| Post/Author/DateTime | Post |
|---|---|
| Talisman06-11-07, 10:07 PM | In my (upcoming) campaign, goblins are a PC race (slightly tweaked). They're very adaptable and prone to mutation--bugbears, hobgoblins, urds and dolgrims are merely common goblin mutations. This, I present... Primal Channeler Goblins are notoriously mutable creatures, and some learn to use this quality to their advantage. A few, already mutants by birth, manifest the ability to reshape their bodies for short periods of time. These goblins gain unusual abilities and temporary bursts of strength or agility, and the most potent of these is the primal channeler. Through a combination of tightly controlled adrenaline, quasi-hypnotic ancestral memories, and the touch of chaos that is every goblin's birthright, the primal channeler learns to grant himself exceptional abilities. Level BAB Fort Ref Will Special Save Save Save Abilities 1 +1 +2 +0 +0 Primal surge, two atavisms 2 +2 +3 +0 +0 3 +3 +3 +1 +1 Atavism 4 +4 +4 +1 +1 Swift surge 1/day 5 +5 +4 +1 +1 Atavism 6 +6 +5 +2 +2 Swift surge 2/day 7 +7 +5 +2 +2 Atavism 8 +8 +6 +2 +2 Swift surge 3/day 9 +9 +6 +3 +3 Atavism 10 +10 +7 +3 +3 Twinned atavism Requirements: Race: Goblinoid BAB +5 Feats: Great Fortitude, Toughness, any mutation feat (http://boards1.wizards.com/showthread.php?p=12691079#post12691079) Skill Points: 4+ Int modifier Class Skills: Climb (Str), Craft (Int), Jump (Str), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str). Hit Die: d10 Weapon and Armor Proficiencies: A primal channeler gains no proficiency with weapons or armor. Primal surge (Ex): By tapping into his ancestal heritage and inherent racial mutablilty, a primal channeler is able to grant himself supergoblin abilities. A number of times per day equal to his class level, a primal channeler may manifest one of his atavism powers. These powers last for a number of rounds equal to the channeler's class level + Constitution modifier. Atavism: A primal channeler gains two atavism powers at 1st level, and a new atavism every odd-numbered level thereafter. He may only use atavism powers he knows. The powers available are: Agility: +4 to Dexterity Cat's Claws: Gain two natural weapons dealing 1d4 + Str bonus damage (1d6 if Medium) Cliff Climber: Gain a Climb speed of 20' and +8 on Climb checks. Endurance: +4 to Constitution Evasion: When struck by an effect that allows a Reflex save for half damage, take no damage on a successful save. Nimbleness: Gain +6 on Balance, Jump and Tumble checks. Ogre's Reach: Arms elongate, adding 5' to your reach. Reckless Mauler: Gain the Power Attack and Cleave feats. Strength: +4 to Strength Swift Runner: Gain +10' to speed and the Run feat Tough Hide: Natural armor bonus increases by +2. Wolf's Bite: Gain one natural attack dealing 1d6 damage (1d8 if Medium) Swift Surge (Ex): At 4th level the primal channeler can call upon his atavistic powers more frequently. Once per day he may manifest an atavism power as a swift action instead of a standard action. These swift powers still count against the channeler's available number of atavism powers (1 per class level). The primal channeler can use swift surge 2/day at 6th level and 3/day at 8th level. Twinned Surge (Ex): At 10th level the primal channeler gains the ability, once per day, to manifest two atavisms simultaneously. This is a standard action unless quickened with the swift surge ability. This still counts as two daily uses of the channeler's primal surge ability. |
| Talisman06-14-07, 11:04 PM | Anyone? :( |
| Talisman06-26-07, 11:27 PM | :bump: |
| Talisman10-07-07, 05:51 PM | Final :bump: |
| DraconiumX04-23-08, 11:41 PM | I know, its a bit of an old post, but I just found it while looking for Goblin-related prestige classes for sh*ts and giggles, and I feel like being the lone person to add a few comments. First, I love the idea. It's hilarious, and I want to play this class, but I have a few problems with it. It seems too...light. Its got a few x/day abilities that are really nifty and fun, but thats all it has. It has no real offensive or defensive or utilitarian abilities, really. All this PRC gives by 10th level is 6 stat-changing abilities, none of them particularly powerful. Perhaps if you gave a few more abilities (especially in the 2nd level. I HATE blank levels.) The full BAB is nice, but I don't feel like its enough to justify 6 abilities that can be activated 10 times a day. It sounds nice, sure, and seems pretty useful, but it just seems to lack a certain...punch, if you know what I mean. Personally, I am not a fan of classes that only give x/day abilities...it just seems too limiting, especially for a goblin... :-D Anyways, it would be awesome if you took this encouraging (I hope) comment to rethink and repost this class, because I would really like to play it. |