Author Topic: Uncle Kitties Handbook of Spuriously Made Prestige Classes  (Read 99079 times)

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jojolagger

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #420 on: June 26, 2010, 05:47:38 AM »
Terrosit if finished.  Thoughts?
Capstone seams a bit weak, but should be fine on a fear stacking build, which this would be.
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When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #421 on: June 27, 2010, 12:55:56 AM »
THE PEOPLE'S CHAMPION


   
"YOU...SHALL NOT PASS!!"

 Goblins are small and easily exploited.  They're kidnapped, enslaved, experimented on, and generally treated like animals.  Occasionally one objects and gets tortured and killed.  On even rarer occasion one actually is crazy enough to be a competent opponent, and ends up becoming a Champion of his own kind.  His own people dont usually know what to make of this as it kind of goes against Goblin nature.

BECOMING A PEOPLE'S CHAMPION
Being crazy helps.  Being able to stay out of the way of hits helps too.

 ENTRY REQUIREMENTS
   Race:  Goblin
   Special:  Must be delusional
   Alignment:  Must be Chaotic
   Skills:  Bluff 20 ranks, Intimidate 20 ranks, Jump 20 ranks, Tumble 20 ranks
   Feats:  Dodge, Elusive Target, Giantbane, Mobility
   Base Reflex Save: +14


Class Skills
 The Peoples Champion's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each  Level : 8 + int

Hit Dice: d6

Code: [Select]
[b] Abilities[/b]
1.     Delusionary Reflexes
2.     Delusionary Skill at Arms
3.     Special Delusions
4.     Delusionary Fortitude
5.     Delusionary Skill at Arms
6.     Special Delusions
7.     Delusionary Will
8.     Delusionary Skill at Arms
9.     Special Delusions
10.    Folk Hero

Weapon Proficiencies: A People's Champion gains no new weapon or armor proficiencies.
 
Delusionary Saves (Ex): In your madness you truly do believe you tougher than others.  Beginning at 1st level your total Reflex Save Modifier is equal to your own, or your opponents +4, whichever is better (choose one opponent within 60').  If facing multiple opponents, you must choose one.  At 4th level this also applies to Fortitude Saves, and at 8th level it also applies to Willpower Saves.  This only lasts for the duration of the encounter, or until you switch opponents.

Delusionary Skill at Arms (Ex): At 2nd level at the beginning of the day you may choose to gain the benefits of any one Feat that gives you some form of combat bonuses if you meet the prerequisites.

At 5th level you no longer need to meet the Feats prerequisites to choose it.

At 8th level choose one opponent within 60'.  Your bonus to attack rolls is now equal to his if it happens to be greater than yours.  For example if your opponent is an Orc Fighter with a +38 to hit with melee attacks, and you have a +25, you now have a +38.  This only lasts for the duration of the encounter, or until you switch opponents.

Special Delusions (Ex): At levels 3, 6, and 9 you can choose one special ability from the following list:

"____" YOU! As an Immediate Action once per encounter you can change one successful attack with an unarmed strike into one that does 100 points of damage and Stuns the opponent for 1d3 rounds (opponent does not get a Save against this effect). 

"You sir, are a stunningly bad shot" Once per encounter you may use this ability as an Immediate Action.  For (3 rounds plus one round per point of Dex modifier) all ranged attacks automatically miss you.

"YARR!" Your attacks do an additional +20 damage for each size category larger than you your opponent is.  If you threaten a critical your confirmation roll gets a Bonus equal to your opponents Size Class Modifier to Grapple Checks.

"Giants R Stooopid." Once per encounter you may use this ability as an Immediate Action.  For (3 rounds plus one round per point of Dex modifier) all melee attacks by opponents whose Size Class is larger than yours automatically miss you.

"Oh Noes! Once per encounter as an Immediate Action you may take the full force of what was meant to be an area of effect attack on the party.  Neither you or the party take damage or other effects, but you are stunned automatically for 1d3 rounds.

"You are an emotional cripple.  Your soul is dog poop.  Every single thing about you is ugly."  As a Standard action you may unleash an insult so monstrous that all Enemies within 120' feel compelled to pull your skin off.  If they fail a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier or a Bluff Check whichever is higher) they must drop everything to pursue you and engage you in melee combat, and will refuse to do anything else but defend themselves if attacked (and even then they will take Total Defense in an effort to reach you.  In the meantime your Base Land Speed increases by 100'.  This lasts 3 rounds plus 1 round per level of this class.

Folk Hero (Ex): You may use your Special Delusions abilities twice per encounter.  If you have the Leadership Feat your Leadership score increases by an amount equal to your People's Champion level.  You receive a Bonus equal to your People's Champion level on any 3 Charisma Based skills of your choice.

