Durch einen anderen Thread bin ich auf die Idee für eine Goblin-Campaign gestossen.
Zumindest bis zum Paragon-Tier wohl nur mit Nachbarn (Kobolde, Orcs, Gnolle) und Dorfbewohnern prügeln,
dann wohl n bischen Underdark und dann vielleicht Elemental Chaos...
Aber erstmal das nötige Rüstzeug!
Eine interessante Idee wäre alle Charaktere zu Barghests zu machen - das würde sie irgendwie verbinden und auch gegenüber den anderen Goblins "hervorheben".
Barghests sind in 4e einfach Goblin-Gestaltwandler. Kommt zufällig bei Bugbears, Goblins und Hobgoblins vor und gilt als Segen von Bane.
Norker sind Goblins die (zu lang) im Elemental Chaos waren und dort verändert wurden. Sie sind unglaublich zäh und sehr gefährlich, aber nicht besonders klug oder neugierig; sie sind aus dem Abenteuer
H2 Thunderspire Labyrinth.
Von den Klassen her passen alle Martial und Primal, Sorcerer und Warlock auch, von den Divine aber imho nur der Cleric und der Runepriest. Paladin von Bane?!? Hm...
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Monstrous Races:
Bugbear (see MM1)
Goblin (see MM1)
Hobgoblin (see MM1)
Barghest (Bugbear, Goblin or Hobgoblin; see below)
Norker (see below and H2 Thunderspire Labyrinth, and probably Monster Manual 3...)
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Barghest Feats:
Barghest
[requires: Bugbear, Goblin, Hobgoblin; 1st Level]
A barghest's change shape works much like a druid's wild shape
but the barghest can only change into wolf.
While in wolf form the barghest gains +2 speed and a bite attack.)
Nightrunner
[requires: Barghest, 11th Level]
gain darkvision while in wolf form, add +2 to your travel speed while in wolf form.
Barghest Feed
[requires: Barghest]
You gain one of the two barghest feed powers.
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.
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Barghest Racial and Racial Feat Powers
Change Shape (Barghest Racial At-Will Power)
(minor, at-will, 1/round; polymorph, prsonal;
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 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; Str/Con/Dex+2/4/6 vs Fort,
Hit: target is weakened and barghest gains +1 to AC and Reflex until end of next turn
and barghest gains regeneration 2/4/6 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; Str/Con/Dex+2/4/6 vs Will,
Hit: target is weakened 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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Norker
Norker
small natural humanoid (goblin)
Ability Scores: +2 Strength, +2 Constitution
Size: small
Speed: 6 squares
Vision: low-light
Languages: Common, Goblin
Skill Bonuses: +2 Endurance, +2 Stealth
Relentless Endurance: You can spend a healing surge as free action when first bloodied in an encounter.
Snapping Rebuke (Norker Racial Encounter Power)
(immediate reaction, 1/encounter, recharges when first bloodied, trigger: enemy hits you with a melee attack; Effect: make a bite attack vs triggering enemy: Str/Con/Dex+2/4/6 vs AC, Hit: 1d6/2d6/3d6+Str/Con/Dex damage)
There are no norker-barghests, and some claim that norkers in fact are some sorf of half-barghests, transformed by the influence of the elemental chaos.
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Paragon Paths:
Goblin Wolfrider
- He won't bite, he just wants to play...
[requires: Bugbear, Goblin, Hobgoblin or Norker, 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)
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, at-will, your mount tries to aid you with your next melee attack (basic attack vs AC 10, on hit grant +2 bonus to rider's next 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 Bane's exarch 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 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.)
Bugbear Wardancer
- We decapitate our victims to honor Hruggek, exarch of Bane!
[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 and target is pushed 2 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, bugbear takes half damage from weapon attacks from enemies in burst until end of next turn)
Daily 20 - Flail Assault
(standard, encounter, weapon (requires flail), close burst 2, Str/Dex vs Refl, 2[W]+Str/Dex dam and target is pushed 2 and knocked prone)
Hobgoblin Hand of Bane
- For Bane's glory we fight, for our glory we die!
[requires: Hobgoblin]
(11th level) Phalanx Soldier
(+2 AC while ally is adjacent to you and enemy)
(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)
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 and target is stunned until end of next turn)
Utility 12 - Bane's Blessing
(daily, free action, when first bloodied, +4 to damage rolls until end of encounter)
Daily 20 - Flail of Dread
(standard, fear, weapon, requires flail or mace, Con/Cha vs AC, 3[W]+Con/Cha 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.)
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 (or 3d8+Dex/Cha) (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 psychic damage and target is dazed until end of next turn; aftereffect: target takes -2 to attack rolls (save ends))
Undying Norker
- noting can bring you down!
[requires: Norker]
(11th level)
you gain 2 additional healing surges per day, and an additional 2 at level 21.
(11th level)
when you spent an action point you can also spend a healing surge as free action
(16th level)
you can use your secound wind twice per encounter
Encounter 11 - Double Strike
(make two MBA against the same target. If both attacks hit the target is pushed 1 square.)
Utility 12 - Snarling Ferocity
(minor, at-will, an enemy the norker has attacked this round ist marked until the end of the next turn)
Daily 20 - Elemental Surge
(standard, you make a double strike, regain hit points as if you spent a healing surge, and you can use snapping rebuke once per round until the end of this encounter)
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Ich brauche noch einen fiesen Obermotz für den Stamm,
der zu Anfang der 'Bully' ist, dann aber zum Paragon-Tier hin überwunden wird.
Eine verlassene Karawanserei, mit Hobgoblin-Häuptling der sich lieber 'General' nennen lässt...
Ist erstmal alles so zusammengeschustert,
braucht sicher noch fine-tuning.
Die Powers muss ich noch mal besser formatieren...
Aber vielleicht ist es auch für einen von euch einen nette Anregung.
P.S.:
Man kann auch mal die SCs als Goblinoide nachbauen und sich begegnen lassen...
Order of the Stick lässt grüssen...