Father Zastoran

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1 post. Alias of Madcap Storm King.




Well, here I go again getting way in over my head on these things.

I started conceptualizing a basic list of dragon crossbreeds. Now, I don't need to make one for every possible combination (Or want to, for that matter!) but here's the ones I have so far:

Dragon Crossbreeds:

Gray = Black + White
Rust = Brass + other Metallic
Blade/Sword = Steel Dragon + Metallic
Steel = Silver + Chromatic
Purple = Red + Blue
Electrum = Gold + Silver
Yellow = Bronze + Green
Orange = Yellow + Red or Gold
Shadow = Black + Wyvern with silver dragon ancestry
Mithril = Silver + Steel
Adamantine = Steel + Rust

I am thinking about making a lot of them neutral by default, specifically the chromatic/metallic crossbreeds, although dragons in my campaign setting have no predetermined alignment.

I might also make some of them mules, but I'm not sure what to base such an idea on.

Anyone got any more types to add to the list or ideas on how to make me not kill myself with all of this?


Rite of the Draconic Ancestors
Clr 4, sor/wiz 4, Drd 4
Target: 2 cups of blood per caster level
Effect: This spell transmutes the blood the caster touches into the blood of the draconic ancestor of the owner’s blood. This blood can be used for draconic infusions or for spells requiring the blood as a component. If the blood donor has no draconic ancestor the spell automatically fails.

Draconic Infusion:
By giving a target 2 cups of blood from a dragon, he changes their makeup to resemble that of a dragon’s. The target gains a number of draconic traits at random, but always gains the following:
+2 to one ability score.
Darkvision 60 ft (or +30 if already possessed)
Low light vision
Resistance 5 to the element of the dragon’s breath weapon

And a number of traits rolled randomly form the following list, 1 per age category of the dragon, with the same trait aside form natural armor or skill bonus being rerolled.

1. Two claw attacks of a size one size lager than the target
2. A bite attack of one size larger than the target
3. Resistance 10 instead of 5
4. Natural armor +1, grows scales like that of draconic parent.
5. +4 bonus on perception, intimidate, or spell craft checks, imbiber chooses, cannot have two bonuses to the same skill
6. Breath weapon dealing 3d6 damage of the dragon’s breath weapon as a ranged touch attack. If a spit/breath weapon is already possessed, change the element if necessary and increase its damage by 2 dice.
7. Natural Armor bonus +1
8. +2 bonus on saving throws vs. spells
9. +2 to one additional ability score (counts as two)
10. Gains a tail slap (like bite but grows a tail), tail gives +4 to acrobatics and swim checks
11. Gain Blindsense 5 ft
12. Grows the crest of the dragon, giving a +4 to intimidate and grants a free intimidate check against the target being charged once per combat when the recipient charges.

The infused must make a DC 15 fortitude save or reject the blood, and will die unless the blood is taken out of them in 1d6+1 days.

I also included the brown dragon (Desert dragon) in my list of colored dragons. I will be adding more.


Bump.


So I've ranted and raved about this, and here I have some darn proof.

A lot of times I read about GMs complaining of their characters seeming to have the right items to make some combination that, while within the rules, is fairly powerful. Other times, I see folks talking about hiring out high-level NPCs to cast high-level spells they have no business accessing. Call it what you will, me being a no-fun Nancy or my Dad being an Economics professor, but something about wizards hiring themselves out when they can basically print money past a certain level with Wall of Iron and similar spells never sat quite right with me. Therefore I have pulled forth a few unpleasant truths from the Core Rulebook that I feel should come to your attention if you are having these problems with your players. Who knows, by restricting these options more you may just make the game more risky, challenging and fun for all parties involved. I will also include a brief tirade on why magic users shouldn't be paid as LITTLE for their spells as they are.

#1: MAGIC ITEMS, EXCEPT POTIONS, ARE ALMOST NEVER GOING TO BE AVAILABLE FOR PURCHASE AT THE BUYER'S CHOICE. (I would encourage restricting the number of potions for sale as well)

PG 460-461 wrote:

Magic items are valuable, and most major cities have at least one or two purveyors of magic items, from a simple potion merchant to a weapon smith that specializes in magic swords. Of course, not every item in this book is available in every town.

The following guidelines are presented to help GMs determine what items are available in a given community. These guidelines assume a setting with an average level of magic. Some cities might deviate wildly from these baselines, subject to GM discretion. The GM should keep a list of what items are available from each merchant and should replenish the stocks on occasion to represent new acquisitions.

The number and types of magic items available in a community depend upon its size. Each community has a base value associated with it (see Table: Available Magic Items). There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community. In addition, the community has a number of other items for sale. These items are randomly determined and are broken down by category (minor, medium, or major). After determining the number of items available in each category, refer to Table: Random Magic Item Generation to determine the type of each item (potion, scroll, ring, weapon, etc.) before moving on to the individual charts to determine the exact item. Reroll any items that fall below the community's base value.