PLAYING A PEOPLE'S CHAMPION
 You are bat____ crazy.  You champion a people who are Evil and don't really get your altruism, though they are willing to take advantage of it.  Your opponents are willing to underestimate you because they think you're a harmless crazy, or you'll eventually take the hint and wander off.  Boy are they in for a surprise.
 Combat: Champions prefer to stick and run under the theory that if you poke enough small holes in a big opponent, he'll eventually bleed out.
 Advancement: Champions are varied and individualistic, but most rely on avoiding being hit while being able to hit opponents.  Beyond that common link however most are quite different from the other.
Resources: Champions are kind of oddballs among their own people, and not usually understood outside them.  You may have achieved fame and some wealth, but more likely you've achieved 'notoriety'.  Possibly not the good kind.

PEOPLE'S CHAMPIONS IN THE WORLD
"You know, a long time ago being crazy meant something. Nowadays everybody's crazy."
 You spend much time plotting the downfall of the enemies of the people.  Even if they don't necessarily consider them enemies.  Even if they aren't really there.  Needless to say this freaks some people out, and can sometimes erode their confidence in you.
 Daily Life: Much of your day is spent plotting and scheming against Enemies of the People! (real and imaginary).  Sometimes you even accomplish a successful revolution.
 Notables: The Flaming Codpiece (CG Male Goblin Rogue 20/Epic Rogue 4/People's Champion 1) is a lunatic goblin hero wearing a fiery codpiece of doom.  Or so he says.  Especially when he's drunk. 
 Organizations: Champions sometimes have followers equally as crazed as they are, but for the most part they are loners.  Some occasionally join organizations provided they are devoted to the right cause but it's rare.

NPC Reaction
 If the NPC's are Goblins in trouble, you are their savior and can do no wrong.  If not, who are you, you weird freak?

PEOPLE'S CHAMPIONS IN THE GAME
 This is a good class for people who like loony swashbuckling types who rely on luck and chutzpah.
 Adaptation: This is probably best meant for silly campaigns.
 Encounters: People's Champions can be found wherever Goblins are being oppressed.  In other words just about anywhere.

Sample Encounter
EL 25: The PC's have been asked to help a complete madman storm a castle.  The madman is a Goblin.  He also appears to have named himself after a portion of his clothing that appears to be noticeably on fire.


The Flaming Codpiece
CG Male Goblin Rogue 20/Epic Rogue 4/People's Champion 1
Init +6, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +6 Dex, )
hp 112 (25 HD)
Fort +9, Ref +20, Will +9
+6 Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Slippery Mind, Delusionary Reflexes
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +18, Grp +12
Atk Options +12d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 23, Con 12, Int 10, Wis 13, Cha 12
SQ Defensive Roll, Skill Mastery (Intimidate, Tumble, Use Magic Device)
Feats Combat Reflexes, Deft Opportunist, Dodge, Elusive Target, Giantbane, Mobility, Savvy Rogue, Telling Blow, Dextrous Fortitude, Dextrous Will, Improved Combat Reflexes
Skills Balance +14, Bluff +25, Climb +6, Disguise +9, Escape Artist +14, Gather Information +9, Hide +22, Intimidate +25, Jump +18, Knowledge (Local) +4, Listen +9, Move Silently +22, Open Lock +14, Search +9, Ride +12, Sleight of Hand +14, Spot +9, Tumble +30, Use Magic Device +17
Possessions
« Last Edit: July 15, 2010, 01:34:10 AM by bhu »

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #422 on: June 28, 2010, 02:55:49 AM »
Quote
ENTRY REQUIREMENTS
   Race:  Goblin
   Special:  Must be delusional
   Alignment:  Must be Chaotic
   Skills: 
   Feats: 
   Base Reflex Save: +15
Nice.

jojolagger

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #423 on: June 28, 2010, 03:00:15 AM »
How delusional?
This much?
[spoiler]
I am the queen of France
[/spoiler]
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
[/spoiler]

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #424 on: June 29, 2010, 05:26:25 AM »
less psycho killer more don quixote

Radmelon

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #425 on: June 29, 2010, 05:43:23 AM »
The windmill is the queen of france?  :smirk :D

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #426 on: July 05, 2010, 03:25:55 AM »
People's Champion updated

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #427 on: July 10, 2010, 03:14:28 AM »
got most of the abilities up.  Any tohughts?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #428 on: July 13, 2010, 02:40:19 AM »
Okay if you guys like the special abilities as they are and dont want more added I'll get a capstone and finish this succker up.
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bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #429 on: July 15, 2010, 01:34:23 AM »
capstone ie up

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #430 on: July 20, 2010, 04:38:13 AM »
WHIP OF KHURGORBAEYEG


   
“Slaves would be tyrants were the chance theirs”
 
 Khurgorbaeyeg is the Goblin God of slavery and his followers do their best to follow the example he sets.  They are responsible for crushing the spirits of captured slaves, and crushing their bodies if that effort fails.  Even among a race of militant fanatics there are those easily beyond the pale when compared to their fellows.  The Whips are that group for the Goblins.

