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<blockquote data-quote="Kitsunekaboom" data-source="post: 1211699" data-attributes="member: 8301"><p>Thought about adding a template to make them physically tougher but I think they are fine as is. Oh, this is using 3.0 goblin stats but I gave it a 3.5 layout, hope that isn't confuzzling.</p><p></p><p>Urkatesh Clan Goblin (Goblin + Half-Gnome + Shadow Borne)</p><p>Small Outsider (Gnome, Goblinoid)</p><p>Hit Dice: 1d8+1 (5)</p><p>Initiative: +0 (Dex)</p><p>Speed: 30 Ft</p><p>AC: 14 (+1 Size, +3 Studded Leather), touch: 11, flat-footed 14</p><p>Base Attack/Grapple: +1/-3</p><p>Attack: Morningstar +1 melee; or javelin +3 ranged</p><p>Full Attack: Morningstar +1 melee; or javelin +3 ranged</p><p>Damage: Morningstar 1d8-1; or javelin 1d6-1</p><p>Face/Reach: 5 Ft. By 5ft/5ft</p><p>Special Attacks: Combat Bonus, Creeping Shadow, Shadow Strike</p><p>Special Qualities: Darkvision 120 ft., Light Sensitivity, Low-light vision, Mixed Blood, Shadow Blend, Shadow Evocation, Shadow Shift, Spell-like abilities</p><p>Saves: Fort: +3, Ref: +0, Will: +0</p><p>Abilities: Str:8, Dex:11, Con:13, Int:10, Wis:11, Cha:8</p><p>Skills: Alchemy +1, Hide +7(+17), Listen +5, Move Silently +14, Spot +3</p><p>Feats: Alertness</p><p>Climate/Terrain: Temperate and warm land and underground</p><p>Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (40-400 plus 1 3rd level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)</p><p>Challenge Rating: 1</p><p>Treasure: Standard</p><p>Alignment: Usually Neutral Evil</p><p>Advancement: By character class (Illusionist or Rogue favored)</p><p>ECL: +3</p><p></p><p>Combat</p><p>Goblins of the Urkatesh are a plague on the land created by some insane mage?s breeding program. He wanted to create the ultimate illusionists and assassins. He got more than he wanted, and was rewarded with a well placed backstab. </p><p></p><p>Since then the Urkatesh have bred with regular goblin stock. Their abilities breed true, and with the usual goblin breeding rate, they will soon be the most populous species of goblin in the known regions. </p><p></p><p>Once breeding is done, normal goblins are killed by the Urkatesh, in favor of their new spawn. These creatures will eventually annihilate the known races of goblin infavor of their own twisted genetics. </p><p></p><p>Combat Bonus (Ex): +1 racial bonus to attack rolls against kobolds and goblinoids. +4 dodge bonus against giants.</p><p></p><p>Creeping Shadow (Su): If an Urkatesh creature succeeds with a shadow strike attack, the target must make a Fortitude save DC: 9 or suffer 1 point of temporary Constitution drain. A critical strike with this ability does 1d3 points of temporary Constitution drain.</p><p></p><p>Darkvision 120 ft.</p><p></p><p>Light Sensitivity (Ex): Urkatesh suffer a ?2 penalty to all rolls in natural bright light or within the radius of a daylight spell.</p><p></p><p>Mixed Blood (Ex): An Urkatesh is considered a gnome for all spells and effects.</p><p></p><p>Saves: All Urkatesh receive a +1 racial bonus to saves involving Illusion.</p><p></p><p>Shadow Blend (Su): During any conditions other than full daylight, the Urkatesh can dissapear into the shadows, giving it 9/10 concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, although a daylight spell does. This ability is always active unless the Urkatesh willingly surpresses it. </p><p></p><p>Shadow Evocation (Sp): 1/day/3HD, as a standard action, an Urkatesh with a Charisma of 11 or higher can cast an illusion real enough to kill as a sorcerer of 1/3 shadow borne?s HD in levels. The victim of the spell gets an initial Will save (DC 10 + spell level + Charisma modifier). If the save is successful the victim takes 1/5th the damage of the emulated spell. They also get a saving throw from the evocation. Non-damaging spells do nothing if recognized as illusion.</p><p></p><p>Shadow Shift (Su): Urkatesh may enter the Plane of Shadows at will as a move-equivilent action, so long as they are in a shadowy or dark area. In the Plane of Shadows the creature moves at a rate of 7 miles every 10 minutes. The Urkatesh always knows where it will come out on the material plane. </p><p></p><p>Shadow Strike (Ex): 1/day/HD an Urkatesh can make any one melee attack a touch attack instead, ignoring armor and natural armor bonuses to AC.</p><p></p><p>Spell-Like abilities: 3/day ? Pass without Trace; 1/day ? Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (burrowing animals only) as a 1st level spellcaster; </p><p></p><p>Skills: Urkatesh gain a +14 racial bonus to Move Silently checks. Urkatesh cavalry (mounted on worgs) gain a +6 bonus to Ride checks and the Mounted Combat feat. Urkatesh also receive a +1 racial bonus to Listen and Alchemy checks, and a +2 racial bonus to Hide, +4 in forest terrain, +12 in shadowy areas, and +14 in shadowy forests.