Table: Available Magic Items
Community Size Base Value Minor Medium Major
Thorp 50 gp 1d4 items — —
Hamlet 200 gp 1d6 items — —
Village 500 gp 2d4 items 1d4 items —
Small town 1,000 gp 3d4 items 1d6 items —
Large town 2,000 gp 3d4 items 2d4 items 1d4 items
Small city 4,000 gp 4d4 items 3d4 items 1d6 items
Large city 8,000 gp 4d4 items 3d4 items 2d4 items
Metropolis 16,000 gp * 4d4 items 3d4 items

You see that? This means even if you WANTED to sell all those potions of cure light wounds to the PCs, they only have a 75% chance of finding each one, probably rolling each time to avoid not finding another one. I would just have a decent stock on hand (1d4+1, increasing the die size and adding 1 for each larger community) of select potions, maybe cure light wounds and magic weapon. Regardless, this isn't going to replace a cleric. Letting your whole high-level party pour their GP into those potions can and will replace a healer. At high levels this eliminates fun entirely. No one is ever afraid to die because they just spend an ever decreasing fraction of the money you give them to not die. The 75% chance is kind of silly, but I don't believe the meaning of the rule should be discounted: You DON'T get to have whatever you want, whenever you want it.

Also, shopping for a specific item? That +2 item even? You HAVE to go to a small city to have a great chance of buying it. Otherwise the minor magic item they have in stock is likely a potion or scroll, since the d4s of magic items are generated using the magic item generator tables. Unless your world is filled with small cities (And assuming the country with all those cities has the economy to support them) you don't stand a chance of buying it, the DM has got to hand it to you when he thinks you need it.

#2: FORGET YOUR PERMANENCY SPELL, I CAST WALL OF IRON! (Or how I learned to stop worrying and love the trade goods chart)

PG 140 wrote:

Other Wealth

Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed on Table: Trade Goods.

Table: Trade Goods
Cost Items
1 cp One pound of wheat
2 cp One pound of flour, or one chicken
1 sp One pound of iron
5 sp One pound of tobacco or copper
1 gp One pound of cinnamon, or one goat
2 gp One pound of ginger or pepper, or one sheep
3 gp One pig
4 gp One square yard of linen
5 gp One pound of salt or silver
10 gp One square yard of silk, or one cow
15 gp One pound of saffron or cloves, or one ox
50 gp One pound of gold
500 gp One pound of platinum

A pound of iron is one silver piece. This may not seem like much until you read the entry for wall of iron:

Wall of Iron wrote:

Components V, S, M (a small iron sheet plus gold dust worth 50 gp)

Range medium (100 ft. + 10 ft./level)

Effect iron wall whose area is up to one 5-ft. square/level; see text

Duration instantaneous

Saving Throw see text; Spell Resistance no

You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

A wall of iron is 1 inch thick per four caster levels.

This spell means that any wizard who bans conjuration hates money.

I know this has been done before, but I don't think ANYONE understands just how much metal this produces.

The Practical Mechanic wrote:

Rules for Obtaining Approximate Weight of Iron.

For Round Bars. Rule : Multiply the square of the diameter in inches by the length in feet, and that product by 2.6. The product will be the weight in pounds, nearly.

For Square and Flat Bars. Rule : Multiply the area of the end of the bar in inches by the length in feet, and that by 3.32. The product will be the weight in pounds, nearly.

Wrought Iron, usually assumed:

A cubic foot=480 lbs.

A square foot, 1 inch thick= 40 lbs

It costs you 50 gp to cast this spell. At minimum level, you make a 2 inch thick wall of iron with a 55ft square area. At 8 gp per foot, that's still 440 gp. The next level, the thickness in inches increases, making the price per square foot 12 gp instead. That's free money assuming you find a buyer. But wait, you provide another service: FREE TRANSPORTATION. That's a cut down on labor costs for a LOT of iron transport, even from a mage who's just learned the spell. You could probably get around 20-40% of those costs as well, netting you a bit more pocket change with each transaction. The wizard could also likely negotiate a contract with the king of the land, obtaining a monopoly on Iron and increasing its price to vary the amount of profits received, depending on how the market reacts to the influx of iron. He could even, with that monopoly, make it Illegal to sell other forms of iron, thus netting himself a nice profit. Assuming other wizards can keep the market competitive, it's still a very profitable business provided the wizards can keep finding buyers. At that level, they could be getting paid 660 GP for a 6th level spell, assuming someone WANTS their services. If we weren't talking about such a great deal of money, any other economy would have a wizard in ruins. Screw that, they're a mage with things to do. Tell those PCs you're busy and keep pocketing thousands of gold a day with each casting, and at higher levels double the area with an Enlarge Spell. The time to process that amount means the Wizard is eating up maybe a spell per day at most. Wizards with such steady employment should be commonplace with those kinds of results, bringing me to my next point:

#3: GETTING CASTERS TO CAST MAGIC SHOULD NOT BE CHEAP.

Pg 159 wrote:

Spellcasting and Services

Service Cost
Coach cab 3 cp per mile
Hireling, trained 3 sp per day
Hireling, untrained 1 sp per day
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship's passage 1 sp per mile
Spellcasting Caster level × spell level × 10 gp3

That last figure is a mystery to me. According to that figure, a cure light wounds spell costs 10 gp to get. Nevermind the fact that a Messenger has to run 5 miles a day to pay for his food that day (1 sp), who sets these prices? Spellcasting should a be a highly competitive market, like any other major business. Assuming there aren't insurance companies in this medieval game to pay the casters what they want, let's think about the other options available if you want to cast a spell- For the common fellow, at least.