BECOMING A WHIP OF KHURGORBAEYEG
Generally one must be a Goblin devoted to Khurgorbaeyeg, a pretty hardcore racist, and be willing to kidnap slaves.

 ENTRY REQUIREMENTS
   Race:  Goblin
   Patron:  Khurgorbaeyeg
   Alignment: Must be Evil
   Domains:  Access to the Domination Domain
   Skills:  Intimidate (4 ranks), Knowledge: Religion (8 ranks)
   Feats:  Domain Focus (Domination), Greater Spell Focus (Enchantment)
   Special Must have been accepted by the organization after capturing slaves for them.


Class Skills
 The Whip of Khurgorbaeyeg's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion)(Int), Ride (Dex), Spellcraft (Int)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Whip Master, Brother Wolf
2. +1    +3     +0     +3    The Master Calls, +1 Level of Divine Spellcasting Class
3. +2    +3     +1     +3    +1 Level of Divine Spellcasting Class
4. +3    +4     +1     +4    Whip Master, +1 Level of Divine Spellcasting Class
5. +3    +4     +1     +4    The Master Calls, +1 Level of Divine Spellcasting Class
6. +4    +5     +2     +5    +1 Level of Divine Spellcasting Class
7. +5    +5     +2     +5    Whip Master, +1 Level of Divine Spellcasting Class
8. +6    +6     +2     +6    The Master Calls, +1 Level of Divine Spellcasting Class
9. +6    +6     +3     +6    +1 Level of Divine Spellcasting Class
10.+7    +7     +3     +7    Slavemaster, +1 Level of Divine Spellcasting Class

Weapon Proficiencies: A Whip of Khurgorbaeyeg gains no new weapon or armor proficiencies.
 
Whip Master (Su): At 1st level the Whip can fundamentally alter any whip they hold and use as a weapon.   It can affect opponents regardless of their Armor Bonus, and it does lethal damage.  It also threatens in it's area, and does not provoke Attacks of Opportunity.  

At 4th level whips you hold have an Enhancement Bonus equal to your Wisdom Modifier.  

At 7th level whips you hold gain the Paralyzing property (see Magical Item Compendium).

Brother Wolf (Su): This is identical to the Druid's Animal Companion ability except that the Whip can only choose a Wolf.  For purposes of determining the Wolf Companions abilities the Whips Cleric and Whip of Khurgorbaeyeg levels stack.

The Master Calls (Su): At 2nd level, if an opponent is struck by the Whips... er ...whip, he takes a -2 Penalty on all Willpower Saves for the rest of the encounter.  

At 5th level this penalty increases to -4.

At 8th level this penalty increases to -6.

Slavemaster (Ex): Spells from your Domination Domain are added to your Cleric spell list, and a number of times per day equal to your Charisma modifier you may curse one opponent within 60'.  If that opponent fails an initial Saving Throw against one of your Enchantment spells, he does not get any rerolls due to Feats of Class Abilities, nor does he get to make another Save if he is ordered to do something he would strongly object to (i.e. ordering a Charmed person to kill a friend).


PLAYING A WHIP OF KHURGORBAEYEG
 Anyone other than Goblins is a slave or potential slave the moment you get the chance.  It's the natural order.  Non Goblins simply aren't people and don't have rights.  Nothing anyone does to them should carry any penalty unless they kill a slave that's more valuable alive than dead.
 Combat: The Whips use their wolf companion as a bodyguard while using their spells to dominate enemies, or capture slaves.
 Advancement: Whips tend to make sure they're enchantment abilities grow ever stronger.  It's needed to keep their ever growing slave population in line.
Resources: As official members of the Church (and likely the Goblin military as well) the Whips enjoy plenty of resources thrown their way.  And as long as they use them for the Churches benefit that will continue.

WHIPS OF KHURGORBAEYEG IN THE WORLD
"Unless you want to end in chains avoid that one.  He's trouble. for everything he touches."
 You interact with your pet wolf, not the world.  The world can go screw itself, it's all a bunch of cannon fodder anyway.  Your wolf is a connection to the divine, and he's all you truly care about.  Which means, as a side note, never kill a Whips pet wolf unless you can off them in the process as well.  It's just too much trouble otherwise.
 Daily Life: Much of your time is taking as a slave overseer, nabbing new slaves in raids. or your religious duties.  
 Notables:
 Organizations: The Whips are part of the Goblin Church overall, but are their own organization on the side as they are in charge of all things regarding slavery.  Sale, punishment, acquiring, disposal, etc.  In some ways this gives them quite a bit more power than some fo the other priests in their society.

