About Farg farg
Base Atk +1; CMB +2; CMD 16
Skills: 4 (4 Class)
Handle Animal: 4
Languages: Common, Goblin
Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
- Precise Strike (Combat, Teamwork) Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Order of the Cockatrice:
A cavalier who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and objectives.
Edicts: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.
Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).
Order Abilities: A cavalier that belongs to the order of the cockatrice gains the following abilities as he increases in level.
Braggart (Ex): At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.
Steal Glory (Ex): At 8th level, the cavalier can steal the glory from another creature's successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.
Moment of Triumph (Ex): At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.
–2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, or Orc.
Init +2; Senses: Perception +5, Scent, Low light vision
AC: 14 touch 12, flat-footed 12. (+2 Dex +2 NA)
HP: 16 (8+4+4 con)
Fort +5, Ref +5, Will +1
Spd: 50 ft.
Bite +2 (1d6+3/x2) Trip +4 to hit CMB
- Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
-Low Light Vision,
-Scent: The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
- Ability Focus: Add +2 to the DC for all saving throws against the special attack on which the creature focuses. Trip
Escape Artist (Dex),
Perception* (Wis), +5
Survival (Wis), +5 with scent +9
Weapons and Armor
Farg-farg hated Rumpkle. Rumpkle was always better at everything, fighting, singing, even when Rumpkle thought he had found his special calling, lighting his own flatulence in a large and beautiful fireball, Rumpkle's fireball was bigger and even had a shade of blue in it.
The young goblin had had it after one night Rumpkle set him on fire with a majestic blue flame from his backside. Needless to say Rumpkle, who really was better than Farg-farg at everything, beat him senseless (er) and set him on fire once again. Farg-farg ran away that night, out into the swamp to find some good clean mud to rub on his burns when he ran into a black mass of teeth. Farg-farg nearly soiled himself, until he realized the mass of teeth was not a dreaded ugly mean old dog. The ball of teeth was a wolf bogged down in the mud of the swamp.
At first Farg-farg was going to poke it with the sharp stick he found but the wolf turned his head and whined at the goblin. Farg-farg felt something strange. Something he had never felt before and for once he did something sort of un-goblin like. ”Farg-farg help you from mud. You no eat Farg-farg or Farg-farg come back and follow you like crazy scary ghostie.” The young goblin worked and worked to free the wolf. Longer than he had worked in his entire life, and five minutes later the wolf was free.
Once free the black ball of teeth pounced on the young goblin pinning him to the ground and Farg-farg shrieked. ”I free you, you said you no eat! No eat! He closed his eyes as the tooth filled maw lunged at his face, and instead of sharp teeth he felt something wet slap him in the face. ”What you do? Why you do that? Get off of me you…you… fang face!” Strangley the wolf did just that.
Farg-farg got to his feat slowly as he watched the wolf just sit there and watch him. ”No eat…no eat Far-farg.” Slowly a smile began to creep across the goblins face as his thought began to form a plan.
Five minutes later he began to jump around with excitement howling and hooting before wrapping his little arms around the muddy wolfs neck and gigiling. ”You eat Rumpkle!”
The young goblin had heard stories of goblin heroes ridding into glories battle on wolfs such as the muddy one before him. Ok Fangface. I get on you back no eat Farg-farg.” Slowly the goblin climbed onto the wolf’s back and strangly enough the wolf did not eat the goblin. ”Ok now we go home, you eat Rumpkle I big mug mug, then they see.”