Minions!

Educe’s Minion Summons (Browns, Greens, Reds, Blues):

Minions! The Minions are servants of the Warlord who dwell with him in the Netherworld. The Minions below are the base creatures, called “The Newly Born”. Minions can gain up to Level 8 in power, (Except for Greys, who are the basic Building Blocks of other minions) and these few are powerful indeed; but only the most advanced summoner can call upon their services… Browns(!) are the melee fighters, and always class as Barbarians, leading the charge and laying waste to all that stand before them. Reds(!) are ranged spellcasters who focus on meyhem and destruction. Their terrible Charisma means that they will only ever see 3rd Level magic at best, but this doesn’t seem to slow them down. Greens(!) are the stealthy assassins of the Minion Ranks, and they love nothing more than to sneak up on their enemies and slit their throats from behind. Sadly though they are quite resistant to poisons, their flatulence and general poor hygene tend to make them quite flammable… Blues(!) are the Battlefield Medics of the Minion army, and use their powers to quickly recycle fallen troops to the battlefield. Their aquatic skills also make them excellent scouts, and their innate magical resistance helps against spells, but sadly their webbed limbs are poorly made to carry weapons. With this fine array of troops ready to answer their call, Educe and The Warlord prepare to make the world their oyster: Ripped Asunder, and Had Raw on the Half-Shell!

Greys!* (Fiendish Hobgoblin Warriors) – Monster Summoning I.
Appearance: This odd, Grey-skinned Hobgoblins are armed to the teeth, and ready to rumble. He cackles with mamiacal glee as he unlimbers his broadsword and prepares to attack. Though bestial in appearance, and Viscious in battle; there is a strange aura of good humor; like all of it’s ferocity is a part of a joke that you just aren’t in on.
Can summon: 5/day.
LE Outsider, Bipedal.
ST: 15 +2
DX: 15 +2
CO: 16 +3
IN: 10 +0
WI: 12 +0
CH: 8 -2

HP: 12/12 AC: 16 (Armor 3, Dex2, Shield 1)
BAB: +1 (M
4/R+3).Broadsword d8+2/19-20×2, Longbow d8/x3
F/R/W: 3/1/3
Feats (1): Toughness, Weapons Focus: Longsword.
Skills: Perception +2, Stealth +4.
Equipment: Studded Leather Armor, Broadsword, Longbow, 20 Arrows.
Fiendish: Resist Cold, and Fire 5; Smite Good 1/day (
1 dmg), SR 6.
*The Greys are a base for more advanced Summons that will be based on 1st level Characters with Elemental Subtypes, look forward to seeing them as I gain some levels…
Browns! – Barbarian/Earth
Reds! – Sorcerer/Fire
Greens! – Rogue/Air
Blues! – Oracle/Water
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Browns! (Fiendish Goblinoid Warriors) – Monster Summoning II.
Appearnce: This odd, Brown-skinned Hobgoblins are armed to the teeth, and ready to rumble. He cackles with mamiacal glee as he unlimbers his broadsword and prepares to attack. Though bestial in appearance, and Viscious in battle; there is a strange aura of good humor; like all of it’s ferocity is a part of a joke that you just aren’t in on.
Can summon: 5/day.
Fiendish Barbarian 1
LE Outsider (Goblinoid, Earth), Bipedal.
ST: 15 +2
DX: 15 +2
CO: 16 +3
IN: 10 +0
WI: 12 +0
CH: 8 -2

Move: 40’ (30’ + 10’ Barbarian 1)/Burrow 20’
HP: 18/18 AC: 16 (Armor 3, Dex2, Shield 1)
BAB: +1 (M
4/R+3).Broadsword d8+2/19-20×2, Hand Axe d6+2/x2.
F/R/W: 5/1/3
Feats (1): Toughness, Weapons Focus: Broadsword.
Skills: Perception +2, Stealth +4.
Equipment: Studded Leather Armor, Broadsword, Wooden Shield, Hand Axe.
Fiendish: Resist Cold, and Fire 5; Smite Good 1/day (
1 dmg), SR 6.
Earth Subtype: Can survive on the Elemental Plane of Earth; Burrow 20’*, Tremorsense.
Rage (7 Rounds/Day): +4 Str/Con/Will Saves, -2 AC. End: Fatigued for 2 Rounds/Round Raged. *Cannot Burrow While Raging/Fatigued…
Brown 2 MS III
Brown 3 MS IV
Brown 4 MS V
Brown 6 MS V
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Reds! (Fiendish Goblinoid Warriors) – Monster Summoning II.
Appearnce: This odd, Red-skinned Hobgoblins are armed to the teeth, and ready to rumble. He cackles with mamiacal glee as he unlimbers his Dagger and prepares to attack. Though bestial in appearance, and Viscious in battle; there is a strange aura of good humor; like all of it’s ferocity is a part of a joke that you just aren’t in on.
Can summon: 5/day.
Fiendish Sorcerer 1
LE Outsider (Goblinoid, Fire), Bipedal.
ST: 12 +1
DX: 15 +2
CO: 16 +3
IN: 10 +0
WI: 12 +1
CH: 11 +0