1: Potions. While these MAY start out as affordable, we quickly see the truth of the matter:

Quote:

Table: Potion Costs

Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger
0 25 gp 25 gp 25 gp —
1st 50 gp 50 gp 50 gp 50 gp
2nd 300 gp 400 gp 400 gp 400 gp
3rd 750 gp 900 gp 1,050 gp 1,050 gp

Wait, what? 300 gp for a second level spell? Oh well, I guess I can just get a scroll and have a Rogue UMD it...

Quote:

Table: Scroll Costs

Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger
0 12.5 gp 12.5 gp 12.5 gp —
1st 25 gp 25 gp 25 gp 25 gp
2nd 150 gp 200 gp 200 gp 200 gp
3rd 375 gp 450 gp 525 gp 525 gp
4th 700 gp 800 gp 1,000 gp 1,000 gp
5th 1,125 gp 1,250 gp 1,625 gp —
6th 1,650 gp 1,800 gp 2,400 gp —
7th 2,275 gp 2,450 gp — —
8th 3,000 gp 3,200 gp — —
9th 3,825 gp 4,050 gp — —

Looks like the Economics wizards beat me to the punch. A scroll costs half as much as a potion to make. Since only two classes are likely to know how to activate those, we can assume that these prices are correct. Clearly a lower competition market like scrolls will have a lower price to encourage buying in groups. Think of it like buying computer parts to make your own computer instead of buying a manufactured one. By doing this, Wizards especially benefit from being able to sell to one another (likely the main buyers) and from being able to use potions to appeal to a larger group of buyers. So where's the profit margin in selling the spells directly?

A second level spell costs 60 gp. If it was a scroll, it would net the caster 75 gp in profits. We can assume this as a baseline, since obviously the buyer does not want a scroll, or he would have asked for one to be made. At most, we could charge 149 gp, since 150 gp is the profit made form making a potion. In all likelihood, we would charge around 120-150 gp depending on the available competition, making it cheaper than producing the more labor-intensive potion but not so expensive as to prohibit the purchase of this ability and to instead cause the buyer to head for the scroll rack and a hard on his luck bard or rogue. To simplify things, the equation becomes: 2-2.5 x spell level x caster level (minimum required, unless caster level increase has added benefits) x 10 gp. That's assuming a fairly competitive economy. In an area with maybe only ONE really powerful wizard or cleric, he could charge anywhere 3-4.5 times the standard rate and no one would know the difference, since he'd still be ahead of the (nonexistant) potion market and the (select few capable, especially at high level) scroll market. This cuts far more heavily into the party's gold. Regenerate (7x13x10=910) becomes a 1820 gp MINIMUM spell. My 8th level group would balk at shilling that out. Things that only a certain class could cast would enjoy an even larger price boost as well.

I shouldn't need to say this, but people who sell their skills for money don't usually get to set the prices. Unfortunately for Adventurers, they always have enough money that they will be buyers. They should expect to pay through the nose for what are basically hirelings, making up for any skill they lack. Career wizards would become a major feature of any major city, and many noblemen would likely employ one for a large fee to cast spells at his leisure. As it stands, the PCs can whine all they want about the prices, but really, the casters have an unshakable corner on the market. You have magic or you don't. There's no way to enter into this market if you're not already in it, and no reason to make less profit aside from generosity, which doesn't build churches, feed the homeless, or discover a cure for Mummy Rot. Peasants who aren't bottom of the rung messengers can earn a potion of cure light wounds, or one of stabilize, after working for about a month. Since even they can pay it, there's no reason not to charge them around 20 gp instead if they just need to be recuperated with a cure light wounds.


So here's a startup to a controversial topic. I'd like to ask why folks see the need to min-max. Is it a power trip? Is your DM a dick? Come here with your stories of daring-do. Feel free to note a few things:

1. Conversation should be kept civil, and any insults should be as tongue in cheek as possible. If this doesn't happen I will be all too happy to ask a mod to delete the thread and then make a thread in off-topic entitled "This is why we can't have nice things."

2. If you're going to post your build beyond a short few word summary, don't. I really don't feel like learning whatever variant game you were playing at the time or digging out Complete Arcane to figure out what you're talking about. I am only interested in your MOTIVATION. Any post that just pointlessly talks about the build I will just ask a mod to delete because sifting through your in-depth explanation of how Bill the Fighter used three bastard swords in each hand should be something no sane person has to do.

In less words:
1. No Flaming.
2. No Build Discussion.

This is for my personal review and benefit to better understand how the construction of a game can affect a player's mindset. Do feel free to include rambling of a psychological nature, unless it is of how you have a compulsive need to explain the build of every character you have ever made in minute detail. If you do have such a nature, just get back to work on the statistics for Friday, Joe, before I fire you myself.


I've made a few homebrew races for my setting. In it, goblins are more like LOtR goblins since the orc kingdom they're a part of has some heavy Tolkien influence. The difference being I have my own subraces of both goblins and hobgoblins to add some fae flavor to their histories. The fae are changed by what they live around, and these goblins have been changed as well.

