Goblinoid Campaign

toshi

First Post
I'm thinking about a goblinoid campaign...
The races are given in the back of MM1;
and barghests are no longer outsiders,
but just goblinoid shapechangers (see MM2).

The special idea/plan I have with it (which is but not the core idea here), is having the ancient Dhakaani goblinoids from Eberron being psionics, with their Dire Singers being ardents instead of bards.
Who should have tought them arcane magic? (see Eberron history)
But with two planes with psionic background (Dal Quor and Xoriat) that might have been in coexistance with Eberron once in a while, psionics are quite likely.
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Goblinoid Races:

Barghest (Bugbear, Goblin or Hobgoblin; see below)
Blue (Goblin with the feat 'Blue', see below)
Bugbear (see MM1)
Goblin (see MM1)
Hobgoblin (see MM1)
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Feats:

Nimble Shifting
[requires: Goblin]
You ignore difficult terrain while shifting.

Trained Minion
[requires: Goblin]
When using the Aid Another action, you can give a +3 bonus instead of only +2.

Blue
[requires: Goblin; 1st Level]
Instead of +2 Dex and +2 Cha, you gain +2 Int and +2 Cha, and one extra Power Point per tier.

Sadistic Twist
[requires: Blue or Barghest]
You gain a +2 bonus to damage rolls that deal psychic damage.

Decapitator
[requires: Bugbear]
With a Coupe de Grace, you deal an additional 1[W] with a weapon power or 1d8 with an implement power as extra damage (this damage is rolled, not maximized).

Bugbear Skirmisher
[requires: Bugbear]
When you move at least 4 squares during your turn, you gain +2 to AC and Reflex until start of your next turn.

Phalanx Soldier
[requires: Hobgoblin]
You gain +1 to AC while a hobgoblin ally is adjacent to you, increase to +2 if that hobgoblin has Phalanx Soldier as well.

Spellscourge
[requires: Hobgoblin, 11th Level]
You gain +1 Will, and +2 to damage and attack rolls with OAs triggered by an adjacent enemy by making a ranged or area attack with the implement keyword.

Goblin Diplomacy
[required Bugbear, Goblin or Hobgoblin]
You gain a +2 bonus to Bluff and Intimidate.

Goblin Tactican
[required Bugbear, Goblin or Hobgoblin]
You gain a +2 bonus to Stealth and Insight.

Barghest
[requires: Bugbear, Goblin, Hobgoblin; 1st Level]
You gain the shapechanger subtype and the ability to shapeshift into a wolf.
A barghest's change shape works much like a druid's wild shape
but the barghest can only change into a wolf.
While in wolf form the barghest gains +2 speed and a bite attack.

Nightrunner
[requires: Barghest, 11th Level]
You gain darkvision while in wolf form, and add +2 to your travel speed while in wolf form.

Barghest Feed
[requires: Barghest]
You gain one of the two barghest feed powers, Life Feed or Power Feed.

Barghest Paragon Feed
[requires: Barghest Feed, 11th Level]
You also gain the other barghest feed power, but you can use only one of them per encounter.

Barghest Epic Feed
[requires: Barghest Paragon Feed, 21th Level]
You can use each barghest feed power once per encounter.

Barghest Resistance
[requires Barghest Feed]
You gain resist psychic 5 + 1/2 level.
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Barghest Racial and Racial Feat Powers

Change Shape (Barghest Racial At-Will Power)
(minor, at-will, 1/round; polymorph, personal;
Effekt: You change from your goblin form to wolf form or vice versa. When you change from wolf form back to humanoid form, you shift 1 aquare. While you are in wolf form you can't use attack, utility or feat powers that lack the wolf form keyword, although you can sustain such powers. The wolf form is medium size and increases your speed by 2. Your equipment becomes part of your beast form, you drop everything you are holding except weapons, shields and implements you are proficient with, but you can't use them or their properties. You continue to gain the benefit of the rest of the equipment you wear. While equipment is part of your wolf form, it cannot be removed, and anything in a container that is part of your wolf form is inaccessible.)

Barghest Bite (Barghest Racial At-Will Power)
(standard, useable only in wolf form, melee 1,
T: one creature, Attack: Str/Con/Dex +2/4/6 vs AC,
Hit: 1d6/2d6/3d6+Str/Con/Dex-mod. damage, useable as MBA)

Life Feed (Barghest Racial Encounter Power)
(minor, useable only in wolf form, encounter; healing, reliable; close blast 5;
T: one bloodied creature; Attack: Str/Con/Dex +0/2/4 vs Fort,
Hit: target is weakened until end of next turn and barghest gains +1 to AC and Reflex until end of next turn
and barghest gains regeneration 2/4/6 while bloodied until end of encounter.)

