| Post/Author/DateTime | Post |
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| Talisman06-11-07, 10:01 PM | I'm allowing (tweaked) goblins as PCs in my upcoming campaign, and have described hem as being very adaptable--able to survive in virtually any environment. With that in mind, I present... Goblin Inheiritor Goblins, as any of their numerous enemies can tell you, are harder to kill than roaches. While individually they die easily enough, goblins as a race can adapt and resist faster and better than any other species. Some goblins, calling upon this racial heritage, gain the ability to do this on an individual basis. The goblin inheiritor is the ultimate survivalist. Where other professions focus on battle or the myriad possibilities of magic, the path of the inheiritor is simple: absorbing the worst the enemy can throw at you and surviving. Inheiritors are so named for two reasons: their goblin bloodline grants them the adapability required for these powers, and the fact that they can absorb an enemy's attacks and return them in kind. Level BAB Fort Ref Will Special Save Save Save Abilities 1 +0 +2 +2 +0 Energy resistance 2 +1 +3 +3 +0 Assimilation, sticks and stones 3 +2 +3 +3 +1 Energy riposte 4 +3 +4 +4 +1 Energy resistance, fast healing 1 5 +3 +4 +4 +1 Fool me once... 6 +4 +5 +5 +2 Greater energy riposte 7 +5 +5 +5 +2 Energy resistance, Diehard, fast healing 3 8 +6 +6 +6 +2 ...Shame on you 9 +6 +6 +6 +3 Diamond soul 10 +7 +7 +7 +3 Energy resistance, fast healing 5, mettle Requirements: Race: Goblinoid Feats: Great Fortitude, Iron Will, Toughness (or Improved Toughness) Special: Must have been reduced to negative hit points at least once, and survived. Skill Points: 4 + Int modifier Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Heal (Wis), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str). Hit Die: d8 Weapon and Armor Proficiencies: A goblin inheiritor gains no weapon or armor proficiencies. Energy resistance (Ex): At 1st level a goblin inheiritor gains energy resistance 5 vs. any one of the five energy types: acid, cold, electricity, fire or sonic. The energy type chosen must be one the inheiritor has suffered damage from at some point. When he gains this ability again, at 4th, 7th and 10th levels the goblin inheiritor may either increase his existing energy resistance by 5 points or gain energy resistance 5 vs. another energy type. To choose another energy type, the goblin must have been damaged by that energy at some point. Only energy resistance granted by the goblin inheiritor class can be increased in this manner; if a 4th-level goblin inheiritor has fire resistance 10 from some other source, he cannot use his 4th-level ability to increase it to fire resistance 15. Assimilation (Ex): Starting at 2nd-level the goblin inheiritor adds his class level as a competence bonus on all saves vs. poison or diseases. Sticks and Stones (Ex): Also at 2nd level, a goblin inheiritor learns to use virtually any object as a weapon. He is considered proficient with all improvised weapons and no longer takes the usual -4 penalty when using them. Energy riposte (Sp): At 3rd level the goblin inheiritor gains the ability to absorb energy and return it with a vengeance. Whenever he takes energy damage the inheiritor may, as a free action, choose to absorb a portion of the energy. This does not reduce damage or in any way mitigate the effects of the attack. On his next action the inheiritor may fire that energy as a ray; this requires a ranged touch attack and follows all the rules for rays. If the ray hits, it deals energy damage equal to 1d6 per class level (max. 6d6), but never more damage that the original attack inflicted. Damage is considered to be energy of a type identical to that which triggered this ability; if the attack combined two or more energy types the inheiritor chooses which to absorb. The energy riposte never deals secondary effects, even if the original attack did. The goblin inheiritor's caster level is considered equal to his class level. If the goblin inheiritor cannot or chooses not to use his energy riposte on his next action, the energy dissipates harmlessly. Energy riposte can be used three times per day. Fast Healing (Ex): At 4th level the goblin inheiritor's body heals itself so rapidly as to grant the character fast healing 1. This increases to fast healing 3 at 7th level, and fast healing 5 at 10th level. Fool me once... (Ex): At 5th level a goblin inheiritor's mind becomes more resistant to magical effects. He gains the slippery mind ability, as the rogue special ability. Greater energy riposte (Sp): At 6th level the goblin inheiritor's energy riposte ability increases in power. Damage increases to 1d8 per class level (max. 10d8), but still no more than the original attack. Furthermore, the inheiritor need not expend the ray immediately. He can retain the energy for a maximum number of rounds equal to 3 + his Constitution modifier; at the end of this time it dissipates if not used. An inheiritor cannot use a second greater energy riposte while holding the energy from a first; should he try, the original energy dissipates without effect. In all other ways, this ability remains identical to energy riposte. Diehard (Ex): At 7th level the goblin inheiritor becomes still harder to keep down. He gains Diehard as a bonus feat, even if he does not meet the prerequisites. ...Shame on you (Ex): At 8th level the goblin inheiritor's mind is so adept at resisting intrusion that he gains a competence bonus equal to one-half his goblin inheiritor level on Will saves vs. enchantment effects. Diamond Soul (Su): At 9th level the goblin inheiritor becomes highly resistant to magic, able to ignore the most devestating spells. He gains spell resistance equal to 13 + his class level. Mettle (Ex): Also at 10th level the goblin inheiritor gains the ability to shrug off effects that harm her body or mind. Whenever she is subject to an effect that allows a Fortitude or Will save to reduce the effects, she is unaffected on a successful save. |