Hemogoblin (Iron Goblin)::
Kept in dark hovels underground by their orc masters, the goblin’s adaptability has given them a strange metallic tinge to their grayish skin, and blood that is poisonous to other creatures. Hemogoblins are fairly clumsy, especially when compared to the standard goblin, and older ones must often undergo painful surgery to remove metallic growths from their joints (they lose dex at double the normal rate due to aging). Often press ganged as shock troopers during wartime, due to their enviable toughness and small size, they are rumored to be capable of eating metal without risk of injury. Their metallic blood and ligaments also make them slower than the average goblin, but they heal from injuries faster as well. Some of them become quite fine smiths, for goblins. They are large for goblins, some reaching inches over four feet in height. They are also very heavy, often around 100 pounds in weight.

Racials: -2 DEX, +4 CON, -2 CHA
Poison Blood (ex):Injury, Fortitude DC 10 + ½ HD + CON Modifier
initial and secondary damage 1d3Dexterity. A hemogoblin
can cut or bite itself (dealing itself 1 point of damage) and
apply its own blood to a weapon.
Doing so requires a standard action. Hemogoblin blood is
only harmful while fresh, losing its toxic nature 1 minute
after contact with air.
Natural Armor +3
+2 on fort saves vs. poison, immune to poisoning from heavy metals except for mercury.
Skills: +2 on Profession (Miner) checks, Craft (Metalworking), can be taken as class skills. +2 bonus to stealth checks. -4 on swim checks due to their metallic organs.
Quick Healer (ex): Heals double the normal amount from rest.
Small Size
Darkvision 60 ft
Speed 20 ft
Languages: As Goblin

Feats: Crimson Blooded
Prerequisites: Poison Blood, 16 CON, 7 HD
Benefit: The damage die for your poison blood ability is doubled. (From 1d3 to 2d3, 1d6 to 2d6, etc). In addition, the save DC increases by 1

Ghost Goblin (Chalk Goblin)::
In the southern mines of the orcish lands, goblins who had been told to raid human settlements would often dig tunnels over outlying human regions. These goblins would often paint themselves with chalk dust to scare any humans at the end of their tunnels. One tribe, long ago, rubbed a strange, fey chalk on their bodies. Over the next year, their skin changed to a pallid color, and their blood and sweat appeared to contain a chalky white material. That small group of chalky white goblins bred and produced offspring, and their orcish masters still use them today for raids requiring an intimidating presence. The chalk goblins are also used as scouts and for subterranean warfare, since their blood dries into a chalky substance and clots around wounds easily. Many goblins of this species end up having circulatory problems, and those who live to a very old age may die of a heart attack. Their main advantage is that they are easy to treat, and that their clotting blood prevents them from bleeding to death in many cases. Many of them can also cough up a cloud of their own dried blood, provided they have time to prepare for doing so. They are the same size and weight as regular goblins, but their coloration is chalky white to a very pale pinkish tone. Their hair is often the same color, and many of them have red or pink eyes.

Racials: -2 STR, +2 DEX, +2 CON
Chalk Blood (ex): A Ghost Goblin’s chalky blood can be used, when dried, to mark objects and foes. Should some be kept in a vial, it can be dried over about ten minutes to become a very brittle stick of chalk. A mark made with this chalk is easy to see (Perception dc 10 unless hidden from casual view). The chalk can also be made sharper and stronger if it is compressed via funnel, and used to write on such surfaces.
Hyper Clotting(ex): A Ghost Goblin has double the normal chance each round to stabilize from dying (20% instead of 10%). In addition, he only takes damage from bleeding effects for one round, and then the spot clots itself and stops the bleeding. This blood gives anyone attempting to stabilize the Ghost goblin a +4 circumstance bonus on the heal check made to do so.
Small Size
30 ft movement speed
darkvision 60 ft
+4 racial bonus on intimidate checks

Rock Goblin (Garnet Goblin)::
Rock goblins are the only ones, of all the subterranean goblins, whose mutations happened on purpose. Guknib Gakcham, leader of a group of rebellious subterranean goblins, prayed and made sacrifices every day for a year and a day, praying for the earth to help his goblin brethren strike back at their masters. His prayers were answered one day when a small green stone fell from the ceiling and hit him on the head. He ate it, and fell into a coma for a month. During that time, his skin began to blister in some parts of his body, and great gem-like growths of garnet sprouted from beneath his skin. When he awoke, he proclaimed that the earth gods had blessed him, and had his miners mine hard and long for the garnets in the earth. Each of his crew did the same, and the same thing happened to them. These gem-like growths traded their natural stealth for body armor, and eventually the growths coated them completely, making them quite fantastic to behold. When the orc’s leaders heard of this, they granted the goblin tribe position as treasurers to the country. As much as Gakcham didn’t want to accept, he did, cementing their position as royal treasurers. Rock Goblins have strange crystal growths on them, and many forgo heavier armor due to discomfort or increased cost. Strangely, many of the higher-ranked goblins of this species have been made permanently larger, perhaps to stand up to their orc masters a bit better. Their heavy rock growths make it hard for them to swim, but the increased weight also makes them harder to move around. Rock goblins stand the height of standard goblins, and their skin is colored a luster brown, light brown, light green, or rarely light purple. The skin is coated in small rock growths, and some goblins may have them trimmed to sell for a quick buck. They do not have hair, though some will have beaded or crystal-coated strings pierced into their scalps to create the image of hair.