Power Feed (Barghest Racial Encounter Power)
(minor, useable only in wolf form, encounter; psychic, reliable; melee touch;
T: one bloodied creature; Attack: Str/Con/Dex +0/2/4 vs Will,
Hit: target is weakened until end of next turn and barghest gains +2 speed until end of next turn
and barghest gains +2 bonus to damage rolls until end of encounter.)
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Paragon Paths

Goblin Wolfrider
- He won't bite, he just wants to play...
[requires: Bugbear, Goblin or Hobgoblin, Mounted Combat Feat] (Mounted Combat: DMG1, page 46)
(11th level)
whenever you spend a healing surge, your mount regains the same amount of hit points; when you spend your second wind your mount gains the bonusses to defenses as well.
(11th level)
when you spend an action point, your mount can spend the action instead of you or can make a free MBA before or after you take the extra action.
(16th level)
While you are mounted, your mount gains +2/+4 to AC and Refl against OAs provoked by movement and it is allowed to roll an instant save vs being knocked prone.
Encounter 11 - Ride-by-Attack
(standard, mount, your mount moves its speed. at any time during that movement you can make a melee attack without provoking an OA from the target for moving away from it.)
Utility 12 - Make yourself useful
minor, mount, encounter, your mount aids you with your next melee or close attack (+2 bonus to attack roll), but it grants CA to the target of your attack until the end of your next turn.
Daily 20 - Devastating Charge
(standard, mount, your mount charges and makes a MBA with a +2 power bonus to attack and damage. if the attack hits the target is also knocked prone (if the MBA would knock the target prone anyway, the target is restrained until end of next turn and knocked prone instead).Effekt: Make a melee attack against the same target with a +2 power bonus to attack and damage and deal 1d8 extra damage if target is prone. During charge and until end of next turn you and your mount gain +2 to all defenses)


Goblin Acolyte of Maglubiyet
- You shouldn't underestimate Maglubiyet!
[requires: Goblin]
(11th level)
when you shift as a move action, you can shift 2 squares
(11th level)
you can spent an action point to shift 1 square as immediate interrupt when you are hit by an attack. (you do not gain the usual standard action for spending an action point)
(16th level) Life Scourge:
whenever you spent a healing surge, enemies within 5 squares of you cannot regain hit points until the end of your next turn.
Encounter 11 - Hand of Maglubiyet
(standard, force, implement, ranged 10, Dex/Cha vs Fort, 2d6+Dex/Cha-mod. force dam (3d6 at lvl 21) and choose to either slide target 3 or immobilize it until end of next turn)
Utility 12 - Slashing Shroud
(minor, encounter, illusion, weapon, Dex/Cha +6/8 vs AC, Hit: the goblin becomes invisible to target until end of next turn)
Daily 20 - Maglubiyet's Fists
(standard, make two hand of Maglubiyet attacks, each against a different target and with a +2 power bonus to attack and damage roll.)


Lolthbound Goblin
- For my masters, for the spider queen!
[requires: Goblin]
(11th level)
You gain darkvision and you gain Elven as bonus language.
(11th level)
When you spend an action point, you can grant the extra action to an adjacent drow ally instead of using it yourself.
(16th level) Drow Inspiration
(gain +2 attack rolls and all defenses while with 5 squares of a drow ally.)
Encounter 11 - Stinging Blow
(standard; encounter; poison, weapon; Dex/Cha vs AC; 2[W]+Dex/Cha-mod. poison damage, and if target takes ongoing poison damage, that ongoing damage increases by 5.)
Utility 12 - Drow Protector
(immediate interrupt, at-will, when an adjacent drow ally is targeted by an attack. Effect: the triggering attack targets the goblin instead.)
Daily 20 - Lolthbound Shriek
(standard; encounter; thunder; close blast 5; targets creatures that are not drow, spiders or goblins; Dex/Cha vs Fort; 2d10+Dex/Cha-mod. thunder damage)