Move: 30’
HP: 12/12 AC: 12 (Dex+2)
BAB: 0 (M1/R+3).Dagger d4+1/19-20×2, Firebolt d6/x2 (R-Touch!)
F/R/W: 3/1/5
Feats (1): Toughness, Weapons Focus: Magic Rays.
Skills: Perception +2, Stealth +4.
Equipment: Dagger.
Fiendish: Resist Cold, and Fire 5; Smite Good 1/day (
1 dmg), SR 6.
Fire Subtype: Can survive on the Elemental Plane of Fire, Immune to Fire, Vulnurable to Cold.
Cantrips: Disrupt Undead*, Spark, Flare, Dancing Lights.
Spells, 1st (3/day): Absorb Flames**, Burning Hands.
Bloodlie Arcana: Convert Energy damage to Fire.
Fire Ray: May shoot a Fire Bolt that does d6 Damge 3/day.
Uses Bloodline Arcana to make this Fire Damage so it is usable on living targets!
*
Absorb Flames: Put out a non-magical fire up to a single 5’ Square with a touch, as a Standard Action.
Red 2 MS III
Red 3 MS IV
Red 4 MS V
Red 6 MS V


Greens! (Fiendish Goblinoid Warriors) – Monster Summoning II.
Appearnce: These odd, Green-skinned Hobgoblins are armed to the teeth, and ready to rumble. He cackles with mamiacal glee as he unlimbers his Combat Blades and prepares to attack. Though bestial in appearance, and Viscious in battle; there is a strange aura of good humor; like all of it’s ferocity is a part of a joke that you just aren’t in on.
Can summon: 5/day.
Fiendish Rogue 1
LE Outsider (Goblinoid, Air), Bipedal.
ST: 15 +2
DX: 15 +2
CO: 16 +3
IN: 10 +0
WI: 12 +1
CH: 8 -2

Move: 30’
HP: 11/11 AC: 14 (Armor 2, Dex2)
BAB: 0 (M3/R+2).Blades d8+2/19-20×2, Darts d4+2/x2
F/R/W: 3/3/3
Feats (1): Toughness, Weapons Focus: Blades.
Skills: Perception +3, Stealth +10.
Equipment: Leather Armor, Blades, Darts x 20.
Fiendish: Resist Cold, and Fire 5; Smite Good 1/day (
1 dmg), SR 6.
Air Subtype: Can survive on the Elemental Plane of Air; Fly 30/Perfect (Only in Environment with Subjective Directional Gravity), Miasma of Toxicity: Immune to Poison, Vulnurable to Fire!
Sneak Attack: +1d6. Trapfinding: +1 to Locate/Disable Traps.
Green 2 MS III
Green 3 MS IV
Green 4 MS V
Green 6 MS V


Blues! (Fiendish Goblinoid Warriors) – Monster Summoning II.
Appearnce: This odd, Blue-skinned Hobgoblins are armed to the teeth, and ready to rumble. He cackles with mamiacal glee as he unlimbers his Spear and prepares to attack. Though bestial in appearance, and Viscious in battle; there is a strange aura of good humor; like all of it’s ferocity is a part of a joke that you just aren’t in on.
Can summon: 5/day.
Fiendish ‘Oracle of the Waves’ 1
LE Outsider (Goblinoid, Water), Bipedal.
ST: 12 +1
DX: 15 +2
CO: 16 +3
IN: 10 +0
WI: 12 +1
CH: 11 +0

Move: 30’, 30’ Swim.
HP: 13/13 AC: 12 (Dex+2, Shield 1)
BAB: +0 (M-2/R-2). Spear d8
1/19-20×2, Sling 4d/x2.
F/R/W: 3/1/5
Feats (1): Toughness, Weapons Focus: Spear.
Skills: Perception +2, Stealth +4.
Equipment: Spear, Sling, Divine Focus.
Fiendish: Resist Cold, and Fire 5; Smite Good 1/day (
1 dmg), SR 11*.
Water Subtype: Can survive on the Elemental Plane of Water, Can Breath Water/Air.
Orisons: Stabilize, Detect Magic, Read Magic, Create Water.
Spells, 1st (3/day): Cure Light Wounds, Magic Weapon, Sanctuary.
Mystery: Ghostbane Touch (4/ Day – May Make a Melee Touch Attack for d6 + .5 Oracle Level Force Damage vs. Etheral or Incorporeal Creatures). At 11th Level all melee touch attacks against Incorporeal or Ethereal Creatures do d4 Force Damage. (This Ability Replaces Wintery Touch).
Curse: Combat Inept/Magically Blessed*: Loses all, and can never gain any weapon or armor proficiency; but gains SR+5 to base SR!
Blue 2 MS III
Blue 3 MS IV
Blue 4 MS V
Blue 6 MS V

Minions!

From the Ashes of The Great Convergence GedofParagon