Racials: +2 DEX, +2 CON, -2 WIS
Crystal Growths (ex): The Rock Goblin is treated as though wearing spiked armor for his size. The rock goblin is proficient with this spiked armor, and may make an off-hand attack with it even if he has no hands free. The Rock goblin can have these growths trimmed by a jeweler once a month to produce (½ hd, minimum 1* d4) gems worth 10d10 gp each. If trimmed, the growths take a month to fully regrow. Should the goblin have his growths, all armor designed to fit him costs 25% extra of the base cost, but it is treated as spiked.
2 claws (1d3)
+3 natural armor, +1 every three levels (Max +9 at level 18)
Small Size
Darkvision 60 ft
Skills: +2 on appraise checks and it may be taken as a class skill, +2 on stealth checks, +2 on search checks involving stone.

Plains Hobgoblin (Red Hobgoblin)::
The hobgoblins of the red plains are hardly as civilized as their gray-skinned brothers would like to think they are. Roving in large tribes, they tend towards raiding rather than trading, and are feared across the plains. They tend to be stronger than their gray skinned relatives, but not as educated or as agile. They often gather around a mystic or powerful warrior, and when tribes under these incompetant leaders fall apart, they drift off, either finding tribes that will take them in, starving or being picked up by a generously minded group of Halflings who will ask them to do labor and path finding for membership in the caravan.

Their backrounds are varied, but many religious worships go back to a group of great hobgoblin heroes, the “Brachulan”, consisting of a trickster, a warrior and a seer who at one time would crush all the hobgoblin’s enemies.

Stats: +2 STR +2 CON -2 INT
Darkvision 60 ft
+2 Perception, +2 Survival: Plains Hobgoblins are observant and resourceful.
Plains Weapon Proficiency: Plains Hobgoblins are proficient with the Scimitar, the Falchion, the Throwing Axe and the Battle Axe.
Survival Instinct: A plains hobgoblin can act while at negative hp as though staggered, but loses one hit point every time he acts.

Phantom Hobgoblin (Forest Hobgoblin)::
The hobgoblins of the northern forests are often called Phantoms because of their supreme skill at disappearing and evading capture. It is said that the tribe has always existed, but has remained at the fringe of society until very recently. From the few tales about them, Phantoms would often appear as thin, green or brown skinned hobgoblins with a thin build, oftn thought to look like tall goblins. However their military mindset seems to be more towards evading capture and guerilla warfare. Phantom hobgoblins rarely speak to outsiders, and those who do reveal nothing of their internal culture. In reality, they live in treetop villages with very few coverings, and are ready to pack up and move at a moment’s notice. They say their ancestors were gifted by a divine power the ability to protect the forest. They worship this nameless deity and their ancestors, as well as sometimes a venerated elder or wise man. They do not trade with outsiders, but produce well-crafted and practical goods for their own people to use. Each of the bows they craft is a silent firing masterpiece, however, and their shamans often produce magical ones for use by their heroes. All the magic bows produce a silent aura around the holder, giving all audial perception checks made against them a -5 penalty.

Stats:
+4 Dex, -2 Con,
Darkvision 120 ft
+2 Perception, +4 to acrobatics and climb
+4 to hide
Camoflage (ex): A phantom hobgoblin, when standing still in a wooded environment, appears to just be part of the scenery. In order to spot one if these creatures in such an environment, the observers must be within 50 feet and make a dc 20 perception check. Moving or attacking breaks this effect. The Phantom gains concealment against all observers who fail this check or are out past 50 feet.
Spell-like abilities: message at-will
Speak with animals at-will
+2 on will saves versus enchantment spells
Automatic proficiency with the longbow, short bow, composite longbow and short bow, and Kukris.

Hawk Clan Hobgoblin (Raptor Hobgoblin)::

Another group of hobgoblins not controlled by the orcs, the Hawk Clan of hobgoblins are a huge family who have vehemently opposed the orcs since their foundation. At one point, several, anywhere from 5 large tribes to 100, depending on the teller of the tale, combined their strength and were still nearly wiped out. Their leader offered up the lives of the last of the clan to ensure his own survival, and he lived by hiding within his follower’s corpses. The gods cursed him into the form of a great condor, and condemned him to roam for eternity as the creature. He soon used his magic to change himself partially back, and before his body was changed back and his magic stripped, he seduced a hobgoblin woman. That woman laid 1000 great eggs, and then died. The creatures born from this union were hobgoblins like any other. As they matured, however, their noses grew long and hooked, and their hands and feet lost digits and grew long hooked claws. Their body hair was nonexistent, and instead replaced by quill-like feathers. Their progeny shared these traits, even if the hobgoblin was of a different tribe. Finally they were chased away from hobgoblin society, and settled in the northeast mountain ranges and plateaus.

Each of the hawk clan’s hunters craft a wooden mask in the shape of the face of a bird of prey when they reach maturity. The paragons of the hawk clan sometimes grow wings in a painful but fantastic process. The typical clan member is around 5’-6’3” tall, and weighs around 50-130 pounds. Their light bones give them a lithe but muscular build. The have four clawed digits on each hand and three taloned toes on each foot. Their eyes are intense yellows and oranges, their skin a soil brown to tan-orange and they have a large, hooked nose and pointed ears.