NPC Reaction
 People hate you.  Loathe might actually be a more accurate term.  Even some Goblins aren't fond of you given you're penchant for enslaving anyone you dislike.

WHIPS OF KHURGORBAEYEG IN THE GAME
 The Whips are pretty thoroughly and unredeemably evil, and should probably be used only in an all Evil all Goblin party (they're pretty racist too).
 Adaptation: This is best for darker campaigns.  It's hard to make slavery funny because it so easily offends people.
 Encounters: Whips are encountered whenever battling Goblinoids as they tend to be brought along to manage any slaves that are captured.

Sample Encounter
EL 12: The PC's have been hired to retrieve the survivors of a Goblin raid before they can be sold on the slave market.


Name
LE Male Goblin Cleric 6/Whip of Khurgorbaeyeg 6
Init +2, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Goblin
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +2 Dex, )
hp 66 (12 HD)
Fort +11, Ref +6, Will +13  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +2
Atk Options Turn Undead 5/Day, Whip Master, The Master Calls (-4)
Combat Gear
Spells Per Day 0: 6 (DC 13)
1st: 6 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
6th: 1 (DC 19)
-----------------------------------------------
Abilities Str 6, Dex 15, Con 12, Int 10, Wis 16, Cha 14
SQ
Feats Domain Focus (Domination), Extend Spell, Greater Spell Focus (Enchantment), Spell Penetration, Unsettling Enchantment, Spell Focus (Enchantment)(B)
Skills Concentrate +7, Intimidate +10, Knowledge (Religion) +8, Move Silently +6, Ride +6, Spellcraft +4
Possessions



EPIC WHIP OF KHURGORBAEYEG

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells The Whips caster level increases with Epic levels, but he gains no extra spells per day.
Bonus Feats: The Epic Whip of Khurgorbaeyag gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 04, 2010, 07:15:12 AM by bhu »

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #431 on: July 22, 2010, 05:05:09 AM »
Whips updated

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #432 on: July 23, 2010, 06:22:35 AM »
Okay the idea behind the Whips are that they can use a whip as a decent weapon, they have a wolf companion, they can cast enchantments through theri whips that are more effective than normal.  Any thoughts on caster levels?

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #433 on: July 28, 2010, 03:45:59 AM »
Okay all the abilities are up.  Any thoughts now?

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #434 on: July 28, 2010, 03:48:34 AM »
Okay all the abilities are up.  Any thoughts now?

Does the fourth level whip master ability stack with the enhancement bonus of the weapon?
My babies - A thread of random builds I've come up with over the years.
Notes to self

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #435 on: July 28, 2010, 04:50:54 AM »
Ummm....yes?

Littha

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #436 on: July 28, 2010, 11:51:14 AM »
Quote
Slavemaster (Ex): Spells from your Domination Domain are added to your Cleric spell list, and all spells you cast from the Enchantment school are considered to be cast with the Extend Spell Feat. This does not increase the spells level).
(its a full stop)
Sorry, lines ran into each other and I felt I should post It.

From a balance point of view the class seems exceptionally weak 3/10 casting 2 skill points and some abilities based around using a weapon but only 3/4 BaB. Animal companion is nice but not that nice. With such low spellcasting the number of enchantment spells you can cast will be severely limited and he save DCs will probably not be good. If I was going to put it in the tier system it would be sitting at -2 by my reconnecting.

It needs at least 7/10 casting to make it viable at the minute, probably more. 9/10 would be my personal choice, along with full BaB or some ability to increase the save DCs on your enchantments.

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #437 on: July 31, 2010, 06:41:45 AM »
how bout now?

Littha

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #438 on: July 31, 2010, 05:10:18 PM »
Better though it still feels like an amalgamation of a less powerful soul knife and a weakened druid. Unless it gains a really strong capstone (extended domain spells are nice but enchantment spells tend to last long enough anyway) it still does not justify the hefty requirements (Must worship a god, spend one of your domains and two of your feats along with being a goblin(Though I am not fond of racial prerequisites, what stops a human having these powers?))

bhu

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Re: Uncle Kitties Handbook of Spuriously Made Prestige Classes
« Reply #439 on: July 31, 2010, 06:47:45 PM »
Better though it still feels like an amalgamation of a less powerful soul knife and a weakened druid. Unless it gains a really strong capstone (extended domain spells are nice but enchantment spells tend to last long enough anyway) it still does not justify the hefty requirements (Must worship a god, spend one of your domains and two of your feats along with being a goblin(Though I am not fond of racial prerequisites, what stops a human having these powers?))

Humans aren't really worshippers of Khurgorbaeyeg and given the racial views of his Goblin clergy its prolly not likely.  Think of a lot of these not so much as 'racial powers' so much as powers granted/taught by an organization that doesnt accept anyone from the right gene pool