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 1211699, member: 8301"] Thought about adding a template to make them physically tougher but I think they are fine as is. Oh, this is using 3.0 goblin stats but I gave it a 3.5 layout, hope that isn't confuzzling. Urkatesh Clan Goblin (Goblin + Half-Gnome + Shadow Borne) Small Outsider (Gnome, Goblinoid) Hit Dice: 1d8+1 (5) Initiative: +0 (Dex) Speed: 30 Ft AC: 14 (+1 Size, +3 Studded Leather), touch: 11, flat-footed 14 Base Attack/Grapple: +1/-3 Attack: Morningstar +1 melee; or javelin +3 ranged Full Attack: Morningstar +1 melee; or javelin +3 ranged Damage: Morningstar 1d8-1; or javelin 1d6-1 Face/Reach: 5 Ft. By 5ft/5ft Special Attacks: Combat Bonus, Creeping Shadow, Shadow Strike Special Qualities: Darkvision 120 ft., Light Sensitivity, Low-light vision, Mixed Blood, Shadow Blend, Shadow Evocation, Shadow Shift, Spell-like abilities Saves: Fort: +3, Ref: +0, Will: +0 Abilities: Str:8, Dex:11, Con:13, Int:10, Wis:11, Cha:8 Skills: Alchemy +1, Hide +7(+17), Listen +5, Move Silently +14, Spot +3 Feats: Alertness Climate/Terrain: Temperate and warm land and underground Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (40-400 plus 1 3rd level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves) Challenge Rating: 1 Treasure: Standard Alignment: Usually Neutral Evil Advancement: By character class (Illusionist or Rogue favored) ECL: +3 Combat Goblins of the Urkatesh are a plague on the land created by some insane mage?s breeding program. He wanted to create the ultimate illusionists and assassins. He got more than he wanted, and was rewarded with a well placed backstab. Since then the Urkatesh have bred with regular goblin stock. Their abilities breed true, and with the usual goblin breeding rate, they will soon be the most populous species of goblin in the known regions. Once breeding is done, normal goblins are killed by the Urkatesh, in favor of their new spawn. These creatures will eventually annihilate the known races of goblin infavor of their own twisted genetics. Combat Bonus (Ex): +1 racial bonus to attack rolls against kobolds and goblinoids. +4 dodge bonus against giants. Creeping Shadow (Su): If an Urkatesh creature succeeds with a shadow strike attack, the target must make a Fortitude save DC: 9 or suffer 1 point of temporary Constitution drain. A critical strike with this ability does 1d3 points of temporary Constitution drain. Darkvision 120 ft. Light Sensitivity (Ex): Urkatesh suffer a ?2 penalty to all rolls in natural bright light or within the radius of a daylight spell. Mixed Blood (Ex): An Urkatesh is considered a gnome for all spells and effects. Saves: All Urkatesh receive a +1 racial bonus to saves involving Illusion. Shadow Blend (Su): During any conditions other than full daylight, the Urkatesh can dissapear into the shadows, giving it 9/10 concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, although a daylight spell does. This ability is always active unless the Urkatesh willingly surpresses it. Shadow Evocation (Sp): 1/day/3HD, as a standard action, an Urkatesh with a Charisma of 11 or higher can cast an illusion real enough to kill as a sorcerer of 1/3 shadow borne?s HD in levels. The victim of the spell gets an initial Will save (DC 10 + spell level + Charisma modifier). If the save is successful the victim takes 1/5th the damage of the emulated spell. They also get a saving throw from the evocation. Non-damaging spells do nothing if recognized as illusion. Shadow Shift (Su): Urkatesh may enter the Plane of Shadows at will as a move-equivilent action, so long as they are in a shadowy or dark area. In the Plane of Shadows the creature moves at a rate of 7 miles every 10 minutes. The Urkatesh always knows where it will come out on the material plane. Shadow Strike (Ex): 1/day/HD an Urkatesh can make any one melee attack a touch attack instead, ignoring armor and natural armor bonuses to AC. Spell-Like abilities: 3/day ? Pass without Trace; 1/day ? Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (burrowing animals only) as a 1st level spellcaster; Skills: Urkatesh gain a +14 racial bonus to Move Silently checks. Urkatesh cavalry (mounted on worgs) gain a +6 bonus to Ride checks and the Mounted Combat feat. Urkatesh also receive a +1 racial bonus to Listen and Alchemy checks, and a +2 racial bonus to Hide, +4 in forest terrain, +12 in shadowy areas, and +14 in shadowy forests. [/QUOTE]
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