They are infamous for their ambushing methods of attacking from atop cliffs or treelines, and for their agile fighters in combat. The raptor hobgoblins also occasionally bear children who are covered in scales instead of skin, and they possess a small tail. These special hobgoblins are known as Dhakahti. They have a +1 natural armor bonus and a hold breath ability like the lizard folk’s, no light bones feature, and a -2 to their DEX and a +2 to CON. Stranger ones still are born with a beak instead of a nose and a small covering of feathers.

Stats:
+2 STR +4 DEX -2 CON -2 INT -2 CHA
Enhanced Vision (ex): A Hawk Clan Hobgoblin never takes perception penalties for increased distance, and can see well at up to 2000 feet.
Light Bones (ex): A hawk Clan hobgoblin gains a +4 bonus to acrobatics checks made to jump, and he gains a vertical foot for every 3 of the check, not every four. He is not limited by his height for this check.
+4 Bonus to perception, acrobatics
+2 to Combat Maneuver checks made to grapple, and a +4 against being grappled. The Raptor’s strong, birdlike grip serves them well in combat.
2 Claws (1d4), Primary attacks
2 Talons (1d4), Primary attacks, May only be used on an opponent lower than the hobgoblin or with a DC 20 vertical jump check (15 for a hawk clan) for a vertical five-foot step.
Proficiency with the Kukri, bows, and the scimitar

Spoilered to avoid reader san loss, for now.


Anyone willing to critique my wall of text?


After it was brought to my attention by a certain member of these forums that crossbows are just a bad option, here is my attempt at fixing them.

Note: This is not final, and as such should NOT be put up on the PFSRD as it is. I plan on rewriting this a few times.

Simple Weapons:

Light Crossbow (Common Man’s Crossbow)
1d8 19-20 X2
Range: 80 feet
Cost: 40 gp
Ammo: 1 sp per 10 bolts
Special rules: Reload: A light crossbow may be reloaded as a move action, or with the Rapid Reload feat, a swift action.
Mighty: A masterwork crossbow can be augmented with the same Mighty rule as a composite bow. Such a crossbow would be cut longer, giving more power to the limbs of the weapon.

Heavy Crossbow (Guardsman’s Crossbow)
1d10 19-20 X2
Range: 100 feet
Cost: 60 gp
Ammo: 1 sp per 10 bolts
Special rules: Reload: A heavy crossbow may be reloaded as a standard action, or with the Rapid Reload feat, a move action.
Mighty: A masterwork crossbow can be augmented with the same Mighty rule as a composite bow. Such a crossbow would be cut longer, giving more power to the limbs of the weapon.

Light Repeating Crossbow (Chinese repeating crossbow, Zhuge Nu)
1d8 19-20 X2
Range: 60 feet
Cost: 100 gp
Ammo: 1 sp per 10 bolts
Special Rules: Clip (10): Repeating crossbows can fire ten rounds before needing to be reloaded.
Reload: Reloading a light repeating crossbow is a move action, or with the rapid reload feat, a swift action.
Mighty: A masterwork crossbow can be augmented with the same Mighty rule as a composite bow. Such a crossbow would be cut longer, giving more power to the limbs of the weapon. In the case of a repeating crossbow, however, the time needed to reload is increased by one step (From move to standard)

Heavy Repeating Crossbow (Bigger Zhuge Nu?)
1d10 19-20 X2
Range: 80 feet
Cost: 140 gp
Ammo: 1 sp per 10 bolts
Special Rules: Clip (10): Repeating crossbows can fire ten rounds before needing to be reloaded.
Reload: Reloading a heavy repeating crossbow is a standard action, or with the rapid reload feat, a move action.
Mighty: A masterwork crossbow can be augmented with the same Mighty rule as a composite bow. Such a crossbow would be cut longer, giving more power to the limbs of the weapon. In the case of a repeating crossbow, however, the time needed to reload is increased by one step (From standard to full-round)

Weapon enhancement:
Self Loading (+1) (Crossbows only)

Benefit: This enhancement allows a crossbow to reload itself magically. 3 times a day, as a free action, the wielder of the crossbow can command it to load, and it will magically do so in the same action. The wielder may choose what kind of bolt to load the crossbow with simply by thinking about it as he says the command. If he does not choose, the crossbow will load itself with a non-magical bolt from the last quiver used to contain its ammunition, if possible. Otherwise it will select the lowest cost ammunition from a random quiver on its wielder.

For a repeating crossbow, the action is instead a swift action for the magic to reload a clip

Unlike other enhancements, this ability can be selected more than once at a +1 enhancement cost. Each extra enhancement give the crossbow an extra 3 free reloads.

Quick-Loading (3,000 gp) (Crossbows only)

Benefit: The wielder of this crossbow gains the benefit of the Rapid Reload feat when reloading the enchanted weapon. He gains no additional benefit if he already possesses that feat.

I think the Self-Loading enhancement could use some work, anyone got some ideas for it?


Let me open with saying that I like the idea of a witch class. A background noise caster with some neat tricks up his or her sleeve. I can tell the witch class has had a lot of work put into it. For the most part, I think it's not quite as powerful as the other casters. Maybe this thread can serve as a way to take our observations and turn them into ideas. We should NOT post modifications to existing Witch content but ideas communicating to designers what we would like to see in the class.

