs :Religious beliefs are pretty much the. same as other Goblinoids, and they worship the Goblinoid Pantheon.
Relations: While they have the same inborn cultural racism as other Goblinoids, Kriegbar have led a different enough life to consider other species as possible value or friends. Well, some do...

KRIEGBAR ADVENTURES
· The mercenary band you tour with has been hired to find an artifact, but you subsequently discover your employers have hired 3 other competing teams of roughly equal size. What gives? And what do you do now?
· You've been accused of the rages common to older members of your race to implicate you in the murder of a high ranking military official. The only witnesses are outsiders, and even worse they aren't goblinoids. Your work is cut out for you.
· Your mother has asked you to deliver a family heirloom to her sister. Who lives on the other side of a trail preyed on by bandits of a dozen races.



Kriegbar Tactician
You were born with a knack for tactics.
Prerequisites: Kriegbar, must be taken at 1st Level
Benefits: You gain a +2 Racial Bonus to all opposed checks in Combat,

Kriegbar Rage
Some Kriegbar surrender to madness as they age.
Prerequisites: Kriegbar, must be taken once you have reached the end of or passed the Middle Age category, BAB +6
Benefits: You gain a +2 Racial Bonus to Attack and Damage rolls on any round in which you are willing to accept a -2 Penalty to your Armor Class.

Tall as a Bugbear
You have inherited your Bugbear parents prodigious size and mass, and then some.
Prerequisites: Kriegbar, must be taken at 1st level, Str 15+
Benefits: You gain Powerful Build (Ex): The physical stature of Kriegbar lets them function in many ways as if they were one size category larger. Whenever a Kriegbar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Kriegbar is treated as one size larger if doing so is advantageous to him. A Kriegbar is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Kriegbar can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Born Athlete
You have inherited an enhanced version of your Hobgoblin parents physical prowess.
Prerequisites: Kriegbar, must be taken at 1st level, Con 15+
Benefits: If it's higher, you may use you Constitution Modifier in place of your Str or Dex modifier for skills that key off of those two stats.
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Old 12-03-2011, 12:22 PM   Top  -  End  -  #235
Draconi Redfir
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Would that be the gobo/hobo or the hobo/bugbear?
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Old 12-03-2011, 03:28 PM   Top  -  End  -  #236
Bhu
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hobo/bugbear
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Old 12-05-2011, 03:49 AM   Top  -  End  -  #237
Bhu
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minor updates

goblin bomber feats have prerequisites, kriegbar have some stats, new weapons have some rles up
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Old 12-05-2011, 02:20 PM   Top  -  End  -  #238
Draconi Redfir
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Default Re: Orc/Goblinoid Resources

Had an idea for the Kriegbar awhile ago, something about it being born a tactical genius of some kind but at the price of it's mind decaying into pure animalistic rage as it ages. Kinda forgot how to translate that into ingame satistics though so bleh sorry.
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Old 12-06-2011, 03:11 AM   Top  -  End  -  #239
Bhu
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Default Re: Orc/Goblinoid Resources

How about if I make Marshall their fave class then?
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Old 12-06-2011, 11:02 AM   Top  -  End  -  #240
Draconi Redfir
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Default Re: Orc/Goblinoid Resources

Sure i don't see why not.
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