by
Matthew Kuper and Tim Wallace
Order of the Maw
Cavaliers of the order
of the maw pledge to show people the world the virtues of goblin kind, and to
develop goblin civilization past their selfish ways. These cavaliers use the
goblins innate cleverness and thrill seeking fun to valiantly win against
enemies that threaten goblin kind and their newfound friends.
Edicts: The cavalier of the
order of the maw must seek to stop conflict with other goblins with a minimum
of bloodshed, and to encourage peaceful resolutions to disagreements between
goblins and other intelligent creatures. He must also, at all costs, avoid
writing his own name or knowingly have it written down by another creature. An order
of the Maw cavalier must take a goblin dog as his mount.
Challenge: Whenever an order of
the maw cavalier issues a challenge, he receives a +1 morale bonus on damage rolls
against the target of his challenge so long as the target is a horse, a canine, or a "longshanks" (any creature of Medium size or larger). The bonus increases by +1 for
every four levels the cavalier possesses.
Skills: An order of the maw
cavalier adds Acrobatics and Stealth to his list of class skills. Also, an order
of the maw cavalier uses his Stealth check for both him and his mount, and uses
his mount's speed rather than his own to determine the penalty for using the Stealth
skill while moving, whether he is mounted or not.
Order Abilities: A cavalier belonging
to the order of the Maw gains the following abilities as he increases in level.
Alchemical Weapon (Ex): At 2nd level, the cavalier
can coat a weapon or piece of ammunition with a single harmful alchemical liquid
or powder, such as alchemist's fire or sneezing powder, as a move action. This action
consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon,
but does not splash, spread, affect additional targets, or benefit from any other
effects that specifically affect splash weapons. Any extra damage added is not doubled
on a critical hit. The alchemical treatment causes no harm to the weapon treated,
and wears off 1 minute after being applied if no blow is struck. Coating a new alchemical
item also removes the effect of any alchemical liquid or powder previously applied
with this ability. At 6th level, the cavalier can use her alchemical weapon ability
as a swift action. At 15th level, this ability becomes a free action.
Mounted Arson (Ex): At 8th level, the cavalier
ignores the armor check penalty when using the Ride skill, regardless of whether
or not the creature he is riding is his mount. As a free action, he may cackle madly
as he makes an attack with fire from an alchemical or nonmagical source (such as
with alchemical fire or torches) while mounted, granting him a +2 morale bonus on
the attack roll. In addition, any goblin allies within 30 feet also receive a +1
morale bonus on attack rolls for 1 round. He also receives Burn! Burn! Burn! as a bonus feat.
Mounted Rascal (Ex): At 15h level, the cavalier
can move at his mount's full speed while using the Stealth skill while mounted,
or at his full speed when not mounted. In addition, he gains a 2d6 sneak attack
that functions as and stacks with the rogue class’s sneak attack, as
well as other sources of precision damage. On a successful sneak attack, the target
also takes 2 points of Strength damage.
Alternate Goblin Dog Mount
Statistics
The
following statistics may be used for a goblin dog mount so an order of the maw cavalier
can choose it at 1st level.
Starting
Statistics: Size
Medium; Speed 50 ft.; Attack bite (1d6); Ability Scores Str
13, Dex 14, Con 13, Int 2, Wis 12, Cha 8; Special Qualities allergic reaction,
low-light vision, scent.
4th-Level
Advancement: AC
+1 natural armor; Ability Scores Str +2, Con +2.
New Feat
And
here is a new feat for mount-oriented goblins.
Weeee! (Combat)
You
have learned to ride your enemies like mounts.
Prerequisites: Dex 13, ride 5 ranks,
Agile Maneuvers, goblin.
Benefit: You may substitute a
Ride skill check in place of a grapple combat maneuver check, applying normal combat
maneuver bonuses and penalties (such as the –1 size penalty for being Small). If
you begin your turn in control of the grapple, you may force your "mount"
to move up to 1d4 x 5 feet in a random direction (roll 1d8 to determine which direction).
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