I would like to see some new spells in the book, if any are planned, on the Witch's spell list. The Witch has a lot of save-or-suck effects, but a few with no save would be nice. The Evil Eye Hex does help to drop saves, but having to use an action before each attempt against a tough foe doesn't seem like a great idea. Even with another debuffer (In the unlikely shape of a camel) some effects just still wouldn't stick. A few abilities with a small no save penalty or effect would fit the crunch of the class in my opinion. More spells with good effects and with a repeated save barring certain conditions (Like Stinking Cloud, which is on the Witch's spell list) would also be a great addition.

Something like a curse spell that provides penalties to a specific action (Like the opposite of command) would be an example of my idea. (The game does need more curses in my opinion, and more blessings)


Hello folks. Thanks for joining me for this double playtest. First off, I am seeing how well a small party stacks up against various creatures, and also mostly analyzing the witch's performance. The summoner also joins us in the second "week" of encounters.

My notation is as such. When there is a new day, I assume everyone starts fully healed, and I press through the several encounters I have set up. Each encounter is over leveled, save the air elemental. Since an equivalent CR encounter in Pathfinder is mostly mop-up in my experience, I decided to test the power of each class. The days are in-game, to show that the PCs have rested.

The new "week" is an entirely new day in real life. I felt this was important to note since the new playtester joined us on that day, and this way I myself can keep track of my notes, especially as to when they were taken.

Feel free to post questions! I was there, I can elaborate on confusing circumstances.

Playtest Report: Day 1

Participating Characters: Con Agra the Man-Witch. A half-orc who has a goat named Cabra, Healing and Evil Eye
Grogma the half-orc Cavalier with a camel mount named Dwight and Order of the Lion pledge.

Day 1 and 2: level 2 characters
Day 3 and 4: level 3 characters

Battle tests:
Day 1
1 small air elemental (CR 1)
Both party members untouched, Evil Eye helped avoid getting hit

1 giant crab (CR 3 for two person group)
The Cavalier destroyed it, but got a bit injured. The witch lowered its AC and wasted a sleep spell

1 ogre (roughly CR 4, overwhelming)
The first fight, the ogre got crit by the cavalier and dropped first round. Second fight, it ran for the cavalier and knocked him out in one round. The camel spit, the witch Eyed it, and the ogre went from a +7 to hit to a +3. The witch brought the cavalier back up, who then dodged the ogre’s now ineffective attack and brought it down low. The cavalier then got hit by the ogre’s club once more and died the camel flying into a frenzy and knocking the ogre out with a bite.

Day 2 (full recovery)
2 Sahuagin ( 2 CR 2s, tough fight)
Sahuagin went first and closed with the cavalier while one shot at a distance. The cavalier took damage, but nothing major. The Cavalier did around 13 damage to the sahuagin, sending it into a frenzy next turn. The witch commanded the ranged sahuagin to drop prone, and it did. The frenzied sahuagin got no hits and died next turn. The other sahuagin closed with the witch, who moved and cured the cavalier’s wounds with a touch. The sahuagin got a good hit in on the witch, and the cavalier took it out as the witch gave it a crossbow bolt to chew on.

1 yeth hound (CR 3)
The yeth approached from the air. It immediately bayed, panicking the man-witch and sending him running in a most un-manly fashion. The cavalier followed, trying to make sure his friend snapped out of it. Thanks to its fly speed, the yeth caught up to the cowardly witch and chomped him hard. The cavalier charged it, miraculously not dropping it thanks to its DR. The witch got up on his turn, and then got staggered by the yeth’s bite. The witch tried to run later, as the cavalier flanked with the witch’s goat,
Killing the yeth by round five. The witch got a bad roll and was punished for it.

Day 3
Yeti (CR 4)
This match looked like it was going to be easy. The witch mage armored himself in the first turn, and then the cavalier went to town on the yeti, doing 28 damage with a regular charge. The yeti, being mighty steamed, gave the cavalier a good one claw. The camel spit at the yeti and was punished with a claw, while the witch gave the Yeti an evil eye, reducing the saves even further than from the sickening spit of the camel. The cavalier gave the yeti another good shot, bringing it within an inch of its life. The yeti got lucky, rolled high on both claws, and rended the cavalier asunder, killing him in a flurry of claws. The Witch completed his spell, blinding the yeti, and the camel, angry that its master had died AGAIN bit the yeti into unconsciousness. The witch stabilized it, sure that the rare creature would sell for a fine price, and hopefully raise enough money to bring his friend back to life.

Day 4
Centaur (CR 3)
Cave Fisher (CR 2)

Utterly decimated does not even begin to describe what happened.

The hallway is 15 feet wide. The cave fisher in front of the centaur. Ideally, the cave fisher pulls something in, and this strange subterranean centaur goes to town on it along with the cave fisher.

It was not to be.

The cavalier goes first and charges (How many times have you heard that one?). He almost, along with the camel’s bite, drops the fisher. The centaur? Gets slept.

The following rounds involve a complicated charge maneuver by the cavalier, the centaur waking up to being damaged, and then killed by a goat with cause moderate wounds critting on his derriere.

Overall the cavalier can do tons of damage, dropping something even one level above him in one round. The witch is very support and has a bunch of save or dies that Evil eye can help out with. OR the witch gets to try to avoid death when faced with something (like a crab) that is immune to these. Evil Eye got used at least once a fight, and saved the party against the ogre where another attack would have failed. The witch needs melee support, but when it gets it, the witch can tear some things up at low level, with spells like sleep.