| Nephallim06-11-07, 11:10 PM | Blatant character level is a bad prerequisite...there's no precident for it. Other PrCs limit level through feat prerequisites, base attack bonus, skill ranks, even base saving throw modifiers. |
| Karzach06-11-07, 11:34 PM | Seems kinda odd that he doesn't have a good reflex save. The only real problem I have with this is ALL of its abilities are reactive in some manner or other. Unless something happens to the PC FIRST, 90% of its abilities are...well...not being used. That's merely something to consider. |
| Talisman06-12-07, 11:00 PM | Blatant character level is a bad prerequisite...there's no precident for it. Other PrCs limit level through feat prerequisites, base attack bonus, skill ranks, even base saving throw modifiers. Why is it bad? Just because it's never been done? No PrC that I know of allows entry before 5th level. This just makes it obvious. However, since I just realized that none of the feats are available as fighter bonus feats, there's an automatic restriction to 6th-level or higher. Seems kinda odd that he doesn't have a good reflex save. Hmm...true. Maybe it should be good Fort and Reflex, poor Will? The only real problem I have with this is ALL of its abilities are reactive in some manner or other. Unless something happens to the PC FIRST, 90% of its abilities are...well...not being used. That's merely something to consider. Well...that's kind of the point. The ultimate survivalist and so forth. This is not a "front-loaded" PrC; it's an unkillable PrC. |
| Xavorin06-14-07, 04:33 PM | Balance-wise, this seems fine to me. It's also bloody hilarious. (When I think of goblins, I think of a cross between WoW goblins and kender :P.) |
| Watsyurname52910-07-07, 07:15 PM | Looks good and is pretty interesting. Although, since this is all about survival, I would add Listen, Spot, and Seach to their class skills. I would though try to think of an ability that can be used all the time as most of the abilities here, like previously mentioned, are not being used most of the time. Maybe give them the ability to use improvised weapons at no penalty? Idk...looks good anyway! |
| korcheck10-08-07, 02:33 PM | my only thought would be to maybe raise the fast healing, if you look at other PrC's in this regard compareing them you see that one point is pretty low and at 16th level character wise anything that hits it will require at least a bit more than that it's like having a contsant o lvl spell on him meaning it's only good for stabalizing. also I didn't see info on diamond mind. |
| Talisman10-09-07, 10:18 PM | Looks good and is pretty interesting. Although, since this is all about survival, I would add Listen, Spot, and Seach to their class skills. I would though try to think of an ability that can be used all the time as most of the abilities here, like previously mentioned, are not being used most of the time. Maybe give them the ability to use improvised weapons at no penalty? Idk...looks good anyway! Listen, Search and Spot...done! Improvised weapons...done! Still trying to think of a cool offensive ability that fits with this class...maybe just a couple of bonus feats? my only thought would be to maybe raise the fast healing, if you look at other PrC's in this regard compareing them you see that one point is pretty low and at 16th level character wise anything that hits it will require at least a bit more than that it's like having a contsant o lvl spell on him meaning it's only good for stabalizing. also I didn't see info on diamond mind. Yeah, fast healing 1 is almost useless in combat...frankly, by level 16, you're going to need fast healing 15 or so to be really useful in combat. This essentially means that, if you survive combat, you'll never have to worry about cue wounds spells again. Nevertheless, raised to 5. D'oh! Forgot diamond soul! Edited. |
| korcheck10-10-07, 10:39 AM | one more thing on the diamond mind why 13? I like it don't get me wrong but I would've gone with maybe 10+ so it caps at 20 instead of 23 just seams off to me is all (due to my propensity toward symmetry.) |
| Talisman10-10-07, 08:18 PM | To make it a li'l bit more powerful. SR is usually (11 + level) or, in the case of monsters, (11 + CR). This gives an equal-level caster a 50% chance at overcoming it. Since this is a significant bennie from a 10-level PrC that you can't enter until 6th level, I gave it a +2 bump. I considered making it 15 + level, given that the 6 levels required to attain this PrC don't get counted. I may yet... |