Sikk’et Hul Freedom Fighters

Sikk’et Hul Freedom Fighter Entry Requirements

Only goblins and their kin may join the Sikk’et Hul freedom fighters. A freedom fighter must acquire the Skill Focus (Perception) feat; there are no other game mechanic requirements, though evil goblins are not a good ft for the organization and typically avoid it.

Sikk’et Hul Freedom Fighter Benefits

A freedom fighter cell enjoys a number of benefits before it leaves the goblin kingdom and enters the wider world. Thanks to a series of excellent trade arrangements with Ergoth and due to the continued demand for goblin-discovered ogre artifacts from the Sentinel Mountains, a cell can acquire masterwork and magical items at a discounted rate within cities such as Manic or Ker-Manth. A freedom fighter gets a 10% discount on the costs of pre-made masterwork and magic weapons, armour, and tools. This extends to potions, scrolls, and wands, all of which were originally created outside of Sikk’et Hul and imported.

Sikk’et Hul freedom fighters enjoy a number of other minor benefits:
· They may select alternative class features in certain classes.
· Freedom fighters gain a +2 bonus to Diplomacy checks with other goblins and the Legion of Steel.
· A freedom fighter cell may call on other freedom fighter cells for support. This takes a week and requires a successful Diplomacy check (DC 20). Success indicates 1d6 goblin fighters, rangers, or rogues will arrive in the cell’s area, depending on the nature of the call. (Freedom fighter character levels are equal to the average level of the freedom fighters in the cell that summoned them -2.) For each call a cell makes on a specific mission or crusade, the Diplomacy check suffers a cumulative -2 penalty.

Sikk’et Hul Alternative Class Features

Sikk’et Hull Ranger

Swift and Sure

Level: 4th.
Replaces: If you select this class feature, you do not gain the hunter’s bond class feature.
Benefits: At 4th level, you gain the fast movement ability of a barbarian. Your base land speed is +10 feet faster than others of your race. Apply this bonus before determining the effects of encumbrance and armour. In addition, at 8th level, you may re-roll any Survival check made to avoid getting lost or pick up the trail of your prey if you lose it. You may only re-roll once per situation.

Deadly Precision

Level: 6th.
Replaces: If you select this class feature, you do not gain 6th level combats style feat.
Benefits: At 6th level, if you have selected archery as your combat style at 2nd level, you may add your Wisdom bonus (if any) as a bonus to your damage rolls when making a ranged attack. This bonus is considered to be precision damage and has no effect on a creature with no discernible anatomy, immunity to critical hits, or that the Sikk’et Hul ranger cannot see. It applies to all damage from iterative attacks you make in a round, but only applies once to any attack involving multiple weapons or ammunition (such as Manyshot damage or from throwing more than one shuriken).

Sikk’et Hul Rogue


Level: 1st.
Replaces: If you select this class feature, you do not gain the sneak attack ability.
Benefits: You deal an extra 1d6 points of damage on all attacks you make during any round in which you move at least 10 feet away from where you were at the start of the turn. The extra damage applies only to attacks made after you have moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during your turn. This extra damage increases by 1d6 for every four level gains above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage from this ability is subject to the same limitations as a rogue’s sneak attack damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, you gain a +1 competence bonus to Armour Class during any round in which you move at least 10 feet. The bonus applies as soon as you have moved 10 feet and lasts until the start of your next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
Special: You lose this ability when wearing medium or heavy armour or when carrying a medium or heavy load. If you gain the skirmish ability from another class, the bonuses stack.

Sikk’et Hull Fighter

Mob Tactics

Level: 2nd.
Replaces: If you select this class feature, you do not gain your 2nd level bonus fighter feat.
Benefits: You gain a +1 morale bonus to your melee attack rolls against an opponent at least one size larger than yourself for every ally who also threatens that opponent. The total morale bonus you gain from this ability cannot exceed your Dexterity bonus. In addition, if you use an Aid Another action to grant an ally a +2 dodge bonus to AC against an opponent at least one size larger than yourself, you gain a +1 dodge bonus to AC against that opponent.

Take the Brunt

Level: 6th.
Replaces: If you select this class feature, you do not gain your 6th level bonus fighter feat.
Benefits: At the beginning of each combat encounter before any actions are taken, you may choose a single ally to be your ward for the battle. Any time your ward is within 5 feet of you and suffers an attack, you may elect to switch places with your ward and take the attack yourself. This must be declared before the attack roll is made, and you must be aware of the attacker and not flat-footed. You may not change who your ward is during the encounter, although if you have not used this ability and an ally enters the battle after it has already begun, you may choose to make him your ward at that point as a free action.

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