Second Playtest:

Con Agra and Grogma are joined by another fellow adventurer, Faulcon the human summoner, and his Eidolon, Badazz. All of them are third level.

Week 2, Day 1
Encounter 1: Deionychus and Drow Noble. (CR 5-6)

The Eidolon charged the drow noble and kept her down, ensuring that she was useless for the fight. The cavalier charged the Dionychus and took in down in two. The witch just stared at the combat menacingly and healed the eidolon after the fight.

Encounter 2: Barghest and a Lion (CR 6-7)

So the lion got decimated by a timely spider. The witch was horribly ineffectual, blowing every spell save grease on the Barghest with no effect, even after an evil eye. The Barghest used blink in round one, culminating in an eight round battle at chipping away the damn thing’s health. The lion’s decimation resulted in the summoner summoning a spider with SM II SLA. The thing entangles on a ranged touch, and can do this eight times. Combined with the long summon time… It de-buffed both monsters multiple times to great effect with the Evil eye.

And then the barghest got finished off by a long overdue charge. The cavalier still seems to be doing quite well.

The summoner re-summons his eidolon, the Witch’s familiar is out for a while, and the cavalier is untouched.

Encounter 3: Giant Frilled Lizard (CR 6)

Destroyed would be an understatement. It charged, then got de-buffed to death. First the camel’s spit? -2 on attack rolls and saves. Then, the witch cursed it for a -2 to attacks and then again for -2 AC the next round. That evil eye may not come in handy all the time, but when it does… well, I think the party’s no-hit record this fight speaks for itself.

God, that poor CR 5 never knew what hit it.

Week 2 Day 2

Everyone levels to 4th level. The Eidolon becomes large, The cavalier’s challenge becomes a bit better, and the Witch gets slumber and a pearl of power.

Encounter 1: Anklosaurus (CR 6-7)

Well, the Anklosaurus won initiative. He rushed forward, his tail swinging right at the camel-mounted cavalier. Boom! The cavalier has six hp left.

The witch tries to stifle its attacks, but no. Only one round of attack penalties for this behemoth. The summoner’s eidolon tumbles in and misses the dino, while the cavalier valiantly tries to make one last hit, failing miserably. The beast takes another swing, killing the cavalier instantly. The camel flies into a rage, going into close combat with the creature who had killed its master. The summoner pops a small earth elemental into existence. The elemental helps the eidolon out, and together they contribute a few points of damage from the eidolon’s strikes. The witch tries a grease spell as the summoner summons a spider to net the monstrosity and the anklosaurus pounds away at the camel, nearly taking its head off. In the next round, a lucky miss occurs with the dino flailing about. The witch seals its fate with an enfeebling ray as the summoner makes another earth elemental appear for the coup de grace.

The last fight is a good example of the witch and summoner standing side by side. The summoner does stuff while the witch goes “oh, if people on my team die I am dead, I am so dead.” The witch seems to be balanced fine, I just have horrible luck with the saves (Stupid anklosaurus kept rolling high!). Our cavalier got taken out. We should have died. But no, the summoner summons three things (Half his daily uses) and with some minor debuffs from the witch the situation gets turned around. The summoner can do stuff by himself. The witch? Maybe a few more defensive spells would be nice, because one made save and the witch is just taking up space. That‘s why I used so much Evil Eye. A 10% extra chance to fail all saves, when coupled with the camel’s spit, a 20%? Yes, please. I’m planning on picking up spell focus at level five, because level 3 was devoted to Brew Potion. The summoner, so far, seems to need charisma for very little besides qualifying for his spells. A scant few of his spells even involve saves, and the few times he can a non-summoning spell it was grease. I want to like the witch, but getting in to touch things as a caster is a bad idea, and sending in your familiar a worse one.

So as you may have noticed I put overwhelmingly powerful encounters up against the PCs. This is because I wanted to see where they would break, and I’m not just being sadistic. The Cavalier is a tough nut to crack until you introduce a bruiser like an Ogre or Anklosaurus into the mix, and then he stays about level. The Witch is so support he makes bards look like frontline fighters. Evil Eye is by far the best option because even if they make their save, the creature still gets the penalty, and on top of that 30 ft range. It seems like you’re getting in too close, but backpacking the cavalier seemed to work, since the witch is just using non-damaging spells, save a few.

The summoner… Where do I start? For one, I actually TRIED to kill the part with the anklosaurus. The cavalier went down as expected. Even if the witch had healed, save a lucky roll, the cavalier would have eaten dirt. The summoner stopped it in its tracks, and beat it down with low level summons. I’m talking small size earth elementals and a monstrous spider! Maybe those three and the camel could start their own adventuring party.

The eidolon? Mostly ineffective. Sure, it got three attacks and it could trip, but it was at most an extra fighter with bad damage. The main problem is all the summons. They clogged up the anklosaurus, who, had he even tried to over run and get at the summoner, not that his int of 1 would recognize what a summoning spell is or who was doing it, it would have eaten three attacks of opportunity, dropping it in all likelihood.

How about this: The summoned creatures from the summoner’s spells need to have less appearing at once. Maybe a range on them would help?

Oh, and it turns out that the summoner was cheating, there is no spider of any kind on the summon monster lists. Excuse me while I throttle him in his sleep. But the thing is, an aid another action could have done this as well, so the problem still remains.