Horde Equipment

Banging out a few ideas for special equipment for the horde.


Alchemical Vats
The majority of the experiments done on the Goblin Horde is in alchemical vats. Despite the technological breakthroughs surrounding the ingenious nature of the vats, they nothing short of fatal to the majority of the goblins that are exposed to them. Science is capable of amazing leaps when there is little to no concern paid to the comfort and survival of the test subjects.

Elemental Vats
Fireball is the bane of the Goblin horde and Energy Substitution only compounds the problem. The Elemental Vats were first created to stack elementally aligned subtypes onto goblins to grant them the immunities (and vulnerabilities) that are associated with those subtypes. Immersion in elemental vats for any creature that is not a Goblin is fatal, inflicting 10d6 (no save) points of damage of the corresponding energy type each round the target is immersed. All elemental vats have an onset of immediate. Elemental vats are typically covered with iron cage tops to prevent the subjects from escaping and inflict agonizing pain, even on their intended target. During the transformation, the Goblin absorbs the fluid contents in the Vat which results in the need to replace the liquids within. This typically costs one tenth the market value of the Vat and must be refilled every 24 hours of use. A goblin may only ever “benefit” from one Vat, exposing the goblin to a second Vat causes it to automatically fail its Fortitude saving throws. Roughly 1 in 10 goblins survive an encounter with an elemental vat. An elemental vat run continually can produce roughly 2 elemental goblins a day provided it is continually refilled with the necessary alchemical ingredients.



Fire Vat
Market Value: XX,XXXgp
Save: Fortitude DC 15
Damage: 2d6 Con Damage / No Secondary
Frequency: 1/10 minutes
Transformation: 3 consecutive saves
Description:
Fire Vats are designed to confer the fire subtype. The Goblin’s abilities otherwise remain unchanged save for acquiring the following extraordinary ability:

Spark (Ex): As a standard action, the goblin can strike any two pieces of its body together to create a spark akin to striking flint and steel together. This spark can be used to light flammable materials or used with a melee touch attack. Successfully touching a target deals 1d3 fire damage.

Prerequisites: Craft Wondrous Items, Caster Level 11th, Craft (Alchemy) 6 ranks



Water Vat
Market Value: XX,XXXgp
Save: Fortitude DC 15
Damage: 2d6 Con Damage / No Secondary
Frequency: 1/10 minutes
Transformation: 3 consecutive saves
Description:
Immersing the goblin in an elementally charged water vat is a lot like drowning the goblin, only the Vat creates a current of water so strong it permeates the goblins flesh with all the chemicals that make up the liquid of the vat. Surviving the process grants the goblin the water subtype and affords all the benefits therein.

Prerequisites: Craft Wondrous Items, Caster Level 11th, Craft (Alchemy) 6 ranks



Ice Vat
Market Value: XX,XXXgp
Save: Fortitude DC 15
Damage: 2d6 Con Damage / No Secondary
Frequency: 1/10 minutes
Transformation: 3 consecutive saves
Description:
Submersed in a vat of alchemically infused liquid ice, the goblin suffers agonizing pain from the intense cold. Surviving the process confers the cold subtype and gains the following ability:

Chill Touch (Ex): As a standard action, the goblin can touch an object and deal 1d3 cold damage to that target. This ability is useful for things like cooling soup and preventing freeze pops from melting.

Prerequisites: Craft Wondrous Items, Caster Level 11th, Craft (Alchemy) 6 ranks



Poison Vat
Market Value: XX,XXXgp
Save: Fortitude DC 15
Damage: 2d6 Con Damage / No Secondary
Frequency: 1/10 minutes
Transformation: 3 consecutive saves
Description:
The most painful of all the vats, should the goblin survive the alchemical transformation they undergo while immersed in this vat they gain immunity to poison. Further, the goblin’s own saliva becomes a toxic venom that can be used to poison weapon. The goblin can spend a full round action to spew enough spittle to coat an item in a single dose of poison. The poison has the following statistics:

Name: Goblin Spit
Type: Poison, Injury
Save: DC 10 + Goblin’s Con Mod
Onset: Immediate
Frequency: 1/minute for the Goblin’s Con Mod minutes (minimum 1)
Effect: 1d2 Con Damage
Cure: 1 save

Prerequisites: Craft Wondrous Items, Caster Level 11th, Craft (Alchemy) 6 ranks


Spawning Vats
These vats are designed to create goblins and more advanced goblinoid lifeforms.


Creation Vat
Market Value: XX,XXXgp
Save: None or DC 5
Damage: None or 3d6 Con Damage
Frequency: 1/minute
Transformation: 1 successful save
Description:
The Creation Vat was engineered to mass produce hordes of goblins. These Vats can spontaneously create one physically mature goblin or multiple goblins if another goblin is sacrificed. Forcing a goblin into the Vat prompts a Fortitude save by the goblin. Success births a new goblin aged to physical maturity. For every 5 by which the goblin exceeds the base difficulty, an additional goblin is formed.

Maintaining Creation vats requires alchemical components equal to one tenth the market value of the Vat. These chemicals must be replaced and the Vat maintained every 24 hours of use.

Prerequisites: Craft Wondrous Items, Caster Level 13th, Craft (Alchemy) 8 ranks



Horde Equipment

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