Goblin gods (Khurgorbaeyag, Nomog-Geaya, and Bargrivyek)

Sounds fair to me.

Regarding the weapons, IMHO make Khur's weapon unholy, Nomogs' weapons lawful and Bargs both lawful and unholy.

Later,
 

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here is an updated goblin gods document. keep in mind, i have yet to alter barg down to DvR 8, otherwise this is where we stand with these fellas.
 

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suggestions on these? SDAs?

Khur: "He can use mass charm and domination 1/day each." Mass charm is still in use, domination could be replaced with dominate person and/or dominate monster.

Nomog: "He is immune to any strength?draining magic, fear, and hopelessness."

Barg: "The avatar speaks all goblinoid and demihuman languages, and can use any spell which permits direct communication (speak with animals, plants, dead; whispering wind, etc.) 1/day each. He can use fear (as the wand) 2/day."
 

Khur: Drop them.

Nomog: Allready immune to these from the divinr immunities.

Barg: Polyglot Feat from Epic Level Handbook should cover this, not that there are that many goblinoid languages (let's see hmm... It appears there is only one goblin language...), let's see what languages he should speak: Goblin, Orc, Kobold (draconic), Gnoll, Elven, Halfling, Gnome, Dwarven and that's about it. Should be covered by his int. But his language skills could be covered by telepahty + his divine communicative abilities. Also give him the frightful presence SDA instead of fear as a spell-like ability.

Later,
 

you're right about pretty much all of that; we really don't need to keep any of it. but, one thing i think we should work in there are those communication-based spell-likes that barg has. SDA maybe? (and probably Frightful Presence, yes)
 

Skills & Feats:

all goblins and hobgoblins have the following, so these three should also have them: Hide, Listen, Move Silently, and Spot; also Alertness for a feat.

they should also all get the following:
Bluff, Climb, Concentration, Craft (at least one), Escape Artist, Intimidate, Knowledge (at least one), Scry, Search, Sense Motive, Spellcraft
Improved Intitiative, Power Attack/Cleave

for addition skills, i was thinking this
Khur: Alchemy, Animal Empathy, Disguise, Handle Animal, Ride, Tumble
Nomog: Balance, Craft (armorsmithing), Craft (weaponsmithing), Disable Device
Barg: Diplomacy, Disable Device, Disguise, Gather Information, Perform (drums), Ride

and for feats, i was going with these (* is a bonus feat)
Khur: Craft Magic Arms and Armor, Empower Spell*, Lightning Reflexes, Scribe Scroll*, Weapon Focus (whip)*, Weapon Specialization (whip)
Nomog: Ambidexterity, Great Fortitude, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (broadsword)*, Weapon Focus (hand axe)
Barg: Dodge, Expertise, Iron Will, Weapon Focus (heavy flail)*

comments, suggestions, additional ideas? :)
 
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The communicative spells should be an SDA, and Barg should also have the frightful presence SDA.

As for the skills, I agree wholeheartedly.

Later,
 

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