Bugbear Wardancer
- I'll decapitate you for the honor of Hruggek!
[requires: Bugbear]
(11th level)
you gain +2 to the attack roll for predatory eye and you can use it twice per encounter
(11th level)
when you spend an action point you also gain a bonus to your next melee hit as if you had used predatory eye.
(16th level)
After you hit with your predatory eye, you can shift 2 as a free action
Encounter 11 - Flail Dance
(standard, weapon (requires flail), Str/Dex vs Fort, 2[W]+Str/Dex-mod. and target is pushed 1 and knocked prone and bugbear shifts 1)
Utility 12 - Flail Barrier
(minor, encounter, weapon (requires a flail weapon), close burst 2, targets enemies, no attack roll, enemies in burst take Str/Dex-mod. damage if they attack bugbear with a melee attack until end of next turn and bugbear takes half damage Daily 20 - Flail Assault
(standard, encounter, weapon (requires flail), close burst 2, Str/Dex vs Refl, 2[W]+Str/Dex-mod. dam and target is pushed 2 and knocked prone)


Hobgoblin Hand of Bane
- For Bane's glory we fight!
[requires: Hobgoblin]
(11th level) Bane's Blessing
+2 to damage rolls while you are bloodied.
(11th level) Lead from the Front
When you spend an action point, the next target you hit with a melee attack (choose one if attacking multiple targets) grants your allies +2 to attack and damage rolls until end of next turn) you still have your standard action from the action point.
(16th level) Blessed Resilience
You gain a +2 bonus to the roll with your hobgoblin resilience, and you can use it twice per encounter
Encounter 11 - Flail of Tyranny
(standard, weapon, requires flail or mace, Con/Cha vs AC, 2[W]+Con/Cha-mod. and target is stunned until end of next turn)
Utility 12 - Tactical Deployment
(minor, encounter, close burst 5; allies in burst can shift half their speed.)
Daily 20 - Flail of Dread
(standard, fear, weapon, requires flail or mace, Con/Cha vs AC, 3[W]+Con/Cha-mod. and target is marked until end of encounter, and you make 2nd attack: Con/Cha vs Will, Hit: target takes -2 to all defenses until end of encounter or until you are dying or dead.)


Hobgoblin Fleshcarver
- You think you know how to handle your weapon?
Let me teach you a lesson you won't forget!

[requires: Hobgoblin]
(11th level)
Your MBAs with a polearm weapon gain reach 2.
(11th level)
When you can spent an action point, you can also use Toxic Dart as an extra free action.
(16th level) Fleshcarver's Trap
Aura 2; each enemy that starts its turn within the aura takes Con/Cha-mod. damage the first time it moves during that turn.
Encounter 11 - Toxic Dart
(standard; encounter; poison, weapon; ranged 6/12; Con/Cha vs AC; 2d6 +Con/Cha-mod. poison damage and target is slowed (save ends). If target was already slowed, it is instead immobilized (save ends).)
Utility 12 - Defensive Dart
(immediate reaction; encounter; Trigger: you are hit by an enemy's melee attack; Effect: you shift 2 and use Toxic Dart against the triggering enemy.)
Daily 20 - Glaive Fury
(standard; daily; weapon; close burst 2; targets enemies; Con/Cha vs AC; 3[W] +Con/Cha-mod. damage and you slide target 2. The target must end the slide within 3 of you.)


Barghest Battle Lord
- Your feral nature aids you to dominate the battlefield
[requires: Barghest]
(11th level)
When your bite attack hits, you also knocks the target prone.
(11th level)
when spending an action point you can change shape as a free action, even if you already did so this turn, and you gain +4 to damage and attack rolls with barghest bite until end of next turn. you still have your standard action from the action point.
(16th level)
you deal 1d6 (2d6 at level 21) extra damage with melee attacks against prone targets
Encounter 11 - Jump Strike
(standard, encounter, weapon (or wolf form), Dex/Cha vs AC (or vs Refl), 3[W]+Dex/Cha-mod. (or 3d8+Dex/Cha-mod.) (4[W]/4d8 at level 21), special: shift 3 before and after attack)
Utility 12 - Get some Distance
(immediate reaction, encounter, when hit by a melee attack; shift 2)
Daily 20 - Psychic Howl
(standard, daily, requires wolf form, psychic, fear, close burst 5, targets enemies, Dex/Cha vs Will, 1d8+Dex/Cha-mod. psychic damage and target is dazed until end of next turn; aftereffect: target takes -2 to attack rolls (save ends))
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Any comments regarding balance,
or any other comments?
 

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